Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Trapper Rework

T1MEXII
T1MEXII Member Posts: 35
edited April 2 in Feedback and Suggestions

First, I'll go over some things about trappers base kit and how I would change them.

Disarm Time from 3.5 seconds to 5 seconds.

Escape Attempt Time from 1.8 seconds to 7 seconds.

Rescue Time from 1.5 seconds to 3 seconds.

Escape Attempt Chance from 16.67% to 100%.

In my opinion, the biggest weakness to Trapper, even after the massive buff is the fact survivors can escape with a percentage. Killer should be rewarded for good map knowledge, not punished by mechanics.

Post edited by Rizzo on
Tagged:

Comments

  • XtremeDBD
    XtremeDBD Member Posts: 449
    • REWORK - Escape time is based on how close he is to the trapped survivor, taking longer when hes far away, and no time really when hes nearby (trap escapes are still garunteed)
    • NEW - Teammates can't save you now from traps (aimed at eliminating swf coordination)
    • NEW - Injured survivors who Escape a trap now recieve a 20% hinder that stops rushed vaults for 2 seconds
    • NEW - Canceling a Trap Disarm will backfire and injure you without getting trapped, still Disarming the trap in the process, but at a cost (denies holding traps from catching other survivors without a punishment)
    • NEW - A trap must be at least 10 meters away from an already set trap (eliminating basement trapper, essentially the shack window will be the only safe way out of shack if there is a trap at each doorway. If the window is trapped, then the doors are safe to exit from)

    Changes are aimed at removing luck from Trapper's kit, while not making his traps garunteed downs for survivors. Survivors can't quickly recover from traps anymore, and using certain strategies to help others, will make you pay the price for their expected demise

  • HeroLives
    HeroLives Member Posts: 3,233
    edited April 2

    Possibly a hot take but I think some of the brown add ons could be turned into one that functions like one that lets traps reset every 2 seconds, I wanna say honing stone? It’s been a minute since I played trapper with his addons, but like just add more time to like every 15 seconds, 20 seconds, or 30 seconds.

    Don’t shoot survivor mains, but some of his kit is gimmicky at best because of certain maps. I know this is tagged for killers, but that’s kind of just my survivor opinion.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Traps resetting every 2 seconds just makes him kind of boring, its really just disarm to get through a trap not disarm a trap to make a loop safe for a bit also its iridescent stone, also you can't really do that because of exit gates. You would need to disarm the trap to maybe get ~1s of progress on the door before needing to disarm it again, done right its a 90s exit gate, done wrong its a free down, done very wrong its a new gimmick build

  • Nomade
    Nomade Member Posts: 329

    Trapper has a number of big issues that need to be addressed for any rework to be sucessful. The biggest 2 problems he has are thus:

    1: His traps are difficult to hide. After the graphics got updated a while ago, many maps had dense foliage thinned or removed entirely. Maps since then dont have good hiding spots for his traps either.

    2: He is way too slow. He moves slower than most killers and is very weak in chase as a result. Additionally he must spend time to set up his traps and re arm them every time a survivor messes with them.

    Trappers entire kit is stuck in the past. Tweaking numbers isnt going to be enough, he needs something more than that. Either that or a full power rework where he gets a totally new power.

  • SoGo
    SoGo Member Posts: 4,249

    This doesn't really fix his biggest flaws, which are the inability to hide traps, and his long set-up.

  • HeroLives
    HeroLives Member Posts: 3,233

    fair enough if that’s how you feel, and yeah exit gate trapping is a thing. I wasn’t even thinking about gate trapping. Genuine question, how would buff him?

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Let him throw a trap that auto sets up on a decently long cooldown ~40s

  • Na1ts1rhc
    Na1ts1rhc Member Posts: 421

    I like trapper. He funny :3

  • Emeal
    Emeal Member Posts: 6,618

    How much is the Trapper lacking behind the other Killers? like what 10%?? I think other Killers have issues too.

  • HeroLives
    HeroLives Member Posts: 3,233

    that sounds pretty cool, not a bad idea. It would give him a little more flavor. I like where your head is at.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    I mean it helps with setup it helps with chase, it just needs an audio queue, a targetting outline (of where the trap will end up being setup) and a couple more numbers decided (how long it takes before the trap arms ect) and he has a new part of his kit that lets you add fluidity to your gameplay where you chose to use it, trap setup, mid chase, ect

  • HeroLives
    HeroLives Member Posts: 3,233

    That honestly sounds like a really fun idea! I’m down for him to get some love in that direction to make his kit more versatile. I think if they just close out letting trappers trap the exit gate handle(because some of these door spawns are absolute unwiped butt cheeks traversal alone is enough, and trapping it is overkill/kind of spoon feedy) then heck yeah breathe a little more life into him. That sounds awesome, and I’m open to change on my end as survivor. Obviously if it’s too much it can be dialed as needed, but yeah I’m open to that.

  • Zuiphrode
    Zuiphrode Member Posts: 515

    You could make every add on trapper has basekit and he'd still be bad

  • yukiday
    yukiday Member Posts: 82

    I really like this character, both in terms of concept and worldview, but his abilities are a bit outdated. I've always wished he'd get the following buffs:

    • The Trapper starts the game with all of the traps.
    • A difficult skill check is required to disarm a trap (if you fail, you take damage).