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My Trapper changes to get him off the F tier.

WishIcouldmain
WishIcouldmain Member Posts: 4,082
edited June 2021 in Feedback and Suggestions

Trapper is the face of the game. Is the face of the game. And first killer in the game. But, it seems like he's always been in the F tier. With minor QOL over the years. But, here's my hopeful changes to get them out of there. And let's be real. He's never reaching S or A tier. In a game with Spencer's Last Breath, Yamaoka's Haunting, Phantasm, Blighted Corruption. Hunting Hatchets, and Blood Fury. He's not making it but he doesn't have to be the worst.

1.Trapper Sack base-kit. He is forced to carry one trap base all game and forces him to go out of his way to use his power. This will help this.

2.Set amount of Traps each game. I'm quite sure you can have only 4 traps in a game as a possibility. Stupid. Every game he is guaranteed a set amount of traps. I'm not sure however they should experiment with 6 then go on from there.

3.All his traps spawn in the middle of a map. This way depending on where he is he'll have easy access to his traps if need be. and no longer are traps on those hills in nowhere. But him starting with all his traps would do also.

4.RNG removed from traps. There is a set amount of time to escape a traps. 20 seconds on your own. 15 with help. So Trapper's can make an actual decision not up to RNG to go for a trap or not.

5.Add-on rework obviously with RNG removed everywhere else.

This is my changes to get him up the tier list.

Post edited by Rizzo on

Comments

  • Lx_malice
    Lx_malice Member Posts: 1,417

    I like the set amount of time to get out of traps. Even with the chance of escaping traps on your first couple of attempts being reduced I still regularly have people escape the traps on their first attempts anyways. In fact it feels like they're more likely to escape on their first or second try now than it was before that change.

    Anyways yeah it's something. Poster boy needs all the help he can get.

  • GhostMaceNotCrusty
    GhostMaceNotCrusty Member Posts: 716

    Yeah escaping traps should probably be a bar to fill up slowly like healing rather than something like 4%ing

  • Itooshie
    Itooshie Member Posts: 174

    Is he F tier because he cant cope with SWF?

    When playing solo Q the ammount of smooth brains that jump in his traps are amazing.

    But I really agree with your points. Especially the sack basekit. Its so dumb only being able to hold one trap .🙄

    Trap spawns need to be looked at also, cosnsidering they can spawn in the corner of the damn maps sometimes.

  • van9684
    van9684 Member Posts: 433

    Ugh can’t stand the trapper. What an unfun killer. Watching every step and you’re done if he gets you in basement. I dread the trapper.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
    edited June 2021
  • Zokenay
    Zokenay Member Posts: 1,158

    I feel he should get a rework tbh.

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited June 2021

    I also a Trapper main, I have a massive change list:

    • Start with 1 trap, able to carry 3 traps (now Bag only increase the starting trap). People mistaking Bag addon is start with more traps at hand, but wrong, the real use of Bag is the ability to carry more traps.
    • Traps spawn at least 30m away from the map's edge
    • Remove RNG, this is why Trapper & Pig are low tier. When a survivor is trapped, spawn a skill check once every 3sec, success will escape trap, skill check getting 10 degree larger everytime you fail. Green stone add-on decrease 5 degree on skill check.
    image.png

    1st try 10degree /// 2nd try 20degree (Overcharge) /// 3rd try 30degree (DS)...With Green stone decrease them to 5/15/25 degree...

    (Skill check can be easy for many people, but remember you're frequently miss Overcharge, or sometimes miss DS. Not mention the tense when Terror radius coming close)

    • Disarming trap also spawn skill check, success will close the trap, fail will get trapped. Disarm trap skill check zone can be changed by Coil addon. Putting 2 Coil add-on to completely remove their ability to disarm trap (unless they go in pair).
    image.png


  • Alice_pbg
    Alice_pbg Member Posts: 6,722

    2 - the minimum is 5.


    also... I really don't get why people ask to change trapper, but still leaves his traps scattered around.

    either have him start with all of them, or restock on a locker up to his maximum carry capacity. with a limit on total traps.

    or even have a trap appear on him every 15 seconds or so... because entity.

