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Are devs happy with trapper's basekit?

Lord_Tony
Lord_Tony Member Posts: 2,109
edited August 2021 in General Discussions

he can only have 1 trap at start and can only carry 1 trap.


none of the traps on the map spawn active


I've seen survivors break out of traps in my face and they were only in there for literally 2 seconds


I don't know it feels like he's too weak as basekit.


Even trickster finally surpassed trapper and is no longer the weakest killer.

Post edited by Lord_Tony on

Comments

  • MyNamePete
    MyNamePete Member Posts: 1,053

    I feel like people overuse the term outdated too much, but honestly, Trapper's basekit is super outdated.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    he's right trapper needs a full rework, not just a few add-ons added to basekit.


    So the easiest solution is adding some bags and other stuff to basekit.


    or completely overhaul this killer he's super dated.

  • MyNamePete
    MyNamePete Member Posts: 1,053

    Well practically all of Wraith's addons got reworked, so they could put some in his basekit.

    If trapper sack got base kit, people would also ask for stuff like slightly increase trap setting speed addons too.

    If say all of trappers addons got reworked, they could add some into his basekit.

  • The_Krapper
    The_Krapper Member Posts: 3,259

    If trapper just started with all his traps at the beginning and had to place them all before needing to fetch them it would solve most of his problem, his weakness is the early game and setup time, when the counter to a killer is to go right at him at the beginning to force him to have no time for his power you've got a big problem

  • bm33
    bm33 Member Posts: 8,230

    I was thinking same thing that they literally did that for Wraith. That response feels like a big ol' screw you to Trapper. 😒

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    Then they give Clown, Demo, and Wraith add-ons base kit

  • landromat
    landromat Member Posts: 2,193

    One of the devs said he's proud how trapper is still strong after 5 years, so i guess so

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Im Trapper main and I dont agree giving him further than a Brown bag into basekit. Facing him would be equal to facing 3 Gen every match

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    get rid of the dye add-ons just add an invisible trap add-on

  • WexlerWendigo
    WexlerWendigo Member Posts: 1,867

    This would be rly problematic, Otz has shown before why it’s not a good idea by putting someone on a hill and having 6 traps on it.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Exactly.

    1. They have traps spread out mainly because they wants Trappers to have his traps not cluttered in an area and camp there.
    2. People using Bag NOT because bonus trap, but because he can carry more traps.

    I did a simple image showing why having all traps make him area camper potential


  • FFirebrandd
    FFirebrandd Member Posts: 2,445

    Here's the deal. A Trapper who's set up in a good position is actually the most lethal Killer in the game. I can understand why they're a bit gunshy of making it easier for him to set up. However... in my opinion it is currently too difficult for him to set up. I'd like to see him be able to carry 2, start with 1 trap at base, which brown bag upgrades to carry 2, start with 2. I can't see that making Trapper too strong but it will make him significantly less dependent on bringing bags.

  • The_Krapper
    The_Krapper Member Posts: 3,259

    Yea but how likely is that to happen? Most killers would immediately start using traps and setting the zone up so if what you're saying was the case then the survivors are really bad for dying to powerless trapper that's refusing to use his power until someone is hooked and if they wanted to play that way they're gonna camp anyway

  • Mister_xD
    Mister_xD Member Posts: 7,669

    fun fact about Trappers basekit:

    he doesnt even have a set amount of Traps available.

    the number of available Traps (without Add Ons) is random between 4 and (i think) 7.


    he really needs some tweaks to be more consistent.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109
    edited August 2021

    okay but it's no different than bubba with a chainsaw face camping, right?


    trapper basement is no different than bubba basement.


    and the devs said bubba facecamping is more likely to throw you the match so that same logic can be said with trapper if you're wasting 6 traps in 1 spot to camp 1 person.

    in fact it's less efficient than bubba because bubba doesn't have to pick up his chainsaw off the ground 6 times.


    if the other 3 survivors fall for trapper basement instead of doing gens that's their fault.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109
    edited August 2021

    or to make things fair what if he can pull traps out of lockers to refill instead of starting with all traps. This way he has camper potential but only near lockers.


    with a set number of traps allowed in game the last used trap will just disappear by the entity.

  • LeFennecFox
    LeFennecFox Member Posts: 1,290

    I think they are reluctant to buff trapper since a lot of people find him "boring" to play against because they don't have any eyes or knowledge of trapper spots. They don't want to have people complaining about an "unfun" killer.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,778
    edited August 2021

    you can use add-ons to give you extra traps and various add-ons improve his traps. for example if you have trouble that survivor break out of his traps with rng, he has add-on called Honing stone that put you in dying state for escaping the trap.

