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Trapper Buff/QOL Idea
- Trapper can now reload traps from lockers, they do not spawn in the map randomly, but he can only pull out a limited amount of ... 8 or 9 or whatever it currently is
- Trapper can disintegrate a trap from distance similar to sadako and her TVs he has an indicator above the currently selected trap and can remove it manually to grab it out of a locker again
- Trapper keeps his 2-3 traps he can hold at the same time
- Differently from Sadakos teleport the removal is not instant but takes like 2 seconds or so during which he is not slowed or anything, just so you don't accidentally remove a trap you didn't aim at but got unlucky with it still getting focussed...
I think those changes would make trapper more time efficient as he does not need to collect his traps from all over the place and it also gets rid of the rng of some traps spawning in a part of the map where you just cannot afford to go to without loosing too much time. At the same time I think it will not be that much of a buff, but still a buff.
I am aware that it kind of messes with him being a mechanical killer in a way that his power does not have any "entity magic" yet, but I think it would be healthier for him if we could neglect that for now.
Feedback is always welcome :3
Comments
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I think Trapper need a bazooka in order to fit in the current meta.
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Trapper now places claymore mines... Walking into one instantly kills the survivor... We also decided to nerf pig..
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Have all the traps start on hand.
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I like the changes, but I'd be happy even if only the first one was implemented, or whatever other idea that addresses the annoyance of traps spawning randomly and waste your time picking them.
Id also like if traps had some risk disarming them. And somehow make them harder to spot in certain maps such as Eyrie.
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The issue about that is that he can basically fully trap a location to the extend where the survivor can't get out... There is a clip of Otz doing that on Lerys stating that this is why he should not have all of them on hand from the start...
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Maybe some sort of increasingly difficult skillcheck then? Where the difficulty resets after some time?
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To me, yes to all.
M2 use trap.
Ctrl for 2 sec destroy trap.
Reload on lockers.
Simple and keeps trapper as trapper.
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That's a map problem
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If he wants to throw the whole game doing that to maybe get 1 person, he can be my guest. Still should be a thing for those of us who want to play Trapper, not trap pick-up simulator. Otz has been in the game a long time, but he's not exactly down to earth, nor is he always right.
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That does not throw the game my man ^^ Picture the exit gate at lerys with those 4 small wall structures in the building, if you trap all of them and have a survivor on the other side what can he do, besides taking a hit and leaving before you place all traps. I don't necessarily think that is throwing if this enables people to do that. I agree to some degree with that, especially how hard some things are for newer players is something you cannot know anymore when playing the game for so long, but in general I think he has a good grip of balance changes, even though sometimes I don't agree with him at all.
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And if you have all traps on hand from the beginning without the rest then you still have the problem with running around collecting old traps, I think not having all of them at once is reasonable. But sure they could try it out with 2-3 at first, and if that is not enough increase the number... But 8-9 traps on hand is a bit of a stretch.
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I don't know what to say. It's like y'all think killers have all the time in the world to do whatever they want and have it work out, or that survivors can only perform the most basic of functions until the killer puts out even a minute amount of pressure.
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If you are on the other side of it and the survivor has to either go through you and get hit or wait until he is completely trapped... What do you mean by they have all the time? xD
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To place 4 traps by an exit on Lery's, and nothing bad happens as a result. What are y'all's survivor caliber even? You can't even place down A trap half the time without it getting disarmed before it gets used.
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In the scenario the survivor was on the other side, so how was he gonna disable traps with trapper 5 m away?
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