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Trapper QoL

So, a few things that I thought of while waiting in killer queue that I think could heavily benefit trapper. But first, a few reasons on WHY:

  1. Trapper having to pick up his traps since they are very strong is reasonable, starting out with all traps without any downside is basically giving a guaranteed kill.
  2. Taking that in mind, having to walk back and reset a trap or pick it up, is unreasonable. He should either be able to "reload" that trap or have the trap become available in his arsenal of traps.
  3. Having a carry limit is also quite unreasonable. If a trapper went out if his way to collect a trap, he should be able to pick it up.
  4. One issue also being Trapper having a near impenetrable basement, but thats fixable too.

So, here's my QoL:

  1. Remove his carry limit. A trapper who walked to a trap should be able to pick it up.
  2. Add a new functionality, which can be borrowed from Clown: Trap scraps, everytime a survivor destroys a trap outside of Trappers Terror Radius (or generally 32 meters, as TR distance could vary), destroy that trap and have them come back to Trapper, so that Trapper at any given point could slow himself down to craft a trap (each trap gives 1 scrap, each scrap gives 1 trap, just to clarify).
  3. The exception to the TR is when the trap is within 16 meters of any hooked survivor.

That way, Trapper's traps are a more consistent threat, the only traps Trapper has to pick up/reset are the ones within reasonable range and the first spawned traps. His addons wont really need changing either, other than the Purple Sack and the Iri spring, considering those require traps to not be picked up. But Iri spring could work like the purple spring and reset a trap within 2 seconds if a survivor resets a trap within range. Purple sack would need a full rework, as there is genuinely no reason to spawn with all traps at that point.