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The Best Trapper buff suggestion I've seen to date (Pally)

UndeddJester
UndeddJester Member Posts: 4,973
edited June 2025 in Feedback and Suggestions

So everyone has their ideas on how to buff Trapper, including myself, and every now and again it pops up here in the forums. I've seen many interesting suggestions... some horrible ones... and some pretty cool ones...

The Video

However last month I saw a video from Pally (an OG 2016 Trapper main to this day), and after stewing on it for a while, it's really grown on me, and I think his suggestion is the best in terms of not making Trapper like Skull Merchant, improving his gameplay from being a joke and making him decently strong as a killer at higher levels without really affecting him at lower levels.

I recommend watching it for a history of Trapper, his full reasoning and context, and to see he has also considered and argued against many of the other suggestions I've seen elsewhere.

Too Long Didn't Watch

For those not wanting to watch, the summary for buffs basekit:

  • Trapper Gloves (brown) basekit - +30% trap setting speed.
  • Makeshift Wrap (brown) basekit - Traps are disabled when Trapper walks over them.
  • Lengthened Jaws (green) basekit - Survivors who escape from traps suffer from the Deep Wound status effect.
  • Haste after setting or resetting a trap (+7.5% for 5s) buffed to +10% for 7 seconds.
  • Trap escapes reworked to be a set 8s time (with skillchecks) rather than random chance. (Add-ons adjusted accordingly).
  • Trap Recall ability - When Trapper has no traps in hand, he can look at a trap anywhere on the map (think Freddy gen mark) and presses the secondary killer power button to recall the trap to his hand. 15s cooldown.
  • Remove Trapper traps from Survivor Map tracking.

Add Ons:

  • Trapper Gloves (brown) add-on now increases pick up animation on traps by 50%.
  • Makeshift Wrap (brown) add-on now makes walking over a trap and disabling it will now cause the trap to rearm itself after 10 seconds.
  • Lengthened Jaws (green) add-on now applies a 5% hinder for 7 seconds when disarming a trap within 10m of Trapper.
  • Tar Bottle (green) add-on now applies a colour scheme that blends with the texture of the environment.

Discussion points

Every change I'm near 100% on board with. The point I liked the most from Pally is 2 traps is perfect for Trapper, as trap management is one of the few areas of skill expression that Trapper's power has... so my old suggestion for Trapper's Bag (the +1 traps add-on) basekit is a suggestion I've walked back on.

The deep wound and fixed trap escape changes are in place to make it so stepping on a trap that is afar while Trapper is across map doesn't do nothing for Trapper, even if an ally saves them, there is still a cost incurred for the Survivor side, even with Deep Wound being nerfed. What is also really neat is a Survivor escaping from a trap that is not 8s long is information to an astute Trapper that another survivor is nearby and has made the save, rather than the state now where you get no pressure AND learn nothing. I am torn on the skillchecks though... it doesn't afffect any player who knows what they're doing, and also doesn't make sense on a killer meant to be more noobie friendly.... but then again, it is thematically satisfying, and skillchecks aren't exactly hard... we're not talking Doctor here.

Makeshift Wrap and the Map changes are important changes. Trapper should not be actively punished or hindered by his own power, and it does a major number on his intimidation factor to see him goof in his own trap. The map changes just cause "items should not directly counter killer powers" amirite?

The haste change makes quite a difference to making Trapper engaging in chase, where he is woefully lacking. Its so easy to hold W from him while he messes with traps, and even using a fake often leads to the Trapper still not catching up. Having a little more haste and a little longer duration does mean that Trapper mind gaming a survivor to double back and then setting a trap has some potency to it, compared to being screwed almost no matter what he does.

The add-ons look pretty cool, none sound busted or broken, but all feel pretty nice. Also Bloody Coil is fine. Leave it alone. Might want to adjust Fastening Tools and Coffee Grounds given their effects are now partially basekit.

My tweak to Trap Recall

The only thing I'm a little in disagreement on is the Trap Recall while out of traps. My main contention is it's thematically unsatisfying to just have the trap just telekinetically appear in my hand, and it does slightly trivialise his trap managament skill expression we discussed at the start where he has to manage his traps... if I just grab a third trap from anywhere once I place 2 traps, I have that planning part of my skill expression reduced... but he does still very much need this kind of feature.

So I would tweak this feature thus:

  • The Trapper can mark a trap with his secondary killer power.
  • If no trap is marked by Trapper, instead the furthest trap from him is the target.
  • Opening a locker when no traps are in his hand will despawn the marked trap and it will appear in Trappers hand. 15 seconds cooldown.

I have commented on Pally's video aas such, and he did respond, he argued that this does make this part of his power reliant on locker placement, which is not a limitation Trapper needs. It's a fair point, and I don't disagree with him… however I do feel like this does lend itself to maintaining his trap management skill expression a little more by incorporating map knowledge into the mix... and I don't think lockers are scarce enough to make it an insurmountable issue for Trapper.

I'd be happy with either version, but my personal preference is the locker version.

Final Word

It is important to remember that Trapper can never become an overly strong killer without making him obnoxiously broken and unengaging to play... some changes I've seen suggested would be horrible for him, and likely would subsequently for him to be nerfed into the floor.... but the changes above would go a long way to improving his gameplay, but without making him a truly hated killer.

I think this is the most well reasoned and measured set of buffs Trapper could get, and I'd certainly be very happy with him in this state.

Cheers if you read the whole thing! 🤘😁🤘

Post edited by UndeddJester on
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Comments

  • SoGo
    SoGo Member Posts: 4,603

    I've seen the video some time ago, and was surprised about how much I agreed with the creator. (Except the part with how many traps can Trapper carry, I still think it should be 4)

    I'd be happy with the buffs he suggested. But, I'd maybe do some more changes to his add-ons, mainly reworking Padded Jaws and Oily Coil.

