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Trapper Rework Suggestions - Add-ons

VenomousHawk86
VenomousHawk86 Member Posts: 50
edited June 2021 in Feedback and Suggestions

These add-ons are designed with these trapper changes in mind.

Common Add-ons (Brown)

(New) Spare Trap

  • Begin the trial with one additional trap

Padded Jaws

  • Survivors no longer lose a health state when freeing themselves from a trap.
  • Deviousness Blood point bonus is now calculated after the trial has ended, like BBQ and Chilli

Uncommon Add-ons

Trapper Sack

  • Trapper Sack is now an uncommon add-on

Serrated Jaws

  • Serrated jaws inflict great amounts of pain that make it hard to focus on anything else.
  • A trapped survivor suffers from the blindness and oblivious status effects.

Rare Add-ons

High Tension Sping

  • Traps snap shut with a deafening crack that is enough to startle anyone nearby
  • When a survivor steps in a trap, all other survivor within 32 meters of the trapped survivor scream.

Trapper Bag

  • Trapper bag is now a rare add-on

Wax Brick

  • Increases the time it takes for survivors to free themselves or each other from traps by 50%

Very Rare add-ons

Bloody Coil

  • Bloody Coil is now a very rare add-on.
  • A survivor that disarms a trap now suffers from deep wounds.

Torn Sketches

  • A reminder of the betrayal of those maggots fills the trapper with a determination not to let any of them get away.
  • When a survivor escapes from a trap, by themselves or rescued, the trapper gains a 5% haste effect for 10 seconds.

Iridescent Add-ons

Fog-Forged Parts

  • Traps are invisible to survivors that are more than 8 meters away from them.
  • Traps appear trasnparent to survivors when closer than 8 meters away from them.

Iridescent Stone

  • All traps start the trial armed
  • A disarmed trap resets itself after 30 seconds.
Post edited by EQWashu on

Comments

  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    Pardon I meant to post this in feed back and suggestions.

  • CoalTower
    CoalTower Member Posts: 1,730

    I don't know about increasing the rarity of additional traps, but those iridescent ones are really nice.

  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    No actually, I linked my trapper rework suggestions post that states trapper by default has a carry capacity of 2. so trapper sack ends up being as good as a trapper bag as is, and the trapper bag can be the green variant of the bag addons now, The spare trap add-on suggestion was to replace the trapper sacks role.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    random locker? RANDOM LOCKER?

    are you kidding? just changing the issue from "traps spawing in the corner of the map" to "still on corner, but also in a locker so it takes longer to get it".

    just have it so you can get them from any locker up to the max number...

  • miketheratguy
    miketheratguy Member Posts: 2,719

    I find it weird that so many people think that Trapper should be changed in some way. This is purely anecdotal but I face him on quite a regular basis and he's almost always REALLY good. Intelligent, sneaky, shrewd use of the traps. I see way more good Trappers than bad.

    Again though, just my own experience.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    have you tried playing trapper in red ranks? there's a reason no one ranks trapper higher than c tier...

    he's very outdated, and requires some QoL changes. playing him without a bag should not be as inconvenient as it is.

  • Reinami
    Reinami Member Posts: 5,525
    edited June 2021

    I think this is far more than he actually needs TBH. I would do the following:


    • Make Yellow bag base kit (start with 2 can carry 3 traps) and rework bag addons to do something else.
    • Make his traps spawn next to a generator so that traps are always along the patrol path initially
    • Remove the RNG for getting out of traps, make it so a solo survivor does a single 6 second action, if another survivor helps, it becomes 3 seconds.
    • When a survivor is caught in a trap, trapper moves at 150% (yes 150%) movement speed.


    This would allow him to actually use his power at the start, normalize the RNG for trap spawns so they always spawn near generators, and eliminates the RNG (good for both sides) for getting out of a trap. Additionally the movement speed buff can be used to quickly get to the survivor that just stepped into the trap, OR can be used to catch another survivor off guard with your sudden movement speed burst.

