Trapper Is outdated

The problem i found With him is that actually trapper waste a lot of time searching for his traps so he needs go to the other side off the map to get his staff and that's a problem considering he need to set up traps to use his Powers and apply pressure so in my opinion u should be able to start with more traps without needing to use addons to actually have some extra pressure, by the time You walk get your traps a generator or even more than one could be done without using ruin (wich most likely Is Gonna get broken in the first 20 second due marvellous totem placement, Big brain placements), so in my opinion it would be very nice help to you starting with more than one trap without needing to use bag addons that would be a very nice help to him.

Comments

  • @Acromio said:

    Imagine calling "overpowered" a M1 killer with a big terror radius...

    yeah imagine, indeed trapper needs some love and changes

  • Same goes for wraith imo.

  • @John_Doe said:

    Same goes for wraith imo.

    but he is not screaming for the buff at all specially with certain builds and addons he can sneak on people and get free hits very easily. he is fine but could get buffed a bit indeed.

  • Less RNG on traps, start with more in hand and more on the ground. Just this would go a long way for him.

  • @John_Doe said:

    Same goes for wraith imo.

    The wraith does at the very least have some mobility. The crapper doesn't even have that.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/898717#Comment_898717

    The wraith does at the very least have some mobility. The crapper doesn't even have that.

    i mean in certian scenarios were his traps are working and using bassement a lot he can easiliy win a match but u need to play tactical and is not fun.

  • I’m not sure why he’s the only killer that can actually be hurt by his own power. There’s no reason that his own traps should trap him too. It’s led to some pretty frustrating bugs lately anyway.

  • @yoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/898885#Comment_898885

    i mean in certian scenarios were his traps are working and using bassement a lot he can easiliy win a match but u need to play tactical and is not fun.

    But let's be honest, that only happens against bad/over-altruistic teams.

  • @ninjamediness64 said:

    I’m not sure why he’s the only killer that can actually be hurt by his own power. There’s no reason that his own traps should trap him too. It’s led to some pretty frustrating bugs lately anyway.

    Thats another problem but it has sense at least before servers came out You could walk over the trap without any problem now You can't and thats Is a problem in certain loops specially while chasing someone.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/898907#Comment_898907

    But let's be honest, that only happens against bad/over-altruistic teams.

    Against swf that is Whats Gonna happen most times... Ive seem it many many many times i have won matches as trapper i shouldnt have because of that and i don't blame them they need altruistic points if they want to pip.

  • @Sluzzy said:

    I only wish he could reset a trap without picking it up first. One animation.

    Would be Nice aswell. He loses a lot of time bye doing that

  • Devs don’t give a ######### about trapper, wasting your time people.

  • @Hag.is.Dtier said:

    Trapper buffs:

    1) starts with 2 two traps

    2) Tar bottle base kit

    3) Can't dead hard over traps

    4) Traps cannot be sabotaged

    Good ideas. Although nerfing dead hard might not be necessary.

  • Yeah just like doctor, it feels awfull to be kind of forced to use the same addon always otherwise the power is really underwhelming.

  • @StrickxNyne said:

    Just remove Trapper being affected by his own traps. Any serial killer movie the killer can run across their own traps and the folks chasing to kill them always get trapped. If trapper gets caught on his own traps he gives the paths that can be ran away thus should start with all traps or all traps auto hurt anyone who disarms them that does not have tool box or Sabo perk. Trap add ons that would place a survivor into dying only injures survivors with Sabo and toolbox. Then it's fair. Slippery meat has always been weak and this would encourage survivors to run Sabo or use tool boxes in traps instead of gens pushing a different fun game play that lasts longer for all.

    Yes there are some very good players who play trapper insane, the game should not be balanced around those pro players. If all games were balanced around the top 10 players no one would play them, idk why this game balances around red ranks only but it's wild.

    This is for balance. Trapper would be able to completely shut down loops he has trapped.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/878962#Comment_878962

    This is for balance. Trapper would be able to completely shut down loops he has trapped.

    Before servers he could walk above first time after placed now he can't Even do that.

  • @yoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/906402#Comment_906402

    Before servers he could walk above first time after placed now he can't Even do that.

