The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
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Trapper starts with all traps when
Surely not a hard change to implement and just seems necersery imo.
Comments
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It's just not going to happen.
The biggest issue with Trapper is agreed to be the huge set-up that is necessary for his power to work, compared to the substantial risk of there being no pay-off for it. Time is wasted and most of that time is wasted going from trap to trap in the first place, but somehow the time it takes to set a trap was made the scape-goat. We lost one of the better game animations and it was replaced by the ugly thing we have now.
It didn't even fix the hologram not matching where the trap actually gets placed and placement is also arbitrarily restrictive. Sometimes you can only set it down in a doorway if you're facing the other way, even if it's the exact same spot.
The devs instead had this weird idea of making trap-placement during a chase viable, which it isn't. Currently Trapper enjoys a lot of success in high-ranks it seems, purely because of placebo. He benefits from try-hards over-thinking everything, so they imagine traps are everywhere.
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Trapper is quite a good and underrated killer, the only problem i see with him is that he is perk dependant.
I run corrupt intervention, ruin, thrilling tremors (basically a gen protector build) because, if i can set enough traps before they manage to finish the gens, that's an easy 3 or 4K for me.
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The true issue with that is Trapper would just place all their traps by the basement at no mechanical cost. Once someone gets caught, everyone else is basically going to have to ignore the save or spend an exorbitant amount of time untrapping their way to the basement, then playing minesweeper on your way back out, as the same trapper that would play like this would be waiting for you to come out.
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So let the trapper waste some time trapping the basement. Do gens, if you think or see he's trapped the basement avoid looping it. Then his traps are wasted. It'd be bad play to trap the basement if he gets someone he'd probably just get 1 kill. Unless everyone is too altruistic.
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I'd like to see this traps spawning in the set position at the start of the trial, with maybe some better default placements (eg. all at loops, none just sitting in the open).
A higher default carrying capacity would also be nice, as well as the ability to reset traps in place without picking them up first.
That said, the buff he really needs:
Traps can't be disarmed by survivors. They would have to make it so that traps can't be placed in doorways, so you can't just hook somebody in the basement and wall off every entrance to the shack. A price I would gladly pay to no longer hear the painful snap of my power evaporating from across the map.
Trap sabo should be gone too.
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The problem with this is that it allows Trapper to spam his traps in a tiny area very easily. So if you get put in basement, you are effectively SOL. He can also shut down a lot of strong loops, so any smart Trapper will likely just place them all over the main structures. At the start of the game that's a little nuts.
Trapper does need buffs but not this. These would make a huge difference for him without being too strong.
- Let him carry 2 traps at base.
- Let him reset traps without picking them up.
- Stop spawning traps far out on the edges of the map.
- Always have a trap visible in his hand so survivors don't know you have none.
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If Trapper's gonna get anything, it should be the power to reset his traps without having to pick them up first because THAT ONE THING ALONE wastes so much of his time.
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I think would be a little too strong if you started with all of them in hand. They should just increase the trigger hitbox for survivors by like 15-20%, it’ll make it a little harder for survivors to dodge & slip by them when you have them set in front of a pallet.
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We also need trapper vacuum, if you pass within 3 meters of a trap while spamming L1 you should grab the trap directly.
Also, two traps base up to 4 with stiched bag and the possibility of resetting on the floor.
With these changes trapper would improve a lot
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@Mat_Sella this gameplay is exactly what a ton of Hags do with make your choice get someone in the basement trap like crazy and run make your choice.
Buffing the amount of traps he starts with isn't that crazy. 2 extra not including addons would be a healthy start.
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I don't know, I've seen some great trappers using random ass locations for his traps. Random patches of grass or away from loops. Simply BECAUSE survivors think those areas will be clear.
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Most frustrating thing about trapper for me is how far traps spawn. Sometimes I think "man, why totems don't spawn in places like this", and vice versa "I wish traps spawned in places where totems do right now". And I mean at loops, near gens, high traffic places!
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You just gotta love them traps sitting at the middle of the tight corridor that survivors can't somehow slip around and you as a killer can't.
Just brilliant.
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If you are put in the basement against Cannibal, then you are dead, but you don't see someone saying Cannibal is too strong because of that. Also, what is nuts at placing traps on strong loops ? These traps 100% will be disarmed because you placed them in obvious spots. Hag can spam traps in a very tiny area and on strong loops at the start of the match which can't be disarmed without a flashlight and yet you don't say how OP she is because of that.
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that should be ONE of the trapper buffs.
however, trapper is not high on the buff / rework list (sadly).
i would prefer some actual fixes to his power first:
Trap hitbox sizes
Trap deadzones
Emblem gain
those are the 3 changes that should really be top priority.
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Because LF has to physically be there at the basement to make it impossible to save. Trapper, on the other hand, can set traps at all windows/entry points and leave. It's impossible to get in to make the save without alerting him you are there.
As for loops, one of the more powerful setups a Trapper can get is congregating all his traps into the main structures basically making them off limits to survivors. This is something that should gradually happen over time, as he needs to place a trap, then go collect another trap, come back, etc. But if he starts with all his traps he can just trap these spots right away and then you are SOL. That area is now a no-fly zone.
It would just be way too powerful. His traps aren't like Hag's or Freddy's. They immobilize you and injure you. Stepping into a Trapper's trap is basically a hook most of the time, and disarming one is a risky move since he now knows where you are.
Trapper needs buffs, but this would be way too much. I play Trapper and I could picture what I would do if I had 10 traps in my hand at the start of the game. It would be seriously unfair.
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Trapper will never be unfair, no matter how much would you buff him. Even with his both ultra rare add-ons in his kit, I still wouldn't find him unfair.
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Make it so trapper can underhand throw traps and they automatically set themselves up there we go hes viable
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