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Trapper should be looked at. With some Brainstorming.

I get that we want to get Trapper out of the ditch where he's largely accepted as being the worst killer in the game. The problem is that his traps benefit far too much from visual glitches with terrain. You can very easily hide these traps in locations where they aren't just hidden, they are below the terrain and impossible to see. Its one thing if a trap got you to lose an injured state but in every situation OTHER than getting caught in a trap across the map, a simple trap leads to a straight up down. No input from the killer. No need to learn mechanics. No need to learn flicks or throwable arcs or anything. Just a quick YouTube video where you learn where all the broken locations are and you're good to go. No other killer has this sort of relationship with their traps. Hag at best gets a health state out of her traps. SM at best gets a health state out of her traps. Freddy gets…well…Freddy gets nothing from his traps.

  • Traps should at most injure survivors.
  • If an injured survivor is trapped. It should just lock them up and not down them.
  • TRAPS SHOULD NEVER BE ABLE TO BE HIDDEN UNDERNEATH TERRAIN. I can't believe this is still an issue.
  • Trapper should have some mechanic to allow him to compete on the same level as other trap killers without having to rely on this one-and-done mechanic that doesn't feel like it gives any feedback to survivors. There is no counter play for survivors right now unless somebody just wants to follow him around the whole match and disarm the traps as he places them. This is VERY BAD design as it is a mechanic that is beneficial to SWF teams on comms which makes solo queues put at an even greater disadvantage. Even if I disarm a trap it means nothing. I can't tell other survivors where the trap is. The killer can just go back and rearm it. The alternative is to just ignore them and play the objective but then you're playing in a map thats getting increasingly covered in traps. Its a Lose-Lose for survivors.

I think that Trapper should play closer to how other trap killers do. Here are a few ideas:

  • He should have an infinite pouch where he gets all of his traps.
  • He can only have so many traps on the map before they destroy the oldest trap that's been placed. Both of these encourage Trappers to quickly place traps and move on instead of taking the time to place them perfectly into terrain so that they're impossible to see since they can just keep rearming them once they're perfectly placed.
  • A disarmed trap should be destroyed. Again, the focus here is on reducing the benefit killers get from exploiting precisely placed traps which exploit terrain since its apparently quite difficult to prevent this from occurring its best to just incentivize behaviors that avoid it.
  • A trap should at most injure survivors. Getting trapped while injured just results in the survivor being trapped until they escape where they're released in the injured state again (maybe force them to mend with addons).
  • The loss of a health state should occur at the time that you are released from the trap. This way if you get trapped while healthy but escape yourself you lose a health state and when you're in a trap (again while healthy) and the Killer hits you, you're still only losing a single health state. On the same note, if you're injured when you trigger a trap, escaping yourself leaves you still injured but with some potential debuffs (discussed further down) or if the killer hits you, you get downed.
  • Releasing yourself from the trap would be a good way to implement the SM QTE that you worked so hard on. This would allow you to balance how long you're in the trap based on how long the randomized QTE is.
  • Because Trapper cannot teleport to triggered traps like Hag, implementing that delay function of them being "trapped" in the "trap" would counteract his ability to not respond to triggered traps from across the map. It will delay progress. This allows the killer to gain information on where Survivors are and what they're doing. A trapped Survivor is not cleansing totems, healing teammates, or making progress on gens. This would allow for them to get a lot of benefit from injured related perks.
  • Hemorrhage and Bloodhound could be base kit when Survivors trigger a trap and escape. This gives the Killer continued pressure on the survivors without having to actively be there while also giving him the ability to follow up on Survivors that have fallen into his traps without needing to camp them.

Comments

  • Green_Sliche
    Green_Sliche Member Posts: 684

    He is already one of the worst killers because he has no supernatural power and his tools are are spread all over the map in deactivated form. Without proper addons he is the best example of perkless M1 killer.

    Two things could make him more viable and enjoyable -

    1. All his traps spawn on the map armed unless he uses addon where he has them all in the bag from the beginning.
    2. His Red Addon that re-arms random placed trap every 30 seconds needs to be a basekit.

    With how quickly gens can be repaired and map sizes being quite large, this killer often has no time to ''strategically'' place every trap everywhere. Often half or more of them are either disarmed, never picked or are placed in area with completed generator, making them less likely to capture anyone. The changes I suggest will allow him to start chases early and have the benefit of his traps from the beginning and with auto-rearm he will get some more time, especially if there's a survivor who keeps disarming his traps 24 / 7 by following him at distance.

