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How to make Trapper A tier?

It makes me sad when they pay little to no attention to old killers like trapper, let me hear your ideas on how to make him more viable!

Comments

  • Yords
    Yords Member Posts: 5,781

    Unfortunately, I don't think Trapper can be A-tier unless every map is reworked to be more balanced after he gets a bunch of buffs. He could get buffs right now, but the maps will still be an issue, and not just for Trapper actually.

    His power is inconsistent, and even more inconsistent on different maps such as the indoor ones or larger ones since his whole power becomes significantly weaker.

  • Huge_Bush
    Huge_Bush Member Posts: 5,410

    Indoor maps should make Trappers traps invisible. 😋

  • glitchboi
    glitchboi Member Posts: 6,023

    I really like the idea of giving him a speed boost whenever someone gets trapped. Would make his chase power WAY better and it'd allow him to get to survivors and worry less about them getting out of a trap. Scott Jund had this in his Trapper rework idea I think.

    It won't make him A-tier but it could make him B+ at best. Also, I'm thinking about Logwood Dye being base-kit. It's not even that good of an add-on, but it would help his traps be a bit less visible considering that these newer maps have given Trapper a rougher time recently. However, nerf Tar Bottle to work like usual, y'know? Oh and Trapper Sack to his base-kit obviously. Or bag.

  • Huge_Bush
    Huge_Bush Member Posts: 5,410

    I like that idea! I will settle for this idea with a base carry of 2 traps as long as the speed boost is more significant than Clowns new bottles.

  • Someissues
    Someissues Member Posts: 1,604

    His needs more traps in his base kit, and disarm trap should be longer

  • glitchboi
    glitchboi Member Posts: 6,023

    Yeah, tho I won't credit myself since there was one person that thought of it before everyone else. I feel like it should make his speed 5.2m/s (130%) until he hits a survivor/picks up a survivor/the survivor gets out of the trap so it's rewarding when he traps a survivor outside of his radius. Oh and it stays for 5 more seconds after he hits a survivor/picks up a survivor/the survivor gets out of the trap. Plus it would actually give him decent mobility and map pressure.

    Clown's bottles are different since he can use them anytime, on the other hand this one REALLY rewards Trapper.

  • A_Skinny_Legend
    A_Skinny_Legend Member Posts: 919

    I don't know about A tier since I never understood how people actually quantify the killer's power and then settle by putting them on these letter ranks (other than just having a feeling for the Killers and where they belong). However a buff that I thought about would be to give the survivor a temporary slow down in their base movement speed if they manage to untrap themselves, make it a few seconds or something.


    Idk about giving him a speed boost, there are already perks that can do that for him without requiring a survivor to be trapped.

  • Jane_Is_Mega_Thicc
    Jane_Is_Mega_Thicc Member Posts: 137
    edited April 2021

    Trapper is a very low tier killer right now, my idea would to make his Trapper Bag add on base kit so he starts with extra traps, the next thing I would add is that every time a survivor disarms a trap, that trap will be slower to disarm, it stacks when it continues to be disarmed. The next thing is to make his trap setting speed add ons base kit, I think these changes would make him a better killer, next thing I would add is to remove dead Harding through traps, finally I think the last change would be make escaping from traps slower every time you attempt but you get more luck to escape it, it would give the killer more time to arrive to the trapped survivor.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556
    edited April 2021

    1 - he starts with all his traps. (or purple bag is base at least)

    2 - grass actually exists on all maps.

    3 - dead hard doesn't work on the traps anymore.

    edit 4 - there's a chance to get trapped when disarming his traps

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    also all his traps should be active from the start


    what kind of trapper doesn't have all his traps ready to go?

  • Zozzy
    Zozzy Member Posts: 4,759

    Darker traps by default.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Camo traps, basekit trapper sack, 8 traps per map, you get trapped for at least 5-10 seconds, and they all spawn in a cluster near the centre.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    Maybe he could reload his traps at lockers like Huntress?

  • Trickstaaaaa
    Trickstaaaaa Member Posts: 1,269

    Give him 2 traps at start allow him to carry 3 traps without add-ons. Give him a 30 second, 5% speed boost when a survivor gets trapped.

  • Zozzy
    Zozzy Member Posts: 4,759

    This is all pointes though. BHVR know what he needs but clearly don't want to do it.

    They are even nerfing him with the map updates and the trap struggle update.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    1 is a bad idea. Even as Trapper main, start with all traps is a bad idea.

    Here is a topic about my lucky RNG, this could be the same as start with all traps https://forum.deadbydaylight.com/en/discussion/197499/story-lucky-rng#latest

  • whispersenthusiast
    whispersenthusiast Member Posts: 106

    I actually love the speed boost idea, very clever.

    My ideas would be:

    1) Trapper Sack baseline

    2) Traps have to spawn X meters from the edge of the map

    3) Logwood Dye baseline

    4) Increase baseline setting speed somewhat and nerf the addons (giving him the Rat Liver/Combat Straps treatment)

    5) Make Tar Bottle yellow rarity, and make the green addon more dynamic. Maybe every map is "color coded" and whichever one you go to decides if the traps are dark/medium/light?

    I think this would be a good start. Trapper desperately needs some love in the addon department especially, he's very much like old Wraith where you're more or less forced to run a certain set of addons to be competitive. I will say though, as a Trapper main, that I don't really want him to be A-tier... I play survivor as well and it can be very oppressive to play against him if he's good. Buffing him too much will make it so even average players can pick him and do really well, and we don't want another Spirit situation on our hands.

  • glitchboi
    glitchboi Member Posts: 6,023

    I think by giving these buffs to him (including the speed boost ability) he would be a C-tier killer which is still a really good thing. And yeah, I'm hoping for Trapper to become and stay balanced.

  • TrapperU
    TrapperU Member Posts: 20

    Actually, I would love to see him have at least one more kind of trap that you could change with add-on (like Freddy). It would give him more immersion since the survivor dont know what he is facing even seeing him.

    I also agree that if he start the game with the traps ready would be better, since they are already "random" it would not be broken.

    A "flashbang" trap would be nice, maybe triggered by wires that you can put on door/window.

  • whispersenthusiast
    whispersenthusiast Member Posts: 106

    Also, with the upcoming Small Game/OoO changes, he's gonna get indirectly buffed too. I know these perks haven't been meta or anything, but they still make his power obsolete when a survivor does run them. It'll be nice not having to load into a game with an OoO in a SWF who calls out your location the whole game (even though SWF still cripples him).

    I do wonder if he'd get the Demogorgon treatment with some number and addon adjustments, or if they'll give him a bigger ~rework like Bubba/Billy/Freddy.

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405

    Give new add on

    -Chop chop

    Traps permantly amputate survivors leg.


    There now he is A Tier