    Agree with your version on the locker recall. It seems like it wouldn't be a problem at all.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    With this proposed rework, Trapper's new best addons would be Coffee Grounds and Trapper's Tools. With those, you'll set a trap in about 0.8 seconds and get a 10 second, 15% Haste. 3 stacks of PWYF on command.

    His new gameplay loop would look like this:

    1. Chase survivor to loop
    2. Drop trap to make loop unplayable.
    3. If they stay, they get trapped and insta-downed.
    4. If they leave, use 15% Haste to catch up and try to get a hit before the survivor reaches another loop.
    5. Rinse and repeat as needed until downed.

    I think there was a killer who would chase a survivor to a loop, press M2 to make that loop unplayable and get Haste, then use that Haste to get a hit. And I'm pretty sure survivors hated that character so much that Behavior nuked her from orbit 9 months ago and have barely started rebuilding her. I'm fairly certain that survivors despised the way that with a single M2, they were forced to leave the loop and were constantly put into lose/lose situations with little to no skill expression.

    And make no mistake, this rework is just Skull Merchant 2: The Skullening. Not only does it completely destroy Trapper's identity as a setup killer, it turns him into a more powerful version of the most hated killer that Dead by Daylight has ever seen. Instead of causing an injury with his M2 on survivors who played at a loop, he'd get a down. Instead of a small Haste buff, he'd get Bloodlust 3 for 10 seconds.

    For how much everyone hates Skull Merchant, it's odd that people keep trying to turn Trapper into another Skull Merchant.

  • Langweilig
    Langweilig Member Posts: 3,251

    I agree with everything except of maps no longer revealing his traps. Maps don‘t need or deserve any type of nerf.

    Another thing I want is much much faster trap setting speed when not in chase.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited June 2025

    Well, agree with that observation, though those add-ons are the higher rarity versions of the add-ons/effects being added basekit. Given those add-ons are now partially basekit, it would be a reasonable expectation for those add-ons to be nerfed accordingly.

    Also, just for clarity, the haste effects is being made 7s, not 10. 15% haste (or 12.5 with a nerf) would only be a temporary PWYF like effect that comes off of stopping to set traps, not an in built effect always on until you get an injury... so it's not quite apples to apples.

    Coffee Grounds isn't exactly overpowered now by any stretch... I don't see a reason why adding 2s suddenly makes it busted.

  • UndeddJester
    UndeddJester Member Posts: 4,973

    Maps should be improved in general, not made only relevant (and tbh still not even really relevant) by specifically screwing over the weakest killer in the game.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I think you're missing the point. You could play that way NOW. Right now, I could load up Trapper, give him coffee grounds and trapper tools, and drop traps in a little over one second and get 12.5% Haste for 5 seconds. What keeps me from doing that is the unavailability of traps and 5 seconds of haste just isn't QUITE enough to guarantee a hit.

    As a Trapper main, I hate that all of his proposed reworks try to turn him into a chase killer. He's not a chase killer. He's a setup killer. You want a real Trapper rework that keeps his identity? Here you go:

    1. Make his traps blend in better based on what map you're playing on. Right now, he's extremely map dependent. Maps like Eyrie or Ormond have his traps sticking out like sore thumbs.
    2. Don't let survivors disarm traps for free. Make them rummage through tool boxes (conveniently spaced around the map) for 20 seconds to get a special Trap Disarm Tool. Then, and only then, can they disarm ONE trap. If they want to disarm another one, they have to go get another Trap Disarm Tool. It would make survivors have to think twice about if they want to disarm a trap or if they want to try to play around it. It would also not allow one survivor to just follow Trapper around disarming his traps and taking away his power, while giving Trapper some much needed passive slowdown.
    3. Traps no longer randomly spawn. He can carry two traps, and place those two traps, then he goes to a locker to get more. Once he has 10 traps placed, reloading at a locker would destroy old traps to make room for the new traps that he just got. You're still having to manage your trap economy, but you're not hoofing it around the map to get your power back.
    4. The trap escape time you suggested is good. Nothing more annoying than seeing a survivor get trapped, then escaping in two seconds.
    5. Give him a 10% Haste buff while a survivor is trapped in a bear trap. This lasts for 2 seconds after all survivors have escaped from their trap.
    6. Remove the ability of the map item to see Trap auras.

    This proposed rework would make traps actually threatening again. Harder to see, harder to remove, and more deadly when stepped in. It would also fix the most annoying part of his power, which is collecting traps from around the map. Would he still be a weak killer? Yup. Setup killers often are pretty weak in modern DBD. But it would bump him out of D tier into high C tier while keeping his identity intact. If you buff the haste, then the haste becomes his power, not the traps.

  • Elan
    Elan Member Posts: 1,792

    Not sure, whether removing traps from map tracking is fair. Other than that agree.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    How is that unfair? No other killer has their power taken away by survivor items. Wraith and Nurse no longer get burned by flashlights.

    As a Trapper main, if I see a map in a lobby, I just lobby dodge. There is literally no point in playing a match where one survivor can see all of your traps and relay this info to his buddies.

  • Elan
    Elan Member Posts: 1,792

    Map is related to tracking killer belongings. Not sure whether nerfing maps further is a way to go as they are already pretty bad. If you dodge lobby because of a map then something is wrong on your side. I called for killer buffs, but not in this direction. I'd much rather see both iri being basekit than removing another "potential gameplay" from the game, goign more towards hold ,1 at gen is the only thing you do as survivor.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    You're right. I should totally load up into a match where one survivor bringing one item makes me a powerless M1 killer. That sounds like LOADS of fun.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Is it? So you're telling me that one survivor with a Rainbow map can't see every trap I've placed? That they can't relay this info to their friends, either through comms or the addon that allows ALL survivors to see the auras that the map user sees? That they can't just… follow me around and disarm every single trap I have? Because they can.

