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Trapper buff idea.

NomiNomad
NomiNomad Member Posts: 3,181
edited December 2020 in General Discussions

So, I think Trapper is facing some issues right now. My biggest problem right now is the fact that you have to walk across the entire map to get your power most of the time, and the fact that the number of traps he has can vary (which shouldn't happen in my opinion.)

So my idea. First, just cement how many traps he has. 7-8 traps.

The Trapper starts with all 10 bear traps equipped, but after he places all of them down he can only pick 2 back up at a time. (this can be changed with the bag add-ons.) He would not be able to pick up all of his traps after he has set them down, only a few. I feel like this would make him at least somewhat stronger, and much more enjoyable to play (at least imo). Maybe it's busted and I just can't see it. This buff would just to streamline his set up.

Post edited by NomiNomad on

Comments

  • Greatamygdala
    Greatamygdala Member Posts: 292

    10 Traps on hand? Yikes.

    If I recall correctly the trapper has like 5-7 traps on the map besides the one he has immediately after the game started.

    The simple buff is just he spawns with 2 traps and you're done.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    Does he really only have up to 8? For some reason I thought the max he could have was 10. I'll fix that. I still think the number of traps he gets shouldn't vary.

    2 traps would be nice, but I still hate how Trapper has to just meander his way across maps like Mother's Dwelling or god forbid Midwich just to have more access to his power. He wouldn't have all his traps the whole time, just at the very beginning - just to quicken up the general pace of his set up. No other trap setting killer has to try that hard to set up.

  • Greatamygdala
    Greatamygdala Member Posts: 292

    Apparently according to the Wiki there's like 5 around the map which is pretty close to what Otzdarva said if I recall correctly. So sounds about right. Having all your traps in your hand isn't just simple buff it's a huge one.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    Fair, but it's not like he couldn't use it. The other trap setters, aside from Demo, can get downs more reliably with their traps. Hag can set hers all over a huge area, and they help her with both mobility and towns. Freddy's slows survivors and places them in like a second. They're so much easier to use in the chase and can help end loops faster than Trapper's traps. I don't think letting him have all his traps at the start of the game would make him this unstoppable force.

    Trapper can't do that reliably, because if a Survivor sees him start to put a trap down in chase, they will just run to another loop, and he can only do that up to three times. Hag and Freddy can do that however many times they want, and would get more benefit. I also feel like you keep ignoring that I said he would only have all traps on hand once per game, in the beginning. After, he could only pick up 2. This change would only make his initial set-up process more streamlined.

  • Greatamygdala
    Greatamygdala Member Posts: 292

    Hag has a slow movement speed in general and doesn't trap a Survivor and Freddy is getting looked into soon, Trap isn't the problem its the fact that he has no penalty for spamming that crap. Another simple buff would be to disable the RNG on Trapper that survivor doesn't escape immediately and is consistent that they stay there.

    I am not ignoring what you said, As I implied already 10 traps spawning on hand immediately is dumb and surely won't cause killers to run Purple/Iri Stone or Bloody coil add ons what could go wrong?. I don't know why the fact that he could pick 2 afterwards changes anything lmao. You pretty much trapped most or every tile in the map what's the point of picking anything up if they reset with ad ons. There's a reason there's five traps in the map and can only be increased with add ons.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    You know what, fair. I'm just of the opinion that giving trapper 2 traps at base won't be enough to buff him, but I could be wrong. Trapper also just goes my way of playing, so this buff idea is in favor of getting him into chases quicker without having to sacrifice his power.

  • KaarelK
    KaarelK Member Posts: 89

    Trapper is already annoying and boring to play as and to go against.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    As Trapper main, I can say this.

    Start with all traps at hand will let him do easy 3 Gen every game. He can just pick 3 closest Gen, lay 2 traps on each one. Still have 4 to traps loops around 3 Gen.

    Direct buff & nerf is always stupid (something like Mori nerf). Trapper only need some QoL.

    List I put too many times:

    • Start with 1 trap, able to carry 2 (so Brown bag still work with the change)
    • Traps spawn 30m away from the map boundary
    • Disarm trap is faster, except as soon as you disarm, skill check will appear (similar to Madness Killcheck). The skillcheck affected by Unnerving presence.
    • Escape trap is no more RNG, every 3sec, a skill check appear. Success 3 skillcheck will ensure escape, or success 2 skillcheck in a row. Greenstone increase it to 4 skillcheck or 3 skillcheck in a row. The skillcheck affected by Unnerving presence.
    • Gain a new ability: stand next to a setup trap, press ability button to conceal the trap to make it harder to see. May be some texture on it, or the trap push down under the ground abit.
  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    I’d be fine if he was able to carry two traps at a time.... AND if his traps weren’t always in odd locations.

  • Greatamygdala
    Greatamygdala Member Posts: 292

    That's just a simple buff idea people have been preaching for years. People hate the fact that it's basically a requirement for trapper to use a bag add on otherwise you're giving yourself a huge handicap when you could be using that extra add on slot for something else.

    I could make a whole post talking about the buffs but I don't feel like thinking about it then typing it all out since it's just a waste of time for me.

  • dezzmont
    dezzmont Member Posts: 481
    edited December 2020

    Carrying all traps would be a bit OP for lockdown scenarios. Trapper isn't balanced if he can just use a trap whenever he wants until he is out and then needs to redeploy the old ones. Trapper needs to make SOME consideration about where he is setting up and have some prep-time to be fair, its just kinda silly that part of that prep time is wandering to ass backwards ends of the map when he already struggles so hard to keep his planned nest safe in the first place.

    Still, 'collecting' traps is a terrible dated system and really shouldn't be the mechanic. Either they should be somewhat central like in lockers where he can pull infinitely until he has 'enough' and then needs to actually manually move them, so he can't use infinite traps mid-chase for lockdown, or he should have a cooldown of some sort for traps to become usable, so he can place 2 at the start, and then every 30 seconds if he has an empty trap slot he gets another ready to go until he has hit his trap limit on the map.

  • TicTac
    TicTac Member Posts: 2,422

    Trapper needs certainly buffs like a fixed escape time.

    But when we look only on the problem with the traps availability, i would fix it like that.

    Basekit 2 traps.

    Give trapper a ability, where he can teleport a trap in his hand the same how freddy teleports to gens only in reverse. With a cooldown maybe depending how many open traps are on the map.

    As nerf make it impossible to use three traps in the same location. (Size of the shack)

    It would be easier then to fix the traps spawn location, when all traps would spawn in the middle indoormaps or hills can make it still annoying.

    The nerf is to weaken the shack basement tactic. It would be too easy to get enough traps near the basement with the new ability.