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Should Iridescent Stone be part of Trapper's base kit?
I have mixed feelings about this to a degree.
I don't play a whole lot of trapper so that may feed into this but at the same time Trapper has troubles anyways so maybe that's why I avoid him...
I know they're adding in new escape mechanics but honestly I don't see that doing a great deal more when you still have to take forever to set up traps, it just seems like putting a band-aid on a gash.
so should iridescent stone be part of Trapper's base kit? I feel like it would take unnecessary pressure off him at the start, something he seems to struggle with more and more the longer it gets ignored.
Comments
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They're working on him, and thinking on what they'll do, if I remember correctly from the last stream they did.
I don't think it should base kit, because then it wouldn't make sense on survivors deactivating them (as they'd be seconds after on again) and you could block some parts of the map with it. If you could crouch walk through them, like other killers' power, then maybe, but that also would make sense for me.
So the add on I think it should be as it is. And I'm also waiting to see what they'll do with the Trapper later, since I'm sure it won't be just this RNG update they're doing. At least I'm hoping so.
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I'd rather it be bloody coil so survivors can actually have some risk when countering the killers power, but I guess it would make getting out of the basement near impossible.
I really wish they would just hurry up and increase his base trap carry count and setting speed.
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All Trapper traps out in the wild should start the game readied and open.
From there Trapper's set-up should be moving them to places he wants them to be.
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Giving him the ability to carry 2 traps by default is a wonderful change to him.
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He just needs to have one of his bags base kit to be able to carry more traps and not have the rest of his traps spread out in different corners of the map.
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I'm not sure about that addon at base, but at least 3 traps at base, traps on the map are more clustered towards the center, much darker traps at base, and a larger radius on the traps triggering would go a ways for helping him. Even with all this he wouldn't be A tier though, that's how rough he is right now.
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His traps would still be too visible on certain maps like the game, maps and OoO would still turn him into Machete man, and there would still be so many counters to him and no consequences to stepping in traps if injured so long as he isn't like RIGHT there.
Trapper is like 90% weaknesses and counters haha.
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Iri stone should not be base, infact i'd rather it be removed and then addons such as bag be base. Iri stone takes alot of the skill out of trapper as all you do as an iri stone trapper is trap pallet and windows and permanently block those loops off.
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Just let him carry 2 traps at base so he can use whatever add-ons he wants. That alone would make him a viable Killer.
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I’d make bloody coil base kit but make it so if you go to disarm a trap you get a skill check and if you fail the skillcheck you get injured
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Yeah. I hate how trapper is so dependent on his power. Yet without bloody coil there is zero risk for the survivors disabling his power. GF is an M1 killer without his power but the survivor at least gets revealed when they kick him out of stealth. So there's some draw back to denying him his power.
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I would prefer for traps to spawn open on loops than reset themselves throughout the trial. I agree with alleviating his early game, but Iri stone does the opposite: it helps trapper in the late game, when all the traps are already set up and he never has to worry about them ever again because now even if they're disabled they're going to reset.
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I just wish stepping in a trap, especially when already injured had more severe consequences. I don't want them getting hurt for disarming my traps, I want someone being dumb enough to step in a trap they KNOW is there again while hurt, even if I can't reach them, to at least be mangled and hindered for a certain duration afterwards.
I don't get why a bear trap suddenly becomes harmless just because you are already hurt.
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"make the mascot if the game threatening and actually viable? Nah, can't do it playa!" -Devs (jokes)
😂
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Basekit let him carry two traps.
Implement some kind of penalty - hindered or deepwound (everyone hates deepwound) for injured survivors who step in traps.
Boom. Trapper fixed.
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It is so easy to make such an uncontroversial fix like this and yet they don't do nothing, same with many other killers and perks.
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Trapper should really just be like Hag and Freddy with all his traps in his inventory at the start of the match.
Having to walk around the map to collect your traps and fully use your power is what kills him
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Iri stone changes Trappers core gameplay too much. The two main issued Trapper suffers from are 1) the carrying/starting limitations and bad availability of his power 2) Power itself isn´t threatening enough to justify said heavy limitations.
By simply buffing his start capacity and making the traps more dangerous both issues can be resolved. He still can never be A or S tier unless these buffs were extremely riddiculous, but having 2 starting/base traps and adding certain effects, like hindered for example, as well as making it considerably harder to escape traps should be sufficient to make him at leat bottom mid tier.