    Honestly, trapper needs a lot of his add-on to be base-kit with slight modifications. for example he should have Stitched Bag(purple add-on) by default. The bags add-on can be reworked to spawn more traps on the map. I also think he should have iri stone mechanic by default as sometimes, trapper spends too much time chasing and does not have enough to set traps up. Its just that 30 seconds is probably too strong and should instead be 60-80 second for one trap to set itself up.

    I dislike facing trapper because it makes you have to look at the floor a lot in a chase and you need to plan your routing by checking for untrapped areas and work off process of eliminating in the chase. it is not very interesting as trapper tend to be 3 gen a lot because they cannot capitalize off distant traps due to teammates saving people from traps before trap he gets there. I rather play vs strong chase killers like Spirit rather than killers that are forced to camp by design.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109
    edited August 2021

    I like how unfun killers take priority for nerfs.


    but if we killers suggest BT, DH, IW and DS is boring and unfun we won't see nerfs to any of these perks for years. IW even got buffed

  • C3Tooth
    C3Tooth Member Posts: 8,266

    It would be still easy for him to 3 Gen strat. Since he can keep open a single locker at the same area.

    He should be required time to setup. Its just disarming is just M1 next to a trap. And escape RNG not reliable, they cam be trapped 10m away and you cant do anything about it.

    He needs alot of QoL.

    . Start with 1 trap, can carry 2.

    . Traps spawn 30m away from edges of map.

    . Disarming spawn a skill check. Fail will get trapped. Coil addon changed from slower disarm to smaller skill check.

    . Escape trap os is no more RNG. Add skill check, starts with 10 degrees, failed will increase another 5 degrees until success. Stone addon decrease 5 degrees.

    . Green jaw cause Hindered. Purple jaw cause Broken...ect.

  • CriticalWeasel
    CriticalWeasel Member Posts: 378

    Changes I would love on Trapper.

    • He can now toss beartraps instead of just spending time putting it down.
    • He can reload at lockers which means he spends less time walking around to reload.
    • Thrown beartraps impacting on survivors won't do anything unless Trapper possess an special addon.
    • Beartraps will be completely broken upon sabotage to compensate for the easier reload and placement speed.
    • When he goes above his trap limit the oldest trap will break itself. (Trap Limit increased by addons.)
  • El_Gingero
    El_Gingero Member Posts: 1,147

    I think the purple bag and the injure upon disarm addons should be default, trap spawns revamped, default setting speed increased, default disarm time increased, and escape mechanism revamped.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Did you mean he should have 5 addon Purple bag, Blood coil, Green setting, Green coil, Green stone into basekit?

    I dont know why people think slam in add-ons into basekit is a way to buff killers.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    those purple add-ons aren't as OP as it sounds if they were basekit.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Addon exist so you have to think which one you should pick. Like you have to pick 2 of addon A, B, C. Having 1 of them basekit and you just slam in other 2 every match. There is no diversity anymore.

    Think about Blood coil, Honing stone, Purple bag are the most powerful addon. You either go for powerful (Coil & Stone) and sacrifice time (Bag). Or using Bag and sacrifice either Coil or Stone.


    I played double addon and check my kill rate on each.

    Blood Coil + Iri stone: 75% kill rate

    Oily Coil + Secone coil: 53% kill rate

    Fasten tool + setting tool: 56% kill rate

    A single Yellow bag: 81% kill rate

    A yellow bag gaves me more kill rate than both Red addons combined. Think about having Purple bag as basekit and you're able to slam in 2 Red addons

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited August 2021

    Trapper feel weak because survivors can disarm without any risk. And they can escape in 2sec because of RNG. Same to the Pig, either RBTs do nothing, or free kill.

  • Guest1567432
    Guest1567432 Member Posts: 728

    Apparently the "Stats" say Trapper is fine. /s

  • konchok
    konchok Member, Alpha Surveyor Posts: 1,719

    Pretty picture, but seriously that's a solid infographic.

  • El_Gingero
    El_Gingero Member Posts: 1,147

    Purple bag because it’s ridiculous that trapper starts with only 1 trap and the other bags don’t cut it with the current pacing/balance of the game. Injure on disarm because it’s far too easy to disarms traps and it disproportionately punishes the trapper so there needs to be some kind of an additional trade off. Setting speed because setting traps is slow and cumbersome and the ga,eh as changed a lot over the years with much faster pacing now. Seems perfectly reasonable and rational.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    the RNG use to be in favor of the killer it could take survivors up to 30 seconds ti disarm or longer.


    now it's like 2 ######### seconds


    they made the traps worthless

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    I still don't understand why the traps at the start spawn disabled.


    So basically this means trapper placed a bunch of traps randomly across the map without arming them so he can later run around the map to rearm them when survivors show up.


    ?????????????? worst trapper ever.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Not reasonable for me though.

    Escape trap should not relied on RNG, no Killer wants survivor escape in 2sec. No Survivors want to stuck for over 30sec like you said (140m walking distance), its a free down.

    Skill check should be added so its up to them to escape or not.