Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
Trapper "Rework" Was A QOL Change That Needs A Lot More To Work
I am a trapper main since the day I started Dead By Daylight. I have almost 1700 hours on Trapper alone and I do play other killers as well but I have a specific liking to trapper with all its nitpicks and comes and goes. Even though the so called "rework" was welcomed, unfortunately it has not addressed drawbacks in Trappers' kit that would actually help him as a killer.
PASSIVES FOR TRAPPER
While trapper received a quality of life change originaly with the ability to reset his traps, unfortunately trapper has no other passive ability to help him with mobility issues across maps or during chases. We need to identify two glaring issues which are detrimental to trapper.
Number 1 is the fact that trapper still needs to go around the map to pickup his traps. I have no idea why people think this is a good idea, and there are maps where traps spawn at the most obscure positions, mainly corners of the map or hills that trapper has absolutely no reason to go around to pickup his traps except to waste a good 20 seconds to roam back and forth to it. Limiting Trapper to carry 2 traps without the addition of a bag is also a drawback which if you compare it with other killers, one wonders what is the mindset and why are the reasons for him being like that. Hag in comparison has 10 phantasm traps she can actually teleport and not place in pixel perfect positioning with the ability to recycle her traps when they are out. Freddy has 5 snares. Clown has 4 bottles. Blight has 5 rushes. Why does trapper need to have just 2 and not 4 or 5 off the bat without the need for using a bag as an addon. The time wasted in the early game just to place traps, and be forced to place traps just to pickup a trap that is in the corner costs very well one to two gens. To counter this I do propose that trapper actually increases the amount of traps he can carry from the get go so he starts with 4 traps by default and with addons he can carry more. Furthermore, trapper should be able to reload his traps from lockers instead of having to go across the map. Is a decent compromise for having to reload his power instead of having to waste time going around the map and is only logical.
Number 2 is the way that his traps work out of chase. Unlike Hag who can actually teleport to them if someone triggers one of her traps, trapper is left with no option than to either drop chase and hope that the survivor doesn't get out of the trap fast enough if he tries to go to it, or, even in chase, lose a chase because the survivor just got out from the first try.
Having so many ways to disable his power as survivor and also the fact that he wastes time to reload, even if from a locker with a change, I believe a passive should be added to trapper to help him both in mobility and actually make co-ordinated team effort or even solo play vs survivor riskier vs trapper. If a trap is disarmed or someone is caught in a trap, trapper should receive a 5% haste boost for 5 seconds kind of like angered agitation. Then he can decide whether he can use that haste boost to catch a survivor around a safe loop or run over to who dissarmed or got caught in his trap.
Furthermore, Trapper is the only killer who gets punished for stepping on his own power. Hag can freely walk over her traps, Freddy the same. Trapper... No. He has to be punished OR use a bandaid addon the Makeshift Wrap which actually dissables the trap of a trapper if he walks over it just because a survivor decided to use dead hard for example or had another teammate try to disarm the trap while his teammate runs over it freely (gaining i-frames) and then trapper has no option but to go around. This goes also for traps placed under pallets and so on and so forth. I will go into details regarding trap placement later on. Trapper should be able to freely, and I mean freely walk over his traps any time without getting punished and without dissarming them at all. This should be base kit for trapper and not something he needs to rely on an addon.
With that in mind, a change to the Makeshift Wrap addon is warranted. The addon should actually allow trapper to instantly arm a trap by walking over it which opens a huge dynamic in a chase if a trap is disabled and trapper walks over it he instantly renders a loop unsafe and makes for a more interractive gameplay from both sides.
TRAPPER SACK
While the trapper sack is what allows trapper to not waste time to go around and pickup traps, unfortunately it has the drawback that traps cannot be picked up afterwards. The negatives of this addon outweigh far more the positives:
- Loops are dynamic in the game with pallets. The moment a pallet is broken the loop becomes reduntant
- Survivors learn the exact positioning of your traps if they get caught once and being unable to move them means they can be easily disarmed all the time
- Trap hitboxes are ATTROCIOUS with all capitals which I have shown in a previous post I made during the PTB which to my dissapointment was not taken at all into consideration and no adjustment was made. This means if you placed a trap a pixel to the left or right that trap can be useless anyway.
The trapper sack should allow trapper to move a trap
Trap hitboxes
There is still issues with trap hitboxes. Traps at window vaults can still be one way traps meaning they will only work if a survivor vaults the window from the side of trap but not the other side. This is something random and sometimes even if you place the trap correctly, to a longer distance from the window, survivors can still fast vault over it from the non trapped side.