    Well he still can kind of

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/878613#Comment_878613

    Good ideas. Although nerfing dead hard might not be necessary.

    It is in Trappers case.

  • @KuromiStarwind said:

    Less reliance on his traps being RNG - make traps feel like they have an impact

    Starting with 2 traps at least by default

    Removal of the ability to destroy his traps

    Potentially allow for 1 special trap to be placed that cannot be disarmed.

    Congratulations, you just made Trapper at high ranks much better without having to spend half a year on reworks. Unfortunately these devs don't tend to slowly buff killers, they just rework them, for better or worse :)

    How tf do you open gates and cleanse his totem if you can't trigger his traps by not stepping in them

  • @gnehehe said:

    Trapper is very fun and some simple QoL would render him more enjoyable and efficient:

    • Ability to carry 2 traps and start the trial with 2 traps by default
    • New animation to rearm traps which were disarmed (no need to pick it up then to replace it)
    • Traps will no more spawn on edges of the map
    • Injured survivors, who step into a trap, suffer from honing stone effect (down unless a partner help them)
    • Slight fine tuning of trap color: default traps and traps with yellow addon should be slightly darker (I do think that tar bottle is a bit excessive: 2 slight buffs and 1 slight nerf for balance)
    • No more excessive RNG-based escape: if someone steps into a trap, he should be immobilized for 8-12 seconds (current fast escape with a partner is ok) ... both 1-try escape and 10+ tries failure sound really wrong

    @bhvr: we need this ^ 😁

    /edit: I do think that starting with all traps would be really excessive and this is not needed to improve the trapper

    Ive tried double same add on to see which addon is the best for him. And

    • Stone decrease escape change means nothing, the RNG is too high, Survivors can still escape with 2-3 try sometime
    • Fast setup traps means nothing, because that 1sec setup faster can not make up the time you walk to get another trap
    • Darken traps is so map terrain depending, it doesnt help you able to place traps anywhere you want. you still have to place traps on tall grass to make it work.
    • Those bleeding effect only help you to find them after they escape

    Like @Blueberry , start with 1 more trap slot and less RNG is already make him good (you dont have to use Brown bag in every match and able to use another addon)

  • @[Deleted User] said:

    The changes I'd like to see in the Trapper is just being able carry more changes by default, bear traps spawning closer to him and Survivors cannot break the traps. Other than that I think the Trapper is in an okay place.

    Is the less they could do. Anyway in the same aspect they can break traps they need a toolbox and waste charges and they are Gonna fo back fast unless they use sabo and no one uses that perk anymore

  • Stepping in traps should put someone in the dying state no matter what

  • @BunnyTheHutt said:

    Honestly, the best fix for him is for him too spawn with all his traps like all trap based killers, and rework the bag addons. Currently the best thing too do for trapper is 3 gen strat, get all the traps too your zone, then stay there the entire game. That's the best way I've been able too use him.

    the biggest reason he would be OP is because he would be able to instantly shut down every loop he comes along. all he'd have to do is put one of his 10 traps down.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/878303#Comment_878303

    the biggest reason he would be OP is because he would be able to instantly shut down every loop he comes along. all he'd have to do is put one of his 10 traps down.

    Body Block Hag does this already. Plus his Traps can be destroyed and taken out of the game, unlike Hags or Freddys. It really wouldn't be as OP as it sounds since his Traps are so easy too counter.

  • @michaelmyers87 said:

    Stepping in traps should put someone in the dying state no matter what

    Not sure if serious...

  • @yoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/899049#Comment_899049

    Against swf that is Whats Gonna happen most times... Ive seem it many many many times i have won matches as trapper i shouldnt have because of that and i don't blame them they need altruistic points if they want to pip.

    Against a good SWF, you'll 100% get rushed and looped to oblivion.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/907625#Comment_907625

    Body Block Hag does this already. Plus his Traps can be destroyed and taken out of the game, unlike Hags or Freddys. It really wouldn't be as OP as it sounds since his Traps are so easy too counter.

    yeah you're right except you cant destroy a trap during a chase .

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/907810#Comment_907810

    yeah you're right except you cant destroy a trap during a chase .