  • DrJohn
    DrJohn Member Posts: 223

    Step 1 delete him

  • GuyFawx
    GuyFawx Member Posts: 2,027

    If only trapper had more than one type of trap like sticky traps and nail traps. it could give him variety while still feeling like its him. I also feel like his automatic opener should be basekit but thats just me

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Inb4 people act like Trapper isn't garbage.

  • vladspellbinder
    vladspellbinder Member Posts: 343

    I agree with @C3Tooth that the real value in his bag add-ons is the maximum carry amount and not the starting traps. I personally say it should only be max two at base, not max three, with the Trapper Sack giving one additional starting trap, Trapper Bag giving both one additional starting trap and one additional carry slot and finally Stitched Bag giving two additional starting traps and one additional carry slot.

    I don't agree with the skill checks, sure some people will miss the first and second and even third ones but very good Survivors will be bale to hit the first one easy enough. I think the base self escape chances should stay as they are but Wax Brick and Fastening Tools make it so the first attempt will never succeed and if both are run together they haven chance of getting out until their third try. This would make the Wax Brick a decent add-on while not making either or both of them pretty much mandatory like having a Bag is right now.

    The other change I would make is that Survivors are not wounded when they enter the trap but when leaving the trap and that they are always dealt a Health State. This means that if an Injured Survivor steps in a trap they will leave that trap in the dying state, even without Honing Stone and Honing Stone wouldn't even need to be changed, because it'd just skip over the "deal one Health state" code and go right to the "Put them into Dying State" code. Even if they are saved by someone else they get a Health State of damage. But, well, they have someone right there to heal them up from Dying.

    Then I would worry about the number of traps on the map and where they spawn, making the max number of traps set per map based on their size with some exceptions. The smaller indoor maps would have fewer traps in them than an equally sized outdoor map while the various The MacMillan Estate maps would have one more trap in them than other equally sized maps for a "home field advantage" sort of thing. Trap spawn locations would still be somewhat randomized but have fewer possible locations and all of them are within a set distance from the location The Trapper himself starts at, this distance also based on map size. That way he doesn't have a trap right at his feet he can pick up but all of his traps are within a close area so it is easier for him to set-up control of that area.

    I have a lot of fun with Trapper, but playing without a Bag is just so painful at times. Put one down, pick one up. Put one down, pick one up. Put one down, walk halfway across the map to pick on up... .

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    I always assumed he was more F because his power is RNG (not necessarily a bad thing) but has to go out of his way to be able to even use his power (bad thing)

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    I'm actually in favor of the idea of skill checks for bear traps. It may not sound good or I'm talking out my butt, but it certainly helps add slight pressure to it as well. As for high rank survivors who can easily blow through them with no issue, while that's true, still has some issues with Trappers. There's that ever so slight chance to mess up, and when that happens, it gets more rewarding. But yeah, I can still see why you don't like it

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited June 2021

    For Wax brick & Fasten tool decrease the chance, but it doesnt mean they never escape on 1st try. For both decrease 10% chance, make the first try become 7% instead of 17%. Yes, 1st try escape is still possible.

    For my skill check concept. If you add double Coil add-on make it super hard to disarm. You know what it come after? They get trapped and here we go being stuck for at least 6sec because Im sure you must be really lucky to success the 1st try on trap escape.

    Either way, in my match, they keep escaping in 1-3 try anyway.


    I have a lot of fun with Trapper, but playing without a Bag is just so painful at times. Put one down, pick one up. Put one down, pick one up. Put one down, walk halfway across the map to pick on up... .

    Here I did an image telling why having all traps at hand is powerful. Able to carry more trap already buff him alot.

    image.png

    I hope anyone saying he should start with all 6 traps can get the concept how fast he lock down an entire area and survivors not even able to touch Gen if Corrupted Intervention in play.