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Simple, basic Trapper mini-rework

-+10% haste for 6 seconds after someone is caught in a trap
Reasoning: either gives him the chance to snag someone before they escape the trap, or gives him help in a chase. Either way you get value out of the trap.
-Bloody Coil change: Bloody Coil now takes a health state instead of just harming healthy survs, meaning disarming a trap can now down people
Reasoning: adds a way to deal with that annoying guy who just follows you the entire game and disarms all your traps with no real recourse other than wasting your time to tunnel him out
-Set trap escape time to 6-8 seconds
Reasoning: No more randomness/skill gap here, you will always know how long it takes someone to escape your trap.

He needs more but I feel like these changes would put him in a better place than he is now until a full rework can be done, and this also doesn't add complicated stuff as he's supposed to be a character newbies can use easily.

Comments

  • Valimure
    Valimure Member Posts: 244

    Skull Merchant getting haste from some doofus across the map when you were the one being chased was enough for me to see that's not a fun mechanic. 10% would also be way too high.

    Bloody Coil is already one of his best add-ons, buffing it with your suggestion would make it completely oppressive, especially when paired with Iridescent Stone.

    As someone who played my fair share of Trapper, some buffs that might help:

    • Basekit Trapper Sack (so he starts with all traps)
    • Increase the disarm time from 3.5 seconds to 5 seconds
    • Remove ability to trigger his own traps / allow him to walk over them
  • Elan
    Elan Member Posts: 1,419

    I really believe that making him invulnerable to his traps would only increase the frustration of proxycamping basement and in scenario where he can just ignore his traps and walk over them also doesn't seem good to me. Reducing the animation when caught in own trap is a possibility though.

  • ABAEX
    ABAEX Member Posts: 333

    like Valimure say.

    survivor don't like when chase some doofus give Skull Merchant/trapper haste.

    so it can change like Houndmaster's search.

    if some doofus getting trapped.

    send a ghost genie move to the trap, Draw a path that give trapper 1~30% haste.

    as a trap killer, the best buff is to reduce the limit of traps.

  • Tong
    Tong Member Posts: 22

    Well, trapper is OP instantly if he use health lost add-on … that's some ######### balance the dev got.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 8

    In what way does that make Trapper "OP"?
    As someone who usually stays injured against most killers anyway (unless I’m on dead hook) — once I get hit once, I generally just stay injured unless someone on the team has a fast-heal perk or item.
    And I do this against killers that are way stronger than Trapper in their basekit.

    What makes Trapper OP for u? I don’t get it.

    As someone who played my fair share of Trapper, some buffs that might help:

    Basekit Trapper Sack (so he starts with all traps)

    Increase the disarm time from 3.5 seconds to 5 seconds

    Remove ability to trigger his own traps / allow him to walk over them

    y..

    especially letting Trapper start with his traps already set up would be a fair and important change.

  • UndeddJester
    UndeddJester Member Posts: 4,965

    @Zuiphrode I'm not a fan of the Bloody Coil change, because Bloody Coil already feels like an add-on that makes a big difference/is one of his strongest, and I don't want to make that add-on a must have. The 10% Haste is also an issue because it impacts chase with other players. However the set trap time I'm with you on.

    @Valimure also has a good suggestion with the removal of stepping in his own traps, but I will forever stand against Trappers Sack basekit, as it just makes Trapper a trap the holy hell out of a zone 1 trick (mostly basement), and removes all elements of trap management.

    To my mind what Trapper needs is:

    • Trapper Gloves (brown) basekit - +30% trap setting speed. Makes him a little less vulnerable to hold W without making him oppressive, and also reduces his set up time.
    • Makeshift Wrap (brown) basekit - Traps are disabled when Trapper walks over them. His power should not be a liability to him at any point. He's the master if traps, why is he getting csught in them? This helps his anti loop by letting him take paths survivors can't.
    • Lengthened Jaws (green) basekit - Survivors who escape from traps suffer from the Deep Wound status effect. Survivors who step in a trap across map and free themselves should have some kind of additonal penalty. This at least slows down their ability to heal and gives chance for Trapper to capitalise.
    • Trap escapes reworked to be a set 8s time (with skillchecks) rather than random chance. (Add-ons adjusted accordingly). Conyunation of the above capitalisation point. Random fast escapes should not be a thing, Trapper should be afforded the time to decide if he wants go after a distant trap. Survivors can help each other out of traps faster, so the mechanics already exist to counter Trappers pressure, but self escapes should be costly.
    • Trap Recall ability - Trapper can look at a trap anywhere on the map (think Freddy gen mark) and presses the secondary killer power button to mark it. If no mark is set, the furthest trap from his current location is the target. Opening a locker will despawn that trap from the map and be pulled out of the locker. 30s cooldown. Removes a lot of his trap spawn RNG and allows him to reduce the pain points of his trap collection, while still keeping trap management a prominent part of his gameplay.

    Most of this is Pally's (YouTube) suggestion for Trapper, with some tweaks for elements I didn't agree with, but I think these are the changes I'd like to see most on Trapper.

  • Tong
    Tong Member Posts: 22

    In what way does that make Trapper "OP"?
    As someone who usually stays injured against most killers anyway (unless I’m on dead hook) — once I get hit once, I generally just stay injured unless someone on the team has a fast-heal perk or item.
    And I do this against killers that are way stronger than Trapper in their basekit.


    This is some tier 1 thinking right here. I'm glad I'm out of it most of the time.

  • Royval
    Royval Member Posts: 1,110

    removing him being able to step in his traps would make camping way too powerful and boring