http://dbd.game/killswitch
TRAPPER BUFF/Rework Suggestion
Although developers said they want to maintain the '' simplicity of Trapper, it is a fact that he is a well -dated power killer and addons to the current state of the game, even though he is the most used by Beginning Player, he is quickly replaced by Huntress or Wraith as players understand the game mechanics better.
Here I leave suggestions for changes to the base kit and addons of the trapper without escaping much of the simplicity that developers want and still maintain the desire of the community and see it stronger:
Trapper Base Kit Buffs
Increased maximum number of carried traps:
From 2 to 8.
Increased number of carried traps at the start of the match:
From 2 to 5.
Reduced number of traps spawned on the map:
From 8 to 5.
Improved trap setup speed:
Reduced setup time from 2.5 seconds to 2.15 seconds.
Incorporated Lengthened Jaws effect into base kit:
Survivors who escape a Bear Trap on their own suffer the Deep Wound status effect.
Automatic reset of disarmed traps:
All disarmed Bear Traps automatically reset after 90 seconds.
The trapper is not affected by his own bear traps (he does not get stuck when stepping on them, and they are disarmed when the trapper steps on them).
Iridescent Stone Add-on Adjustment
Proposed Adjustment for Rework: Reduces the automatic reset time of Bear Traps by 45 seconds (from 90 seconds in the base kit to 45 seconds).
Trapper Gloves Add-on Nerf
Trapper Gloves:
Current Change: Increases Bear Trap setup speed by 30% (reducing the time from 2.5 seconds to ~1.92 seconds).
Proposed Nerf for Rework: Reduce the setup speed bonus to +10%
Note: Trapper's Gloves aren't among the most used addons, so since setup speed will decrease with the base kit, there's no need to overpower this addon.
here we will be missing 1 new purple addon, 1 new blue addon, 1 new green addon and 1 new brown addon. (I leave the creativity to you).
Comments
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Blue Addon '' Fixation Tools '' would have to be reduced by 50% preparation speed to something between 25 and 20% as well.
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I wouldn't even rework trapper at this point. I would add a unique ability to him though. Trap Recall.
You can recall any trap on the map to put it back in your inventory at a cooldown of 30-40 seconds.
I get BHVR is not the biggest fan of trap style killers anymore but it's at least something that wont break the killer by allowing him to setup in 20 seconds and doesn't make traps in opposite side of the map with no objectives dead.2 -
It's a skill with no connection to his lore, plus the buffs I mentioned would improve his gameplay by 1000%.
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But does it have to have connection to his lore? The entity empowers killers it brings into its realm. This could just be trappers special power.
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I think having him retrieve traps from lockers instead of from around the map would be a huge help. Then make it so once he's used every trap if he wants to get more without picking them up and moving them he simply goes to a locker and the traps on the map get replaced in the order they were set.
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Lol. The one realistic thing about this "buff," and I use the term loosely, is that you give him half of an addon as basekit, then make the addon worthless to run on top of it, while making the total value of basekit + addon to be WORSE than what it is before the so-called "buff."
All so you don't make it "overpowered."
Bro. It's freaking Trapper. You don't need to give him half a dozen compensation nerfs. You could HALVE his trap setting speed, and he still would be C tier. Ffs.
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It empowers killers in a way that thematically makes sense. There's a reason why you don't see Sadako with an ability like Huntress's.
As for the topic post, I think all these changes are pretty fine but Trapper being able to step over his own traps.
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Not the biggest fan of iri stone nerf. Plus trap recall could be thematic. His addons already have descriptions of iri stone being entity infused to automatically open after a time. Like how does Wraith being invisible fit his theme or lore? The bell ringing part makes sense but cloak comes out of nowhere. See where I'm getting at?
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Cool now trapper picks up 8 traps
Traps shak and/or main with his best addons
Downs a survivor
Hooks
Gg no One can rescue. Even if they try disarming all the traps Will leave them all super weak. Injuring+cant self untrap/auto arm
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Everything seens great other tyan the auto-rearming. I don't think that should be basekit
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I hear a perkless trapper was able to destroy 4 sweaty pro players while playing on console...
