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Trapper's in a sad state...
I'm not sure how many people would agree with me, but based on my playing as Trapper against decent teams is a fool's errand. Especially when someone can just go around and disable your traps. Remove this ability from survivors, or at least make it a trade-off. Like if a survivor were to be injured by disabling the trap.
I would go even further and say that all trap killers need some real love to make them viable against decent survivors, so that includes Hag.
What does everyone else think?
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I love trapper but he suffers so much compared to some of the other killers. He needs something to help him along but I couldn’t speculate what would help. It would be nice if his traps weren’t at the far reaches of the entities universe.
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Trapper's early game needs a bit of a rework. I think the traps should gradually spawn in his bag up to his max number and keep refilling until they've hit the max number in the trial, *then* he has to pick them up from there on out. He shouldn't have to walk to the far corner of Borgo to get traps, but he also shouldn't spawn with all of them at once. This is a halfway point.
If he holds a max of 3, his bag keeps refilling to 3 as he places them until he reaches the max number of traps in the trial.
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let him spawn with them all but create a limit he can't pick up above (so he starts with them all, but can't pick them up till he has less than his Max)
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I don't see a reason (that holds up) not to let him start the match with all of his traps.
This would be a good compromise, but I don't think it's necessary. Going and picking up and resetting traps is enough of a timesink that he wouldn't be OP or anything.
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I do. He could simply pick a tight 3 gen at the start of the match and turn it into a minefield. Add a couple of regression perks and you have an extremely unpleasant match.
I tried this once on on eyrie when I was getting gen rushed. I only had a couple hooks and was getting gen rushed pretty hard. I shifted every trap on the map to killer shack corner because I had a good 3 gen there, including one gen inside shack, baited survs into clearing all the local pallets. Poor survs didn't stand a chance, I'd shuffle traps every so often to catch them off guard. And every time they disarmed a trap i chased them away, either into another trap or a dangerous spot where they couldnt get away. I was running overcharge and pop so if a gen eas left alone for long it just regressed.
I do agree trapper should get some buff love. But carrying all his traps would make for some extremely unpleasant games
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His base trap count should probably be 3 (I go back and forth on this). From what I've played of him, 3 traps allows some decent trap placement early on, but not enough to, for example, completely lock down a 3 gen in under 2 minutes. But taking the cured leather bag and eating up an addon slot with it isn't great. He's got better addons. The rest of the traps need to spawn more center of map. Though, I do like the traps in his bag 'recharge' instead of them spawning on the map at all. I think one definite weakness of Trapper is the amount of counter play that knowing it's Trapper early on already gives in comparison to other Killers who also have 'tells'.
Those two things - base start with more traps & less time gaining traps would be solid improvements for his early game where he's the weakest. I find that getting 2-3 traps down and having at least one in hand within 2-3 minutes can be pretty critical to having a match where you have a chance vs. waving as the survs run out the door.
If those are done, I'd be content to wait and see how they affect matches overall, but here are some things either in addition or as alternatives.
- Trap coloring on brighter maps. Right now there is no option to deal with this. Tar bottle doesn't help at all on bright maps.
- Tar bottle probably needs a rework in general. On dark maps, the base color isn't an issue at all. On maps where the base color is an issue, tar bottle doesn't help.
- Base temp speed boost either after setting a trap OR when a surv is caught in a trap.
- Padded Jaws - needs a complete rework. Barring that, it needs to hold a surv for longer as part of the addon or it needs to give a heck of a lot more BP. And by 'alot', I'm thinking 1K lol.
- Do away with him getting caught in his own traps. He's like 6'10". I'm confident he can step over them. I just generally think it's silly that he can get caught in his own traps and he really doesn't need any more variables when considering where and when to place traps. This would be a boost to his anti-loop, but I don't think it'd be huge. Could be wrong here tho.
- Perhaps make the base time to disarm a trap longer. I think it's currently too easy for one surv to just follow a bit behind and pop traps. On the one hand, yes they're not on gens. On the other, other hand, disarm time is - base - only 1 second more than setting speed and I think that's too generous on the surv side overall.
