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Suggestion for Trapper "fix"

What if, instead of starting Trapper carrying all of his traps like many people suggest, we don't change the number he's carrying at the start, but rather, all of his traps on the map start armed? It's a simple and elegant solution that simplifies his gameplay, makes it so he doesn't have to carry Corrupt to every match to not lose his gens before setting his power up, prevents the Survivors from being alerted to where he's been (nowhere is safe!) so that they can't necessarily take chase only to where he hasn't been setting up, and no one can follow Trapper around and harass him by disarming his traps once they no longer hear terror radius. He can still pick up his traps and move them around freely, but this way, it's optional. In addition to this suggestion, we could still have an add-on where he starts with carrying all his traps and has the option to bring perks such as Corrupt, but this suggested change prevents it from being a necessity.

Thoughts?

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Comments

  • ABAEX
    ABAEX Member Posts: 333

    "all of his traps on the map start armed"

    this is good.

  • UndeddJester
    UndeddJester Member Posts: 4,943

    I wouldn't necessarily be against it, the only problem with this is traps often spawn in some pretty useless places, either by not covering anything, or being so obvious they suck...

    Automating better trap placement is actually quite hard, because Trapper's trap placement is highly contextual... where do you spawn them for them to be considered "good"?

    • Under pallets you have to be sure they can't have the pallet dropped on them.
    • If beside a pallet, which side, and does it actually block the path, or is it easily visible from the routes you're likely pursuing from?
    • Under windows would always be useful, but again, which side?
    • In jungle gyms, which window or pallet do you trap?
    • What arbitary paths do you pick? Are there any good locations in pallet/window dead zones?

    You can see the problem, and even if this could be fixed, ghere is also the question of if their placement is improved, how much you as Trapper are actually doing? Really you should be the mind and architect of your web, not the game... but lets scrub iver that fir the moment... even outside of that, there is another problem that comes off fully set traps on spawn in...

    The advantage of traps being disarmed at the start is whenever you have a free trap slot and see a trap, you can much easier identify traps that are yours and traps that are spawned in... if you see a disarmed trap you likely recall whether its one of yours or not, and can go over and either grab or reset it. Its never wasted time, cause you either reset a good trap you placed earlier, or you gather a bad trap.

    If all traps are armed however, then it means you have to split part of your cognitive load on remembering which traps are yours and which ones have spawned in and likely in bad places, it makes playing him more confusing. Sure at the start this is fine, but a couple of chases in after you've been spun round a few times, and traps have been disabled and alike, it becomes much harder to recall which traps are ones you want to keep and which you didn't at a glance... if you can't remember then you're more likely to waste time going to a set trap you don't really want to remove.

    I already get this problem with his Iridescent Stone add-on... having this base would be a little frustrating, and I don't think too helpful in the grand scheme.

  • UndeddJester
    UndeddJester Member Posts: 4,943
    edited November 6

    Personally, as a minimum set of changes to Trapper, I would like: -

    • Makeshift Wrap basekit (stepping in traps disarms instead of stuns Trapper)
    • Serrated Jaws basekit (deep wound when escaping from a trap)
    • Increased minimum time to escape a trap, either via reworking the RNG/mechanics to take more time per search but less searches, or maybe a nice slightly longer animation of the Survivor in pain when trapped (maybe 2s) before Survivor's can start trying to escape or be helped to escape, to make his cross map trap value a little more consistent.
    • Ability to tag/mark a trap using secondary killer power.
    • Opening a locker will demanifest a tagged trap, or if no trap is tagged, the furthest trap (prioritising disarmed traps) from the map. Trapper will then pull the trap from the locker, on a 45s cooldown.

    This gives him an easier time of start up, since he doesn't need to worry about base spawns messing up his pathing as much to set/gather traps. Any time he is near a locker, he can always grab another one.

    And it makes his traps better at range, and for his own mind games/anti-loop.