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While I also dont think that Iridescent Stone should be Basekit, Bloody Coil Basekit would be horrible for Trapper. People would never heal against him, meaning one way to let the Survivors spend time off Gens would be gone. There would be really no point in healing anymore, because either you get injured when removing a Trap (and you have to do that most of the time) or you run into a Trap in a chase and then it does not matter if healthy or injured.
IMO yellow Bag Basekit and the remaining Traps more to the center of the Map and Trapper will have a way better time.
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Traps should do a full health state of damage. If injured you should go down once you escape. Also 3 trap base kit and rework object, that would help him a ton.
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Yellow bag base kit, and instant picking up of traps where Trapper just automatically acquires traps by walking over them. The disarm time for traps should be made longer and his base trap setting speed should be increased.
I disagree that Bloody Coil would be bad as base-kit for Trapper. Forcing survivors to stay injured is better than letting them heal. I just think it is too much for solo survivors, they'd never survive against it.
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Yellow bag and logwood dye should be base kit
Tar bottle should be reworked to become a camouflage kit that blends traps into surroundings
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It will be easy 3 Gen.
Start with all Traps at hand equal to have 2 Purple bags as basekit.
He only need able to carry 2 traps (still start with 1), traps should be at least 30m away from the map border. That will be enough for him
But Im afraid, we will have to wait for another year for another Trapper QoL change.
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Oh I'm not disagreeing with you. OoO needs a rework as well.
As you mentioned there honestly does need to be more of a threat to walking into a trap while already injured. IE maybe walking into trap while injured requires a teammate to free you.
Trapper with his best addons still isn't even A tier and I don't think A tier is good. That's how bad he is.
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no i wouldnt like that.
my main issue with Iridescent Stone is, that at some point i cant tell anymore whether i actually set a trap or whether that trap is just somewhere randomly out in the open, but was armed by the add on.
the best way to reduce his early game struggles imo would be to let him start out with all traps in hand.
he is the only trap based killer in this game who has that issue and i honestly do not understand why they never decided to give him that.
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Iri Stone shouldn't be base kit, but the brown or even yellow bag add-ons should be.
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Eh that would be a bit much, you end up basically just: https://youtu.be/WdooJUb58Gc?t=299
I still like having to think with my traps and having them pay off, having him start with and be able to carry up to 3 would be enough. At most I would say he should have a maximum allowed traps to be on the map at any time, but be able to re-stock those 3 at a locker like how huntress restock's hatchets or something....
(That would also solve the BS problem of some traps spawning WAY out of useable range, or spawning in unuseable locations/glitching out anytime a map is changed or a new map comes out)
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yeah i have multiple issues with that clip being used as a counter argument:
1) you need a VERY specific map for this to work, and even there she had to be in this very specific spot. try this on any "normal" map (e.g. Autohaven) and you will notice that it will not work.
2) the survivor could have, on multiple occasions, made it out of there with nothing more but a hit on them, wasting multiple of Otzes traps in the process, which would have been very bad for Otz, had this person not been the last living survivor.
3) we literally already have a killer that does exactly that, but better - namely Hag.
You would still have to think with your traps, as mindlessly throwing them down at loops would just end up with you running out of traps rather sooner than later (as Trapper doesnt have an infinite number of traps he can throw down, unlike others), leaving you with a very easily spottable and disarmable setup and also forcing you to backtrack through the entire chase you've had just to pick them back up and use them for real somewhere else.
however, there are a lot of pros to this change aswell:
1) you can create your setup a lot quicker than now, as you dont have to run across the entire map just to get access to a single trap (so you wont lose 3 gens by the time you have your setup ready)
2) you wont be giving your identity away immediately, as survivors will no longer be greeted by a random beartrap spawning next to them
3) you no longer rely on trap spawn RNG to have access to your traps, which is especially good on maps like the swamp, where those little ***** tend to only spawn at the freaking edges of the map
4) you no longer have the problem that your own trap is in your way, as you can always just pick it up since you will never be full on traps
5) moving your entire setup is a lot easier than now
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It's not an argument, it's a joke.
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well im glad you see it that way, but ive also had a lot of people being serious about that one.
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I feel trapper gloves and stitched bag should be base-kit, but nothing else.
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haha .-.
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if then it has to make no sound when disarmed; sounds like a too big chonk of info
however, i guess hag doesnt really care and ok
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hag is just better then trapper in almost every way and thats meh
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