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Should Trapper sack be basekit?
Should The Trapper have the Trapper Sack as a basekit add on?
Why or why not?
Comments
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No, it should not.
Why? Because i want to replace my traps. Because i want my speedboost in specific situations while i dont want that trap to stay there forever. Because the addon is overall to powerful for basekiting.
If any addon has to be added basekit for some reason (and i dont think it is really needed, Trapper is not as weak as some claim) then it should be Trapper Gloves.
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They added 2 more traps up to 10, and gave him Haste. And later they will (or already?) have traps spawn near Gen so no more spawn at the corner, I dont think they will ever give him TrapperSack. Even if he has 6 traps, I still against the idea of giving him all traps. All he needed were fog,grass, and darker light.
Iron grasp into basement with 6 traps was never healthy.
Post edited by C3Tooth on12 -
Trapper Sack is a cool add-on because it encourages a different yet efficient playstyle for Trapper. However, forcing that playstyle by making Sack basekit is a horrible idea. The joy of Trapper is the ability to swap trap locations to mindgame survivors and continuously using bear traps in chase.
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Feel like a better idea would just be the locker reload Huntress and Trickster have. Let him grab his traps from lockers until the max number of traps are in play.
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unpopular opinion, but i don't think it should. most trappers would just drown one area in traps (basement or a 3-gen) before the match even starts. with spread-out traps he can't, which is a better design. BUT, what he actually needs is some very very heavy nerfs to self rescue from traps, so he can actually play around the entire map (or you know, can expand past 20 meters from his trapped area).
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Absolutely not, no.
It would help some Trapper players a little bit (assuming the downside is removed, if not then there's zero reason to do it), but it'd just encourage most to set up a minefield around their first hook, or just immediately go for basement plays. These two tactics are somewhat balanced right now around the fact that you have to commit time or inability to pick traps back up into them, without those restrictions they'd be the only things most players do.
Trapper could still use some buffs, but that's categorically not what he needs or should get.
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Kinda on the fence for this. One claw we KNOW people will immediately set up minefields around basement/3 gens and thats that. On the other it make it so survivors wouldn't immediately know its a trapper by looking at the dirt and saves time marching across the map. This is on the assumption your removing the downside too.
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The only way they'd do that is if they took away the negative effect but it would essentially similar to hag. Most Hags i see just trap basement and it's next to impossible to get someone out without them or someone else going down.
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Anything that actively encourages and makes Trapper's basement easier to achieve is a bad idea IMO
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Not only would that be too homogenized with other trapping killers(Hag, Adriana, Hux) but it wouldn't actually help him in a way that matters. Trapper's issue is not that he takes time to set up, it's that his set up can too easily be denied any meaning. There's better ways to compensate for his setup time--increased set speed, the ability to recover his farthest trap from a locker on a cooldown, etc.--and there's more important issues he needs fixed. Disarming traps is easy, quick, and free, and this is a serious issue. There should be some risk to disarming a trap. It should either take a noticeably longer time, or it should injure the survivor. This would result in his traps being more inherently valuable, which is his actual issue. It is too easy for him to put everything into nothing.
I really just want to see Honing Stone and Bloody Coil made basekit, or at least something similar, and maybe he should get IriStone's effect when he downs a survivor. These would make individual traps more valuable and would also prevent disarming his traps from interrupting his entire offensive flow. Maybe there's a better option, but it isn't Trapper Sack.
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It's a double edged sword is the problem... because Trapper can always lockdown basement, even without that add on... he just is far more efficient at it with it. If self save is made worse he becomes even better at it...
Mind you... What I do love about Trapper is yes he is weak... but there is that horrible feeling shift when your teammate goes down and you think "excellent, we're making good time"... only to see the notification bubble appear under the floor... 😨😨😨
There are not many things that scare me, but that moment is always a "Oh.... Oh God No...." 🤣
It might be nice if Trapper gets a Pig like buff... where escaping traps tends to pool around the same time. I'd probably prefer 3 attempts with double the odds at 4 seconds an attempt, rather than 6 attempts at 16.6667 taking 1.8s. Would make traps more consistent.
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What Trapper would benefit from would be a lower Terror Radius so he cannot be tracked as easily while setting up.
I've read an idea once.. what if Trapper was undetectabe till he gets a hit.
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No. Trapper Sack already encourages the worst, cheesiest kind of Trapper gameplay.
