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Buffing the Trapper

TheGoon224
TheGoon224 Member Posts: 398
edited September 2025 in General Discussions

we all know the main reason Trapper does not get buffed. Let’s be honest. It’s because they want him to stay simple and because his kill rate is kind of bloated due to newer players. But I feel like if we want to Buff him we have to keep that simplicity intact so here are a few suggestions that I think would make trapper better to play while also keeping that simplicity.

  1. When you do play as Trapper Maps will have thicker grass. This will not only encourage more creative trap placements, but will also make it so that trapper suffers on fewer maps.
  2. Increase Trapper’s carrying capacity to a maximum of Three. This both gives trapper more traps to use before having to collect more but will also keep the idea of Trapper having to search for his traps.
  3. fix the bear trap RNG. literally just have there be a fixed number of escape attempts so I don’t cry whenever a survivor escapes my bear trap on the first attempt
  4. Escaping a bear trap causes deep wound (literally just base-kit lengthend jaws)
  5. Reduce the time it takes to set a bear trap by 30% (bass kit trapper gloves)
  6. Trap recall: trapper will now have a new secondary power to remotely recall a trap to his inventory this will make it so that trapper doesn’t have to go all the way to Australia just to get one in a bad position. The power will also of course have a cooldown of around 25 or 30 seconds.

Add-ons: I’m gonna be real I just went through his add-ons saw the bad ones and just changed what they do.

Tar bottle: Grants the undetectable status effect for 25 seconds once the final bear trap you are carrying is set.

Lengthend jaws: grants 7.5% haste once a survivor is caught in a bear trap. This is removed once they escape or are freed.

Trapper gloves: picking up a survivor that’s caught in a bear trap is 40% faster.

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Comments

  • OneGoodBoyDemo
    OneGoodBoyDemo Member Posts: 473

    The trapper is weak because survivors can disarm his traps without any penalty.

    I had made a suggestion that every trap should have a difficult skill check equal to Overcharge or Oppression. if survivors fail the skill check, they are injured and if they succeed, the trap is disabled for the trapper for a period. This would make the basement not so impossible to deal with.

  • not_Queef
    not_Queef Member Posts: 947

    This is what I posted in another thread:

    • 10% Hindered for survivors after they escape a trap for x seconds
    • 10% Haste for the killer while a survivor is trapped (to get to the trapped fool faster, or to help in chasing another survivor)
    • Faster trap setting speed (Trapper Gloves basekit)
    • Shack doorways no longer directly trappable (sorry noobs, your lame-o gameplay needs to go)
    • Rework the Iri Stone to "All traps re-arm themselves upon hooking a survivor"
    • Rework Bloody Coil to "Survivors who disarm a trap are Exposed for x seconds"

    Additionally, they could scrap the carrying capacity limit completely. It sucks having to set a trap before I can pick one up.

    I would also rework the trap escaping mechanism. Rather than making repeated attempts (and potentially escaping on the first try), it should be a single, longer progress bar, like when you're trapped in a locker by Victor and it takes so many seconds to get out.

  • TheGoon224
    TheGoon224 Member Posts: 398
    edited September 2025

    I doubt they are gonna remove carrying capacity, but I do like a good chunk of the changes that you suggested, especially the iri stone rework