Please never buff Trapper

I like the challenge. He's very viable if you put some time in and learn spots. You need to think about what you do and we don't need another killer that's easy to play. Every trap you place will end a chase early or be a free injure if you really know what you're doing. I disagree that he's an easy killer, as the in-game describes him. Literally everything about his power is a big risk. While your setting up traps, you are using time. If you don't set them well, your now an M1 killer purely. Some changes like holding traps open as survivor and removing glitched spots are welcomed personally, as they are QoL and are adding to the risk factor. If he's buffed, it'd be too easy and uninteresting. QoL, again, is always welcomed.

Trapper is the best killer and the worst killer in the game at the same time. (Most of the time)

Tagged: DevTrusted

Comments

  • @Mr_K said:

    Dev 1, Well, we can't do nothing or players will say we're ignoring him.

    Dev 2, We can nerf him instead?

    Dev 1, Yeah, lets do that. Why does he start with a trap again?

    "Removed trappers traps"

  • But they need to, he should start off with 2 traps

  • @[Deleted User] said:

    I agree, he doesn’t need any big changes to his power, just some QOL improvements.

    • Make his traps easier for him to see so running a tar bottle isn’t also nerfing yourself (the red glow should persist even if there are no objects in the way).
    • Let him carry two traps by default.
    • Slightly buff the Logwood Dye so it has an actual effect.

    His power has the potential to be game-changing so it doesn’t need much, removing some unnecessary pain points would be enough.

    Yeah that's all he needs

  • he just needs to start with more traps then he is fine.

  • @Go_Go_Roboto said:

    https://forum.deadbydaylight.com/en/discussion/comment/909958#Comment_909958

    With the first part, I don't like putting it like this, but if sacrificing time to place traps is something someone cannot deal with or recover from, they are a bad Trapper player or VERY unequipped. You need gen regression or slow down and that's a fact if you are playing in a competitive setting.

    Yes, but you also need to trap god loops as a trapper. I usually do that during chase to deter them from doing so. Also isn't the main point of trapper to basically put down traps? Correct me if im wrong, but as a trapper if you don't put set traps, aren't basically limiting yourself to just m1, in which makes you very vulnerable to being looped for a long time.

    A trapper should be able to set up his map pressure (which is traps) and be able to chase survivors while those traps are in place.

  • Sounds like you just want to be a special snowflake on a killer that people all agree needs some minor buffs.

    He should absolutely have a bag by default to carry at least two traps.

    He should have the RNG element of his traps removed or toned down a bit so they're more reliable, so that stepping into a trap is impactful and meaningful, when they're so worthless in red ranks.

    His traps, which are his only power and in limited supply, should not be able to be sabotaged.

    So, so many killers could benefit from minor buffs, minor tweaks, but all these devs want to do is "rework" everything completely instead of slowly nerfing/buffing things and changing them in a reasonable amount of time. It's the same reason why countless perks are meta for 2 years, overpowered, underpowered. They just don't know how to balance a lot of things in their game.

  • It's fine to buff Trapper if the dev gonna buff small game, I want something like legion's notification icon to show up for 1-2 seconds when the perk found his traps or totems

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/913183#Comment_913183

    Yes, but you also need to trap god loops as a trapper. I usually do that during chase to deter them from doing so. Also isn't the main point of trapper to basically put down traps? Correct me if im wrong, but as a trapper if you don't put set traps, aren't basically limiting yourself to just m1, in which makes you very vulnerable to being looped for a long time.

    A trapper should be able to set up his map pressure (which is traps) and be able to chase survivors while those traps are in place.

    Maybe I'm missing something but I don't believe anything you said contradicts my post?

  • @KuromiStarwind said:

    Sounds like you just want to be a special snowflake on a killer that people all agree needs some minor buffs.

    He should absolutely have a bag by default to carry at least two traps.

    He should have the RNG element of his traps removed or toned down a bit so they're more reliable, so that stepping into a trap is impactful and meaningful, when they're so worthless in red ranks.

    His traps, which are his only power and in limited supply, should not be able to be sabotaged.

    So, so many killers could benefit from minor buffs, minor tweaks, but all these devs want to do is "rework" everything completely instead of slowly nerfing/buffing things and changing them in a reasonable amount of time. It's the same reason why countless perks are meta for 2 years, overpowered, underpowered. They just don't know how to balance a lot of things in their game.

    I get it, you are unable to be constructive with your criticism, so I'll try to show you an example of how:

    I wouldn't mind so much if he had a bag as base kit if there was some kind of trade-off for being at trap capacity. I just think that have a bag, trap setting tool, and trap darkener or some other mix would be a little too powerful. You'd basically have access to 3 add-ons in that case.

    I wouldn't mind if the RNG is toned down a bit or the specific system of struggling out of a trap is changed a bit. Honestly take or leave it. It works both for and against the killer as it is now. More often for the killer though, since most the time traps are stepped on you'll be close enough to get a hit.

    I disagree that traps are pointless (or worthless) in red ranks completely! That's like saying Billy's chainsaw is worthless if you don't know the proper time to rev and charge. You've gotta know how to play the killer well if you are in red ranks. That goes for all killers because the survivors are better.

    Taking the time to disarm and sabo a trap is usually wasted time. Either your disarming enough and doing nothing else or getting caught in the act. The traps come back soon enough where it's rarely an issue. I think it's good that survivors have more counter play here since it's not usually worth it.

    The way I see perks is most should be for niche playstyles and there should be a decent variety most playstyles profit from. Currently they've been balancing some perks that were out there, which isn't anything to complain about.

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