Other addon things:
Right now Trapper feels very addon dependent to have him keep pace with survs. I don't think I play any games with him anymore without having at least 1 purple or 1 iri.
- Tension Spring - might be my least favorite of the purple addons. I'd almost rather it be like Iridescent stone, but with a longer timer. Oily Coil, Honing Stone and Trapper Sack (even with the downside of not being able to pick up traps) are just way superior to tension spring, in my experience.
- I think his Iri addons are fine. Both are solid choices. Might need adjusting if he gets other improvements tho.
- His green addons are a mixed bag for me, but if he has some base changes to, for example, trap disarm speed, they might overall be more solid. Except Tar Bottle - it's so situational on when it might give benefit, I feel like it should be a yellow or brown.
- His other addons are okay, but if not pared with a purple or iri, they general feel too weak IMO. If no changes to his base are made, then at the very least, I think his addons need a serious overhaul.
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Hasn't he always been in a sad state?
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Anyways, yes I think he should start with his traps, survivors get injured disarming traps (must mend if already injured), they are less obvious than they are now, and they take longer to disarm. That would buff him significantly without making him insane.
I do agree most of the rap based killers could use some love (freddy especially). Man I miss old freddy
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I think disarming traps should come with a skill check (can be easy and slight harder with a Yellow addon). Missing skill check will get trapped.
And traps should not spawn at the edge of maps.
And some maps really need grass.
Other than that, he will be good.
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Not that he isn't in a bad state, but when hasn't he been?
Maybe in 2016 when the game came out.
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Trapper should be able to instantly drop off traps, kind of like a Freddy bloodpool. I see no other way of making him viable, he loses way too much time on setting something up that can be easily disarmed.
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Trapper always has and always will be in a sad state. His power is completely outdated and doesn't suit the way the game has gone.
At this point he needs a secondary power or a rework to be viable.
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There's four problems for Trapper
1: He is hurt more by SWFs than most killers.
2: His addons can boost his power more than most killers.
3: When his power works out it really works, making some games easy, turning what would be long chases into instant downs.
4: His most viable strategy, basement trapper, is extremely powerful but not very fun.
If I'm playing trapper and hit a SWF, I immediately try to switch to basement trapper mode.
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Trapper main, and I loved the idea of skill check trap disarms.
Collecting his traps all over the map is really untenable at any decent mmr.
His addon's are good, but could be awesome.
Thoughts on start with 2-3 traps, regenerate a trap every 30 seconds if there's room?
Plenty more changes are welcomed, but I like this thread. Help make Trapper better!
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Currently, the build working for me when Im on Trappy Boi is Trail of Torment, Hex: Plaything, Hex: Third seal, Head: undying.
Addons: Purple bag, Tension Spring or Mending yellow.
Bline to one of the two totems, whichever is in a good spot. Trap it. Then just hunt. As long as H:TS survives, chances are really good things will go well. Trap placement here and there as the game moves is usually the game. If they find the totem sooner than later, it can become a whole new mini game of 'OMG the totem is being guarded, new main objective!' kind of game, and its a blast lol.
Swf or not, I feel this is a good way to handle almost anything thrown your way. Its not perfect, but its been working wonders. If someone tries, it lemme know your thoughts!
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If i would choose one thing i would change in trapper is to make his traps semi transparent, so that those are harder to detect on every map.
Addon that makes them darker is just bad, using it should make traps even more transparent, because i'm current state it hurts more than helps.
Another thing i would change is to make traps more... Supernatural? Like not litteral beartraps, but something like entity spiderlegs catching survivors (and not catching trapper).
Maybe ability to replenish traps in lockers? And last placed trap would disapear if map limit is reached? Idk about that.
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The RNG can give Trapper either a free hook out of no where (a survivor randomly trapped at the next title)
Or an injured randomly step on a trap at loop at far distance, they escape the trap without downside, and revealing trap location while pallet isnt drop yet (people tend to check trap at the places they trapped once)
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Trapper is easily fixed.