  • miketheratguy
    miketheratguy Member Posts: 2,719

    I can see him being outdated, yes. I THINK I've faced a red rank trapper but I can't say for sure. If so it's the exception, not the rule.

  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    If trapper could just get all his traps from the same locker then he'd just trap half the map and claim a 3 or 4 gen to defend at the start of a trial. This is the same reason why trapper just doesnt have all his traps to begin with. Because of his ability to create dead zones with multiple placables they need to be spread out over the map.

  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    Perhaps you should give the other post I linked in this one a read and share what you think.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I would have disarming his trap will spawn a skill check. The skill check zone has 150 degree

    • Success will close the trap
    • Fail will get trapped

    Disarming trap now fixed at 3.5sec


    1. Brown coil: reduce 50% of disarming skill check, no stack.
    2. Green coil: reduce 66% of disarming skill check, no stack.
    3. Bloody coil: reduce 90% of disarming skill check, no stack. Not causing injured if success disarming. This extremely hard skill check will force survivors to go in pair to safely disarming. Rather than 1 injured guy keeps disarming your traps.


  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    That is a cool idea, you forgot about the yellow spring kit though. I'm not sure if this will really affect high end surviver that much though. The deep wounds timer idea of mine is something that would impact all levels of play though.

  • DatFastBoi
    DatFastBoi Member Posts: 455

    Really like the creativity on the Iri ones !

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    Hag exists. Trapper having easy access to his traps is perfectly fine. He still needs to basically give up a gen or 2 to set up

  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    Hag exists? so do 22 other killers. Trapper's power works differently from hag's power in a lot of different ways the only real solid thing they have in common is the fundamentals of what a trap. I'm certain if giving trapper all his traps at the start was the way to fix him they woulda done it long ago, I'm also certain they found in their play tests it's all to tempting to create a dead zone around 3-4 gen and go from there. I've played trapper enough to know that sort of playstyle would be significantly less engaging for both sides.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    because hag is better than trap. and she has all her traps with her from the very start. she doesn't even need to pick them up to trap a new area, she just does it.

    which is why, it's perfectly fine if trapper has access to all his traps without having to cross the map.



    you seem to not realize how slow bhvr is at making changes

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    One idea I'd had for a possible QoL change, or maybe an addon: All of the stray traps are active at the start of the trial. Given how randomly placed they are there's still plenty of incentive to go get them but they aren't just sitting there useless while you work on that.

  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    Hag has all her traps from the start for a variety of reasons. She's 110 speed, her traps are easier and quicker to disarm, her traps require her to teleport to them to have an effect, they can be burned away with flashlights, triggering a trap only gives a hit instead of a grab, they don't immobilize you for setting them off, etc. Just because hag is better then trapper doesnt mean we should just make trapper a 'Hag 2'

  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    I think it'd be better if the traps had more of a localised spawn, like they all spawn closer to the center of the map or in set locations like the shack or main building and in front/inside of random lockers.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    you cannot disarm her traps. you can burn them with a flashlight, but not disarm them. also, they are way harder to spot.


    "her traps require her to teleport to them to have an effect" not if she uses the trap just to track the survivor. or make the survivor double back giving her a hit, or just to flick the camera so she can get close enough to get a hit.


    she also can teleport with her traps, has insane map pressure, has a radar with her traps, forces survivors to be extra careful when unhooking.


    she has a lot of advantages over trapper. what does trapper has? way easier to spot traps and 115%? if the survivor is healthy they go injured? great... does nothing if they are injured already


    triggering a hag trap means she is onto you. triggering a trapper trap, might mean absolutely nothing. because he's chasing someone else.


    they flick the screen so you screw up your looping. and you just need to be in the vicinity for it to work, while you can quite easily walk around trappers traps.

    she also doesn't need to go pick up or reset her traps after they are disarmed.



    just because you can list stuff... doesn't mean they are comparable in any way. Trapper needs to be buffed to compete with the high tier of killers and that's it.

    and since we have another killer that works similarly to trapper, we can base some changes from that. Trapper having all his traps, would not break him, at all. because hags traps work better, and she isn't broken.

