I don't think the Trapper "buff" will change anything
The main weakness of his gameplay was always and always will be information, such as SWF or aura reading perks, the amount of times that i put my traps on TL's/windows/shack/pallets, etc only for them to be disarmed in the next 30 seconds after i leave the area is just laughable at this point.
Do you remember how excited Trapper mains were when OoO got nerfed? Yeah, that should say something.
Removing the rng and the extra trap is nice, but i honestly don't think it'll change much since his gameplay is too straightforward (you can't really put traps anywhere) and decent survivors know this.
You also rely entirely on maps and environment, since you need to hide traps in pretty obvious spots like i said before, once you go down while stepping on a bush you're not going to step on that bush anymore, and you don't even have spots like that on indoor maps.
He's in a place similar to Hag, as a survivor you can bully the killer just by following him around and being careful, the only difference is that you can actually go down pretty fast by getting too cocky messing with Hag.
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Nope it wont but better than nothing.
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- You can save at least 20 sec to double traps a strong title
- The choice between double strong addon and handicap, or a strong addon with bag. Is no more.
- You can shift your traps (2 of them without bag) easier. Image you double traps a strong title with Gen, then that Gen done and you have to shift your 2 traps, but you have to travel 2 times because you dont have a bag.
- The number of traps from unlucky 5 traps into fixed 8 traps. 3 more loops can be blocked.
What he needs are disarm traps should come with a risk, they just cant disable your power just by holding M1. And maps need more grass
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I would have loved to see a rearm ranged ability. That let you re arm traps from across the map. Of course it would have a cooldown.
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Disarming traps should come with a difficulty skill check. You are LITERALLY sticking your hand into a bear trap, you deserve to be punished if you mess up!
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Yeah, i think that either the overcharge skillcheck or the yellow glyph one should be basekit when dismarming a trap, and if you miss it you need to try again and maybe the killer could receive a notification? (not sure about that one since it could be spammed by the surv to become obnoxious).
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Bloody Coil gets nerfed into this effect.
One finger of the Monkey Paw closes ominously.
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It's better than nothing but no, it won't change much at all. He needs significantly more buffs than what he's getting.
-Make base start carry 3 or 4 traps
-Maps need way, way, way more grass.
-Stepping in a trap should cause a damage state period. IE if you get yourself out after you stepped in one while injured you're now in the dying state. Only way you should get out unscathed after stepping in a trap while injured is if a teammate helps you.
-Trap trigger radius should be larger
-Traps should be a good bit darker at base
-Longer to disarm
-Traps should re-arm after a certain amount of time (weaker form of the addon)
Does this sound like a ton? He still wouldn't even be A tier if he got all this. That's how weak he is right now.
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Isnt this would buff it? Since you will always get trapped that also cause injured? Though I feel its too much.
Longer disarm doesnt matter when 1 guy follow after you to disarm even if 3sec increased to 7sec. Because you lose more than 7sec to return and resetting it or find somewhere else to place. As @MrCalac123 said, it should come with a skill check, just equal DS skill check (30 degree) that can be decreased with addon
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Bloody Coil currently makes you injured if you disarm a trap. That change would make you injured if you miss a skillcheck while disarming a trap.
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I really think that Trapper need a secondary power to activate manually traps from distance, (Like Freddy when he looks at a generator) once every 30s or so. He needs to be 16m away from this trap. Iri stone addon can be nerfed or changed.
That will give him more map control and the ability to counter SWF with
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Of course you don't, nothing short of spawning survivors already hooked is ever going to be "enough".
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Compared to new killers getting buff when new chapter starts or later, his changes are really mysterious.
I mean all those buffs are like sure things and no one would deny those could have been done much earlier.
I really hope his new addons to be impactful and helpful.
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I never said it would compensate for the time he wasted. All I said was it would be "better", not "good", which is true. It's still a net loss for Trapper regardless, it just means he loses a tad less.
If you want to add a skill check sure, but it really wouldn't matter. Skill checks in this game are so easy that they're irrelevant. Even them being called "skill" checks is quite silly.
