The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Feedback on the Trapper Buffs

ChesterTheMolester
ChesterTheMolester Member Posts: 2,771
edited July 2018 in Feedback and Suggestions
They are good, and in fact better in practise than they are on paper and you did a good step making an outdated Killer great again, so i will go into a bit more detail about the buffs.

Padded Jaws:
Actually a decent addon, its cheap and pays for itself with just 1 activation, and already gives you a BP profit upon the second. It doesn't take any significant power away from him as you herd survivors in traps anyway and the downside only takes effect when a survivor would get away regardless.  

Trapper Sack/Bag:
An improvement but not a fix, as Trapper is still reliant on these addons.

Bloody Coil:
Was unfortunate to run into a Trapper using it as survivor after i used it myself. Its a really terryfing add on as it not only harms you but paints a huge target on your back. Even the P3 Squadette SWFs i challenged with this addons started to ######### themselves. Its awesome and arguably his best addon.

Iridescent stone: Its a bit reliant on RNG but still a good addon. Nothing feels better than an obvious unset trap that literally sets it self while a survivor is already on it. Sorry to the Nea that got caught twice that way if you see it.

Faster Trap speed: Its great and makes him less dependant on addons. Saves a lot of time in the long run.

As good as they are its not enough, give the Trapper 1 more Trap by default and the ability to reset disarmed Traps quickly while holding Traps. That should be enough. These buffs will make him a lot less reliant on addons and give him a lot of freedom.
Post edited by ChesterTheMolester on

Comments

  • Doom_Punk
    Doom_Punk Member Posts: 371

    Even addonless I've been doing really well.

    I'm not sure about +1 trap carrying cause I haven't needed to bags yet, but I like the idea of resetting traps on the ground already.

  • Doom_Punk
    Doom_Punk Member Posts: 371

    use bags* can't correct myself or hurr durr locked for approval ;p

  • ChesterTheMolester
    ChesterTheMolester Member Posts: 2,771
    edited July 2018
    Doom_Punk said:

    Even addonless I've been doing really well.

    I'm not sure about +1 trap carrying cause I haven't needed to bags yet, but I like the idea of resetting traps on the ground already.

    Its not as bad as it used to be but the setup still takes a bit to much time if the traps spawn in unfavorable locations.
    Just removing 1 Trap from the map and giving it to Trappy by default would go a long way, not to mention it'd go a long way because you then combine Jaws/Wax/Coils/Tools addons without risking having to few Traps set up.
    Allows for more loadouts and creative builds.

    These 2 changes are not to much nor should take that much time to implement.
  • Master
    Master Member Posts: 10,200

    Didnt they say that they want to improve the base bag of trapper? Its not a solution introducing a grey addon and making hima ddon dependent.

    Also trap hitboxes need to be fixed and for rearming your trap you shouldnt have to pick it up

  • Mister_xD
    Mister_xD Member Posts: 7,669
    edited July 2018

    I like your ideas!
    The Trapper indeed needs to hold more traps by default and resetting them without having to pick them up would also be a great QoL change!
    The one bad thing about his rework though is his new animation... ugh... that looks sooo bad .-.

  • Blueberry
    Blueberry Member Posts: 13,669
    More traps on the map, more traps carried by default and they sill need to fix the trap radius. Since the changes you can side step them through a pallet. The survivor has to literally have his foot in it. This has been more just quality of life changes they have made, still very addon dependent.
  • Judgement
    Judgement Member Posts: 955
    I made a comment regarding a change that the Trapper should have in a comment thread a few weeks ago. Pasting it here:

    Trapper shouldn’t be able to be hit by his own traps to begin with.
    His entire thing is setting traps to catch his prey and he’s been doing it for an unknown amount of time in the name of the the Entity - whether this has been going on for centuries or whatever in the Entity’s world.
    And he still steps in his own traps?
    The Trapper should be unable to be caught by his own traps.
    Especially with Iridescent Stone coming up, a trap could potentially open right under the Trapper’s feet while he’s in the middle of a chase and make him lose the chase because of it.
  • OakLestat
    OakLestat Member Posts: 125

    I think it is a good step in the right direction. If Nurse is at 115% of power, Hillbilly with the tinkerer change is down to 95% until he gets his add ons. Most others float between 40-60% power. I would say trapper and possibly hag are up around the 70-75% range right around Huntress and Clown. Although, Huntress is probably back in the pack with the Tinkerer change.

  • pandorayr
    pandorayr Member Posts: 607

    if a injured survivor steps on a trap, It agonizing.
    starting with 2 bear traps
    installation traps in 2 seconds.
    All bear traps are slightly obscured.
    7 Bear traps in all maps.

    With these changes the trapper would be at the level of the nurse or hillbilly.

  • Navydivea
    Navydivea Member Posts: 114

    @Mister_xD said:
    I like your ideas!
    The Trapper indeed needs to hold more traps by default and resetting them without having to pick them up would also be a great QoL change!
    The one bad thing about his rework though is his new animation... ugh... that looks sooo bad .-.

    Of course it does they just speed it up

  • mcNuggets
    mcNuggets Member Posts: 767

    The problem with the trapper is, there are maps, where you cant hide your traps and experienced survivors will never fall for your traps, he is only viable on high ranks unfortunately as it's a big mind game.

  • Someissues
    Someissues Member Posts: 1,604

    He only needs increase base carrying capacity (not starting traps), then he will be fine

    I want to run add-ons like Tar-bottle + Diamond Stone and other combos like Increase sabo + diamond stone.

    Can't do that cuz you need to run it with a bag, with one slot sacrificed to bag already

  • Mister_xD
    Mister_xD Member Posts: 7,669

    @Navydivea said:

    @Mister_xD said:
    I like your ideas!
    The Trapper indeed needs to hold more traps by default and resetting them without having to pick them up would also be a great QoL change!
    The one bad thing about his rework though is his new animation... ugh... that looks sooo bad .-.

    Of course it does they just speed it up

    They didnt just speed it up. They gave him a completely new animation. Check it out for yourself if you dont beleave me.