    Why would I load into that match? I'm already playing one of, if not THE weakest killer in the game. Why on Earth would I willingly load into a match where my already weak power is essentially useless?

  • Elan
    Elan Member Posts: 1,792

    I'm not sure wheter you it's a joke or you are trully complaining.

    Facts:

    1. Maps are least used items in a game, I see one in 100 games.
    2. Survivors don't know the killer, meaning that it can't be used to counter specific killer.
    3. Only rainbow map has option to track killer stuff (add on that does that exist).
    4. Maps are limited item, same as every other that burns quickly.

    So yeah, nerf worst item in the game even more so it ends up in the bin with keys. :) I'm killer main, but some "wishes" of other killer mains drive me insane. Guess we will end up shouting for nerfs to medkits too, so it no longer works for self heals. Or better, we can ask for removal of flashlights too. Anyone up for it?

  • TimberGoingDown
    TimberGoingDown Member Posts: 944
    1. So what? That doesn't change the fact that it actively guts my power.
    2. Again… so? Let them use that map against someone else.
    3. Again… so? They can use their map to find someone's totems or something. Not my traps.
    4. Oh, so they can remove all my traps, but only for about 30 seconds of map usage. That makes it so much better!

    Why would I load into that match? Give me one good reason why I would look at a match that has a map, knowing that a map actively counters my power, and say, "Yep, this is a match I want to play!"

    I'm not asking to nerf maps. I want them to work exactly as they do against any other killer. But making maps actively counter my power, then shaming me for not playing against maps is certainly a take.

  • Elan
    Elan Member Posts: 1,792

    Ok. So it's ragebait or moking from your side. Get it. Thanks for answers. No reason to keep the discussion as you live in your world of "Only opinion that is right."

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    What are you talking about? It's not ragebait. I'm not going to load into a match where my already weak power is considerably nerfed because of one item. That's not an opinion. It's a fact.

    Maps counter Trapper's power.
    Therefore, I don't play against maps.

    I don't see why this offends you so much.

  • Elan
    Elan Member Posts: 1,792

    Because you are overreacting, item that needs to be specific rarity or have specific add on attached to it, it burns out in 12s, so it shows 1-2 traps and then it's gone for rest of the game. Remove unbreakable then, because it counters Twins, remove made for this because it counters Legion, remove hardened because it counters doctor. Is it clear now? I'm Houndmaster main and never been whining because made for this exist. If survivor gets lucky and bring in russian rullete, shouldn't be punished for that. Maps are bad and in no universe don't need any nerfs, so if you don't want to play against map - which from my pov is pretty ridiculous, then leave the lobby but don't ask for removal of mechanic that potentialy makes a very bad item somewhat usefull in very short burst of time. i don't get it why people still do that. Trapper is zoning killer, he denies areas and play around set up, same as Hag. If he gets buffs, he needs something to get more in line with other killers, not by removing specific rare counterplay.

    I suggestes:

    1. Give him all traps at the start of the game so he doesn't need to collect them.
    2. Make his set up faster.
    3. Make his reset faster.

    He has unique mechanic that other killers don't. Completely shutting down areas. And if you struggle with Trapper or don't enjoy him because of maps or whatever then go play someone else. In my opinion trapper is fine and needs some small improvements for sure. But that's number tweaks and small basekit changes. Rework would give away his simple and trap-orientated identity as well as beginner-friendly difficulty.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    It takes about half a second of burn time to see if you can see any traps. With a twelve second burn time, you could probably find 15-20 traps or so.

    Those are perks. Perks are not items. Behavior has specifically stated in the past that they don't want items countering killer powers. That's why they removed Nurse and Wraith burning. The only other killer who's power is directly countered by a survivor item is Hag… whose weakness is maps. Maps are the only survivor item that directly counters killer powers, and it happens to be two of the weakest killers in the game.

    And, let me tell you, every other Trapper main dodges lobbies with maps, too. I've seen P100's do it on stream. Nobody is going to walk into a match where they know before entering that they're going to get directly countered. Why would anyone ever do that? So what ends up happening is that maps never get used for that purpose, because everyone who plays Trapper or Hag just lobby dodges the maps. This huge map "nerf" you're talking about isn't actually a huge nerf, because it never gets used to find Trapper or Hag traps anyways. Trappers and Hags just leave the lobby and go to the next one.

    I do enjoy Trapper. (I'd hope so, as a Trapper main.) I think he's pretty fine as-is. He's weak, but that's okay. If Behavior wants throw some buffs his way, that's cool, too. They could somehow buff him into an S tier powerhouse, and I'm still not going to knowingly walk into a match where one item counters my power.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited June 2025

    It seems like you may have forgotten that the main point of Trapper is to be the introduction killer to DBD.

    You're right he's not a chase killer, but thats why nerfing the add-ons with their inclusion basekit is fine. Any situation where the 2s difference would have made a difference would be a situation where faking a trap plant would have also scored a hit. I don't really understand your objection here if the addons are nerfed in line with being made partially basekit... since Coffee Grounds and Fastening Tools are already in the game and those add-ons don't already make Trapper a chase killer...

    I can appreciate you have your own ideas, but your argumentation isn't as strong as the picture painted by Pally's video above. Trapper is meant to be simple to understand and someone a newbie can pick up and play, and play against. Any buffs to him should be simple, easy to understand, or something that only really comes into play when optimising for higher levels, that leaves the low level game relatively untouched.

