My main problems with Trapper
Is that he's so damn unreliable as killer in general, you'll either forced to run strong addons or use "meta" perks in order to have a chance to kill some survivors but what if trapper doesn't bring strong stuff with him? Then he have to rely on survivor's mistakes in order to win which is a bad design in my opinion. As you can see in this video https://youtu.be/hRJqpuVFEv4 his traps were disarmed very quickly and even I managed to get out of a trap with first attempt. Hag doesn't have these kind of problems with her but why trapper does?
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"rely on survivor's mistakes in order to win"
This includes like 90% of the killer roster unfortunately and that's being generous. Not really exclusive Trapper problem.
You could make both Trappers ultra rares base kit and he's still not even that great, that's how bad he is. He needs a lot.
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Mostly because every addon of his has its own counter play (injured survivor disarm vs Bloody coil; survivors go in pair vs Honing stone ect..) which is the best design for me.
The problems that he have so few places to trap, its getting less and less place, all door steps are removed (mud in Asylum, snow in Ormond, sand in Crow used to hide his trap) along with less grass in general.
I prefer to have Trappers a huge QoL improved, not addons into basekit.
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Compare base trapper to trapper bag trapper
Base trapper has parts of his power that in a lot of cases might never ever be used because taking the time to wander over and pick up your power costs too much time
Trapper Bag gives you all your traps at the start, at the (arguably neglible) downside of not being able to move traps once they are set.
The purple bag addon unlocks so much potential, it's a shame they had to give it a downside at all - probably because they were worried everyone would run it constantly or something
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Agreed, on release he wasn't terrible, but as the game evolves and players get better Trapper has just stagnated. He's basically a mascot now.
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For a Trapper, that was actually an alright game. Maybe as good as can reasonably be expected. For a Trapper. Some trap placements, particularly early on were a little bit predictable. Maybe also a bit too chasy but that's so hard to not do sometimes. Against any half decent survivors who know what they are doing, most Trappers will not have a pleasant time.
Trapper needs a significant rework.
It takes a lot of skill to play Trapper well and even then, there is a decent amount of risk it might not work out - bad wasted risk, not good useful, fun game risk.
A recent thread of some ideas - https://forum.deadbydaylight.com/en/discussion/321859/buff-trapper-concepts-here-we-go
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I agree, I never used to run the add on because of it's downside, but I've realized it overall can be much better having traps in play where and when you want them early game is so good for him. I kinda wish it was his base mechanic, and trapper bags just let him re-pick up 1-2 traps.
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Yes, because starts with all traps give you ability to 3 Gens setup in 2min, they dont want you to play 3 Gens everytime with Trapper. Its uncounter-able.
Still traps should not spawn at the very corner at the map. Have them spawn around middle of the map, saving 10sec per trap is already great.
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I'm playing Trapper for a few days to get his achievements. Bruh it's painful.
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I wasn't necessarily implying to make addons into his base kit, i was just using that as an example to illustrate how weak he is.
Lack of places to hide traps on a lot of maps is an issue. I feel like almost every map needs the level of grass like tripled, that's how little there is. It would open up a lot more creative placements.
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