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Suggestion. Trappers traps should down injured survivors

Can you make survivors go into the dying state if they are caught in a trap while injured, and if not what is the reason

Comments

  • Icaurs
    Icaurs Member Posts: 542

    That would be a pretty fair buff.

  • MrMori
    MrMori Member Posts: 1,691
    edited May 2022

    Add this, make traps counter Dead Hard, and make the addon that lets you step in your own traps basekit. That would be nice.

    Also I'd just make the trap duration fixed, 8 seconds or so. It feels very unfair when a survivor gets out 3 seconds after being trapped.

    Thing is that Trapper has okay killrate and pickrate so they probably won't change him.

  • keepingitril
    keepingitril Member Posts: 94
    edited May 2022

    I play a lot of Trapper.

    • Traps should appear in lockers, not on the ground needing to be picked up.
    • Getting caught in a trap needs to be more impactful over the course of the game. I can't say which, but add negative status effects as basekit for getting caught in a trap. Perhaps they increase if you or your team get caught more., eg. Deep Wound, Exhausted, Exposed, Haemorrhage, Hindered, Incapacitated, Mangled, Oblivious.
    • Similarly, consider positiive status boosts for the killer, as more traps are set off or even disarmed. eg. Bloodlust, Haste. Disarming a trap could have a slight risk and offer a small balance boost to the kiiller as you are literally taking away their power.
    • DH should probably not work over traps. This is way too abusable, particularly as the ones doing it are getting trapped less before this, simply because of who the killer is and they know to do it. Doesn't make it ok.
    • Get rid of Padded Jaws. I play a chunk of nice killer and even I can't bring myself to run it close to ever.
    • Consider allowing a third trap to be held by default.

    Most of these changes would move Trapper up a notch in seriousness but with the still downside that you can really go a whole match without stepping in a trap - which basically negates everything.

    Trapper is a lot of work to play well and even then, it might not work out if no one steps on them. Would be interested in seeing some match wide effects take place (as suggested above), so that even if you don't get trapped, there remains some sort of disadvantage generated, even if modest.

    Also, a mori that uses a large trap to finish the person whole but I'd rather gameplay improvements over new animations.

    Post edited by keepingitril on
  • bm33
    bm33 Member Posts: 8,273

    This. I hate that they made that an add-on instead of basekit.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Padded jaws plus the self reset when they escape addon is pretty funny together

  • Dream_Whisper
    Dream_Whisper Member Posts: 750

    My suggested Changes:

    *Traps should have some conquense, when Injured people walk into it and they save themselves. Like Deep Wound or go immediately into the dying state or exhaustion. I hate the fact One Injured Survivors can easily ruined all of your trap setups by walking into then and free themselves without any form of our punishment.

    *Survivors disarming your traps should give Trapper a immediately yet Temporary speed boost to increase his mobility in chase or to catch up to Survivors from a distance. You could do the same, for every time a Survivor steps into it; but I would just fine sticking to just giving disarming a small speed reward for Trapper.

    *Dead Hard should not be possible to avoid traps; or if they are not going to do that... Allow Trapper to be able to walk through his own traps unless he is carrying a Survivor on his shoulder. (Because it is clumsily move to step on his trap while holding Survivor)

    *Traps should be bit darker, or have some some sort of invisibility; until a Survivor is close enough for one second or two to reveal the trap. You can also turn of the invisibility when engaging in a chase; so that it helps prevent teammates from calling out your traps; unless they waste time active looking for it.

  • HagathaSimmons
    HagathaSimmons Member Posts: 236

    I think this would ok. The only thing I would add is it would put you in the dying state while injured UNLESS another survivor rescues you. Basically basekit honing stone. If you were uninjured before getting trapped then the speed and the amount of time needed to get out yourself should be dramatically reduced to compensate. BUT if you were already injured then freeing yourself puts you in the dying state.

  • keepingitril
    keepingitril Member Posts: 94
    edited May 2022

    Trapper Add-ons

    Good current elements for resuse:

    • Decrease in setting time.
    • Increase in escape attempt time.
    • Increase in rescue time.
    • SIlent trap setting.

    Rework or change or gone:

    • Status effect traps - Start afresh. Some worked into basekit. Some added as additions for higher level addons.
    • Makeshift Wrap - Eh. Trapper mostly shouldn't be stepping on traps. Would be ok as basekit but not distraught if not. Maybe a middle ground is basekit just having delayed movement speed for a few seconds if you step on it. Not sure many other killers get penalties for interacting with their own attacks.
    • Colouring - Should be transparent, rather than darkened.
    • Disarm trap speed - Pretty pointless for the most part. If I am outside of the TR of the killer, it makes minimal difference if it takes me 4 seconds, 9 seconds, whatever to disarm. Increase time taken as a lower-mid level addon or use as addition to something else.
    • Oily Coil - I find this too niche, sort of fidgety, not always active and sort of distracts from the focus of the overall flow, so generally don't use it. Having a single so-so addon for aura for the whole character seems a little pointless. Rethink the whole aura thing for traps to be useful or nothing.
    • Tension Spring / Iri Stone - Perhaps look at for adjustment. There are some situations where everything being open is either wasted or makes it hard to track trap usage.
    • Trapper Sack - I don't know many scenarios where you wouldn't want the option of moving your traps. Maybe relook at, at the end with Trapper Bag.
    • Padded Jaws - Gone.

    In general, add-ons should offer an enhancement of the base kit. At higher levels, I'd like to see more dangerous traps, where if you get caught, you get additional negative status effects.

    Working fowards, basekit is one or two negative effects. Worse if you keep getting into traps. Addons add increasingly bad effects for survivors.

    Working backwards, one example would be a purple addon allows half the traps to be Scourge Traps (like Scourge Hooks), where 4 random traps in the game offer a further nasty set of status consequences for the survivor if they interact with them. And then work down, so similar but less for green. Could even go really scary for iri and have something very nasty.