We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list

The Trapper - New possibilities with 'Deep Wound' and other Status Effects (Mangled Buff!)

Hello everybody. When I'm playing a killer, mostly I'm playing The Trapper. Don't judge me.
So I think, I can talk around this killer. Is he too weak, does he needs buffs? Or is he in one point too strong?
And I have to say in general he is in a good position. But when we take a closer look at his power, it's not that strong that he needs to be, when you want to dominate a high-rank trial.
By the way, my English is not the best. SO I will write down just some points and explain why...

• Problem 1: When an injured survivor gets trapped and can get out of the trap, he gets no punishment. When the killer is not nearby he can walk on like before. He lost a few seconds and the killer maybe noticed the position, but his state is still injured. And this is not fair and logical.
Why can a trap injure a survivor but not down an injured survivor who gets trapped? Is it so unfair?
It seems logical for me. But I can understand it would be a bit too strong. But in another way: This is just his power. Compare this power to the Chainsaw-Killer: They can down you straight away when they hitting you. So why this is not intended for the trapper's traps?

Solution 1:
You just do it devs. Give The Trapper the punishment. Every catch with a trap will downrank the state of the survivor. Healthy -> injured and injured -> down.

Solution 2:
Deep Wound -
From now on we have the Deep Wound Status Effect.
With the change of 'Borrowed Time' this is automatically a State between Injured and Dead (down).
When an injured survivor gets trapped and can get out of the trap he has now: Deep Wounds.
He needs to mend his bad injuries... when not he goes down anyways. Amazing idea, isn't it?

• Problem 2: The Trapper's power (The Beartraps) is not affecting more possible status effects.
What about:
1) _"Hindered - The Character's movement speed is slowed." _
Now it is like this: The survivor steps into a trap get out and can run normally away? He is injured, but his movement speed should be decreased after he steps in a beartrap until he gets healed. And I have to say this is more logical than the other Hindered effects by other killers with an intoxication. Even the huntress with his hatchets debuff the survivors with this effect. Why not the beartraps?
And this should be a thing for the other killers, too! Get chainsawed!? Oh, you are down, nevermind. ;)

2) _"Exhausted - The Survivor cannot perform physically demanding feats.
Exhaustion puts all affected Perks on a shared cool-down. Exhaustion will not recover while running. Adrenaline, as a one-shot Perk, ignores the Exhaustion mechanic being applied to itself, but still causes it for the other Perks." _
Do I have to say something to this? I mean even when The Doctor can make you exhausted, why the hell these beartraps that make you scream and bleeding not? Don't forget: you are freshly hurt on your leg... sprinting shouldn't be possible.

Solution:
Serrated Jaws (Uncommon) -
These replacement Bear Trap jaws have saw-like blades which cause awful open wounds when they snap.
Survivors injured by a Bear Trap suffer from the Hemorrhage AND HINDERED Status Effect until healed.
ALSO, THE SURVIVOR IS EFFECTED BY EXHAUSTION FROM STEPPING INTO THE TRAP FOR 20 SECONDS.

Rusted Jaws (Rare) -
These Bear Trap jaws are covered with crusty and volatile rust spots that make injuries particularly difficult to heal.
Survivors injured by a Bear Trap suffer moderately from the Mangled AND HINDERED Status Effect.
ALSO, THE SURVIVOR IS EFFECTED BY EXHAUSTION FROM STEPPING INTO THE TRAP FOR 20 SECONDS.

That means this two types of add-on get a logical buff. Both get the Hindered Status Effect... and for a short time, the survivor will be affected by exhaustion.
I would let them different with this main punishment. Serrated Jaws = bleeding and Rusted Jaws = longer healing time.

And while I was reading the add-ons I was surprised when I was reading this - remember the new status effect Deep Wounds:
"Honing Stone (Very Rare) -
When used with the Bear Trap, the Honing Stone sharpens its blades. The razor-sharp blades inflict deep wounds aimed at bleeding the victim as fast as possible. Inflicts the Dying State upon the trapped victim if they free themselves."

Oops, inflict "deep wounds"!? WHAT DOES IT MEANS??? :D
So, maybe we can make a compromise. The basic power of the beartraps gets a little bit buffed and this add-on gets a little bit nerfed. Instead of inflicting the dying state it just inflicts deep wounds what means, the survivor is in the Deep Wound Status Effect. And please get rid of this: "if they free themselves"...
Maybe the other survivor should get injured when he is helping the other survivor getting out of this trap.
But don't forget about the other status effects. Every trapped survivor suffers from the HINDERED effect and is a short time EXHAUSTED. Important is, that the exhaustion starts from stepping into the trap and not from free themselves. This exhaustion should not stack with other add-ons that make it harder to get out of the trap. I think this is punishment enough. :)
And because it is a "Very Rare" add-on, there should be another debuff: Mangeled. But maybe this would be too much.