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People miss DS sometimes. And that comes with a hook. I dont think everyone will never miss a "disarm skillcheck". And unlike other skill check, missing this one may come with a hook.
Here is the link of customized Skill check. https://dbd-stats.net/skill-check/
Set both Good & Great to 30 (equal to DS), try to do 10 skill check to see if you miss any. Reminding, miss one may cost you a hook. If you're doing ok, try set both to 20 (with decrease skill check addon for example). In the end, skill check idea is to giving a risk, not free hook everytime they try to disarm.
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i want more grass upstairs on the game
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Well, I don't know about you guys, but I'm definitely going to start playing more Trapper after this buff :)
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The game used to be dark down floor, now bright everywhere. Lery used to be dark, now bright everywhere. Autoheaven used to have grass. Yamaoka estate pillows used to hide traps. Collapse walls in Hawkin used to hide traps. ect
All gone.
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I think trapper rework is going to be like clown's rework. Faster reload == more traps/carrying capacity. 5-6 add-ons changed for trapper. rest mostly be staying the same. Killers will play trapper for 1 week, realize he is still 99% the same and than you will realize that we lost a viable killer in Spirit against good players after 2-3 weeks. Trapper changes are nothing more than distraction.
Look on bright side, at least they figured how to change trapper's trap capacity from 1->2 after 5 years.
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The real buff is not auto including a bag on trap Daddy. Now you can use two add-ons to buff his power instead of just one and a bag.
It's nothing super powerful it's just going to feel nice exactly what trapper needs
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What I find odd, is that it's such a lukewarm change that could have been implemented months, if not years ago. If it takes this long to change something so basic and obvious...
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I still think Trapper should have a cool down ability to throw traps down like junkrat from OW. the buffs are okay nothing major. Just makes you have space for 1 more add on. But most add ons are pretty bad.
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It definitely helps more than people think. I can't recall a time where I was carrying more than two traps outside of early game. It frees up an add-on slot that was always taken by a bag. There's a bit of power creep here.
As to why it took FIVE YEARS for them to give him two traps base kit....I don't know. They address balance issues at a speed so slow it appears they're moving backwards at times. Just like it took three years to decide standing still isn't an interactive or fair mind game. Had to think about it for a while.
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Pretty much lol.
Still dissapointed in the sad Clown "rework" we got. He's still nearly just as bad.
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The problem is the disparity between good and bad players when it comes to skill checks. The difficult you'd have to give those skill checks to make them relevant against even semi decent players would destroy all the bad players so the devs would never do it.
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Considering there are several places you can place a trap and the trap is basically invisible as it clips into the environment, that would be kind of unnecessary.
While there are general strategies to make stepping in a trap unlikely (such as avoiding grass), there are situations where it's not a matter of getting outplayed or making a bad mistake if you step into a trap depending on its placement.
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If I had to guess, it's because Trapper probably has a high pick rate and average kill rate. You know, because he's the "main" killer of the game and so is played at less experienced SBMM brackets, and at the weaker levels the game is sided in the killer's favour so he's winning a lot. Hence, they'll look at his statistics and be like "hmm, trapper seems to be doing fine, no buffs needed."
I also wouldn't discard the idea that we have a Clown situation where BHVR don't want to buff him too much because they think he has "hidden potential" and could become OP if left unchecked, because a Trapper snowballed a dev's team with NOED.
BHVR tend to prioritise balancing based mainly on kill/pick statistics without taking anything else into account, so I would not be surprised if this was the reason. It's the same reason that Pig will never be buffed despite being one of the weakest killers, because her kill statistics are inflated from being able to force RBT kills on good survivors with tunneling and certain add-ons, and getting passive RBT kills on bad survivors. I can almost guarantee you if they just outright removed Pig's ambush and crouch, her kill rate probably wouldn't even go down all that much, that's how much the RBTs inflate her statistics.
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The buffs are actually really good for Trapper. They reduce setup time, make it easier to move traps. It won't make Trapper a B tier killer, but it'll definitely make him more competitive.
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