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you probably wouldn't agree when i say basement shouldn't exist, would you? he already needs to hang around basement if he turned it into a minefield no? otherwise survivors can just disarm and save for free so nerfed self rescue wouldn't make much of a difference in that case. i like your idea though, 4 seconds per attempt and only successful on either 2nd or 3rd attempt, never first.
i'm dreaded to play him and see people save themselves in my face while i was ALREADY CHASING THEM. nothing feels worse than that. you can't set "smart" surprise traps around the map either because they won't work, they will almost always save themselves before you arrive, so you have to just play him as an antiloop killer which is super boring. i hate seeing traps on every window and pallet in sight but that's what trapper needs to do.
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Giving him all of his Traps would bring even more 3 Genning complaints
And Camping would only get worse
He needs something else... but I don't know what
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I think Trapper should keep the starting trap count but be able to carry all of his traps. The bag addons would modify the starting amount.
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no. because not being able to pick the traps back up is not a good thing to be default.
he should still have all traps as default. and still no one can make a point against it that isn't just "I think trapper scary" but with different words or "he will do the thing he already can do by default, which isn't actually good, only a bit faster" which circles back to "scary"...
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No because it comes with a big downside and picking up traps is what Trapper fundamentally is about. The recent buffs he got are more than enough. Nobody wants to live in a world where Trapper is a top tier killer.
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It's... one of those things where I understand from a gameplay point of view that Basement is pretty abusable and can create very 1 sided scenarios that allow the killer to play really nasty and be borderline uncounterably unfair.
However... in the same breathe it is a classic trope of horror... and it does carry the fear that it should... and the core idea I think is really cool, and something that definitely should be in the game... I personally would have done it differently, but I think BHVRs iteration does fit the bill of a dangerous and scary place... if that makes sense?
If it were me, I'd try and improve basement for counter play and more potential scares. In case you were interested:
If it were me... (and this is kinda riffing off my head), if I take the current version of basement I'd make it have something like a connecting narrow corridor to a second entrance with an auto locking doorway that the killer can use freely, but survivors have to unlock (lockpick style, but similar timing to an exit gate).
This second entrance can be opened by survivors but this has an noise alert upon opening, and a time limit that it stays opened for... say 30 seconds? The path would take say 12 seconds to traverse, have no pallets or any slow down. Once locked, the door cannot be opened for 2 minutes. So if the killer guesses you, and moves to intercept, or any other delay on unhooking, and you might get trapped in basement.
Would offer an alternative and hopefully nail baiting escape attempts before the basement door locks and leaves you trapped in with the killer.
^ Something like this ^
That would be how I would do it, and this would be the route I'd go instead of basement removal... obviously this is too much a map overhaul to suggest, but I like the idea.
EDIT: Relating back to the OP, I still prefer the idea of the green Trapper Bag instead of the purple Trapper bag. In conjunction with the traps at gen change, this would be a little healthier imo.
Trapper is the basement God, but making it even easier to do is my concern 😅
Post edited by UndeddJester on0 -
i fully agree it contributes a lot to game's atmosphere and theme, and that's the only sensible reasoning behind it's existence because it's awfully unbalanced. 2 entrances to it and hills would be my solution too, it would solve a bunch of its problems like body blocking the stairs, especially as twins or trapper and killers expecting rescuers to come from one way and camping it.
about the spoiler, it would actually lead to lots of clutch moments, but basekit bt would need to last a lot longer for basement rescuees if they'll need to traverse that long of a path. or going into that hallway could prolong the effect. i'd also change the door logic in favor of survivors and not make that path too narrow.
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Wouldn't that be the point of Dead Hard, Off The Record and Borrowed Time though? If not it would have to be body blocking and cooperation required to get the survivor out.
You could also consider scattering where some go one way, some go the other. Regards to the doors being narrow, Basement should still remain the Killer's advantage, and if the Killer catches survivors using the escape route, the killer should be able to block them in and lock the door behind them.
That's the risk/reward that comes from this change. My goal is not to make basement an even and balanced scenario. Basement should absolutely be the Killer's advantage. My only frustration with basement currently is there is basically nothing to be done if the killer camps the entrance. You either trade, or you lose a player.
The escape route gives an alternative option to still try... but if the survivors misplay it, you get locked in with the killer, and potentially give them a 3k.
I'd probably add that the wiggle progress is 10% slower in basement as well... as that's my main concern of this corridor 😅
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The purple shouldn't be basekit but him starting with 6 traps that he can move around manually and get back at lockers when he's further away definitely should be a thing. People forget that even with today's Trapper not everyone goes for the basement strat, and having traps on you from beginning will only incentivize more on the fly setup.
Also instead of being rng getting out of the trap should be a fixed value because 70% of the time survivor gets out of the trap first try which is ridiculous.
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