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Buff for Trapper

Northener1907
Northener1907 Member Posts: 3,012
edited March 2021 in Feedback and Suggestions

Trapper is sadly weakest killer in DbD. Sometimes i thinking is he really killer or just meme killer. My all easiest games against Trapper. You can destroy him traps and you can loop him forever. And yes high ranks.


Anyway i love Trapper, he is good killer on paper but in reality he is not. But if he can get new add-ons with buff i think he will be stronger.


He will have classic traps and 2 type stronger traps. 


Trapper can use classic traps any time. And he will choose with add-ons of the stronger traps ( only one the them can choose in game )


Option 1: Trapper will have 3 special generator traps. He can trap any of gens. When survivors touch that gen, they will get hard skill-check (Only first survivor touched gen will get that skill-check and only that survivor will be affected). If they win trap will gone, if they fail survivor will get to injured. And killer will see which gen trapper triggered.


Option 2: Trapper will have 1 hook trap. When he hang someone he can use that trap on them. And other survivor when tries save him trap will trigger. And savior survivor lose % 25 movement speed for 30 seconds and trapper will see that survivor 5 seconds.


Trapper cant use both special traps in game, he need to choose one before game start ( add-ons). Both of traps will need 40 seconds for reuse.

Post edited by Rizzo on

Comments

  • danielmaster87
    danielmaster87 Member Posts: 9,762

    Just give him stitched bag at base, and maybe not have his traps spawn at all corners of the map.

  • [Deleted User]
    [Deleted User] Posts: 5,229

    Honestly if maps and object didn't disable his power almost entirely I would be happy.

    I don't mind playing a weaker killer, I just hate not being allowed to play with haklf it

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Make it so that he can carry any number of traps, starts with 3 and iridescent stone was basekit

  • PGJSF
    PGJSF Member Posts: 369

    Option 2 goes from borderline useless (4 survivors alive) to extremely overpowered (2 survivors alive).

    Option 1 is actually interesting, I’ve always thought it would be cool if killers in general could interact more with generators aside from the usual 3-4 slowdown perks.

  • Spacehedgehog
    Spacehedgehog Member Posts: 44

    I don't think the gen trap is a good idea because what is the last time you saw a survivor at high ranks miss a skill check it never really happens. The hook trap will encourage camping and wouldn't allow even healthy survivors to go for rescue which they should be able to do. I think that giving him the stitched bag as base and make the traps fit in more with the map you are going to so for example the Hawkins laboratory is basically a death sentence for a trapper especially if he brought the black tar addon. His traps should merge better with the ambience and colour of the map. I think that if an injured survivor steps on a trap if they escape or are helped to escape they go into the downed state because right now there is no penalty for stepping on a trap as an injured survivor other then getting stuck there for a certain amount of time.

  • vacaman
    vacaman Member Posts: 1,140

    Or we just give him 1 extra base trap and problem solved.

  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited March 2021

    I mean...that would be a step in the right direction but honestly it would take a bit more than that.

    Someone with a map or OoO literally removes his power from the game almost completely if they have a friend or two in the game with them for example. It pretty much makes him "Machete man".

    Trapper has quite a few weaknesses that hold him back.

  • Spacehedgehog
    Spacehedgehog Member Posts: 44

    I love seeing a fellow otzdarva watcher spreading the amazing ideas he gives out. 👍️

  • vacaman
    vacaman Member Posts: 1,140

    Yeah i agree, but that is better than a rework imo. I really love trapper's kit, he is one of the most satisfying killers to play at times and I don't want it to be fundamentally changed. OoO is getting nerfed soon anyways and you can allways dodge map games (i do). I think it would put him in a "decent" position that little change and then they could see if it needs anything else.

  • konochivu
    konochivu Member Posts: 146

    Just letting him carry 2 traps as part of his base kit would be a step in a right direction.

  • youngjun
    youngjun Member Posts: 269

    And Mori motion has to be changed...it is so bad

  • mynameisBlade
    mynameisBlade Member Posts: 325

    1st of all. It is super SAD, STUPID, and just completely UNREALISTIC that this big buff guy can't carry all of his traps by default, when a scrawny little girl character...(The Pig) can carry 4 BIG, HEAVY LOOKING head traps around and WHERE TF DOES SHE EVEN PUT THEM??? Seriously..... Sometimes the DBD team really doesn't think about what they are doing.. I'm glad to hear immersion will be a big part of their year 5 plan.