    1. Make his traps blend with the environment - That's what the Tar Bottle rework is for, this feels like a good effect for an add-on. Making this basekit is something that royally screws up new players even more than Trapper already does, so having it at base it a little overly punishing.
    2. 20s to get an item for 1 trap disarm - This is the same effect as above of being overly complicated... you've effectively made his traps a 30s+ disarm, to the point there isn't really any reason to disarm a trap cause the cost of doing so is greater that just sitting on a gen and ignoring the traps.
    3. Traps now only come out of lockers - Pally addressed this already in his video, and I made the same point in my trap recall suggestion. This makes Trapper overly reliant on lockers to get his traps, it'd make him even more map dependent, a map like Ref Forest can be very frustrating with locker placement... My suggestion doesn't generally affect him meaningfully majority of the time, and Pally's doesn't feature it at all. Trapper should not need to be heavily map locker spawn reliant to function.
    4. Cheers, we are least agree on that.
    5. 10% Haste buff when a survivor gets trapped - Not an unreasonable idea, but this is a haste boost out of his control that makes it effectively random when he'll get it. More often than not it'll just make him randomly speed up in chase whenever anyone gets trapped... which if we're against making him a chase killer, seems a bit strange that he'll just get a sudden haste steroid out of the blue. I don't think his power should be balanced around a lucky boost....
    6. Why this is still a thing is laughable to me too xD

    I do get where you're coming from, I had a lot of my own ideas for buffing Trapper, but I do encourage you to give Pally's video a watch if you haven't already, and really think on it, cause he explains his perspective really well, and I've walked back on a lot of my own ideas (that I still think are pretty good) in favour of this one...

    What's nice about these changes is they keep Trapper simple, nooby friendly, and familiar, but also give him some nice tools to improve him as you get better and more experienced with the killer... and while more complex designs would be nice, we have to remember what his purpose in DBD is, and these changes from Pally are a really nice set of changes across the board.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I don't think we can come to an agreement because I think we have two very different versions of what Trapper should be. I honestly don't care about the small number of newcomers we have as a revolving door in the game. I don't play against them, they usually don't stick around long anyway, and I think that balancing a 9 year old game around them is kind of ludicrous. I understand that you, and the guy in your video, have a very different view and that's okay. We can agree to disagree.

    I'm looking at ways to make Trapper better against the survivors I actually play against while keeping his identity as a setup killer. You're looking at ways to give him small buffs while keeping him newcomer friendly. We're approaching the problem from two very different viewpoints and I don't think that we'll ever come to a consensus.

    I don't understand why my locker idea makes him "overly dependent on lockers" while yours doesn't. The only difference is that you would have him pointing at two useless traps in the distance before he opens the locker. Oh, wait, you'd make him only get ONE trap, and put it on a 15 second cooldown lol. So he'd be going to lockers twice as often as with my idea… but somehow my idea makes him more locker dependent than yours. Make that make sense.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited June 2025

    I honestly don't care about the small number of newcomers we have as a revolving door in the game. I don't play against them, they usually don't stick around long anyway, and I think that balancing a 9 year old game around them is kind of ludicrous.

    I'm sorry to tell you this, but what you or I think he should be doesn't matter, it's what BHVR thinks, and being acceasible for new killers and survivors alike is their defined purpose for Trapper, so sadly none of us get to ignore the low level game (and in general its a bad idea to do so for any killer). I had a cool idea for a basekit ability to "rig" traps to injure survivors who disarm like bloody coil with a hard skillcheck... but that's not Trappers purpose, and we can't escape that purpose.

    I'm looking at ways to make Trapper better against the survivors I actually play against while keeping his identity as a setup killer.

    Well, a lot of these proposed changes do make him better against stronger survivors though, and also still focus on setup...

    The faster trap setting speed helps his setup, and gives him less vulnerability to hold W in chase, as the does the extra haste for slightly longer too. These things improve both parts of his kit, which he needs for higher levels...

    The ability to walk through a trap that a survivor has to walk around, as well as go through them to hook increases his potency substantially at loops and actually makes his setup meaningful and strong, because he has access to paths that survivors don't.

    These things take a lot of knowledge and skill to properly exploit, that dont really impact the standard "trap pallet or window" traps low level payers use. So we still keep Trapper accessible, but have more advanced strategies to use against stronger survivors.

    I don't understand why my locker idea makes him "overly dependent on lockers" while yours doesn't.

    The difference is mine (and Pally's) supplements the existing mechanic rather than replace it, since trap management is one of the few areas of skill expression Trapper has, we both want to plan for and keep the ability to grab traps out of the map.

    Yours makes it so you can't get traps out of the environment and MUST return to a locker to get more. That is map reliance. Mine is more a tool of convenience, where if a trap isn't conveniently nearby, you can use a locker instead, while Pally's straight up ignores lockers compeltely and allows you to grab any trap you want almost at any time.

    It's not a contest dude, I'm not trying to crap on your idea, but a lot of the areas of your idea brute force a particular 3-gen/area lockdown playstyle. If players want your playstyle great... but if they want any other playstyles, yours doesn't accomodate it.

    The point of having all the killers, add-ons and perks in DBD we do is for everyone to play to their own playstyle... Pally's version I like the most because:

    • It gives advanced strategies to Trapper without really affecting the low level game.
    • For the most part he remains simple and easy to understand for both sides.
    • It offers a lot of flexibility for builds and playstyles.
    • Deals with a lot of the goofy and dated parts of his kit, but also keeps Trapper very much feeling like Trapper.

    His is a version that I feel gives the best version of Trapper for the most players, and has the benefit of actually having a chance of being implemented by BHVR because it achieves their goals.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    I'm sorry to tell you this, but what you or I think he should be doesn't matter, it's what BHVR thinks, and being acceasible for new killers and survivors alike is their defined purpose for Trapper, so sadly none of us get to ignore the low level game (and in general its a bad idea to do so for any killer). I had a cool idea for a basekit ability to "rig" traps to injure survivors who disarm like bloody coil with a hard skillcheck... but that's not Trappers purpose, and we can't escape that purpose.

    Then that's Behavior's mistake to make.

    Well, a lot of these proposed changes do make him better against stronger survivors though, and also still focus on setup...

    I hard disagree, but okay, we can get into it.

