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The Trapper Buff I felt we needed.

APOPALYPSE
APOPALYPSE Member Posts: 24
edited February 2024 in Feedback and Suggestions

Hello, I made a Trapper Buff a while ago but never uploaded it or shared my ideas with anyone. But after seeing what BHVR did with The Trapper buffs and after finally making an account with this site; I would like to share with you all my version of a Trapper buff.

1st let me show off what BHVR’s done in case there are some gamers who are unaware.

Over the Year’s BHVR has given Trapper small amounts of buffs or nerfs here and there.

Patch 4.5.0

1.     Nerf – Capped Escape attempts at 6, after which all Survivors will automatically escape.

Patch 5.3.0

1.     Buff – Increased The Trapper’s default Carrying capacity from 1 to 2.

2.     Buff – Changed the number of Bear Traps that spawn to a fixed 6, instead of a random 4-6.

Patch 7.3.0

1.     Buff – Increased the number of Bear Traps that spawn from 6 to 8.

   

Now with all that being said this is my version of a Trapper Buff

Trapper Buff’s

Starts the Trail with 3 traps equipped; with 7 additional Bear Traps spawned random throughout the Trial Grounds.

Bear Trap, Setting Time: 2.2 seconds from 2.5 seconds.

After failing a 3rd Escape Attempt Survivors will enter the Deep Wound Status Effect. (Don’t worry mending takes 12 seconds and attempts to escape are 1.8 seconds, even if they escape on the 6th attempt the survivor will still have 6 seconds to begin mending.)


1.     Uncommon Add-on (Player Made Add-on)

Add-on “Trapper Grounds” - All Bear Traps are armed at the start of the Trial, adds an additional randomly spawned Bear Trap to the Trial Grounds. (Add-ons “Trapper Grounds” and “Trapper Sack” do not work together.) 8 Traps total spawned in Trial.

2.     Rare Add-on (Was an Uncommon Add-on)

Add-on “Lengthened Jaws” reworked - Survivors who escape from Bear Traps suffer from a -20% Hindered Status Effect for 10 seconds.

3.     Very Rare Add-on (Was a Rare Add-on)

Add-on “Trapper Bag” reworked - Starts with 1 additional Bear Trap, adds 1 additional Bear Trap randomly spawned on the Trial Grounds; Increases the Bear Trap carrying capacity by 1 Bear Trap. (Add-ons “Trapper Bag” and “Trapper Sack” do not work together.) 8 Traps total spawned in Trial.

4.     Ultra-Rare Add-on (Was a Very Rare Add-on)

Add-on “Trapper Sack” reworked - All Bear Traps are carried at the beginning of the Trial instead of spawning throughout the Trial Grounds. Adds 2 additional Bear Traps and increases the Bear Trap carrying capacity by 2 Bear Traps. After placing Bear Traps the Trapper can only carry his normal carrying capacity. (Trapper Sack and Trapper Bag do not work together.)

5.     Ultra-Rare Add-on (Was 2 separate Ultra Rare Add-ons; “Iridescent Stone” and “Bloody Coil”)

Add-on “Bloody Stoned Coil” reworked - Added Iridescent Stone and Bloody Coil, together - When a healthy Survivor disarms a Bear Trap the Blood Coil exacts its price, putting the Survivor into the Injured State. When an Injured Survivor disarms a Bear Trap the Blood Coil exacts its price, putting the Injured Survivor into Deep Wound. Every 30 seconds a random chosen disarmed Bear Trap in the Trial is automatically reset and armed.


I always wanted Trapper to spawn with more Bear Traps and to have more spawned during the trail. I reworked some add-ons and made a new one myself, I felt the addition to not only Trapper loading in with more traps but also having the trial spawn in more would be different. I tried to not make some of them overlap as it can quickly become busted with too many traps easily getting out of hand.


I would love to hear your thoughts and feedback on this Trapper Buff.

Post edited by Rizzo on

Comments

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    I think this belongs in Feedback and Suggestions: https://forums.bhvr.com/dead-by-daylight/categories/suggestions

    I do appreciate you taking the effort to include the history of his buffs and nerfs. You seemed to miss one of his biggest buffs which is a movement speed boost after setting a trap. The thing I would like to see with trapper and hag for that matter is a 90 second debuff toward generator repair speed, traps can't be disarmed and undetectable that ends after a survivor is injured by basic attacks or being picked up by Trapper. Something like 50% penalty to repair speed. This is just so he can have a little bit of time to walk around setting up traps before gens are blasted out. It's not like there is no counter play to this by survivors. They can try to follow him around and try to body block or bait a hit in. But if they are doing that, at least they aren't smashing gens.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Still missing some parts of those buffs and nerfs, the trap escape chance was decreased from 25% to 16.66% but automatically succeeded after 6 attempts because you could very easily escape on your first attempt or take 20 to get out of the trap.

