TRAPPER OUTDATED?
Huntress, Pig, and soon Clown all get 4 chances to use their special abilities. Could we, please, put Trapper on par with other killers with deployable perks? Three or four traps as Trapper's starting payload and capacity is not too outlandish. His traps aren't even inherently lethal like Pig's and players can get out of his bear traps much, much easier. It's so much more efficient to be able have that spare capacity to pick up the old trap, set a new trap in its place (or nearby), and only then pick up the survivor who just got an ankle munched.
If that's too simple then my alternative idea to increasing his payload is to make Trapper's devices actually act like a bear trap. A bear trap is meant to detain something as big as a bear or giant wild boar. What it should do to relatively fragile human bones & flesh should be devastating and downright crippling. The victim should be unable to extricate him/herself without a toolbox in hand. Any attempt to assist the victim or disarm/disable a trap w/o a toolbox should put that person at a Tremendous risk of severe hand injury (Hindered skill use for rest of match). Once escaped from a bear trap a victim should have a lasting speed reduction (or Exhausted state) and/or Exposed status for the remainder of the match like No Mither.
In brief, Trapper needs a QoL upgrade to match his peers & the survivor-players' talent power creep. Escape from traps without tools should take at least twice as long as I've been seeing lately.
Comments
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What happend to trapper?
-His add ons are outdated and relics from a different meta of the game
-His add ons never had been that good (very rare add on with 50% RNG to work)
-Traps under hooks got removed
-Effective size of traps got unintentionally smaller
-Preview of trap setting placement is off
-Basement build was gutted, when IG got nerfed to trash
-Disarmtime is so short now that he doesn't get any timeadvantage from setting traps and they can get disarmed literally mid chase
-Survivor got perks like Dead Hard or Detective Hunch
-A lot of high grass areas on maps got removed
-Indoor maps got introduced with only few places to set hidden traps1 -
@Wolf74 said:
What happend to trapper?-His add ons are outdated and relics from a different meta of the game
-His add ons never had been that good (very rare add on with 50% RNG to work)
-Traps under hooks got removed
-Effective size of traps got unintentionally smaller
-Preview of trap setting placement is off
-Basement build was gutted, when IG got nerfed to trash
-Disarmtime is so short now that he doesn't get any timeadvantage from setting traps and they can get disarmed literally mid chase
-Survivor got perks like Dead Hard or Detective Hunch
-A lot of high grass areas on maps got removed
-Indoor maps got introduced with only few places to set hidden trapsVery good points.
-I am curious as to how the trap placement marker got so far out of whack.
-I understand the game balance point of no traps under hooks, though minimum distance between traps needs to be smaller. If I want to plant a semicircle of traps around the hook then why not? Survivor can still disarm or sabotage, reducing traps to little more than alarms and a means to slow down rescuers. That would also mean fewer traps elsewhere.
-Trapper needs more add-ons with special effects that are lasting minutes rather than seconds.
-The add-on with a 50/50 chance of knocking down the survivor should be a lower tier rarity and thus be more available in bloodwebs.
-As I said, if disarm/sabotage time is kept so short for traps then give to doing so a major consequence with a high probability of happening.0 -
Just yesterday I played a match with trapper that once again showed the trap size issue.
I trapped a chokepoint, but the traps was to small (maybe not placed 100% right, because of the wonky preview) and the survivor could get past it, but I got trapped in my own beartrap (survivor hitbox is smaller than killers).
And since freeing yourself from your own trap is resetting the trap, I also had to pick it up, before I could resume the chase.0 -
I think keep everything (starting trap #, how survivors interact with traps) mechanically the same BUT have The Trapper just toss his traps on the ground (and them land armed) then change the addons that increase/decrease setting up speed. This way he doesn’t lose vision and he doesn’t lose as much time setting them up. Right now the prediction aura isn’t accurate anyway so might as well just toss them.
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The following clip shows how badly trapper is in need of some quality of life fixes.
47 seconds into this video: the poor trapper is now caught behind his own trap and even worse, he can't pick it up without setting the trap is in hand.
[url]https://youtu.be/e6h_Y3p1NRM?t=47s[/url]
Infinite carry capacity would go a long way into making him more convenient and avoid overly awkward situations like these. Bag addons can simply just affect the starting number of traps.
The ability to dead-hard over traps without consequence might also need to be looked at.
If he gets some QOL like the wraith did, Trapper would be in a much better spot.
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Trapper was created before a lot of things came to the game. Take for example SWF. A SWF survivor can tell his mates over voice comms that trapper placed a trap at the big basement loop, directly at the window
Every other survivors now knows about the trap which basically makes his power useless, when I started with the game, trapper was my favourite killer by far, but he got weaker and weaker compared to other ones. Now we even have maps (the game) where you can clearly see all his traps....0 -
@Doomsaki said:
The following clip shows how badly trapper is in need of some quality of life fixes.47 seconds into this video: the poor trapper is now caught behind his own trap and even worse, he can't pick it up without setting the trap is in hand.
Infinite carry capacity would go a long way into making him more convenient and avoid overly awkward situations like these. Bag addons can simply just affect the starting number of traps.
The ability to dead-hard over traps without consequence might also need to be looked at.
If he gets some QOL like the wraith did, Trapper would be in a much better spot.
Video reminds me of some wannabe using Ochido's name as his username. My Doctor beat the heck out of that guy who rage quit before I could third hook him. It felt good to down Ochido even if only in effigy. sigh
Back on subject: Infinite carry is unnecessary. I just want him put on par with the other killers who need & carry special items to use their killer power.
Dead Hard over traps??? I've not seen it (or not recognized it when I saw it), but that's just stupidly implausible bullchips! I can accept the Dead Harder steps out of the trap without struggle but should still take an injury, even if the injury drops him to dying state.
Has anyone else noticed that injured survivors can step in a trap, free themselves, and still stand back up to run away? #########!
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Ooh, I had an idea for a major buff -- alter his power so that he can use an optional secondary action and extra effort/time to fully camouflage a trap, ie. make it invisible. For sake of speed you could lay traps the old way but also put down hidden traps at the start in vital loops and chase routes.
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Trapper needs serious love </3
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@weirdkid5 said:
Trapper needs serious love </3Yes. It's the old boy's anniversary. He was once the first and only killer. He's literally the face of the game in so much DbD merchandise and advertising. All hail Trapper! All hail Evan!
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watch theentitylefthand to see how strong the trapper can be...
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YES! Trapper's getting that love. An add-on that makes traps reopen themselves. Destroyed traps respawning... and so on and so on.... Brings a teardrop to the eye. sniffle
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