And last but not least:
Bloody Coil (Ultra Rare) -
Part sticky, part slippery, this grim liquid makes handling the Trap's spring more dangerous.
When a Trap is sabotaged or disarmed by a Healthy Survivor, the bloody coils exact their price and that Survivor becomes Injured. Slightly increases the Bear Trap sabotage time. Slightly increases the Bear Trap disarm time.
Why there are no debuffs? :( At least the survivor should suffer from the Hemorrhage Status Effect:
The Survivor is heavily bleeding, leaving visible traces for the Killer to follow. And also I would like to have a debuff for repairing, cleansing, opening, and every other action, but there is no debuff that caused slower action speed.

And here comes another Problem:
"Mangled -
The Survivor is heavily injured and requires more time to be fully healed.
Slows down the Survivor's Healing Speed by 20 %"

So the survivor stays injured because they lose more time with healing, so they keep on repairing gens when they are injured. But when they are 'heavily injured' why they can still repairing and interact with the normal speed?
There is a "Decrease the action speed (repairing, cleansing, opening exit gates and chests, UNHOOKING, ...) by __ %.
What would be a balanced penalty? How many %?

And now I've left the Trapper and I'm around changing the entire world. xD
But I'm sure, nobody will read this and will say: "What is this nonsense?"

What do you think guys?
**Devs, what do YOU think about my ideas? **

At least, there are some points you have to go into and you have to change it.
And The Trapper has to be updated. He is one of the first killers and after 2-3 years there are so many changes and new stuff for killers. And with the Deep Wound Status Effect there is something very spicy for this killer.

Comments

  • thekiller490490
    thekiller490490 Member Posts: 1,164
    Didn't read it yet but already I need Begrimed jaws that cause deep wound.
  • HatCreature
    HatCreature Member Posts: 3,298

    I love your ideas but your trap addons have a bit too much going on and they both do the same thing except one Mangles and the other just makes you bleed more. Maybe the Serrated makes you Mangled and Hemorrahge and the Rusted makes you Exhausted and Hindered? Adding a Deep Wounds function to Trapper's traps would be amazing, it doesn't have to be base traps because then he'd be a non rushing Legion but just having that addon would be powerful enough. Adding in addons that slow down Gen speed would help too because Billy and Leatherface have them, why not other killers?

  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358

    kinda op addons but trapper its not weak or powerful you just need to know how to play him and know where you place the traps

  • ManfredTheCrab
    ManfredTheCrab Member Posts: 41

    @Tru3Lemon said:
    kinda op addons but trapper its not weak or powerful you just need to know how to play him and know where you place the traps

    "kinda op addons" !? xD
    did you read the add-ons from all other killers? how many debuffs you can get by just one add-on from a huntress? you shouldn't forget, the trapper's ability! he has no infinite power like Huntress or other killers. He is kinda limited. And to trap people can be easy and hard at the same time. But survivors don't get punished enough when they get trapped.

  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358

    @ManfredTheCrab said:

    @Tru3Lemon said:
    kinda op addons but trapper its not weak or powerful you just need to know how to play him and know where you place the traps

    "kinda op addons" !? xD
    did you read the add-ons from all other killers? how many debuffs you can get by just one add-on from a huntress? you shouldn't forget, the trapper's ability! he has no infinite power like Huntress or other killers. He is kinda limited. And to trap people can be easy and hard at the same time. But survivors don't get punished enough when they get trapped.

    yeah i read all the thing is you need to be smart than the survivors where to place traps etc i read all the addons and trust me 2 ultra rare addons that are in its that you get injured if you disarm it its poweful but its a ultra rare so i get it the other 1 that if you disarm it the trap will be place again without putting the trap another addon its that you cannot escape from the trap youre solution its just terrible and can break the game alot make the survivor directly go to dying state if youre injured you have a addon that does thatthe rusted jaws combine with sloppy butcher its just insane another addon its that you get exhaustion youre kidding right that dosent make sense and the deep wound so youre making the survivors having deep wound its just too much

  • Raptorrotas
    Raptorrotas Member Posts: 3,254

    I'm not sure about the "injured survivors get deep wounded" after a trap part, but it could be tested on a ptb. them getting downed then instantly might indeed turn the whole situation salty.

    I'd personally have survivors be slowed a bit after getting out of a trap, for a finite duration, it shouldn't be too long, but it should be seperate from "Hindered" so that there might be an addon for it.
    If anything, most killer addons should be reworked to get special boni like debuffs instead of just increasing numbers (Charge time, cooldown, etc), but if they'd be reworked, the base numbers would need to be improved.
    Imagine Nurse applying hindered/mangled/hemophage/exhaustion to survivors next to her blink location (or just her hit target, you bores) ;P

  • Justicar
    Justicar Member Posts: 319

    I feel the Trapper would be in a good spot with just two changes:

    1. Fix the trap darkening addons so that they actually work. Additionally, I actually wish they didn't darken the traps, but actually added levels of transparency to make them harder to see.
    2. If an injured survivor steps in a trap, when they're freed they have Deep Wounds