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Trapper bear traps should change their colour according to the map and having a wider hitbox
There´s no way to play Trapper in a decent way in alot maps, specially in Eye of Crows. Maybe changing the colours of the traps according to the map (grey in The Game or Lery´s), brown in Eye of Crows for exemple... And the add on that allows traps to get darker should let it more realistic to the predominant colour of the floor in the map that you will be sent.
Comments
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Agreed.
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I find the trap is fine, its some maps are so lack of grass.
But to be fair, in Low graphic setting, grass doesnt cast shadow on the ground, which makes traps easier to be seen.
New Haddonfield has some super dark places that you can place trap in the middle of no where and survivors cant see. New Lery used to be the same, but for some reason they brighten the map.
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They should also cause the broken status to already injured survivors and dead hard shouldn't work against traps.
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Honestly trapper got nerfed hard in realm beyond all maps had red forrest grass now its grass you can see trough so i agree
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as a trapper main i have to agree on the eye of crows map, but for me its the sport to trap players when they least expect it, so this map does bring a nice challenge to it....i see it as a puzzlle and 1 day i will find my sweetspots....but this map is the most difficult.
The game....stairs and exit gates are my go to places.....always fun to trap all 4 players in end game collapse
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Why should traps have a wider radius? Its a beartrap. If you dont step into it, it doesnt trigger. Simple mechanic.
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Super agree
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That first suggestion would be amazing, but in my opinion the trap hit box is fine as is
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Changing colors is a great idea but having a larger hit box is not.
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They probably meant making a bigger visually as well, so the survivor doesn't have room to squeeze around traps that have been placed the best way they possibly can. There are few spots where it would make a difference as far as I know, but still.
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That would be like an elephant trap. You may think its necessary for Jeff, but a Feng would most likely be instant killed by such a trap. This is too harsh.
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It would be an improvement, but his biggest nerf was still the large reduction of grass on most reworked maps.
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Please bo wider hit boxes, it's already a pain to get the prompt sometimes to where if you go any closer you can get sucked in
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Honestly, getting the old trap model back for Eyrie of Crows could be nice, I'm pretty sure they'd blend in well with the sand. The trap hitbox is fine as it is though.
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Erie of crows = tatooine should have sand traps
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Bigger hit boxes for the traps will correct survivors escaping squeezed in corners where Trapper can´t do it... So basically you put a trap in a right spot and the survivor squeeze thorugh it and you got punished, suvivors already have Dead Hard to go thought it.
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They should also make all of trappers traps spawn already open since we gotta spend the time getting them.
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Honestly, would any buff be a bad buff for the guy?
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Eh. I think it's the right solution to the wrong problem.
The trapper doesn't need to have more viable bear traps.
The Trapper needs something ELSE that is OTHER than his bear traps.
If the trapper could take more time to set up additional traps.
(Trap a pallet to make it spring back upright when thrown, disabling the trap after but preventing it from stunning)
(Trap a window, the next vault over it destroys the trap, Fast or slow vaults are safe - but medium vaults damage survivors)
(Trap a hook to disable its ability to act as a sacrificial hook, but a rope hangs 1m in front of it and acts as a bear trap for animation and use)
(Can 'trap' totem remains to make them seem like a lit hex totem. Nothing happens once cleansed. Survivors gain no BP and there is no audio. They just wasted their time)
Suddenly, the trapper is going around and not doing a lot of chasing, but spending a ton of time setting up traps.
Survivors can always disable traps they find, sure, or even work around them.
But in the end, Bear Traps should not be the ONLY thing that the Trapper has. The Trapper should be able to turn a lot of different exchanges into his favor with the power of preparation and intimidation to corral unwitting survivors into danger.
Imagine an injured survivor throwing down a pallet at the last moment after T-bagging, only for that satisfying "VvwwipP" bungie sound to cue as the pallet hardly comes down at all and you land a punctual blow.
A lot more satisfying and worthwhile than bothering with creating a bunch of trap textures so that they're a fragment less horrible on already bad maps.
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Trapper's not even that bad if you use his add-on where he starts with all 8 traps in his bag but he can't pick up traps once they're on the ground. It's all that time spent going to traps on the ground and picking them up just so you can put them in better spots that's the huge time sink for him. Honestly I think if they started him with four or more traps instead of two as his base kit he'd be in a lot better shape, he could just go straight to where he wants and trap some loops or whatever and get down to business.
As far as the original post goes I could see making his traps be translucent so they blend in more being useful.
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True!
My biggest gripe is not so much the viability of his traps - but the amount of setup vs payoff.
You can spend dozens of seconds placing traps in good locations and setting up, only for survivors to disarm them or avoid them.
The time spent setting up traps often devolves into predictable gameplay that more often than not sees very little return of that invested time.
Getting survivors in traps is satisfying, but bear traps are not all that viable - especially on every map.
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Yeah, I think we're pretty much on the same page. I will say that I think there are basically main two ways to use traps: you can try and surprise people who might run through them by putting them in grass and dark patches and odd places on stairs, etc, or you can put traps that are more visible but that directly block vaults. A lot of people focus on the former, but the latter is also useful since, even if the survivor spots a trap up ahead at a window during a chase for instance, their only option is not to take the vault which will get you a hit. So they either have to have spent time disarming the trap previously (which is time spent away from the gens) or risk being in a dead zone when a chase starts in that area. That window blocking type of trap also works on any map regardless of the color of the ground since it's main purpose is to zone survivors away from strong vaults.
Of course the best traps are the ones that can both zone survivors away from a vault if they spot it but that are also hard to see so they might step on it anyway. For instance there are a lot of vaults where the survivors are only likely to see one side of the vault prior to a chase, so if you put the trap on the other side of it they'll probably take the vault and get snared. (One of my favorite examples of that was on the old Haddonfield map where you could go upstairs in a house and put a trap right on the other side of a second floor window. Watching survivors run up those stairs and get caught never got old. 😄)
Anyway I think the traps are decent IF Trapper has time to place them, even on maps that traps might be more easily spotted. It's that big "if" that's the weakness.
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What if the TRAPPER had different kind of TRAPS! It kinda makes sense in my head for him to have multiple forms of traps. I wouldn't say they ALL have to be movable and redirectable, even some can be permanently disabled. BUT multiple forms of traps seems fitting.
Like a kind of snare trap that just slows down survivors who walk through it.
OR a trap that completely immobilizes them (but doesn't injure and trapper can't see their aura).
OR a traps over gens that has to be disabled before they can be worked on OR you lose a health state (this can be an addon for gen slowdown)
OR a trap that completely prevents window vaulting until disabled.
ALL of these traps CAN be additions to his base kit OR come in the form of addons AND don't necessarily need to be moveable/picked up by the killer. Honestly they can even be disabled perm. once a survivor disarms them and it would still be ok because it would be like a side power OR interesting addon.
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