    The faster trap setting speed helps his setup, and gives him less vulnerability to hold W in chase, as the does the extra haste for slightly longer too. These things improve both parts of his kit, which he needs for higher levels...

    Kind of. I don't think an extra 2 seconds of Haste or half a second off of setting a trap is going to magically make him able to chase down someone who holds W. It's putting a band-aid on a bullet wound. He will always be weak to pre-running and shift-w, just like every other killer without a mobility power.

    The ability to walk through a trap that a survivor has to walk around, as well as go through them to hook increases his potency substantially at loops and actually makes his setup meaningful and strong, because he has access to paths that survivors don't.

    If that was a big deal, then his wrap add-on would be one of his most used add-ons. But it's not. You know why? Because being able to shave a fraction of a second off of a loop isn't usually the difference between a hit or not.

    These things take a lot of knowledge and skill to properly exploit, that dont really impact the standard "trap pallet or window" traps low level payers use. So we still keep Trapper accessible, but have more advanced strategies to use against stronger survivors.

    The problem is that they're so minor that they won't REALLY make a difference against stronger survivors. Again… band-aid. Bullet wound.

    The difference is mine (and Pally's) supplements the existing mechanic rather than replace it, since trap management is one of the few areas of skill expression Trapper has, we both want to plan for and keep the ability to grab traps out of the map.

    Yours makes it so you can't get traps out of the environment and MUST return to a locker to get more. That is map reliance. Mine is more a tool of convenience, where if a trap isn't conveniently nearby, you can use a locker instead, while Pally's straight up ignores lockers compeltely and allows you to grab any trap you want almost at any time.

    I'm sorry, is walking around the map like a doofus collecting traps a "skill" now? Seriously? Trapper's "skill expression" isn't collecting and managing traps. It's knowing where to put them. It's knowing how survivors run tiles, knowing what survivors can see while running those tiles, and placing a trap that will actually catch a good survivor. You keep going on and on about how managing his traps is a skill, but it's really not.

    And not only that, but having to go around the map and collect your traps is why he's in D tier. That's the reason. He'd be C tier if he had more ready access to his traps. He's one of the only killers in the game that can down a healthy survivor. However, having to hoof around the map as a base M1 killer with no mobility to get access to his power is why he's as bad as he is. Getting them from lockers or just having them available at all times would mitigate or eliminate this weakness and easily boost him a tier. And going to a locker to get more traps is a hell of a lot easier than walking across the entire map.

    Like… listen to yourself.

    "Collecting traps from a locker would make him more map dependent and too reliant on lockers. Going to a locker isn't always convenient. Therefore, we should keep making his traps spawn randomly across the map so he can go play Easter Egg Hunting at the beginning of every match instead of setting up his web. Walking ten or twenty meters to a poorly spawned locker is too much, but walking literally across the map to pick up a trap is so much more convenient!"

    Are you serious right now?

    It's not a contest dude, I'm not trying to crap on your idea, but a lot of the areas of your idea brute force a particular 3-gen/area lockdown playstyle. If players want your playstyle great... but if they want any other playstyles, yours doesn't accomodate it.

    That IS Trapper's playstyle. It's the only one he's good at. That's like saying you should give Wesker traps in case someone wants to use Wesker as a trap killer. Small number buffs to his haste aren't going to change that. If someone wants to play a chase killer, there's other ones. Wraith and Billy are free and unlocked when you first boot the game. But we don't need to butcher Trapper's identity to make him yet another chase killer. That's not what he is.

    The point of having all the killers, add-ons and perks in DBD we do is for everyone to play to their own playstyle... Pally's version I like the most because:

    It gives advanced strategies to Trapper without really affecting the low level game.

    For the most part he remains simple and easy to understand for both sides.

    It offers a lot of flexibility for builds and playstyles.

    Deals with a lot of the goofy and dated parts of his kit, but also keeps Trapper very much feeling like Trapper.

    His is a version that I feel gives the best version of Trapper for the most players, and has the benefit of actually having a chance of being implemented by BHVR because it achieves their goals.

    No, it doesn't. It turns him into an anti-loop haste killer. It turns him into old Skull Merchant. That's what it does.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited June 2025

    Alright I tried to be fair, but if you're just gonna hold the stance everyone else's idea is wrong and yours is the only right perspective, I'll say it outright... you're not very good at Trapper and I can determine that because you can't see the value of these changes. You sound to me like a Trappers Sack 3-gen around basement one trick.

    Trapper is fundamentally incompatible with the pace of modern DBD, his design was for a completely different era of the game that is simply not compatible with where the direction of the game went. You simply can't make him strong without making him obnoxious, and none of these changes make him overly strong... which you seem to agree with, but then you suddenly reverse to say that now he's Skull Merchant level OP... which is plain false and feels deliberately inflammatory to push your ideas instead of engage with others.

    Yes managing your traps is part of the skill of playing Trapper. Planning where you want to have to have your traps and efficiently collecting them/positioning them for later gain. Skill is not limited to how well you can aim your mouse; tactile skill, map knowledge and exploiting typical survivor behaviour are also skills, and if you don't appreciate that, you're not a Trapper player.

    Lastly your changes don't solve any of the problems you've highlighted and will make him suck even more than he already does.

    • Making traps "blend in" is still not gonna catch good survivors, which you can already see in maps like Midwich where they do already blend in. Unless you wanna make them near invisible, which is plain ridiculous.
    • Making traps take 30s to disarm is stupid, and the proposed "Skull Merchant" issue you talk about becomes so much worse because there is literally 0 counter play once you're in his web, so people will just ignore his web and gen rush while he's farting about around lockers.
    • Heavy locker dependency again, is dumb, and encourages just setting up your unbreakable traps around a basement 3-gen. You'll beat noobs but any decent players will just rush the rest of the map and then slowly break the 3 gen through attrition, ignoring all loops, and just run to map corner whenever they get hit until you lose.

