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Trapper Rework

Start with the brown trapper sack addon as default.

Trapper can walk over traps without setting them off. Lunging and carrying survivors will still trigger traps.

All traps spawn closer to generators and all start opened.

Freeing yourself will also require a skill check that is 2x the size of DS. Survivors will only get the skill check if they succeed the RNG escape chance.

The same skill check is applied to disarming traps. Failing the disarm skill check will injured the survivor but still disarm the trap. If they are already injured, they are deep wounded for 20s.


Addon Changes:

Tar Bottle: Now called Tar and Chalk Bottle. Trapper can press E to swap from applying darkness and brightness (makes the traps more grey/white).


Log wood dye: Logwood dye and bonemeal. Same thing as before but weaker version.


Bloody Coil: Makes the disarming trap skill check 50% smaller and applies broken for 60s if the skill check is failed if the disarming survivor was already injured.



Make picking up traps less annoying b/c i placed a trap in a corner next to a window and when i tried to pick it back up, i couldnt b/c i just kept getting the vault window prompt. I even faced away from the window, still didnt work.

Comments

  • Eleghost
    Eleghost Member Posts: 1,190

    i like the idea of trapper but he is a bit mid tier. I think the main problem is the fact that his traps are spread out a lot and he has to spend time setting up. I can't say i have a good idea for a fix that would make him super broken as adding more starting traps would do so more than likely. i do like your idea for the add on changes though its pretty decent. As for escaping the trap make it stay the same and applying deep wounds would be fitting.

  • CrowFoxy
    CrowFoxy Member Posts: 1,310

    No really bad. Skill checks are easy and 2x DS is basically snap out of it.

    Trapper needs to just spawn with all his traps. No deep wounds, no RNG to escape.

    Yes your heard me, NO RNG AT ALL!

    At base, he should simply require ~10 seconds of m1 to pull yourself out of the trap. Traps now deal 1 health state of damage, so if you're injured and get trap, and ARENT helped by a teammate out of it, tough luck bud...trapper deserves you now.

  • DelsKibara
    DelsKibara Member Posts: 3,127

    Maybe instead of making them permanently stuck on the trap, how about we just extend the timer of getting off the trap to the same timer of getting up yourself from Unbreakable?

    The only way to make it go faster is if a teammates helps you out.

    And it's a guarantee that you will get out free if you manage to get yourself out of the trap in time.

  • BunnyTheHutt
    BunnyTheHutt Member Posts: 1,773

    I don't mind these changes, but I feel Trapper right now is fine, his biggest problem too me is the fact he has too walk around the entire map too grab traps. My change would simply be too let him spawn with all traps like Hag or Freddy. He should be played as defense based killer who marks an area as his "safe space" so him having all traps would let this be his main play style.

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited October 2019

    I like the idea of giving skill check to escape the trap. I think it would start with as small as Great skill check, then the skill check getting larger and larger. A skill check pop up every 5sec. Great players can escape within 5sec, if you cant hit skill check, still able to get out after 10 or 15sec. RNG is unfair for both side.

    His traps can be spawn anywhere, but at least make them stay away 30m from the edge of the map. I hate traps spawn in the corner.

    Post edited by C3Tooth on
  • Rinthespooki
    Rinthespooki Member Posts: 255

    As bricky said : give him all the traps at the start of the match.


    Its a simple and effective fix.

  • CrowFoxy
    CrowFoxy Member Posts: 1,310

    He needs MUCH more than that, and people don't realize it. Top teams will disarm your traps like crazy and get free RNG escape.

  • Rinthespooki
    Rinthespooki Member Posts: 255

    I know but its a nice change hat will save trapper alot of time from picking up his traps at the start of the match.

  • se05239
    se05239 Member Posts: 3,919

    The best thing Trapper could get right now is the power to reset traps without having to pick them up first. That'd save so much time, hassle and frustration.

  • DeathEscape
    DeathEscape Member Posts: 313

    The only buff he needs is +1 more trap at the start of the game.

  • Salami
    Salami Member Posts: 39

    I can imagine the uproar but I fully agree. Trappers traps should only be escapable by being helped by another survivor. Just that in itself would be a massive buff imo. I play Trapper alot, he's fun but my god it's frustrating having them snap and seeing the survivors escape a second later.

  • Kumakx
    Kumakx Member Posts: 262

    Starting with all traps could allow trapper to 3gen every game too easily, i would rather have Entity to put random unset trap into his pocket every 60s or something.