    That's only one person though, the rest of you're team could be destroying them, making him have 0 power. And if you're in a chase then you can't stop Freddys or Hags traps either.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/908637#Comment_908637

    That's only one person though, the rest of you're team could be destroying them, making him have 0 power. And if you're in a chase then you can't stop Freddys or Hags traps either.

    you have to be asleep for freddys traps to work and trapper using his traps like that would be cheap and OP. st least with hags traps she cant prevent you from getting away, I think what your missing is the fact that trappers traps demobilize survivors. freddys snairs only slow them down while hags only allows her to teleport. and her traps are easy to get rid of you just need to shine your flashlight on them.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/908637#Comment_908637

    That's only one person though, the rest of you're team could be destroying them, making him have 0 power. And if you're in a chase then you can't stop Freddys or Hags traps either.

    and your point about that only would be one person doesnt matter , majority of the time you aren't playing with a SWF so nobody is going to run and try and disarm thetrap while you're in a chase.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/909267#Comment_909267

    you have to be asleep for freddys traps to work and trapper using his traps like that would be cheap and OP. st least with hags traps she cant prevent you from getting away, I think what your missing is the fact that trappers traps demobilize survivors. freddys snairs only slow them down while hags only allows her to teleport. and her traps are easy to get rid of you just need to shine your flashlight on them.

    Again, Body Block Hag demobalize as well since it blocks pallets, vaults, and doors. Plus if you run small game you are told where the traps are, so you can avoid them or activate them. It really would not be as OP as you think it would be.

    @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/909267#Comment_909267

    and your point about that only would be one person doesnt matter , majority of the time you aren't playing with a SWF so nobody is going to run and try and disarm thetrap while you're in a chase.

    Doesn't matter if it's SWF or not, a coordinated team will pop the traps while one person is running the trapper around, wasting the Trappers time since he has too reset them.

  • @KuromiStarwind said:

    Less reliance on his traps being RNG - make traps feel like they have an impact

    Starting with 2 traps at least by default

    Removal of the ability to destroy his traps

    Potentially allow for 1 special trap to be placed that cannot be disarmed.

    Congratulations, you just made Trapper at high ranks much better without having to spend half a year on reworks. Unfortunately these devs don't tend to slowly buff killers, they just rework them, for better or worse :)


    Removal of the ability to deactivate his traps? (traps can´t be destroyed) is just absurd, you would be able to do normal stuff or even open a gate. Completely nonsense.

  • I feel like Trapper should maybe get traps over time, rather than just start with all of them since people think that would be OP. Trapper is all about setup and that takes an insane amount of time, because not only do you have to get to nice spots and place them but you also have to walk throughout the map to get more. Giving him all his traps to start out with would be an insanely good quality of life change and would make him much more viable at higher ranks I feel like. But since people don't like the idea of making a sub par killer actually good, maybe give him traps over time, starting with 2 or 3. He can set up a little bit, and as time goes on he'll get more traps to maybe use in a chase or to continue his setup later on possibly.

  • That was all one sentence.

    Impressive.

  • A good killer player can at least still do a good job as him, but when compared to higher tiers and the top 3 he is extremely outdated and weak and the fact that he has been this way for a while only makes it worse.

  • I wouldn't start him with all his traps, but at least when the match starts, all his traps are already set in the random spots they spawn. I never understood why it didn't work that way. You have to already walk across the entire map to get them. Spot a surv, push them towards that trap and might get lucky....

  • @ThisGuuy83 said:

    I wouldn't start him with all his traps, but at least when the match starts, all his traps are already set in the random spots they spawn. I never understood why it didn't work that way. You have to already walk across the entire map to get them. Spot a surv, push them towards that trap and might get lucky....

    tahts a bad idea thats the iri addon wich is utterly stupid the traps spown in such useless places that arent usefull at all. i still dont get why devs can give him at least the chance to have his ability from the very beggining without being reliant on addons, most kilelrts can use their ability from the start, huntress starts the game with 5 axes (wich all of them do damage and are strong), the clown starts the game with 4 bottles, etc so why cant the trapper start the game with 4 or 5 traps aswell? the game has around 9 or 10 if im not wrong, walking to the other side to get something is not okay and the reason why most trapper players uses bag addons when they shouldnt.