  • Steah
    Steah Member Posts: 511

    He needs to be able to carry multiple traps without addons and make his traps not spawn in the corner where nothing is

  • VenomousHawk86
    VenomousHawk86 Member Posts: 50

    By disarming I meant in particular the methods like running over her traps while she is already in a chase or carrying a survivor. Where as with trapper you need to run up to them and perform an action to do so.

    Yeah, trapper can do much the same with his own traps if a survivor knows, anticipates or sees a trap in chase.

    Yes Trapper has 115% move speed whiich is a huge difference to 110% move speed. It goes a long way in helping him catch survivors that try to run away from his territory, and means that if he can't rely on a trap he can get some stuff done. It's also why trapper can mind game at pallets by faking the setting of a trap, hags move speed is low enough that if you tried to fake a trap with her they would just make it to the next pallet/window.

    Triggering a hag trap means she's onto yes, but triggering a trapper trap means your on the hook soon if he's on your half of the map (assuming rng doesnt get you out first try but that's a different issue) so ofc its harder to trigger them for a better reward.

    Trapper doesn't need to be top tier, he just needs some updates that make him a bit better and more importantly keep him distinct from hag escpecially since they are the only two setup killers in the game.

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    By disarming I meant in particular the methods like running over her traps while she is already in a chase or carrying a survivor. Where as with trapper you need to run up to them and perform an action to do so.

    by disarming you mean activating her traps...wow...

    Yeah, trapper can do much the same with his own traps if a survivor knows, anticipates or sees a trap in chase.

    would really help if I knew to which part you are replying to... you only have 5 paragraphs when I had 9...

    you mean track the survivor? with a bear trap? terrible.

    make them double back? sure... most times they just dead hard over them but sure... happens.

    flick the camera? can't be this...

    teleport? nah...

    map pressure? if you happen to be around... but you are around, so you already have that pressure.

    radar? if you are using bear traps as radar, you are doing it wrong (sole exception being exit gates with the last survivor)

    extra careful when unhooking? sure... but less than hag since bear traps are easy to see, also you can just run away afterwards.


    so this "much the same" ended up being... double back, map pressure and careful unhooks? wow... so impressive...

    now we are just missing the teleports, the radar and the camera flick.


    Yes Trapper has 115% move speed whiich is a huge difference to 110% move speed. It goes a long way in helping him catch survivors that try to run away from his territory, and means that if he can't rely on a trap he can get some stuff done

    it certainly changes things... shame he needs to waste so much time leaving his territory to get a couple traps... but he's 115%...so it's fine...

     It's also why trapper can mind game at pallets by faking the setting of a trap, hags move speed is low enough that if you tried to fake a trap with her they would just make it to the next pallet/window.

    you can also do this with hag...and it works... I have no idea why you think you can't.

    Triggering a hag trap means she's onto yes, but triggering a trapper trap means your on the hook soon if he's on your half of the map

    hag will leave a chase to hit another survivor. will trapper? the answer is probably not. unless you are close enough. otherwise you risk losing a lot of pressure. (as in, all of it)

    so no... triggering a trap against trapper, is only realistically bad during a chase. other times, he's probably too busy.

    so ofc its harder to trigger them for a better reward.

    the reward is only better against a healthy survivor. it's exactly the same if they are injured (assuming trapper can reach the survivor in time, if he can't he literally gains nothing. and has to reset the trap)

    Trapper doesn't need to be top tier, he just needs some updates that make him a bit better and more importantly keep him distinct from hag escpecially since they are the only two setup killers in the game.

    he already is distinct from hag. giving him access to all his traps will not change this in anyway what so ever. that's like saying huntress and trickster are the same because they both reload at lockers...

    it will just help him become a stronger killer. which he needs.