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For the Purple one: Fog Dye
Distilling the Fog vapors in the entities realms Makes for a Powerful Dye concoction.
Upon setting a Trap, the trap becomes enshrouded in Fog for 25 seconds, and then becomes unshrouded but blends in with it's surroundings. Traps Still shimmer slightly in their cloaked state (think wraiths cloak effect, but on traps). After a trap is triggered or disarmed, it is revealed, and must be manually reset to reapply Fog Dye's effect.
I figure, since there's so many maps like Eerie, Nostromo, Lery's, RPD, Midwich, Mt. Ormond etc, that have little to no vegetation patches or places to hide traps (practically making trappers power useless), it's time the devs give trapper the ability to hide them in plain sight, even if it takes a few seconds before they cloak, and they can still be noticed by keen eyed survivors. I added the extra requirement of Manually setting them to trigger the add-on's effect, because I figured that's what they devs would do anyway… and it doesn't seem to be too unreasonable of a requirement for such a powerful effect.
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You got me there, but at the same time the game's lore, especially back then isn't the most coherent. You could argue that Wraith theme in terms of gameplay was meant to be the tracking killer. Going invisible and having perks that help find survivors reflects that. Regardless I guess Trapper could have a way to recall his traps. I still think he should start with all of them or at least more than 2.
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they should bring back the original version when trapper actually threw his traps it’s gameplay on YouTube with some prototypes of it :)
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Disregard all that and just make traps invisible unless survivor is within ~2 meter range of them.
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This doesn't fix his biggest problem, which is map dependence. Trappers starting with more traps and being able to carry more at the beginning already improves their viability at the beginning of the match.
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Wow, is it bad to upgrade from F to C tier?
Buff is a buff.
If you're going to make it even a little stronger, you could leave the gloves at 10 or 15%, about half their current value.
Besides, you didn't even suggest new addons that could replace the ones I incorporated into the base kit.
Besides, what's the need to leave good addons when the base kit is being improved? Behaviour always does that, friend, I followed the same logic
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traps not being randomly more visible because of the map is the fix to most issues caused by random maps.
your suggestion isnt.
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Of course, even because the hag takes her traps from cabinets, right? (Oh wait, start with all of them already)....
It's one of the worst suggestions I've ever seen. It's a trap killer who needs to pick up his traps to use them, not the need to remove this interaction, and I doubt the behavior would remove it.
Buffing your base kit is much easier and more logical the way the behavior works...
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If we're talking about buffs, we could set the preparation speed to 2s and remove the brown gloves. The other addon that gives 50% readiness speed could just be nerfed to 20%, and that's it.
We have a trapper going from 2.5s to readiness to 2.0s without addons.
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Why not make a brown addon that leaves the traps the same color as the terrain where the trap was placed then? Or put this in the base kit
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Making a change to the traps that leaves them the same color as the terrain already solves this problem.
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why just not make traps invisible until survivor is close? its way easier to implement than try to hopelessly blend them in.
this aspect doesnt have to be immersive, it is allowed to be more gamey.
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You can't fix a killers base kit such as trappers from numbers alone. You NEED to add new mechanics or remove certain old ones (trap buffering).
Traps re-opening after 90 seconds literally accomplishes nothing and plays even more into the RNG part of his power with how long it is between each trap opening.0 -
Why reduce the total number of traps?
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Lol. That's literally the same thing as we have now.
2.0 / 1.2 = 1.67
2.5/1.5 = 1.67Except right now, I can run Gloves + Tools and get 1.39 seconds.
You don't need compensation nerfs for Trapper. He is the weakest killer in the game (except Skull Merchant.) Even reducing his trap setting speed to 2 seconds while keeping the addons as they are wouldn't make him broken. He would still need to stand still for 1.11 seconds to set a trap while using BOTH addons. And that might actually make his power somewhat usable in chase. Set a trap at a loop, get 7.5% Haste for 5 seconds to try to catch the survivor before they move to the next loop.
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For me, just adjusting the Trapper’s base kit so that he starts the match with all 8 traps would already make him much stronger. In my opinion, the worst part is that Trapper has to waste time walking around to collect and set traps, instead of having them all available from the start.
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the total is the same…
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