  • reminder of trapper still being outdated, i played him today and i got the 6 traps challenge first try only because i found 4 survivors messing around eachother who wanted to farm, still not an enjoyable experience. the challenge requires survivors messing way too much to fall in 6 traps in one game.

  • Has trapper ever been updated?

  • @NinoV1 said:

    Has trapper ever been updated?

    yes, the last one was like early last year he got a brown addon BAG... lots of buffs S/

  • Lots of killers are in desperate need of buffing, but the devs don't give a #########. All they care about is nerfing killers to make survivors happy.

  • It still bugs me that the devs are either too lazy, too unimaginative, or too uncaring, to do anything about these lower tier killers. They're quick to jump on top tier when complaints roll in, but with these old boys that struggle? Nope.

  • I just hate the fact that he's the only killer in the game that it costs gens to use their ability effectively.

  • @yoi said:

    The problem i found With him is that actually trapper waste a lot of time searching for his traps so he needs go to the other side off the map to get his staff and that's a problem considering he need to set up traps to use his Powers and apply pressure so in my opinion u should be able to start with more traps without needing to use addons to actually have some extra pressure, by the time You walk get your traps a generator or even more than one could be done without using ruin (wich most likely Is Gonna get broken in the first 20 second due marvellous totem placement, Big brain placements), so in my opinion it would be very nice help to you starting with more than one trap without needing to use bag addons that would be a very nice help to him.

    One idea ive seen that i like, is allowing him to get traps out of lockers. Keep the cap on traps that can be held and add a cap to how many traps can be set at the same time

  • @yoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/878298#Comment_878298

    I agree With everything but one thing the trap wich can't be disarmed thats not fair at all You could for example trap the god window every map have and thats not fair isnt the window neither wich should be always closed like the Mac Millan window, or the zepelin window, but still. Unless Is a pink addon that would be interesting that would be for sure an ultra rare addon. But should be abled to he destroyed if they have the sabo perk not toolboxes but sabo perk and that for every trap that would nice

    I want you to read very carefully what you said, to trap the GOD window would be unfair, the very fact that there IS a god window is unfair lol

  • @Perelie said:

    Lots of killers are in desperate need of buffing, but the devs don't give a #########. All they care about is nerfing killers to make survivors happy.

    most actually but they wont ever get touched, killers are a secondary thing for them they pretty much care about survivors fun and thats it.

  • @MarsAttacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/878306#Comment_878306

    I want you to read very carefully what you said, to trap the GOD window would be unfair, the very fact that there IS a god window is unfair lol

    but is how it is and that is not gonna get changed god windows are there and forever they will stay there survivors will cry a lot if they dont have their god window to abuse without any kind of skill just vault that god window

  • @yoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/933718#Comment_933718

    yes, the last one was like early last year he got a brown addon BAG... lots of buffs S/

    Oh dear.

  • Trapper would be ridiculous if he started with every trap. Imagine he downed someone at the shack and could place 10 traps without leaving; that survivor is effectively dead.

    As another example, he could trap up every loop he comes across without any downside. People compare his traps to Freddy and Hag, but neither of their traps hurt and they also have requirements/counterplay on top of just stepping on them (I.e. you need to be asleep for Freddy snares to work, and you can flashlight/crouch over Hag's traps), whereas the only counter play to Trapper's require you to have dead hard or a toolbox/saboteur.

    Body block hag isn't a fair comparison because that's a very specific build which takes away her ability to teleport AND she's a slow killer to begin with. Trapper is fast AF and can snowball like a kid at Christmas in the North Pole.

    IMO all he needs is:

    1) Start with 2 traps as basekit

    1.5) 1 trap guaranteed to start within 16 meters (this ones debatable, not sure how effective it would be)

    2) Make his traps visible even when on top of them (once you get close they disappear which is really annoying)

    3) Make his traps guaranteed to spawn close to generators/loops

    These alone would make him waaaay better

  • I personally think that the only thing Trapper would actually need is default 2 traps

    it's not like Trapper was a very bottom tier killer like Clown/Legion/Doc, he needs a bit of love, yes, but once you get good with him, believe me he can be strong. But 2 traps by default would make him way better and viable, especially at low ranks because it will permit new killers to experiment more with his power

1 2 3