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Buff Ideas for The Trapper

raito
raito Unconfirmed, Member Posts: 6

Problem

Currently, The Trapper struggles to use his power effectively:

  • Survivors quickly share information about trap locations, making them much less effective.
  • Constantly picking up and repositioning traps wastes too much time.
  • For most of the match, he plays like a standard 4.6 m/s killer with almost no real power impact.

Proposal

To make The Trapper more competitive and fun to play, I suggest two changes:

  1. Passive skill! Or addon: Early-Game Undetectable
    • The Trapper gains Undetectable for 20–25 seconds at the start of the match.
    • This allows him to place his first traps without immediately giving away his identity and location.
    • Balance: It’s a short time window, enough to set up but not oppressive.

      Addon Rework — Early-Game Undetectable
    • Rework an existing addon (e.g. Tar Bottle) to also grant Undetectable for 20–25 seconds at the start of the match.
    • This allows The Trapper to set up his first traps without immediately giving away his identity and location.
    • Balance: It’s a short time window, only in the opening phase, giving him a chance to prepare but not overwhelming.
  2. New Ability: Recall Traps
    • The Trapper can recall previously placed traps back into his hand from anywhere on the map.
    • Only works on traps that he placed, not the ones scattered at the start of the trial.
    • Balance: Saves time and gives flexibility, but traps can still be spotted, disarmed, and countered by survivors.

Why This Works

  • The Trapper gets a more strategic opening instead of being powerless until survivors find him.
  • His traps gain long-term value since he doesn’t waste time running across the map to pick them up.
  • Improves quality of life and consistency without turning him into an overpowered killer.
Tagged:

Comments

  • MarylinMonhoe
    MarylinMonhoe Member Posts: 186

    Just give him all his traps when the trial starts omg

  • raito
    raito Unconfirmed, Member Posts: 6

    Yeah, giving Trapper all of his traps at the start would definitely be a huge QoL fix — I 100% agree that setup time is his biggest weakness.

    The reason I suggested Early-Game Undetectable and Recall Traps is because they add a bit more depth and flexibility on top of that:

    • All traps at start = solves the setup issue, but survivors still instantly know where you are and what you’re doing.
    • Undetectable early game = gives him a short window to actually set traps without giving away free info.
    • Recall Traps = saves him from wasting time running across the map, but survivors can still spot and disarm them.

    Basically, your idea is the cleanest fix, mine just tries to make him feel a little more strategic and less of a plain M1 killer. Honestly, combining both approaches would make Trapper way more viable without pushing him into OP territory.

  • raito
    raito Unconfirmed, Member Posts: 6

    The thing is, even if he starts with all traps, once you’ve placed them you still end up wasting a ton of time later picking them back up. Mid-game he often just turns into an M1 killer again.

  • Roco45
    Roco45 Member Posts: 342

    Get rid of the manual placing of traps all together and streamline his power. He can recall and set traps at a distance via aura on the ground and recall them at distance similar to how other killers select their objects in power, which would allow him to stop mid-chase to place down a trap somewhere block a surv.

  • raito
    raito Unconfirmed, Member Posts: 6

    Basically, I’d rather smooth out the rough edges than redesign him into a totally new killer. Otherwise we risk losing what makes Trapper… well, Trapper.

    I’ve thought about ideas like telekinetic trap placement too, but honestly it doesn’t really fit his character or the cold, brutal vibe he gives off. For me, that kind of power feels out of place with his design and personality.

  • Emeal
    Emeal Member Posts: 6,601

    Give him a Shotgun. 😏

  • Roco45
    Roco45 Member Posts: 342

    His power is antiquated, there's no smoothing out the rough edges, he's clunky and obsolete being the first killer, he's from a totally different era of DBD, he definitely need's a total redesign to fit in with DBD in 2025. With traps materializing in-front of Survs, there'd be more engaging counter play that allows for skill expression while keeping the killer engaging, no more placing traps alone in some corner and running around to collect them, wasting time. There's no reason he can't remain brutal and cold with that type of power, just give him a cool animation when he's looking to place a trap to cue Survs into seeing what he's up to mid-chase.

  • raito
    raito Unconfirmed, Member Posts: 6

    I get where you’re coming from — Trapper is definitely a relic of early DBD design, and compared to newer killers his kit feels clunky. A full redesign like you suggest could absolutely make him more dynamic in chases and give survivors flashier counterplay.

    But for me, that kind of power risks turning him into something else entirely. The appeal of Trapper has always been the methodical setup, the tension of “where are the traps,” and his cold, brutal presence. If traps just materialize mid-chase, it feels less like a hulking slasher and more like a magic user. Sorry, I just personally like keeping the old core and building on top of it. For me the fun is in adding new mechanics while preserving the essence of the killer, not redesigning him into something unrecognizable.

  • raito
    raito Unconfirmed, Member Posts: 6

    If the devs give him such an ability — to summon traps that survivors can see — what’s the point? If devs actually give him such an ability, they will either nerf it hard afterwards, or put harsh penalties in advance (heavy slowdown or something like that). And if a survivor is attentive, they will just dodge the trap and run in another direction, for example. In the end, devs will just nerf such a strong ability into the ground, and it won’t make a difference if the killer plays that way for only a couple of weeks.

  • Zuiphrode
    Zuiphrode Member Posts: 490

    I would like some haste after a trap goes off or is disarmed, and also for Bloody Coil to take a health state (meaning it can down people) instead of just injuring healthy survs. An addon pass would also be appreciated.