We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Modernize Trapper!

Trapper is at best a hassle to play and at worst one of the most bully-able killers on the game.

PROBLEMS:

1. He literally has to walk to random parts of the map to pick up his power like he has a reverse bear-trap on his head. Once he picks up his trap(s) (of which he can only hold one at once by default!), he has to spend time placing them. If he does not do this, he is an m1 killer.

Freddy, Hag, and PH can conjure their traps like mana from heaven, and Trapper is stuck wasting loads of time on simple logistics, picking up his finite amount of traps. Even worse, when a survivor disables one of his traps, unlike the others, he needs to walk all the way over to it and reset it. He is an area-control killer that needs to leave his area of control constantly to even use his power.

PROPOSED SOLUTION: Perhaps make the traps spawn close to gens, or close to Trapper's start. Anything to make them less random - some maps you can't even get all of your traps because of the map size and generator spawns making it so you have to throw the game just to pick the traps up. Maybe he should be able to grab traps from lockers, with a maximum amount placed on the map at any given time.

2. His addon diversity is awful. You NEED a bag addon while playing Trapper. It often feels like you can only run one addon on Trapper due to how necessary the bag addons are- which is a shame, because a lot of his addons would be very interesting if combined with each other.

PROPOSED FIX : just give him the brown trapper bag as basekit. He should be able to carry 2 traps by default, not one. It's ridiculous how miserable Trapper is to play without a bag addon, and I really wonder if the Devs even play their own game sometimes. People have wanted this for literal years.

3.His traps have wildly variable impact. Sometimes a trapped survivor escapes instantly - other times they're stuck for a full minute trying to get unstuck. It's horrible for both sides, because when someone gets stuck in a trap across the map, Trapper needs to gamble on whether or not he should try to go there and pick them up while the survivor can just be stuck escaping for ages.

His traps do nothing to an injured survivor if he isn't running Honing Stone. If an injured survivor falls into a trap and frees themselves, you essentially lose the trap and they suffer no penalty.

PROPOSED FIX : Traps should have a set escape time of something like 15 seconds (number can change). No more of the RNG - both players should know right away whether or not Trapper should come pick them up -or at least be able to make a judgement based on a reliable escape time.

Traps should deep-wound injured survivors that step in them. It would reward Trapper for successfully using his power - he will be able to track a survivor near the trap they set off because they can't go far, they need to mend.

CONCLUSION : Trapper in his current state is essentially a worse Hag. I doubt these changes will make him super broken or even harder to play against; these are just QoL buffs that should have been done a long time ago.

Comments

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    idk, I don't use bag add-ons, and I don't like deep wounds as a mechanic.

    I'm only responding to the trap count and acquisition along with the escape mechanic simply because those are the ones I've thought about most.

    Trapper has one trap per every four map tiles (or whatever). Trapper spawns with 75% of total traps for that trial. The other traps spawn within 8 tiles of the main structure on the map. The Trapper can only pick up traps one at a time (unless add-ons), so he must first place all of his traps before collecting others.

    Traps can be sabotaged. A sabotaged trap instantly spawns a new trap at the farthest spawn point from the Trapper's current location.

    When escaping a trap, a survivor can escape on every attempt after the third with the following percentages:

    1. 0
    2. 0
    3. 0
    4. 33
    5. 20
    6. 50
    7. 30
    8. 66
    9. 40
    10. 82
    11. 50
    12. 99
    13. 60
    14. 100

    the rest are all 100%. Each percentage of luck moves all of these percentages down one attempt (i.e. 13 becomes 100% with +1 luck, and with +14 luck, the first attempt is an automatic escape).

  • TAG
    TAG Member Posts: 12,871

    Here's an idea for the issue of picking up traps: What if Trapper can have Bear Traps teleport to him from a distance? Like, if he is in a certain range of one that he is looking at, there could be a little icon hovering over the Trap's aura (similar to the icon that Freddy uses to know which gen he is going to teleport to). Then he can hold his hand out, and the Bear Trap he is looking at can materialize in his hand. We're in a realm where the Entity can already do whatever the hell it wants, so no need to worry about flavor explanations.

  • notstarboard
    notstarboard Member Posts: 3,903

    One other thing to add - I'd like to see Small Game updated so that it doesn't just screw over Trapper in particular. Give it the Slippery Meta (not a typo :P) and Saboteur treatment and give it a buff but remove its Trapper-specific effects. I love the idea of giving the perk a totem counter, for example.

    I know it's not a commonly-used perk, but there are already just so many counters to Trapper's power that other killers don't get hit as hard by (maps, OoO, luck boosts, etc.). BHVR should be getting rid of all remaining things that specifically exist to mess up Trapper.

  • Emeal
    Emeal Member Posts: 5,311

    Slapping Deepwound on Traps, Im a cringing at the idea, Please dont.

    My personal suggestion would be making his Trap placement easier and less time consuming.

    Like a snap-feature that places the trap in good location at a loop instead of having to manually place it and fighting the system.

  • savevatznick
    savevatznick Member Posts: 651

    Deepwound is kind of gross, but I feel like there should be at least some downside for injured survivors stepping in a trap.

    For a snap feature? I think that would hurt more than it would help. Unpredictability in trap placement is key for getting use out of them in higher ranks. A snap feature would reduce that; I don't find myself fighting "the system" in placing his traps.

  • Mastermind
    Mastermind Member Posts: 111

    The only issue Trapper has is the survivors' ability to disarm traps with no cooldown. The trapper requires a ton of prep work and if someone decides to be a disarm commando, goodbye power.

    And sometimes getting terrible trap spawns, but that's occasional.

    I think trap disarming should work on a Saboteur-like cooldown, where you can disarm it once per 60 seconds. A trapper can effectively lock down an area well enough that it's pretty much nearly impossible to escape, but there's always Dead Harding through a trap, which is one of the very used survivor perks, but if he decides to lock down a single area, he won't have traps for the rest of the map, which gives the survivors an advantage there.

    Trapper should be able to get his traps from lockers though. One trap per locker until the map capacity is reached. If a trapper opens the locker and isn't carrying a trap, the furthest closed one disappears and the trapper grabs it.

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    Since Trapper sucks against a good and high ranked SWF team, he kinda needs a big buff. Honing Stone should honestly be base kit, or as you said they should get the deep wound status effect.

  • Dermott
    Dermott Member Posts: 50

    Yes, yes! I was thinking about what if Trapper would be "Entity upgraded" instead of being just a dude with traps:

    • Freddy-like target and channel ability to recall bear trap
    • Audio cue for nearby survivors to Trapper or trap that is being recalled
    • Visual effect of recalling for trap and Trapper

    And then, you could throw some addons' that affects recalling, like reduces/hids a cues of recalling, or lets rearm from distance (probably Ultra Rare). We suggested many changes that are great but I think letting Trapper to pick traps one by one from distance could really help him with current gameplay pace.