Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

How To Fix Trapper

Seriously, he's the face of the game, yet using him is akin to throwing, since gens can be done in under 5 minutes, which is not even enough time to get started as ol Trappy-Boi. 🤦‍♂️

His Power:

  • He starts with all traps, unless using the Iri addon that makes them spawn already armed.
  • He no longer has to stop to place traps. Instead, he aims much like Freddy does with his Snare and lobs a trap to that spot. To prevent catching Survivors on the lob, it takes 5 seconds for a trap to arm.
  • He is no longer caught by his traps, unless he's carrying a Survivor. This makes him stronger in chases, but still means he needs to avoid his traps after he downs someone. He also gets a few seconds of trap-immunity after picking someone up. This fixes Survivors planking on traps to avoid being picked up. Because why should a Killer's power protect Survivors?

The Traps Themselves:

  • Make them invisible outside of 10-15 meters (I'm unclear of how long a meter is in game, so it can be adjusted).
  • Semi-transparent within 5-10 meters.
  • Fully visible within 5 meters.

This makes it so Survivors, and the hive-mind SWF, cannot see his traps across the map & do call-outs. It also makes Survivors who are sprinting less likely to see them, but a Survivor who is walking and looking down more likely to notice them.

This also makes his traps effective on every map, current or future. Because maps like The Game are basically 'Anti-Trapper', with how brightly his traps stand out.


And with that; Trapper is now fun to play again and scary to play against. Please make it happen, BHVR.

Comments

  • Blueberry
    Blueberry Member Posts: 14,459
    edited January 2023

    Definitely a good start. He needs a lot. Honestly there needs to be some kind of punishment for just having 1 survivor follow him around all game making his traps useless. Running his two Iris feels required currently as they counteract this and also with the rearming makes him more time efficient with how extremely un time efficient he is at base. Their last buffs they gave him were way, way too light handed.

  • Stabby_Widdershins
    Stabby_Widdershins Member Posts: 485

    Yeah. traps should also re-arm after a set time, with his add-on reducing that arming time.

    He needs major work done to allow him to cope with the genrush meta.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I've never seen lobbing the traps before. That's very clever. It'd be fun if they had actual collision and stuff so you could say bank one off a window. That's a big ask tho.

    Not sure about the invisibility thing, especially if iri coil is base.

  • Stabby_Widdershins
    Stabby_Widdershins Member Posts: 485

    Thanks :) The invisibility thing is because the largest drawback to Trapper is that his traps are glaringly obvious on some maps.

    Either BHVR needs to make reskins of the traps to ensure they blend in a bit on all maps, or just do what I said above. Because his traps are basically useless when they can be seen from 3 miles away by someone in an SWF on voice comms. At that point; The Trapper does not even have a power.

    The only point to making Iri coil base is to reduce the time the Trapper spends arming/rearming traps while Survivors are just banging out gens in under 5 minutes. Of course, if he wants to move them; He then has to spend time picking them back up.

  • jesterkind
    jesterkind Member Posts: 9,563

    Most of this is pretty workable, though I don't think Trapper should start with all traps and I do think there should be some penalty to stepping in your own traps.

    The former is pretty simple; there's a reason that the purple addon he currently has for starting with all traps has a downside, it's because it's very strong and not having that downside means Trapper can just immediately set everything up around the first hook he gets, especially if it's a basement hook. On top of that not being particularly fun or interesting for the survivors, it removes the more cerebral, plan-ahead nature of Trapper, and that's like, his entire identity, that's why you'd choose to play Trapper. The fix I'd propose for his current issue with early game setup is to have his traps spawn closer to him, trending towards the centre of the map, so you're never in a position where a trap spawns so far away that you'll never reasonably pick it up and you still have to put some thought and care into managing your traps.

    (I'd also suggest looking into making the setting speed slightly faster at base, which would help him with saving time on setting up too)

    For the latter, it's mostly the same reason; Trapper especially shouldn't get to mindlessly play on autopilot, so positioning and zoning should be important elements of utilising his kit. I would be okay with something like the... what's it called, the brown addon he currently has where stepping on traps just disarms them, becoming basekit, because that still means that trap isn't useful in that chase should you walk over it but you have the option to if it becomes necessary.

    I'd generally prefer map-appropriate camouflage on his traps instead of invisibility, but honestly, the invisibility is probably easier to implement lol