Was this one of the changes trapper needed

So with the new chapter trapper got some changes not to any numbers but looks

With his visual relook the also changed how his bear traps look

They took the yellowish caution sign out of the trap and made it more of a natural dark color like how bear traps look

What do you think of this change

Comments

  • Looks good, and makes them harder to see. Lord knows trapper needed a change like that because of how easily you could see his traps through the new grass.

  • It helps and put Trapper closer to what he needs. But still needs a few more buffs.

  • Good change for him, except for coldwind maps, where his traps will be more visible now. Not that it matters cause coldwind sucks anyways.

    Let him carry more traps or even better, make them spawn closer to the center of the map not all over the place

  • @onemind said:

    So with the new chapter trapper got some changes not to any numbers but looks

    With his visual relook the also changed how his bear traps look

    They took the yellowish caution sign out of the trap and made it more of a natural dark color like how bear traps look

    What do you think of this change

    Trapper actually feels like Trapper again and not just man with machete. These graphic reworks really hurt his ability to get creative with trap placements, but now that his traps naturally blend in much better, I'm actually able to use some old trap spots again. He still needs more buffs to at least make him a mid tier killer. Overall though, I'm thrilled to be enjoying Trapper again :)

  • @onemind said:

    So with the new chapter trapper got some changes not to any numbers but looks

    With his visual relook the also changed how his bear traps look

    They took the yellowish caution sign out of the trap and made it more of a natural dark color like how bear traps look

    What do you think of this change

    Its a good change but he needs a couple of things IMO.


    • Make him start with 2 traps, and able to carry 3 basekit with no addons. Rework bag addons to do something else
    • All other traps should spawn next to generators, that way they are always along your patrol path.
    • When a survivor steps in a trap, trapper gets a big movement speed boost (like 150%) while they are trapped.
  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/258536/was-this-one-of-the-changes-trapper-needed

    Its a good change but he needs a couple of things IMO.

    • Make him start with 2 traps, and able to carry 3 basekit with no addons. Rework bag addons to do something else
    • All other traps should spawn next to generators, that way they are always along your patrol path.
    • When a survivor steps in a trap, trapper gets a big movement speed boost (like 150%) while they are trapped.

    150% is ridiculous. Technically chasing someone and he gets Blood lust 7 and instant down them because some other guy steps on a trap.

  • Don't know, can't see it.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/258536/was-this-one-of-the-changes-trapper-needed

    Its a good change but he needs a couple of things IMO.

    • Make him start with 2 traps, and able to carry 3 basekit with no addons. Rework bag addons to do something else
    • All other traps should spawn next to generators, that way they are always along your patrol path.
    • When a survivor steps in a trap, trapper gets a big movement speed boost (like 150%) while they are trapped.

    The last one is just absurd.

  • @onemind said:

    So with the new chapter trapper got some changes not to any numbers but looks

    With his visual relook the also changed how his bear traps look

    They took the yellowish caution sign out of the trap and made it more of a natural dark color like how bear traps look

    What do you think of this change

    Im not so sure about his trap gets darker. Because I tried Dye + Tar and the traps still the same. It can be a bug, which I hope not.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/258536/was-this-one-of-the-changes-trapper-needed

    Its a good change but he needs a couple of things IMO.

    • Make him start with 2 traps, and able to carry 3 basekit with no addons. Rework bag addons to do something else
    • All other traps should spawn next to generators, that way they are always along your patrol path.
    • When a survivor steps in a trap, trapper gets a big movement speed boost (like 150%) while they are trapped.

    ######### um how about a simple haste of noed/devour levels? you know 2-5 percent. LOL 150% you smoking that goood ######### today bruh.

  • @ShinobuSK said:

    Good change for him, except for coldwind maps, where his traps will be more visible now. Not that it matters cause coldwind sucks anyways.

    Let him carry more traps or even better, make them spawn closer to the center of the map not all over the place

    They should have should Trapper the ability to carry all of his traps at once; and allow him to pick up and set up as many traps as he wants! That and Survivor do not get a visual warning about whom the killer is by noticing his traps early! The bag addons, can allow him to carry more then his base 6 Traps in the map; which I think it is possible to have over 10 traps total!

