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Dear Devs, its time to buff trapper!

caz_
caz_ Member Posts: 218

Yes he is a strong killer, his ability doesnt need a buff but the way they work.

this is my idea and opinion. 1. let him always start with 2 traps.

2.no random traps around the map.. instead you get your traps from lockers. that way he doesnt waste time going on the other side of the map to get a trap.

3.to balance that out he is just allowed to have 8 traps maximum around the map (can be increased with addons up to 10 -12 max)

4.the chance of escaping a trap = first attempt 3% chance, second one 5%, third one 8% and so on the more you try to get out the more the chances increases, you could also make it so that every survivor nearby increases the chance. it really sucks when survivors escape first try its really annoying.

just by these tweaks he would be so nice really.

Comments

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    4. Can we...PLEASE... not have rng on the traps?

    Can we please not ask for things to be rng?


    That is all

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    I really really like this

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    Also, object of obsession shouldn't work against him and honing stone should be default, or even the bloody coil to punish people for disarming. Also, if anyone comes at me with "you can't punish the survivor for countering your ability", plague does the exact same thing, so I don't see why it doesn't work with trapper.

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    I can see requiring the survivors to mend if they get themselves out, honing stone as base would be legit op.

    OoO should be completely reworked.

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    I don't think honing stone as base would be OP. A survivor can get out of your trap in 1 try most of the time which is stupid.

  • caz_
    caz_ Member Posts: 218

    OoO is a dumb perk agree. but honing stone on base power would be to much.

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    True, but I don't think any killer's power should rely on RNG, besides pig since she has a secondary ability.

  • ShrekTheThird69
    ShrekTheThird69 Member Posts: 327

    This is great only one question, what would happen if his max amount of traps where all placed and he went to the locker to get more. would he get nothing or would it remove one of the already placed traps and give him a new one (sort of like how hag traps and snares work)

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    I cant disagree with you there. Maybe first 2 tries 0% chance of escape, then increase chances from there progressively

  • Saitamfed
    Saitamfed Member Posts: 1,620

    I do believe that it will be nice if we have some of the new status effect in trapper as well. Like "escaping the trap inflicts the oblivious status effect for 60 seconds"

    Also, the chances for a survivor to escape are 25% so an add-on that decreases the chances of escaping from a bear trap per trap disarmed by that survivor would be fine.

  • JAZC_CR
    JAZC_CR Member Posts: 207

    trapper really need some love, he is the mascot of the game, he really deserves some love...


    they left it totally forgotten... like others killers

  • Rareware0192
    Rareware0192 Member Posts: 360

    I like all of them except for 4. I feel like escaping traps should be a bar that you progress similar to interacting with Pig’s boxes with some skill checks, and not RNG-based.

  • HectorBrando
    HectorBrando Member Posts: 3,167

    That would be really broken in 3 and 4 gen situations, stepping on a trap already gives you a free hit and cuts a chase in half (since you dont have to deal one more hit to down someone).

    Trapper is really strong the less gens there are left but he is very weak when there are a lot of them, I think the traps in lockers suggestion (or trap boxes as a new prop or wathever) would solve his early weakness by allowing him to trap faster and the bar like Jigsaw boxes would make him a bit weaker in later but also more consistent as a trade off for a much stronger early game, it would make him way less "unfair", Ive seen people escape in the first attempt 5 times in a row but on the other hand Ive seen people trapped trying to get out for like 12 attempts with no luck, both situations shouldnt happen. With the bar system someone steps on a trap you know you have 8 or 10 or 12 or wathever (this could be tested to find an optimal time where neither it feels impossible to not get grabbed but also impossible to reach them) and allow for a bit more strategic plays "Do I go for that trapped guy or keep chasing since I will/wont make it in time".

    Or instead of a bar like Jigsaw boxes they could use a certain amount of different dificulty skillchecks, once you reach that number you go out, they might start harder and go easier as time goes on, addons could affect dificulty and number of required skillchecks.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    ime he only needs a few adjustments to be a good killer:

    1. start the trial with all traps in hand and dont have a limitation to how many traps you can carry at once (bag add ons simply increase the amounf of traps he has, so default would be 6, trapper sack would give 1 more, trapper bag would give 2 more and stitched sack would give 2 more aswell as another small boost (e.g. faster setting time))
    2. escaping the trap is now a lengthy animation and no longer RNG based, however the animation gets greatly reduced when a friends comes to help you (lets say from 20 to 5 seconds or sthg like that - add ons such as the wax brick that currently reduce the chances of escaping now increase the time required to escape a trap)

    there, thats all they need to change on this specific character to make him decent, yet nothing has happened in that regard for years.

  • pseudechis
    pseudechis Member Posts: 3,904

    I think trapper is mostly fine, he's definitely not weak, as is how the mechanics of traps work, as they are powerful. What he needs is to have the lower level brown sack built into his base. Which can then be upgraded with bags. A better system for obtaining traps outside of running around the map collecting them.

    Traps from lockers is a good idea and having traps handy puts him on par with hag when it comes to shutting down loops etc. Nothing worse than setting up and running into a survivor out of position making you unable to herd them into the trap. You are now empty handed in a chase within a trapless area. Unless you out mindgame them and get a quick down it is a huge time sink loss for trapper and sometimes best to just drop the chase as he's basically powerless outside of M1, there is no other killer who can end up in this position as far as I'm aware.

    Also when people are disarming traps like no tomorrow, you often have to run back to an area to pick traps up or head off in some random direction losing yet more time. Time is vital to the killer in this game. I think Trapper's map pressure would increase greatly and not be to oppressive by double start and carry trap numbers, so 2 base instead of 1, and refill from lockers.

    That small buff alone would probably be enough to give him a good boost kinda like clown. Now you can chase anyone with a bottle ready to go rather than time the wind up and release perfectly or be punished. It wasn't a huge change but made him much better.

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    He has been getting some nice buffs lately. Trap setting animation, add on rework, rearm traps.

    I feel if they helped his early game that would be best. I hope this idea about an early game warm up will help all m1 killers.