Trapper, the DBD icon needs help!!
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Trapper is currently arguably the weakest killer in DBD. He really needs some love. Especially since he's "the face of DBD".
I feel like having to go around the map and collect your traps (especially if it's a BIG map) is really bad. God forbid you don't run Corrupt Intervention, you're very likely screwed. My suggestion is that the Trapper carries ALL of his traps with him at the start of the match, by default. And unlike the Trapper Sack, he CAN pick up his own traps during the match.
Hag doesn't have to go around and pick up her traps, why should the Trapper have to? Just setting up traps is quite a work, because you have to make sure the survivors don't see you, and also that they don't catch your arua with perks like Fogwise. Having to go around the map and collect your traps is just an insult to injury.
I see no reason for Trapper not to be carrying all of his traps with him at the start of the match, AND being able to pick them up whenever he wants.
Now, if after making this basekit Trapper feels dominating in certain scenarios, you can nerf/balance him out in areas where he needs it.
Comments
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I don't think this is a good idea, personally, and it boils down to two main reasons why.
The first is the balance/fun side of things- if Trapper starts with all his traps, then it'd be trivially easy for him to just set everything up around the first hook he gets, and this would be problematic if that first hook happens to be in the basement, or some other easily defended tile. That wouldn't be fun to go against, people would rightfully complain, and that's why the Trapper Sack has that downside- at least as far as I can tell.
The second is the side of the argument I personally find more compelling, which is that it removes the cerebral, plan-ahead nature of the Trapper. If you don't have to juggle your traps, and if you don't have to think about where survivors may run or what spots would be best to trap (because you're just setting up around your first hook), that completely undercuts the entire mechanical fantasy of playing Trapper. Needing to think about what you're doing and where you're doing it is a big part of his identity, and having all his traps at the start with no limit removes that.
However, I do think that his early setup is dismal and needs significant help. The main way I'd look to fix this would be to change the spawn logic of his traps- have them no longer spawn on the opposite side of the map to him, and have them spawn on his side of the map, trending towards the centre. There are other avenues to look down too - I've seen it suggested that he reload in lockers like Huntress and Trickster, and I saw one interesting suggestion that proposed changing his arming animation to be more like Freddy setting a snare, where he gets an aiming circle and tosses the trap to auto-arm after a few seconds instead of placing it manually - so it's not that Trapper is hopeless, just that starting with all his traps has too much downside, not enough upside, in my opinion.
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I'd say give him all of his traps, but he still has a carrying capacity of 2, after which, he will be overburdened, meaning he can't pick any up until he sets most of them.
Giving him the ability to remotely open traps would be nice too
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they should make it so all his traps always spawn in loops and are spawned already open, this would add some danger for his early game, not sure how strong that would be, but it's a start
i mean in a random spot around a loop, as long as its near the loop in some way right off the bat, maybe its a dud or maybe its a god like spawn, it's up to survs to pop them or for trapper to move them
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