    Now about those buffs

    Increased setting speed is good

    Deep wound at random isn't very engaging half the time you are in a trap you get deep wound and the other half you don't, not fun to flip a coin on deep wound, maybe make it something consistent like freeing yourself gives deep wound or if injured being trapped gives you deep wound to give trapper some more cross map value

    more traps in hand no problem


    Idk about the addon buffs since its a bit of a wall of text but they seem ok


    A gameplay mechanic where a setup killer gets indetectable, 50% gen speed penalty, and their traps can't be disarmed is a huge buff to give and 90s can be a very long time in a match to setup and then some. I think one of the main gimicks with trapper and hag being setup is that while they might lose gens that decreases the size of the play area / area where they will patrol and trap so that their traps per area increases so taking that away doesn't work well with them since you now always have 7 gens in your web instead of 6 or 5

  • APOPALYPSE
    APOPALYPSE Member Posts: 24

    Hi, thanks for your feedback, the reason i didn't include the speed buff was because I didn't think of a version myself. All the history I recapped was to let others know the reasons and understanding of my Buffs or reworks. As for the idea of the debuffs for survivors who trigger or disarm Trapper and Hags traps... I'd be interested in hearing more about you views, could possibly thing or more for other killers.

  • APOPALYPSE
    APOPALYPSE Member Posts: 24


    Hello, thanks for your feedback, I didn't put the info on the % to % decrease in escape attempts because the 6th attempt was a guarantee escape anyway. The Deep Wound isn't random it would apply at the end of the 3rd failed attempt, not punishing the survivor who frees themself before 4th attempt but failing a attempt 4 or 5 times and even escaping on the 6th. The Survivors got some injuries after all that failing. Your idea on the "setup killers" or "trap based killers" or a is interesting, but you would have to define what is a trap based killer or setup killer. Trapper, Hag, Pig... Skull Merchant, Singularity... Demogorgon, Freddy.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Right but the amount of failed escape attempts is random unless you have a teammate save you, so it is in fact random deep wound they didn't choose to fail they randomly didn't succeed

    Setup killers maintain a web of traps while trap based killers just throw them around willy nilly as its a side mechanic or something that doesn't really damage survivors on its own

  • APOPALYPSE
    APOPALYPSE Member Posts: 24

    I'm having trouble understanding why it is random, the survivor has a 1-5 chance that they may or may not escape but the 6th attempt in not a random action it is a guarantee. I do not wish to punish survivors if they free themselves before the 4th attempt so if they fail the 3rd attempt they enter deep wound. Yes they know if they don't succeed in the 1st 2 attempts then if they fail the 3rd then they enter deep wound. they can choose to try or wait for teammates.

    I get what you are saying, their attempts at freeing themselves are a random between 1 - 5 with 6 being 100% but Deep wound is a guaranteed action on a failed 3rd attempt.

    I think what you are saying is the Survivor gets no backlash from failing the 1st and 2nd and even freeing themself on the 3rd. While I did make an add-on that would hinder survivors when they free themselves you may want a more basekit ability. Lets look at what I got and see if we can figure something out.

    Rare Add-on (Was an Uncommon Add-on)

    Add-on “Lengthened Jaws” reworked - Survivors who escape from Bear Traps suffer from a -20% Hindered Status Effect for 10 seconds.

    Okay now new idea

    After failing a 3rd Escape Attempt Survivors will enter the Deep Wound Status Effect. (Don’t worry mending takes 12 seconds and attempts to escape are 1.8 seconds, even if they escape on the 6th attempt the survivor will still have 6 seconds to begin mending.) With each failed attempt a Hindered penalty will be applied at 2% per each failed attempt up to a maximum of 12% Hindrance for 10 seconds.

    Rare Add-on (Was an Uncommon Add-on)

    Add-on “Lengthened Jaws” reworked - Survivors who escape from Bear Traps suffer from the Broken Status Effect for 90 seconds.

    How do you feel about these changes?