  • Vellioh
    Vellioh Member Posts: 32

    My focus has been to move away from the mechanic thats built into him where you can go from full health to dead without any engagement with the killer. Making all traps on the map active from the start and having the re-arming feature basekit would exacerbate these issues. Survivors would be getting killed by traps that the killer hasn't seen or even knew were there. That's not what anybody would describe as compelling gameplay.

    I get that having to get around the map as a trap killer is difficult. I main Hag so I deal with the same issues. Part of playing a trap killer is doing what you can to put pressure on survivors while also preparing the map for a 3-gen situation. You can't be a killer that can both lockdown a specific corner of the map and be able to apply pressure map wide. You just can't have it both ways.

  • Green_Sliche
    Green_Sliche Member Posts: 684
    edited September 23

    Traps already can't down a survivor on their own unless certain purple addon is used. This means killer still has to come and land the hit on trapped survivor for a reliable down.

    Trapper is extremely basic killer. The problem with him is he poorly fits in current meta where only killers who have high mobility can thrive and compete where others have to rely on pressuring survivors by eliminating someone early. Apparently he won't be able to be everywhere but at least he should be able to apply some pressure earlier.

  • SoGo
    SoGo Member Posts: 1,530
    1. He needs to start with at least 4 traps.
    2. There should still be 8 traps in the enviroment (so there are 12 in total)
    3. Getting caught in a trap while injured should cause a Deep Wound.
    4. His traps need to either spawn towards the middle of the map, or he could be able to get them from lockers, or both.
    5. Traps hitbox should be bigger.
    6. Disarming a trap should have some kind of minigame attached to it which takes away a health state from a survivor if failed.
    7. His "Jaws" add-ons and Oily Coil should all be buffed in some way.
    8. The Tar Bottle add-on should be reworked to make the traps change their colours and texture based on the enviroment they're in.

  • Vellioh
    Vellioh Member Posts: 32

    Although traps cant down players by themselves a survivor triggering a trap while not in chase can find themselves in a lengthy escape loop which gives the killer ample time to walk over and take a survivor from full health to dead with a single swing. No chase. No counterplay. No gameplay. You failed to see the trap that was placed within the terrain so you forfeit your right to playing the game.

    This is my main point of conjecture. Compare the Trapper to other trap killers like Hag. Like Trapper she is focused on laying traps and controlling the map. However, unlike Trapper the gameplay still exists. Because triggering a trap doesn't mean that your entire gameplay is limited to rolling an RNG machine. Triggering a trap doesn't mean that you forfeit both health states and go straight from full health to downed without even having an exposed effect. Even if a killer is inflicted with the Exposed status effect the Survivor has options available to them to still work within the confines of the game to attempt to survive. The same cannot be said for Trapper.

  • jesterkind
    jesterkind Member Posts: 7,963

    Have I missed something? I could've sworn all the spots where traps could be hidden beneath terrain were patched out, and there's none of them left.

    There's barely even grass to hide traps in anymore, at least on most maps. Did a few new bugged spots pop up while I was taking a few-month break?

  • Emeal
    Emeal Member Posts: 5,275
    edited October 23

    I agree with;

    1. Traps should at most injure survivors.

    2. If an injured survivor is trapped. It should just lock them up and not down them.

    3. TRAPS SHOULD NEVER BE ABLE TO BE HIDDEN UNDERNEATH TERRAIN. I can't believe this is still an issue.

    and @SoGo excellent list too:

    And one final personal point, emphasis on Traps need to be a little larger.

    Post edited by Emeal on
  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    I have an idea: make his traps be similarly colored like the terrain it's under.

    It would make it a quite unique feature for a Killer to have. To basically have their tools act like a chameleon. I think it could be really cool.

  • Vellioh
    Vellioh Member Posts: 32

    Sadly no. The problem is that they keep reworking maps and are relying on players to find the new spots their unknowingly adding into the game every time.

  • jesterkind
    jesterkind Member Posts: 7,963

    Do you have any examples? I'm really curious what new spots have cropped up.

  • Vellioh
    Vellioh Member Posts: 32

    This one happened just last month. Funny thing is that this is one of the older ones if I'm not mistaken.