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The Trapper - “Rework”

For a while now, The Trapper has been a Killer that was indeed extremely good, but only in the right hands against the right teams. It takes loads of practice and strategizing to become a skilled Trapper player. Like me, I’m AWFUL at Trapper. In fact, I absolutely despise playing as and against Trapper, though not because he isn’t fun(I think I’m just unlucky :/). But, I do believe that he needs something added onto his power in order for him to be a little more efficient.

This rework suggestion doesn’t tamper with much of his base kit, rather adding onto it so that he’s more effective overall. So, let’s get to it!


Bear Traps

The Trapper’s normal mechanics stay the same: pick up traps, place traps. He can step in his own traps. Generic Trapper stuff. The only difference is that he can hold as many bear traps as he wants, meaning that all storage add-ons will be changed. But, there’s more.


Trap Recall

Along with the ability to place and pick up traps, Trapper at any time is able to recall all closed bear traps into his hands for use. (Bear traps that are set will not be recalled.) This is to compensate for Trapper’s lack of mobility and make it so that players spend less time walking around the map to pick up traps before placing them. Whether or not this power will have a cooldown is up for debate, though I don’t see a point in doing so.


So, what do you think? Does Trapper need a secondary power?

Comments

  • Marcavecunc
    Marcavecunc Member Posts: 2,057

    Mhm. I think recalling every unset trap to his hand would basically just be like the Demogorgon, really.. let's say he has 10 traps, if he sets a few and some of them get disarmed or someone gets caught, they can be re-used.. not sure I like that idea, the supernatural element of it doesn't fit the character


    But I do agree that Trapper needs to start with more traps, or at least with the ability to carry more on his person without needing to use add-ons. It's ridiculous he can only carry 1 on his base kit and it takes forever to set them when (almost) every other trap based killer can set infinite ones in a speedy manner.

    Just that one change would make him more powerful.

  • Trwth
    Trwth Member Posts: 921

    The Entity could gift him with that power, as simple as it sounds, similar to Doctor. Also, Trapper has about 5-6 traps I believe. But thanks for the feedback anyway.

  • Marcavecunc
    Marcavecunc Member Posts: 2,057

    Good point. The game is anything but realistic in the first place anyway.

    But compared to other trap killers, his traps wound survivors.. Hag and Freddy's traps don't do that.

    But yeah carrying between 4 to 6 traps sounds good to me. Heck, even starting with just 1, if he has the ability to carry more, I wouldn't mind picking them as I patrol the map. Would be better to start with them, but those could easily be the same add-ons he already has if he wants to start with more than 1 and carry more than 4-6.

  • Trwth
    Trwth Member Posts: 921

    Although that sounds nice, the game isn’t designed for things like that unfortunately. I did have an idea for an add-on though that made all bear traps spawn under pallets pre-set when the trial starts and they can’t be disarmed or sabotaged until interacted with, thus permanently blocking off certain paths unless the Trapper picks it up or someone prematurely steps in it.

  • AppeaseTheEntity
    AppeaseTheEntity Member Posts: 61

    I dont think that trapper should be like the hag, the moment he hooks someone hes just going to camp while putting all the traps around the hooked survivor and then repeat the process.

  • Ohnoes
    Ohnoes Member Posts: 608

    All trapper needs is dead hard to no longer bypass traps and more traps as part of his base kit. He don't need unlimited traps or recalls. If he is going to get something new it should be something that is actually engaging like poisoned traps. Other than that it wouldn't be a bad idea to have at least some(if not all) of the traps armed by default.

  • Marcavecunc
    Marcavecunc Member Posts: 2,057

    Ohhh poisoned traps.. I like the idea

    especially if it's infectious and can be passed on to other survivors, a bit like plague's puke, but goes away on its own after a bit, like 30 or 60 seconds.. it could make people slower, or exhausted or whatever. Could be base kit or add-ons, I guess, since most status effects come from add-ons

  • Trwth
    Trwth Member Posts: 921

    I don’t know where everyone is getting this impression that I’m saying to give Trapper infinite traps. Also, just because a power gives a Killer some form of camping power doesn’t mean it was designed for camping. On top of that, you can only recall UN-SET traps, not all of them.

  • Trwth
    Trwth Member Posts: 921

    He doesn’t get unlimited traps. Where is everyone getting this from? He gets about five or six traps by default and can hold them all at once. That’s the concept. The recall is to compensate for his lack of mobility.

    Hopefully when his add-ons are looked at, he gets something like poisoned traps or something. We can only hope.

  • AppeaseTheEntity
    AppeaseTheEntity Member Posts: 61

    Likely just way that youre phrasing "recall all traps into his hand" im still confused by that. And it doesnt matter if thats how its intended, hag doesnt have infinite traps either but if trapper could possess all of his at once it would likely lead to that unlikely consiquence

  • Trwth
    Trwth Member Posts: 921

    Unfortunately, that’s a risk every that comes with every Killer with a powerful ability. There are plenty of people out there who simply want to ruin the experience for others, and that’s out of our control. But just because that happens, that doesn’t mean we shouldn’t buff Killers for the sole reason that their camping potential increases. People could play so much better with all traps in hand when possible. He is an “area-control” Killer after all.

    Also, the Recall works like this: hold down a button, and then all UN-SET traps are picked up from the ground and stashed into your inventory. All set traps are left alone, which means you’ll have to go pick those up if you need them. I wrote this in a rush, so it’s phrased weirdly. My apologies.

  • ryoohki24
    ryoohki24 Member Posts: 1

    I agree the trapper needs a little buff. Perhaps allowing to carry an additional trap will help. But another suggestion is that if a survivor gets caught in a trap, if they free themselves they would need to mend themselves. And off another survivor frees them then they wouldn't need to but increase the time it takes another survivor to free someone from a bear trap, or a a guaranteed difficult skill check when freeing someone.

  • Avarice10
    Avarice10 Member Posts: 482
    edited September 2020

    Trapper is reworked into the Bomber, his power allows him to arm a nuclear device that will detonate within 2 minutes, the survivors cannot disarm this, on detonation a nuclear explosion goes off killing all survivors on the map.

    https://www.youtube.com/watch?v=DL36ryQFQ58