Traps have really an attrocious hitbox to the point of actually seeing a survivor stepping on a trap and the trap doesn't catch the survivor.
Basically if a survivor angles themselves and hug an object/wall unless you place a trap at the edge of the object, the survivor will not get trapped.
If you place though the trap like that the survivor can sidestep freely from the other side and avoid the trap all together and remember, trapper cannot step over his own traps....
If a trap is placed halfway between the pallet and the vault location of a pallet if a pallet is dropped, the trap will not catch a vaulting survivor, but will catch a survivor who tries to drop the pallet, will normally catch a survivor who tries to run the loop but sidestepping still allows the survivor to avoid the trap.
If a trap is placed correctly to catch the vault, then the survivor can freely sidestep the trap and makes "closing the loop" useless as you as trapper cannot sidestep it because you have a larger hitbox and will get trapped as you try to run the loop adding more salt to the insult.
Hag can place her trap way off and do a cam trap to force the survivor to face the way she wants during a chase but trapper, please make sure you place the trap pixel perfect otherwise your trap won't work....
I have shown some examples in the clips above vs survivors who know to avoid even a correctly placed trap and you can see it.
So to summarise with the hitbox issues:
- Traps can be sidestepped and survivor can even step over the edges without getting trapped
- Traps placed close to a window can still be fast vaulted from the non trapped side. Please note this used to be a thing with just Male Survivors, it WAS fixed in the PTB and now again is an issue with both Male and Female Survivors.
- Traps placed too close to the pallet before the pallet is dropped can be fast vaulted from the non trap side without the survivor getting caught. Again this was an issue with just Male survivors now again is an issue with both male and female survivors
- If a pallet is dropped, the virtual box of a trap does not allow you to place the trap too close to the pallet.
- If a teammate dissarms a trap the trap should not become i-framed so a teammate can step over it freely
- Trapper should NOT get punished, nor disarm his trap when he steps over an armed trap
I know for a fact that trapper can never be a top tier killer and never expect him to be, but feeling that the game mechanics battle against you all the time is really disheartening especially since he was reworked only a while ago and still suffers with glaring issues that should have been addressed first.
The other addon changes, of course welcomed and gave some new life to trapper but still needs more as outlined above.
I do hope the community and most of all the devs see this with a constructive and positive eye and make some further changes to trapper to make him actually decent.
Lord Dem
Comments
-
I don’t particularly like the idea of trapper starting with a bunch of traps (unless you’re using trapper sack), but I wouldn’t mind the base capacity being increased to 3. More importantly though, his traps should spawn a bit closer to the center of the map (eg. no more going to hill tiles on corners of the map that are also facing towards the corner so you have to walk all the way around). Your locker reload idea would be ok too.
When someone steps in a trap and another survivor is with them, it is currently faster to just rescue them from the trap than it would have been to just disarm the trap without stepping on it, which is kinda odd and doesn’t leave much penalty for an already injured survivor stepping on a trap if the killer is far away. I think it would be more than fair to increase base rescue time by another survivor to 3 seconds, and to make lengthened jaws (deep wound after getting out of a trap) a basekit effect, so that there is still some consequence of stepping in a trap while already injured even if the killer isn’t near. I like your 5% haste idea when someone is caught in a trap too.
I do not think trapper stepping on his own traps would be nearly as much of a problem if survivors couldn’t dead hard over them. That needs to be removed entirely, but that’s a change that needs to happen to DH, not trapper.
I don’t think trapper sack needs any changes; it’s meant to be an alternate-playstyle addon.
Trap hitboxes need to be fixed, yeah. Placing a trap too close to a window should never be a thing. I’d also be fine with removing the ability to walk over traps while they’re currently being disarmed by another survivor.
0 -
The biggest problem with trapper is that he requires the survivors to not be paying attention.
1 -
The trap hitboxes have always been forgiving. Make it off-center by a little bit at a pallet? Survivors completely phase through it.
0 -
Trapper doesn't need more buffs, it wasn't a simple quality of life improvement, he is quite strong as a killer that has map pressure, even more with the add-on to injure survivor that disarms the trap.
Ps: People who have visual comorbidities already have a big disadvantage against killers who use traps in this game, and the only thing that still helped was small game, but not even that was left or thought by the QoA team when they reworked the perk with the excuse of "completely denying" the power of the killer, when only the sabotage perk did that (and both -saboteur and small game- have a huge cooldown).
0 -
I think it's more the maps not really hiding his traps really well. So I think the issue is the maps rather than Trapper himself.
0