- Restore the 2016 trap hitbox (it used to be larger and could not be so easily walked around)
- Give trapper 4 traps in hand and put the rest in the middle of the map in an "x" pattern (any offerings adding +1 trap to the map get added on the middle)
- Make bloody coil base kit AND add a deep wound effect for disarming a trap while injured.
- Revert the Purple trapper sack to be +2 traps in hand and +1 trap spawned on the map
- Replace Bloody coil offering with one of the following: A) Traps can only be disarmed by sabotage, a toolbox, or by stepping in them OR B) Traps are invisible to a survivor until you are within 1m of the trap hitbox (which is about .75m after we change #1).
This makes trapper strong again. He still has no mobility but he isn't a joke that you can just turn off his traps with no consequence.
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This is a excellent suggestion. I never thought of it before and I like it. A failed skill check would result in getting trapped. There should be some risk reward for disarming his traps. You are essentially removing a killers power for free. I know it would be hard to code but my other idea would be of you have a item on you you could sacrifice the item to disarm the trap. It makes since. Throwing a item onto a trap would disarm it but the item would be destroyed. Without a item you would take a damage state. If injured you would receive deep wounds. I think survivors should be able to disarm traps but I also don't think it should be free.
Another idea I had, and I'm surprised I haven't seen this on here yet, was lockers. he would start with 2 traps and can refill at lockers until max map limit is reached.
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Trapper sack and Lengthened Jaws should be basekit. Then they can also rework an addon for people who wants to be able to pick up their traps so you start with three traps and the rest are on the ground just like now. But basekit Trapper should not have to pick up traps ever.
And I agree about Hag she really needs buffs also after her unnecessary nerf.
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I mean you could do that now with the Trapper Sack.
In fact, I think that add on would encourage that even more than just letting him start the match with all his traps, since the sack doesn't let you move them. To me, that would make me want to get maximum value from the first placement (which to some people would be a three gen).
Even if he has all of his traps, he's still going to be a risk/reward killer, and still relatively weak. Setup is still going to take time, and the only way to prevent a good team from just screwing with you is to run his other Iri/purple add ons every match.
Unless the RNG of trap placement can be changed so they don't spawn in the far flung corners of the map, step one to helping the Trapper is letting him carry more, if not all of his traps from the beginning.
And maybe I'm wrong, but I don't see most Trapper players being pressed enough to be consistent three genners. Trapper is really bad now, and even if you let him have all his traps, he'd still be bad. Just not hopelessly bad. If you're the type to employ sweaty ass strats for wins, you're probably not playing Trapper.
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I honestly think the idea here of traps having a skill check is not a bad idea. Right now it is stupid easy for me to just walk up hold my mouse and pop that trap while you chase my teammate. If there was a punishable skill check there IE getting caught in the trap if I fail because my dumbself set it off on me well that would be more interesting. Maybe I'm the only one who sees this.
Also I don't disagree that 3 traps to start is a not bad idea. Also not placing traps in the middle of BFE edge of map where noone is ever going to run would be nice too.
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Being able to move the traps makes a big difference, like I said I shuffled them to catch the survs off guard. The purple add on is straight bad tbh, being unable to move the traps is a huge disadvantage for trapper.
My point is that doing this with his base kit means that sweaty ass killer players can abuse that base kit. Then he'd be in the same position skull merchant is, flipflopping between being useless and being insanely OP because of cheap tactics.
Also fyi I will play hard but I sweat for the challenge not the win, I let the last 2 survs in that game go once I'd double hooked them which is my usual MO. And trapper isn't one of my mains but I am fond of playing him, really enjoy it actually, catching survs in bear traps carries a certain glee for me lol. I always cackle like a crazy person when I catch someone in a trap 🤣 plus my perk build for him is kinda unique. It's nice to have a use for zanshin tactics.
He could do with a buff but this isn't it. Perhaps something to conceal his traps to survivors who have disarmed them. Like maybe each surv gains 33-50% visual transparency on bear traps each time they disarm a trap. If they reach 100% traps are invisible to them and they cannot disable them. Reset when they get caught in a bear trap.
Edit: also setup time is an issue for him, but corrupt intervention is an easy pick for me when I play trapper.
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