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An Idea for a buff for the Trapper.
I can see him being somewhat like Jason, setting his traps all over his territories for when someone dares to invade his home they run into them, and that is pretty cool, but given dbd playstyle that doesn't work well, it is a very fast game where such preparation is hindered.
So my idea for a buff for him is to allow the player to set traps beforehand, that works like this: when you select the trapper in the menu and not waiting for a game, you get the option to set traps, if you click it you see a menu with all the maps in the game, you click one and the map is loaded, there you can place all the traps. your traps locations will be saved and everytime you start a game on said map, your traps will start set on the locations you selected and ready to catch any unwary survivor that walks over them.
Since there are map variations that depend on RNG, I think the traps set can also be divided into categories, the traps that appear always there, the traps that are chained to certain window, door, etc. that will only appear if said thing appears (even perhaps if it doesn't) and extra traps in case of certain add on giving the player extra traps.
Second buff: since the starting traps will be all over the map and ready to catch a survivor, instead of an RNG thing the escape trap will be a normal progression bar that will give the trapper the time to get to any survivor even if they are caught on the other side of the map, or at least will make survivors lose time if the trapper is currently busy with something else.
Third buff: Since the starting traps were set beforehand it would only make sense that the trapper was able to cover them better, so they will start with some sort of camouflage depending on the stage to give survivors a harder time spotting them.
Fourth buff: the trapper can't be caught by his own traps, nor do they get disarmed by him stepping on them, he is already the weakest killer in the game, he doesn't need any downside to his power, even if they did this this would only make him a bit faster but he would still be a low rank killer.
fifth buff: The traps get disarmed with skill checks, if you fail them you get caught.
Comments
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Just give the Trapper all his traps at the start of the match, rework the addons and call it a day. He's laughably weak.
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I’m ok with this; but only if they also add a reasonable minimum distance, where he can’t place traps too close to each other. He’s way too easy to snowball with this way, to be locking down entire areas (such as killer shack or main buildings, especially with basement).
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This is already a thing that exists. You can't place them too close. There's always enough space for a survivor to walk between them.
If your suggestion is to make it so he can't place traps within like 5 meters of each other... that's a huge nerf to an already struggling killer. I don't think we should be nerfing the weakest killer in the game.
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Good luck with that, bhvr hates trapper for some reason. Look how long it took to give him an extra bag basekit lol.
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You realize that in addition to some of these changes not being possible without major changes to the game, trapper already received a buff recently and now possesses an add on to start with all traps carried? These suggestions, while imaginative, are unnecessary. I main trapper among other killers and I would not call him the weakest killer, I actually find him quite easy and enjoyable to use if you understand how to strategize. Some killers only shine when you understand how to employ them.
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Trapper is a weird one.
Against good teams he is weak, yes.
But i often had Trapper games which completely changed towards the end. If survs get a little bit unaware his traps can be tough.
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Manually walking to each trap to pick it up sucks. Too bad there isn't a way for him to retrieve traps from range without it being goofy, like ethereal traps that manifest in hand, or a crow that brings them to you.
Survivors see you stop and bend over to place traps, as if having very little grass to hide them in wasn't bad enough (and that's on outdoor maps). Too bad there isn't a way to arm traps while moving and toss them onto the ground, making it harder for survivors to notice and call it out.
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I would be okay with giving up tile lockdown for better trap escape RNG. The max number of traps that can be placed in a single tile is 2 or 3, but it's harder for survivors to escape traps on their own.
I would also be okay with no longer being able to trap directly below gate switches for some other benefit. Why can't Executioner trench the exit gate, but Trapper can and guarantee a 4k if he finds hatch first..?
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He needs anti-loop or mobility, a secondary ability, just the traps seems too dependant, raw and weak.
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My own idea was have his traps on the map start set and active. Yes RNG can still screw that over, but it still creates a form of early game pressure for Survivors who may not realize yet they're up against a Trapper.
I actually had something in this vein happen recently. Trapper was running double iris and I happened into a trap that had autoset before the Trapper had chums to an area. In Endgame chat even they were surprised by how quick that happened.
A different idea could be traps within your terror radius set or auto reset, while the iri addon makes it happen regardless of location/makes it happen quicker.
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He’s very map dependent. I had a fantastic trial on Springwood today. I spawned near the preschool. I put traps in the following locations.
- on the stairway leading down to the basement area. If you don’t break the doors, you can force them to either take a hit or step on the trap.
- The window vault near the entrance. It’s a super strong vault. The survivors hit this trap three times this game.
- The pallet by the car behind the school. This one is better to trap because the strong vault near the other trap is already blocked. If they drop the pallet, never break it. Just leave the trap in the vault.
- random grass spots near gens.
Had a snowball moment where I was carrying one survivor and two others stepped in traps with seconds of each other. The grassy area traps won the game for me. When I get non-grassy maps I get bent over and spanked. Almost feels like the best thing to do is go get a glass of water if you get a non-grassy map. Just let the survivors do the gens and “GG go next”.
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a good buff would be that a survivor can no longer do a disarm action to let another survivor go through and then let go so the trapper will get caught
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