So trapper was nerfed...

I was playing Trapper on the new auto haven and apparently you cannot place traps at exit gates anymore.. Did I overlook the patch notes cause I didn't see anything about it there. Why would you do this devs? Trapper's VERY end game already sucks why make it worse?

Comments

  • CornMoss
    CornMoss Member Posts: 543
  • Felnex
    Felnex Member Posts: 334

    Are we sure this was intentional? This is BHVR we're talking about, they just took away the movement speed during Legion's Frenzy as a bug, maybe nerfing Trapper was another bug too.

  • Heartbound
    Heartbound Member Posts: 3,255

    I doubt it's intentional. Trapper doesn't lay his traps in wide open areas, he lays them at choke points. They should just bring back sabo traps if they're just trying to make him an M1 killer.

  • Ecstasy
    Ecstasy Member Posts: 426
    edited December 2020

    look im a developer:


    Assignment Of The Day Week Month: IMPROVE TRAPPER

    Hrmm could take 10 seconds changing the "base traps carried" variable from 1 to 2 finally...

    Eh, but what else is there---EUREAKA! Trapping the exit gates!

    I'd certainly hate that if I played this game!

    Oh--unraveling the spaghetti code will burn through my next project time too?

    Well totally worth it!



    😎

  • JPLongstreet
    JPLongstreet Member Posts: 5,847

    Freddy cannot place snares at the exit levers either now. So might not be a bug.

  • TheRockstarKnight
    TheRockstarKnight Member Posts: 2,171

    This. It's almost certainly a bug.

    That said, the same thing happened with the MacMillan Estate rework - Trapper couldn't put his traps near Exit Gates.

    People reported that to the devs, and apparently they either didn't bother to check if the same issue occurred again, or they did check and just forgot to put it under the patch notes' "Known Issues".

  • JPLongstreet
    JPLongstreet Member Posts: 5,847

    Then yeah if it's just those maps then a bug. Add it to the ever growing pile.

  • Heartbound
    Heartbound Member Posts: 3,255

    This is the best they can do, so I don't feel too bad. It is what it is.

  • yobuddd
    yobuddd Member Posts: 2,259

    Ahhh, this explains it. I know exactly what’s going on, and I think it’s a bug.

    Your pictures show the same distance from the switch that’s required to change between Charlotte and Victor. I think it’s so you can block one switch and camp the other.

    Anyway, by creating this dead zone around the switch, it seems to affect Trapper’s traps as well.

    If anybody has the time to test it, I would assume it also affects Hag traps and Freddy puddles, and Pyramid Head gunk trails.

  • yobuddd
    yobuddd Member Posts: 2,259

    Edit above. “......can’t* block one switch.....”

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    Placing right at the switch is a bit dumb, but it looks like a bug based on those pictures. Definitely doesn't need to be that extreme, just not right under the switch.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    As Trapper main, I noticed this since PTB, I think this is a nerf. I refuse to think this is a bug.

    Like, how this bug in script happens? If I cant lay trap on random area of the map, I may call this is a bug. But this is mostly key areas (basement & gates). I think this is a nerf, or at least, they want to shadow testing this.

  • finitethrills
    finitethrills Member Posts: 617

    Maybe devs finally got tired of arbitrarily nerfing Pig every other patch or so and decided to pick on Trapper, instead.

    Trapper was out of date 3 years ago, they've refused to do anything meaningful to catch his mechanics up to the state of the modern game, and now he's getting his own set of bugs or shadow nerfs just to make him even more miserable. Sad to see.

  • Cjohn
    Cjohn Member Posts: 11

    This effect has been on Demo’s portals since I’ve been playing as of September, so it might be(hopefully) a glitch.

  • EldritchElise87
    EldritchElise87 Member Posts: 626
  • Shenanigan
    Shenanigan Member Posts: 208
    edited December 2020

    Please stop calling things a nerf for when they're most likely just bugs in hindsight.

    Think about it:

    Trapper is already in a fine state as he is the devs have no need to nerf him placing traps at exit gates is a strong endgame thing for him he's got going if you get to that scenario. There aren't NEARLY as much complaints from the Survivor side about that. I play both sides so I want to at least try to be opened minded when coming to posts from either side, but you just convinced an entire comment section that the devs had a hand in nerfing trapper *intentionally* (but then again the devs did touch Billy when he was fine so I could be wrong).


    But anyways, like with legion this is a bug, not a nerf. A lot of game breaking ones too from this chapter especially too. I don't know what's going on with that.

    Map bugs, killer bugs, The Twins, etc.

    Normally I expect a few mild bugs here and there but nothing game breaking as this chapter.

    Game breaking is probably a strong word though idk, but it sounds fitting.

