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Trapper buff

Slan
Slan Member Posts: 307

Trapper is one of the OG killers, and arguably the most iconic original killer. But due to him only having his addons changed and not his base power, he has fallen behind other killers. After doing a poll, the majority voted that he needed a buff that allowed him to adapt to the current state of the game. My suggestion is that the traps punish the injured survivors in some way, like inflicting them Deep wound if they step on a trap, and if someone with Deep wound stepped on a trap, the timer would decrease noticeably but not too much. Adding this change to the trapper would not make a Big difference in gameplay, but would also make him a more consistent killer. Maybe, if this was added, the lengthened jaws addon would need to be reworked to fit this new mechanic as well.

Comments

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    To me the simplest buff for Trapper would be his traps start the trial active. Gives him an early game boost vs unwary survivors who don't realize he's the Killer.

    An addon idea I'd had that could be good: When a survivor steps in a bear trap, any other survivors within X meters of the trap scream. Good for tracking and tells you if someone is close by to help them out of their trap

  • Seraphor
    Seraphor Member Posts: 9,429

    More accessible traps at the start of the game.

    He already needs to set up by placing traps, he shouldn't need to also pick up most of those traps to start with.

    Either traps should spawn closer to him, traps furthest away should spawn already armed, or he should just start holding more traps.

  • Rudjohns
    Rudjohns Member Posts: 2,218

    The DH nerf is a buff to him. You can no longer dash over the traps.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    While this sounds great in theory I kinda hate it. To illustrate why I will ask you if you have ever used the addons that randomly arms a trap every thirty seconds. You placed some traps and those are now white. You have some that were armed by RNG and those are white too. If the traps you didnt place were yellow instead that would be fine.


    I would still rather see the Trapper start with about 4 traps and have all the rest be located somewhat toward the center of the map. Remove the purple addon that lets him start with all his traps (but he cant move them). Instead change that addon to give the Trapper +1 max trap (total and carry capacity) every time he hooks a new survivor.


    The Tar bottle should be default which leaves room for this addon to be reworked. Maybe make this addon change depending on map; call it adaptive camouflage bottle and make it make the trap blend in more with the ground wherever you place it (more white on snow maps, closer to green on grass maps).

    Change the Oily coil to be named "shadowy coil" and rework as follows : On game start and every time you hook a survivor this coil becomes recharged. When charged the next trap you place cannot be disarmed. The only way to disarm this trap is to step in it. Moving this trap removes the effect but does not refresh it.

    Change Secondary coil (green) to be old Oily coil effect (aura vision on whoever disarmed the trap). Change Secondary coil (yellow) to be old green coil effect (secondary coil). Change all traps to be -25% disarm speed.

    The Bloody Coil addon should be reworked so that if you are already hurt and disarm a trap you will now need to mend.

    The iridescent Coil should change the color of traps you did not place to yellow so you know which traps need to be moved.