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Tinkering with Trapper

Going on the forums lately I see some ideas for buffing the poster boy of DBD, The Trapper. It irks me that the poster boy for the game is by far the weakest killer in the game, in my opinion. After all, his power is not time efficient to set up or collect, can by useless throughout an entire match therefore making him just a basic 115% speed M1 killer and even when it works if you are too far away it won't matter as the Survivor can escape before you can capitalize.

The Trapper has recently been buffed with regards to new add-ons and a QOL change but it still feels incredibly weak against almost any Survivor as long as they pay attention. Also it can be very irritating when compared to other killers that can use their power more freely and only have to worry about a cooldown. After all, the other trap style killers (Hag, Freddy) don't have to worry about collecting traps or a limit as their traps renew themselves by taking them from other locations therefore giving them a limitless supply to set as they see fit.

In this post I am going to give a concept of a newly styled Trapper with a tweak to his current power without making it overbearing while changing some add-ons to be more widely used to encourage a variety of play styles. Also taking a look at teachable perks as well. Time to tinker with Evan MacMillan.

Killer Power: Bear Traps

Base powers of bear traps will still be in effect as they are now but will also have these changes. Bear traps will no longer spawn across the map and will instead will be accessible to the Trapper at all times. Default amount of traps is 8. If limit of traps is reached while trying to set another trap then the Trapper will be able to recall his earliest set trap to himself to be able to place a trap. The Trapper is no longer effected by his own traps and can walk over them at will. Survivors that are caught in a bear trap will have to complete 3 moderately difficult skill checks (think communing with Yellow Glyph) in order to free themselves. This is the concept that I have in mind for the Trapper as it would give him more power and efficiency.

Teachable Perks

The Trapper comes with three teachable perks but honestly all are underwhelming so I figure we can buff the use of these perks by bringing them up to 2021 standards.

Unnerving Presence: Your presence alone instills great fear. Survivors repairing or healing in your Terror Radius suffer the following effects: Decreases the Success zone of skill checks by 60/70/80%. Survivors that miss a skill check are unable to work on the generator and have their aura revealed for the next 8/9/10 seconds.

Brutal Strength: Your great strength allows you to shred through your prey's defenses. Increases action speeds of breaking pallets, breakable walls and generators by 20/25/30%. Kicking a generator while using Brutal Strength will make it take 10/15/20% longer to fix.

Agitation: You get excited in anticipation of hooking your prey. While carrying a Survivor you benefit from the following effects: Increases your Carrying Movement speed by 10/15/20%. Survivors within your terror radius become Hindered.

Add-ons

Trapper Gloves: Protective padded leather gloves. Increases the Bear Trap Setting speed by +30%.

Padded Jaws: Bear Traps immobilize Survivors without damaging them. Survivors can only be released from the Bear Trap by another Survivor. If the final Survivor is immobilized by a Bear Trap then the Killer can grab them from a Bear Trap.

Makeshift Wrap: Scrap this add-on. No longer required as Killer is immune to the effects of a Bear Trap as base kit.

Bear Oil: Melted animal fat that can lubricate the Bear Trap's squeaky joints. Setting a Bear Trap is silent.

Wax Brick: Increases the Bear Trap Rescue and Escape times by +33%.

Serrated Jaws: These replacement Bear Trap jaws have saw-like blades, causing awful open wounds when they snap. Survivors injured by a Bear Trap suffer from the Hemorrhage and Mangled Status Effect until healed.

Lengthened Jaws: Jaws with long teeth that dig further into the flesh than a conventional Bear Trap. Survivors who escape from a Bear Trap suffer the Deep Wound Status Effect.

Coffee Grinds: An old rusted can containing old coffee grinds. Grants the haste status effect for 10 seconds after setting a Bear Trap, boosting the Trapper's Movement speed by +10%.

4-Coil Spring Kit: A replacement kit for Bear Traps which changes the usual dual spring system to four coil springs, adding a great amount of strength to the Bear Trap's hold. Decreases the Bear Trap's Disarm speed by 50%.

Trapper Bag: A cured leather waist bag. Large and sturdy to transport hunting equipment. Increases the Bear Trap Carrying capacity by 1 Bear Trap.

Entity's Ink Bottle: A black, matte and sticky substance that when applied to Bear Traps, makes them far less noticeable. Darkens or lightens the Bear Trap depending on the area the Bear Trap is placed around.

Secondary Coil: A secondary coil keeps the Bear Trap functional in times when the primary coil becomes unusable. Increases the Bear Trap Disarm time by +50%.

Rusted Jaws: These Bear Trap jaws are covered with crusty and volatile rust spots, making injuries particularly difficult to heal. Survivors that escape a Bear Trap are Hindered for 5 seconds.

Fastening Tools: A specialized set of tools used to fasten Bear Traps to ensure their effectiveness. Increases the Bear Trap Rescue and Escape times by +25%. Increases the Bear Trap Setting speed by +50%.

Trapper Sack: A crude leather sack suitable for foraging. Increases the Bear Trap Carrying capacity by 2 Bear Traps.

Tension Spring: A high tension spring that snaps back into place after being stretched. Automatically resets the Bear Trap 2 seconds after a Survivor escaped from it.

Oily Coil: A clear oil that makes handling the Bear Trap's spring more hazardous. When resetting a Bear Trap, the Aura of the Survivor who had disarmed it is reveal for 10 seconds.

Honing Stone: When used with the Bear Trap, the Honing Stone sharpens its blades. The razor-sharp blades inflict deep wounds aimed at bleeding the victim as fast as possible. Survivors caught in a Bear Trap, who free themselves, are put into the Dying State.

Iridescent Stone: Bear Traps sharpened with the sickly gleaming Iridescent Stone seem to gain a life of their own. Every 30 seconds, all disarmed Bear Trap are automatically reset and armed.

Bloody Mortal Coil: Part sticky, part slippery, this grim liquid makes handling the Bear Trap's spring more dangerous. After disarming the Bear Trap the Survivor loses 1 Health State and becomes Broken for 100 seconds.

TL: DR

Just an idea of what I could do to buff the Trapper some a more viable level.

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