https://forums.bhvr.com/dead-by-daylight/discussion/472588/future-of-dead-by-daylight-forums
EZ Trapper Buff
Comments
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I think it should adjust the trap shade of color in corellation with the ground its placed on. Or map dependant.
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There are already many many locations in the game where traps are completely invisible - some have been fixed recently on RPD but many remain. Let's not make it that every killer in the game gets uncounterable add-ons.
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I think traps should just be invisible past a certain distance, then Tar Bottle makes that distance a shorter
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Because Trapper wasn't unfun enough to play against.
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where?
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I've seen (or not seen them) on Dead Sands, Forgotten Ruins, RPD. In those cases I have re-watched my footage and there is clearly no trap visible at all. However I have not added them to the existing bug reports as there are more game-breaking bugs than this.
Here's an example of one on Torment Creek:
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IMO Traps should (basekit) have the color of the realm which is currently being played. Not exactly the same Color as the ground it is lying on, it should still be able to be seen, but just a very similar color so that they dont stick out.
Tar Bottles should be reworked into a completely different Add On.
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Invisible traps is a problem but transparent traps wouldn't make them invisible, trapper has only a few good add-ons which make one of the worst killers playable and I think transparent traps would still be weaker than those add-ons.
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Traps should be completely invisible plus Trapper should disarm then when walking through them instead of catching himself in them, extra haste, set up speed should be baskit and he should start with all his traps.
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Maybe all survivors should spawn on top of a live trap which will instantly sacrifice them.
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Basement Trapper win rate skyrockets to 101%
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Jokes away. I get that double iri trapper playing basement is pretty much uncounterable even by absolutely coordinated swfs. But I was doing my SM winstreak and lost it only because of Gideon, again. Every single pallet spawned, getting 2k in the end and not so good survivors against me either, they were decent but not that good to deserve 2 out. The main issue is that maps are insanely unbalanced, perks are unbalanced and more than pvp you are comabitng enviroment and don't get me wrong, killers like Nurse, Blight, Henry or Judgment can play around them but killers like Pig, Clown or Ghostface simply can't keep up with breaking 30 pallets and pressure gens.
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So, you lose a winstreak with a 2k and so maps must be changed. The Game has the most pallet locations in the game, yes, but there are only 2 windows and the upper floor you can basically see from one side to the other. The maximum number of pallets is 25, you don't need to break them all.
Also The Game is not an easy map for survivors, it's confusing to get around and find generators.
You win most, you lose some. That should be good enough.
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Ah, you're a Skull Merchant main. Now it all comes into focus as to why you think Lithe, Finesse, Dead Hard, Decisive Strike and a bunch of other survivor perks are "broken."
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I'm Houndmaster, Twins main. :) But I play most killers apart for few I don't like.
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I get this sentiment, but there are maps where you are just instantly screwed as Trapper because the contrast is such that the traps may as well be glowing neon. He's perhaps the weakest killer in the game, and almost totally map dependent.
They shouldn't be invisible or have Predator cloaking on them, but some sort of map dependent blending doesn't seem unreasonable.
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Personally I already dread even moving in a Trapper match. Making traps less visible is just going to make the match even more miserable.
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Of course some killers are better on some maps, but that brings some variation to the game and the killer has to adapt, like the survivors do. Map offerings are much more fair now, so nobody can force an advantage and it's mostly RNG.
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