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Trapper Buff Discussion

Archimedes5000
Archimedes5000 Member Posts: 1,620
edited February 2020 in Feedback and Suggestions

Trapper is in need of a slight buff.

I think that maybe instead of me proposing a buff and then getting it roasted, I will just list all issues I noticed when playing and watching others play him, and then discuss about how to fix them.

  1. Escaping Traps. Survivior escaping a trap on a first attempt is very bad, it reduces your "quite easily counterable lethal power" to a "quite easily counterable non lethal information tool". Thats a great blow every time it happens. There is nothing wrong with survivior escaping traps, but 1st attempt is too soon.
  2. Decisive Strike from a Trap. Survivior getting caught in a trap is not tunneled, its his fault for being careless. The only counter is slugging, but its not fun for a survivior and does not give points as a killer. Slugging after using killers power while not tunneling should be killers choice to apply pressure, not forced by survivior perk. Also, Unbreakable exists.
  3. Traps spawning in bad spots. Sometimes closed trap spawns on a pallet/window/loop so you cant trap it. And without a bag you cant pick that trap up. So basically you cant use your power during a chase because of bad RNG. Amazing.
  4. Time spend on picking up Traps. You have to waste a lot of time picking up traps on a killer that requires time to set up traps. Setting time is enough downside of his power, dont make him walk into random locations on top of that. Not being able to carry traps without bag addon does not help at all. Neither does the fact that you cant carry all traps even with with strongest bag addons possible.

How would you fix that? You are welcome to post your ideas (DEVS TOO)

Post edited by Archimedes5000 on

Comments

  • OGOzSnowChimp
    OGOzSnowChimp Member Posts: 247

    I love my Trappy Boi but you make some valid observations My Friend...

  • Rlabotath
    Rlabotath Member Posts: 125

    1: I'm stealing this from Soul At Stake, because this was flipping genius. Change it from a percent chance to escape to a timer, say 30 seconds, to escape. Change the addons that affect this to increase the time. It still allows for escape, while also making it so survivors can't just free themselves.

    2: Until the Devs decide to address DS again, there's nothing we can do.

    3: I still stand by Otz that traps should just be attainable from lockers instead of scattered, and I think that'll fix the majority of issues in this regard.

    4: Read no. 3


    My own problem list:

    5: Half his Addons are absolutely garbage, with his iri addons being mediocre at best. They don't need to be iri hatchet strength, but maybe iri queen level.

    6: Normal traps are way too light colored. The traps practically glow at all times unless using the tar bottle

  • Archimedes5000
    Archimedes5000 Member Posts: 1,620
    edited February 2020

    Ok, so my ideas are:

    1. Greatly increase Trap Escape chance, but also greatly decrease Escape speed. Or make injured surviviors unable to escape Traps. In both cases another survivior can untrap you normally.
    2. Decisive Strike disables when caught in a trap. This is not tunneling.
    3. Block Traps from spawning near Pallets or Vaults. Or make Traps spawn inside lockers instead. Or make Trapper start with all Traps in hand. Or make spawned Traps active by default.
    4. Make Trap spawns less random and closer to the killer. Or make Trapper start with more traps at hand.
  • Archimedes5000
    Archimedes5000 Member Posts: 1,620
    edited February 2020

    5: Addons are not a problem. The problem is that you HAVE to use at least 1 bag addon for any decent build

    6: Again, tar bottle is cool, but you only have 1 addon slot. There are better alternatives (like setting tools) and thats all. So I think trap color itself is ok. If we could use tar bottle more often then it would be fine.

  • Rlabotath
    Rlabotath Member Posts: 125

    That's kind of what I mean. No bag, ######### build.

    Reason I think traps need to be slightly darker is survivors who have at least half a brain cell can see the trap and avoid it super easily. If they were ever so slightly darker, it'd require a little more effort to spot them.

  • Archimedes5000
    Archimedes5000 Member Posts: 1,620
    edited February 2020

    I get what you mean, its just that if you didnt need bag, you could bring setting tools and bottle, problem solved. And the only alternative to bottle would be spring, so you pick 2 things out of "hidden traps", "fast to set up traps" and "hard to escape traps". Right now you can pick only 1 out of these.

  • tkwmm
    tkwmm Member Posts: 103

    If can rework, I would like to rework its ability to


    1.) Trapper can reset trap immediately without pick up. They can pick up if they wishes.

    2.) Trapper spawn with all trap carry on him.

    3.) Trapped survivor escape method change to survivor need to hold M1 15 second to open trap. (which can increase by add on), still can escape with helping of another survivor normally. No more lucky escape or unlucky to escape after multiple attempt.

    4.) Trapper 2nd ability -> Retrieve 1 of the trap on the map back to his hand whenever he want. Has a cool down of 30 second.

  • not_Queef
    not_Queef Member Posts: 826

    Traps should start in an armed state, and only spawn near useful spots like buildings or windows, never way out in the corner of the map where nobody will ever go (Swamp maps are a pain for this).

    It should be possible to re-arm traps in place without picking them up first.

    Trap sabotage should be removed completely. This is a hangover from a time when the devs were still figuring out what the game would be. Just get rid of it.

    Remove the carrying limit, trapper bag addons only give additional traps.

    Disarm time should be increased, or better yet, make it so traps can't be disarmed at all. Now hear me out! I would also prevent traps from being placed directly at doors, pallets and windows. So, he couldn't simply trap somebody in the basement and then completely block off all entrances. He would need to be smarter with his traps, so it would reward good trappers.

  • Archimedes5000
    Archimedes5000 Member Posts: 1,620

    I like all of these ideas, except the last one.

    This change would remove half of Trappers power = disabling loops while in chase. This is just a bad idea imo.

    And maybe just let surviviors sabotage, it does almost nothing, just like sabotaging hooks.

  • KingFrost
    KingFrost Member Posts: 3,014
    edited February 2020

    Just some ideas:

    -Let the trapper carry 5 traps at a time, and let him start with all of his traps. This means he doesn't have to go around looking for his traps for set-up. Add-ons that increase his traps means he still gets to carry all of his traps at once

    -Survivors cannot attempt to escape traps for 10 seconds. After that, survivors have a 20% chance of escape (Down from 25%) Add-ons can increase this time. Other survivors can rescue them before their ten seconds is up.

    -Trapper has a secondary ability: While carrying no traps, he can create 'minor traps'. These traps don't actually trap anything, but do alert the trapper when someone steps on them. Similar to the Hag's traps, but larger and no teleportation. (They'd be about the size of Demogorgon's portals) With add-ons, these traps can have secondary effects. The temporary traps do NOT break, but he can only have up to 5 at a time. Survivors can destroy them. It takes 16 seconds to destroy one. They would be hard to see.

    Post edited by KingFrost on