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Trapper Rework

Shroompy
Shroompy Member Posts: 7,750
edited November 23 in Feedback and Suggestions
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I think its pretty safe to say Im not the only one who thinks Trapper is not that great of a killer, and the biggest reason for that is a lack of consistency and the over reliance of RNG. Not only is he incredibly map dependant because of his status as a basic M1 killer, but also there are certain maps that make traps stick out like a sore thumb. Not to mention once someone is in a trap, they have a chance of escaping on their first attempt. What I plan on doing is making him more consistent, and also addressing some frustrations Survivors have with him

-New Ability: "Agitated Trail". Once a Survivor is caught in a bear trap, a trail will appear. As long as he remains outside of chase while following said trail, he moves at 6m/s. (Yes, basically Houndmaster's trail when dat dawg is searching)

-Traps are no longer based on luck, but instead a struggle action which takes 10 seconds by default. Additionally, continuous skill checks will appear which can allow the trapped Survivor to escape up to 1 second earlier.

These 2 changes accomplish a few things. First it allows Trapper to more consistently get value out of his power, but it also makes things a little more interesting/interactive for Survivors so they arent just sitting there.

-Traps apply Hindered for a short time after escaping (8% for 10 seconds).

On larger maps, the suggested changes above may still not be enough to quite make it, especially if someone else rescued them. This way if he's just shy of making it, he still has a chance to beat the survivor to a safe tile. It also just makes sense, its a damn bear trap

-Traps that are disarmed by any means will automatically reset after 60 seconds.

The difference between base kit and having Iri Stone is night and day. Somewhat incorporating it into his basekit not only makes him more consistent balance wise since he wont be over reliant on add ons. Itll also make going against SWF a little more bearable since his power will have more up time

-Survivors can now only see traps within 3 meters of it. (Fade in from 2-3 meters, fully visible within 2 meters)

Maps with little to no grass can make his traps stick out like a sore thumb even from further away. This change aims to not make him so map dependant

-Traps can no longer be placed or rearmed within 10 meters of a hooked survivor.

I think many can agree that Trapper only really has camping. There are plenty of places where saves are nearly impossible. Moving away from this playstyle and focusing more on making his traps more consistent will hopefully push him towards a more healthy playstyle

With these changes, some add ons would need to be changed/reworked, but also some others since they are simply repeated add ons.

COMMON

Bear Oil: Unchanged

Padded Jaws: Unchanged

Makeshift Wrap: Unchanged

Tension Spring (Changed rarity from Very Rare to Common): Decreases Trap Reset timer by 10 seconds.

UNCOMMON

Coffee Grounds: Unchanged.

Trapper Gloves (Changed rarity from Common to Uncommon): Increased trap setting speed from 30% to 50%.

Tar Bottle: (Changed rarity from Rare to Uncommon)

Grimey Chain (Replaces Serrated Jaws): Increases recovery speed from a successful Basic Attack on a Trapped Survivor by 25%.

Wax Brick: Increases Pick Up speed on a Trapped Survivor by 40%.

RARE

Trapper Bag: Unchanged

Rusted Jaws: Added the Hemorrhage and Deep Wounds status effect.

Logwood Dye (Changed rarity from Uncommon to Rare, replaces 4-Coil Spring Kit): Decreases trap visibility range by 1 meter.

Bloodied Splinter (Replaces Secondary Coil): Increases movement speed while following an Agitated Trail by .2m/s.

Lengthened Jaws (Changed rarity from Uncommon to Rare): Increases the duration of the Hindered status effect by 2 seconds.

VERY RARE

Twisted Mask (Replaces Honing Stone): Following the Agitated Trail grants you the Undetectable status effect. This effect lingers for 15 seconds.

Oily Coil: Resetting a Bear Trap reveals all Survivors auras within 16 meters.

Fastening Tools (Changed from Rare to Very Rare): Increased trap setting time by 100% (OG Trap setting animation) Increases trap escape time, rescue time, and disarm time by 50%.

Trapper Sack: Unchanged.

VISCERAL

Bloody Coil: Added debuff; Trap reset timer increased by 20 seconds.

Iridescent Stone: Picking up a Trapped Survivor increases your movement speed by 18%. This bonus is lost once the Survivor is off your shoulder by any means.

THATS ALL FOLKS!