    All of this amounts to Trapper just screwing around setting up, and then just losing the game anyway unless he can be a basement goblin and survivors try to be overly altruistic. Only a fool wants to push this playstyle more than can already be done with Trapper's sack.

    See? Its quite easy to just say everyone else's ideas are crap and not engage with them, but those are the downsides of your suggestion... and I can't honestly say I believe you're a Trapper main if this is what you think will "help him" against good survivors.

  • Elan
    Elan Member Posts: 1,792

    Like I said yesterday, this guy lives in his own world of "buffing trapper in wrong direction" at cost of being absolute ass to go agasint. But surely, make more killers the survivors will dc against. Health of the game is pointless.

  • Elan
    Elan Member Posts: 1,792

    Not only that it would be SM 2.0 but it would remove whole his zoning and area denial identity and turn him into SM/Knight hybrid, unfun to play agasint and doubt that fun to play either.

  • SoGo
    SoGo Member Posts: 4,603

    Maps needs some love anyway, and all setup killers getting screwed over by a singular item is not healthy.

    This was the reason why Lightburn was removed, why Adrenaline no longer works against Freddy, or why Luck doesn't help against Trapper's traps anymore. Perks/maps that counter certain killers are not healthy or particularly good, so why keep them?

    For the record, maps should still track hooks and totems, as they did before.

  • Elan
    Elan Member Posts: 1,792

    You're absolute wrong, there are multiple killers that are counter by specific perks and as you don't know who the killer is, you can't abuse anything to get advantage. Maps don't need nerfs.

  • SoGo
    SoGo Member Posts: 4,603

    Ok, give me examples. Most of these "counter-pick" things were removed, aside from MfT making Legion's and Deathslinger's lives a lot worse.

    And, maps don't need nerfs (as in plural), they only need this one, singular nerf so killers that are already weak/hard to play aren't countered with a single item. Once that's done, we can buff them all we want.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Exactly. Setting up a web of traps to catch unwary survivors would be much weaker than pushing them into chases and off of loops with traps. He would turn into an anti-loop killer that would keep as many traps as possible in-hand so that he could use them in the next chase instead of putting them on the ground to catch survivors. If a chase takes more than two traps? That's okay, just point at one (just like SM) and recall it to your hand so you can use it at the next loop. If it's on cooldown, just hold a survivor at a loop for a couple of seconds until it recharges.

    It's literally the same exact killer. And since it would be the stronger way to play the killer, it would be the "correct" way to play him and actually using his traps as a zoning/area denial/snowballing tool would be the weaker, inferior way to play.

  • Elan
    Elan Member Posts: 1,792

    And that exactly is not true. There are several perks to counter quite a few killers, let me give you examples:

    Twins - unbreakable, exponentional, circle of healing, we gonna live forever, power struggle

    Wraith - any sort of healing perks

    Legion, Deathslinger, Houndmaster, Ghoul - Made for this

    Knight - any exhasution perks, to prevent damaging by bots

    Spirit - irown will, lucky break, bite the bullet, quick and quite

    Legion - head on, shadowstep

    Nurse, Blight - dead hard, dramaturgy

    Hag - urban, dramaturgy

    Doctor, Clown - calm spirit, hardened

    Named many of them.

  • Elan
    Elan Member Posts: 1,792

    That rework would make him unhealthy, remove his identity. If you are at least remotely trapper main, you should get that.

  • SoGo
    SoGo Member Posts: 4,603

    Ok, fine. You got me there. Some of these are genuine counter-picks. (Not all of them by any means but too many to just say you're wrong.)

    Still, Maps making Trapper, Hag, Demo, Skull Merchant and Singularity much worse just by existing is not good. They are weak, yes, but being weak doesn't automatically erase the balance issue.

  • Elan
    Elan Member Posts: 1,792

    The biggest issue here is that a lot of balance been done, and some reasonable - fe 2 survivors escaping via hatch with 2 gens left. But look at keys, they are just inherently awfull, apart from blood amber add on that is suveriouly busted, while at least burn key twice as fast for the price. My opinion on that is that items should have impact on the match, and belongings are part of that, othwerwise any survivor with 100hrs in the game will know the totem spawns, gen spawn etc. I'd like to see some shakeup and that is just not good direction. They annnouced that they have plans to rework keys and maps in the future, untill then I can't say if those changes might change my mind. But for now having items helping with killer belongings is not anything bad. The direction of it gives some counterplay, remove it is just not right and I'm 3k hrs killer main. There are other paths to go.

  • Bakuriel
    Bakuriel Unconfirmed, Member Posts: 4

    I've done my best to read through all the proposed changes so far, so if I missed something or address an issue that's already been addressed, I do apologize for it, but I did want to put my thoughts up here since there's an active discussion going on about Trapper.

    Trapper is, and hopefully will always be, one of my favorite killers to play in DBD specifically because of the unique style of play he employs. Area control and denial are core parts of his play, and changing too much about that would make him feel like an entirely different killer or, as some have pointed out, just a carbon copy of another killer but slightly worse/better, depending on the changes. I like him as he is now, for the most part, but do agree that he needs some tweaks here and there to really find his stride.