  • Zani22
    Zani22 Member Posts: 444

    Another theory I have is mobile used the main client... This and merged recently... Mobile could have accidentally broke the game while merging since there are reports of bugs where 2 killers could get matched in a game but game would end which was a mobile bug

  • MythMage
    MythMage Member Posts: 521
    edited December 2020

    So, let me get this straight:

    Trapper: Cannot trap Exit Gates and can't use the trapping animation to avoid a stun

    Wraith: Cloaking and Uncloaking is still bugged

    Billy: Chainsaw overheats randomly

    Nurse: Still has a mountain of bugs

    Huntress: Environmental and hatchet hitboxes are still bad

    Myers: None that we know of

    Hag: None that we know of

    Doctor: None that we know of

    Bubba: Occasionally doesn't get any speed from Chainsaw

    Freddy: None that we know of

    Pig: None that we know of

    Clown: None that we know of

    Spirit: Audio as a whole is #########

    Legion: Doesn't get any speed from Feral Frenzy and doesn't get an extended lunge

    Plague: None that we know of

    Ghost Face: Revealing is still inconsistent

    Demo: Shred occasionally won't activate when it should

    Oni: Didn't get blood from hitting a healthy survivor (fixed when Hit Validation was taken out)

    Slinger: Speargun hitbox still inconsistent

    Executioner: Knife scraping ASMR bug

    Blight: Camera still too low to the ground

    Twins: too long to list

    They really ######### the game this patch, huh?

    Post edited by Rizzo on
  • TruffleTurtle
    TruffleTurtle Member Posts: 614

    My guess is that they bugged the code from victor to the trapper since he can't be on exit gates. Who really knows tho

  • gambit92
    gambit92 Member Posts: 58

    SOOOOOOO GLAD this is in the game. Please make it where they cant trap every entrance to the shack next. TOO many times pepega trappers get a kill or 2 by getting 2 close gates and trapping both. Nerf my buttocks this has been needed. LUL trappers. Gets faster set time, gets better add ons. Traps that set themselves. BUTTTTT whattttt Cant trap exit gates. YES get gud. Survivors shouldnt get punished doing all objectives. then getting noed down disarming traps at gate. IM SO HAPPY

  • CornMoss
    CornMoss Member Posts: 543

    You know its apparently a bug mate, also those things you are talking about are add-ons and aren't his good ones... LUL

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,793
  • gambit92
    gambit92 Member Posts: 58

    AGAIN Im dying laughing traps that set themselves, so you can pressure gens and survivors arent good.....

    traps that a healthy survivor disarms gets injured by disarming them.... Arent his good ones you say.....

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    This was a bug before on the new Macmillan maps. Guess they forgot to test it on new autohaven once again.

    How do you make the same absurdly easy-to-avoid and obvious mistake twice in a row...this is comedy gold.

  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    Traps that reset, at random, and only once every 30 seconds, so you could have completely traps reset themselves across the map in places you're never going to go to.

    And the add-on that injures survivors is pointless if they're across the map because they can heal themselves before you even make it to them. Not to mention good survivors don't care about being injured against Trapper, he is not a threat at all in a chase.

    You're also sacrificing one add-on slot for something that's much better than those red add-ons like honing stone, or the trap-setting add-ons.

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  • yobuddd
    yobuddd Member Posts: 2,259

    Has anyone tested if you can put traps near an active hook? If not, then this is related to the Twins for sure. You can switch between the Twins near door handles or near active hooks.

  • Ecstasy
    Ecstasy Member Posts: 426

    Being a bug seems unlikely to me. Others already mentioned but this actually pre-dates this DLC by some time, and only affects the new maps.

    (Or at least if we're considering "bug" as an unrelated/unwanted change in another system, not just any result of an intended change where they didn't consider the logically related systems it would impact and whether that's something they actually want)

    Seems like a very specific change coded into those maps specifically, presumably with the intent to eventually update all the maps with those restrictions. Just a guess here, but maybe that's part of streamlining the code? Where they're defining restrictions by map rather than per characters, where maybe before this new characters required going through all the old maps and setting specific parameters or something? I dunno.

  • Unknown
    edited December 2020
    This content has been removed.
  • XombieRocker
    XombieRocker Member Posts: 324

    You also can't set traps anywhere within the basement on that map. Once you start going down the stairs, it's entirely a trap free zone now. FML.

  • CornMoss
    CornMoss Member Posts: 543
    edited December 2020

    "Traps that reset, at random, and only once every 30 seconds, so you could have completely traps reset themselves across the map in places you're never going to go to.

    And the add-on that injures survivors is pointless if they're across the map because they can heal themselves before you even make it to them. Not to mention good survivors don't care about being injured against Trapper, he is not a threat at all in a chase.

    You're also sacrificing one add-on slot for something that's much better than those red add-ons like honing stone, or the trap-setting add-ons."

    There you go mate, this person explained it well, honing stone is good. I never said it wasn't. He just has better addons, such as the bag add ons which are his best