And there we go... this post took me a while to write since coming up with a bunch of different add ons and also make sure that his kit is simple at his core is not a small feat. Hopefully I achieved that, let me know what yall think :)

Comments

  • fussy
    fussy Member Posts: 2,099

    Probably coolest ideas about Trapper I've seen so far, but it honestly changes nothing anyway. I mean, it's amazing QoL for current Trapper, but thing is, current Trapper is outdate in his core and needs some rework.
    Even with these changes, he still needs crazy amount of time to set up; he still has no answer to how easy to deny whole his power (auto reset every 60 seconds is nice, but won't change much); using power in chase still has no sense; his only strength – basement – is gone with no real alternative to be dangerous at least at something.
    I am huge fun of Agitated Trail idea now, but I hope they are cooking something bigger with him.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 322

    Trapper is already getting a rework and that's not releasing til 2026, that's all we know rn, but these ideas would be cool

  • kit_mason
    kit_mason Member Posts: 682

    Exit Gate Stall is a huge issue with buffing Trapper this much in these ways.

    I'm all for giving Trapper QoL, especially normalization of trap escape times, but auto-open traps that you cant see until youre on top of them in a time where Terminus Remember Me strats exist shouldn't be made basekit.

  • Zuiphrode
    Zuiphrode Member Posts: 490

    Bloody Coil needs to flat out take a health state instead of just injuring uninjured survs. Also, Trapper could use some haste when one of his traps goes off.

  • Shroompy
    Shroompy Member Posts: 7,750

    Auto open traps that take a minute to do so. That is double than current Iri Stone. You actually have time to disarm and open a gate fully even with all stacks of Remember Me. The only exception is if you're running the now reworked Tension Spring but even then its a difference of 5 seconds.

    I can't see how this would become that big of an issue. Sure if they had a faster reset timer like 30 seconds Id agree, but worst case scenario 50 is not really something to worry about imo

  • Shroompy
    Shroompy Member Posts: 7,750

    Bloody Coil is already an extremely strong add on and doesn't need any buffs, and the whole point of the Trail is to be able to quickly make it to the trapped survivor.

  • Elan
    Elan Member Posts: 1,402
    edited November 24

    I still believe my suggestion was easier:

    → Trapper starts with 8 traps

    → Instead of manually setting them, trapper click a button to instantly place them or instantly reset them

    → When survivor is caught in bear trap, trapper gets 15 % haste untill survivor is rescued, not in chase

    → Traps can be manually sabotaged (similiar to wipe on Hag) and takes 25s to do so, after that Trapper gets trap back into inventory

    → Disarming traps take 10s

    → Survivor who steps into trap need teammate to help them, otherwise after 20s they will enter dying state

    → Trapper can remotely reset a trap once every 30s

  • SoGo
    SoGo Member Posts: 4,191

    Nice changes.

    I would probably exchange Hindered for Deep Wounds.

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 757

    Having to dash around the map to deploy traps is a fatal mismatch with the pacing of Dead by Daylight. By the time you're ready, two or three generators are already fixed, making a comeback nearly impossible unless the survivors make significant mistakes. This applies not only to the Trapper but also to some other killers.

  • Zuiphrode
    Zuiphrode Member Posts: 490

    Bloody Coil is not strong at all against anyone who knows how it works and survs shouldn't be able to follow you around and disarm every trap you set with zero consequence.

  • Shroompy
    Shroompy Member Posts: 7,750

    Easy is not the point of this post. Its to address frustrations and try to adapt his kit to a modern DbD while still keeping his identity.

  • Shroompy
    Shroompy Member Posts: 7,750

    Talk to anyone who plays Trapper or even any higher level player and Bloody Coil is within his top 5, or even top 3 best add ons. Injuring someone via bluetooth for a killer who has a tough time getting a hit is a pretty big deal and can buy him some time

  • tubalcane
    tubalcane Member Posts: 209

    Maybe faster trap setting? For traps that have already been set before?

  • Elan
    Elan Member Posts: 1,402

    BHVR stated, that they have plans to update his kit while leaving him as a beginner-friendly killer. I would argue, when I go against trapper it's 99 % double iri camping basement and either stupid solo q or he get 1-2 kills. But on lower mmr i can see that being somewhat viable strategy. It's kind of why he didn't get buff enough, because when you play against him you count with iri stone and bloody coil and basement is also a place where you don't want to be and this won't be changed with anti-camp adjustments that didn't go through.

  • Zuiphrode
    Zuiphrode Member Posts: 490

    This has more to do with how most of Trapper's addons are absolute useless garbage. Bloody Coil is one of the few worth actually using.