    First of all, I feel that Trapper should be weak in chase. He isn't intended to be a killer that drops his traps while actively chasing a survivor, that would miss the whole point of setting up a trap, which is supposed to be used for ambush. Can you use them to shut down a loop? Sure, but doing it in chase would be something that I'd argue should only be done to shut down a strong area and force a survivor into a different area. A poorly placed bear trap is effectively useless, yes, but so is any other power that misses its target. Clown misses a bottle? That bottle is useless and he has to throw another. It's why he has several of them in his base kit and can toss them out as often as he does. However, even if he did miss with that bottle, it still has value as a zoning tool because you can reliably guess that a survivor isn't going to run into that area unless they're forced to, so you can alter the direction of the chase even with that missed bottle. Trapper is similar, but the penalty for landing on one of his traps is massive, because it's the only power in the game that can outright immobilize a survivor. Other killers can hinder and even injure with their powers, but bear traps are the only thing that stop someone from moving entirely. That kind of power should be hard to use effectively, so knowing when and where to place them is absolutely key. I don't chase people with trapper, I redirect them. I don't have the resources to chase someone down for over a minute and get value out of it, and if I were slightly faster or better in loop, I know I and other players would be tempted to hold bad chases for much longer and end up losing pressure as a result. Trying to band-aid Trapper's chase by making him a lot better at it, but not so much that it changes his entire style, would actually make him lose more matches because the penalty for being baited away from his chosen zone would be larger. I personally thing that the haste effect after setting a trap is fine, because it encourages him to stay close to traps he's already set.

    Second thing for me is what happens with Trapper at the beginning of a match. All of his traps, save the ones in his pack, are laid out all over the map, unarmed and quite often visible. Not only does this typically ruin the element of surprise that Trapper needs for his power to work, he's essentially the only killer in the game who starts the match having missed several of his ability uses just for loading into a game. You can argue locker placements all day long, but the killers who reload at lockers have ranged powers, so they can threaten a wide area around that locker both before and after leaving to reload. Trapper requires prediction and precision. The penalty for having to walk to a locker to pick up traps is actually a lot larger than it seems at first, and it also alters Trapper's gameplay loop so much that he stops playing anything like he did before. Trapper should move with intent and purpose, so I prefer his traps that stay where they were placed and need to be picked up if they lose value. I see that exchange as fair. I do not, however, think it makes sense for all of his traps to be laid out randomly at the start of the match. That fundamentally breaks his gameplay loop and punishes him just for loading into a match. I think trapper should start the match with all of his traps, and I think he should be able to pick them up as well. If that's too strong, just give him fewer traps overall and change the trapper sack to give him more traps but remove the ability to pick them up. Punish trap placements made by choice, not by rng.

    Last point I want to make is about disarming and escaping traps. I'm not sure if traps remain active while someone is disarming them or not, but I feel like the traps should injure anyone trying to disarm it if it gets triggered in the middle of the attempt. I don't mind it just taking time to disarm the trap baseline, I think that works fine as is, but struggling free of it shouldn't be up to chance. Trappers don't like it when someone gets free in next to no time on the first try and survivors don't like it when they can't get free regardless of how often they try, that removes player agency from the situation. I say make it more like removing one of Pig's traps, but a bit simpler. Flat duration, just a few seconds long, enough to offer two skill checks, and successful skill checks shorten the timer. Failed skill checks snap the trap shut again and you have to start over. This rewards successful skill checks and punishes failed ones, just like the rest of the game does. Altruistic players moving to free someone from a trap should still be able to open the trap without skill checks, because you're immobilizing two players at that point.

    I'm sure I've missed some details or forgotten to address something in the middle of typing all this, so feel free to point that out and I'll try to respond when I'm able.

  • Defnotmeghead
    Defnotmeghead Member Posts: 404

    My main issue with any Trapper rework/buff is that they never consider already quite strong parts of his kit that need to be nerfed to remain fair.

    Like setting up shack basement properly becomes infinitely more easier by just the makeshift wrap rework and it being basekit. Just set up the traps before hand, just set up the traps, grab iron grasp and agitation and you get free kills.

    What trapper needs, is a way for survivors to sabotage traps again in a way that they become unusable by trapper for a while (think current Skull Mechant drones being hacked). You can even give them an m1 to disarm the trap for the 2 seconds it takes now, but an m2 next to that that sabotages the trap after like 8 seconds, after which the Trap becomes destroyed in place(meaning no replacing the trap) for the next 15 seconds before it regenerates into Trapper's sack would give people proper counterplay to a shack basement Trapper. If you also give an m1 option for survivors to sabotage disarmed traps for an additional 8 seconds, Trapper also indirectly has a way of gathering traps that are cross map. Why is Trapper going to care much for a trap that already has been disarmed 3 times?

    You can give Trapper SO many buffs if you give survivors the ability to sabotage the traps like that.

  • Bakuriel
    Bakuriel Unconfirmed, Member Posts: 4
    edited June 2025

    I can understand wanting some counterplay against basement trapper, and I personally don't have enough experience with that specific situation to know what the proper counter play would be to it. Disabling and destroying traps might be a viable option, but you'd need to be very precise with how long it takes and how long its disabled to make that properly balanced. I know when I run survivor that I wouldn't mind giving up 8 seconds to flat out destroy a trap whenever I saw one, because I wouldn't see the point in disarming it at all. If I've got enough time to destroy it, there's no point to disabling it, and if I only have enough time to disable it, I'm better off using that time to make distance. Balancing around the basement would require input from Behavior, because we'd need to find out how much of an issue it currently is with Trapper, and what could potentially be effective in balancing it if it is too strong. I don't know the numbers so I can't really weigh in on that matter reliably.

    If nothing else, I could see maybe giving toolboxes and Saboteur an option to sabotage the traps. It makes practical sense and it limits the ability to people who are specifically equipped for it, so we wouldn't get everyone running around breaking the traps all game long and rendering the power effectively useless. That gives someone with a toolbox the ability to solo rescue from a basement trapper if they manage their resources well. I know it does nothing really for a trapper that proxy camps the basement, but that's a different issue in and of itself.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Absolutely not. The counter to basement Trapper is not going down near basement. Locking down basement or a small area with traps is what his power is meant to do. Being able to destroy and take traps out of commission for extended periods of time would essentially make him a powerless M1.

    That would be like having Singularity's EMPS actively causing Larry to be unable to use his cameras, teleport or place new pods for 15 seconds if he gets hit by one.

  • DigitalisObscura
    DigitalisObscura Member Posts: 97

    I'm on board with a lot of these but absolutely not on the 10% Haste for 7 seconds for placing a trap… especially with faster trap setting speed. We know from Skull Merchant that passive Haste effects in killer powers don't lead to good gameplay.

    Personally I'm more partial to a locker reload system just because it would break immersion less than Trapper using the Entity Force to psychically grab them. But neither way would bother me from a balance perspective.

    I do think the least they could do would be the trap escape being a set time to reduce randomness, that just seems like an obvious one to me.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited June 2025

    I do feel that there is a bit of overstatement going on through this thread with regards to the haste buff, given Trapper already has Coffee Ground and Fastening Tools as add-ons to give 12.5% haste on a 50% faster trap setting speed for 5s.

    This compared to 10% haste with 30% faster trap setting speed for 7s I just don't see being the huge issue that everyone is naking it out to be...

    However... full disclosure, the haste buff is the least interesting change to me, I wouldn't really be upset if the rest of the changes come in and the haste buff was left out.

    I do believe that haste is usually a cheap means of making anything viable in DBD, so I would be content either way.

  • Memesis
    Memesis Member Posts: 748

    I like almost everything on there, but not buffing the haste on trap setting. No need to make a lose-lose for the survivor forced to leave a newly trapped tile.

  • Defnotmeghead
    Defnotmeghead Member Posts: 404

    Then be happy with Trapper as he is currently, because he is unbuffable otherwise. Btw, "not going down near basement" is 59 meters away from basement basekit. (about 50 if you take potential corners into consideration).
    With Iron Grasp and Agitation, that turns into about 78 meters away from basement.

    Just as a comparison, average map length(or width) is about 100 meters. Considering obstacles, "just dont go down near basement" literally translates to "dont go down on 75% of the map"

    And no, the equivalent would be Singu's EMP's actually destroying the biopods, forcing him to replace it.

  • Defnotmeghead
    Defnotmeghead Member Posts: 404

    Which is why I stated "[traps being disabled] for the next 15 seconds before it regenerates into Trapper's sack"

    Basically, if you disarm any trap, after 15 seconds of doing so, Trapper will have an additional Trap in his sack to place. The trap disappears from that spot entirely after destroying it, it becomes trapper safe for 15 seconds, and Trapper doesnt have to walk back to collect his traps. If you dont see his traps, you can get caught in it. If you DO see his trap and disarm it as of currently, Trapper would need to walk back and reset it if its cross map, which is a huge weakness, but if he is right there, he can just reset it, which is a HUGE strength (especially for basement trapper). Giving the option to destroy it entirely, forces people to choose between disarming it and destroying it. Destroying it is only really worth it if he is near, but carries a risk.

    And no, no items or perks. Toolboxes and Saboteur used to be able to sabotage traps (permanently), but relying on any items to combat any killer power specifically is something DBD is actively phasing out from. It's why Hag traps can be wiped now, instead of needing a flashlight.

    It would still need something for long distance disarms to not force trapper to go back and collect it tho, maybe default it to destroying it if there is no terror radius? I dont know, its a concept afterall. But I think it allows for more leniency when it comes to buffing the posterboy of the game

  • Bakuriel
    Bakuriel Unconfirmed, Member Posts: 4

    That's a fair point on the perk/toolbox, but I'm a bit confused about the rest of it. Are you suggesting it take 15 seconds to destroy the trap, or 15 seconds to respawn after it's been destroyed?

  • Defnotmeghead
    Defnotmeghead Member Posts: 404

    So, initially the post said about 8 seconds to destroy the trap basekit, THEN 15 seconds of it being disabled on the ground (so trapper cannot re-trap that area for 15 seconds), before it regenerates into Trapper's Trapper Sack.

    So you see a trap, 8 seconds and its destroyed, another 15 seconds and trapper has a "free" trap without having to collect any.

  • Green_Sliche
    Green_Sliche Member Posts: 868

    He needs a red addon that rearms his traps basekit.

    Couple this with a purple addon that damages healthy survivors who disarm traps and he is fine. There's already plenty of clueless people who don't look down while being chased, yet many people do disarm his traps the moment they see them while walking, which results into trapper being an M1 killer with poor ''anti-loop'' mechanic, no mobility or map control.

  • Bakuriel
    Bakuriel Unconfirmed, Member Posts: 4

    Gotcha. I'm not sure that would work out very well. It's one of those things that might look okay on paper, but in practice it would establish some really unhealthy gameplay loops. If you give something a disabled vs destroyed mechanic, you have to have a very strong balance between the two options that makes each option viable in different situations.

    As an example, if trapper places a trap near a loop or check spot, you have the option to either disable or destroy it. If you make removing traps permanently too easy, then that's what will happen most of the time. There'd be little stopping one person from going around the map actively destroying traps, or even two people if there's a bit of organization to them. Say one trap gets destroyed on one side of an area trapper is trying to control and he goes to address it. That survivor can either take loops in that area, or just pre run and leave the trapper to place a new trap somewhere else, or possibly even just wait that one out. Then, just as he gets there, another trap gets destroyed on the other end of the zone, and he either has to go deal with that or ignore it. Wouldn't take more than two people to start a game of hot potato with the trapper as long as he's taking around 8 seconds to get between each trap, worse yet if it's all four doing it. Trapper can't teleport to his traps like the Hag can, so he has to hoof it between them if something gets tripped, costing him a lot of time and positioning. Having the traps be more permanent threats is a massive part of what makes trapper work at all.

    On the other hand, you'd have to consider the problem of making the traps too hard to remove. If the traps are too difficult to destroy, then there'd be little to no point even attempting to do it, and people would just go back to disabling them like they do now. You'd end up developing a mechanic to balance a character that never gets used and thus does nothing to actually balance them. There's a really fine line around punishing a Trapper too much for poor trap placement, which is why I said that idea would need to be looked very heavily into by Behavior to consider it at all.