  • @onemind said:

    So with the new chapter trapper got some changes not to any numbers but looks

    With his visual relook the also changed how his bear traps look

    They took the yellowish caution sign out of the trap and made it more of a natural dark color like how bear traps look

    What do you think of this change

    Nobody likes the trapper. He’s annoying and gets free downs through traps while already being faster than survivors. Trapper, doctor, wraith, and ghost face are the og try hard killer choices and they all play the same.

  • @ShinobuSK said:

    Good change for him, except for coldwind maps, where his traps will be more visible now. Not that it matters cause coldwind sucks anyways.

    Let him carry more traps or even better, make them spawn closer to the center of the map not all over the place

    Just place them in the corn no one can see properly in that mess anyway I basically make a run for it and hope I appear where I want to be lol.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282293#Comment_2282293

    150% is ridiculous. Technically chasing someone and he gets Blood lust 7 and instant down them because some other guy steps on a trap.

    @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282293#Comment_2282293

    ######### um how about a simple haste of noed/devour levels? you know 2-5 percent. LOL 150% you smoking that goood ######### today bruh.

    150% is probably too much, but my point is for him to get a giant movement speed buff so that when someone steps on a trap, trapper actually has time to run over and grab them.


    Maybe maybe make it so he only gets the movement speed buff if he is running toward the trapped survivor?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282354#Comment_2282354

    https://forum.deadbydaylight.com/en/discussion/comment/2282310#Comment_2282310

    https://forum.deadbydaylight.com/en/discussion/comment/2282382#Comment_2282382

    150% is probably too much, but my point is for him to get a giant movement speed buff so that when someone steps on a trap, trapper actually has time to run over and grab them.

    Maybe maybe make it so he only gets the movement speed buff if he is running toward the trapped survivor?

    We all get what your saying and I am sure everyone has had people escape from traps but like I already said 2-5 percent would be awesome honestly and probably never happen so mute point your 150% or anywhere near it. People cry about the percent noed gives during endgame and thats 4% sooo yeah.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/258536/was-this-one-of-the-changes-trapper-needed

    Nobody likes the trapper. He’s annoying and gets free downs through traps while already being faster than survivors. Trapper, doctor, wraith, and ghost face are the og try hard killer choices and they all play the same.

    Did you actually just call the Trapper a killer for "try-hards"?

    🤔

    🤔

    🤣🤣🤣

    I have to stop reading some of these posts while I'm eating. I'm legitimately going to choke from laughing. 🤣

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/258536/was-this-one-of-the-changes-trapper-needed

    Nobody likes the trapper. He’s annoying and gets free downs through traps while already being faster than survivors. Trapper, doctor, wraith, and ghost face are the og try hard killer choices and they all play the same.

    Ash.jpg

    What?

  • Just let him carry 2 traps by default. Not sure why he need 150 movement cause of someone stepping on a trap.

    @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/258536/was-this-one-of-the-changes-trapper-needed

    Its a good change but he needs a couple of things IMO.

    • Make him start with 2 traps, and able to carry 3 basekit with no addons. Rework bag addons to do something else
    • All other traps should spawn next to generators, that way they are always along your patrol path.
    • When a survivor steps in a trap, trapper gets a big movement speed boost (like 150%) while they are trapped.


  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/258536/was-this-one-of-the-changes-trapper-needed

    Nobody likes the trapper. He’s annoying and gets free downs through traps while already being faster than survivors. Trapper, doctor, wraith, and ghost face are the og try hard killer choices and they all play the same.

    Trapper is area control,doc screw with things and wraith is a hit and run killer. How do they play the same exactly? I never seen trapper turn invisible or uses a shock to stop a vault.

  • this was a huge QoL change for Trapper.

    i am very happy with it - and it might actually make it possible to properly hide your traps in the new maps shallow grass textures again!


    now we are one step closer to him being actually decent!

    I might actually go as far as to remove him from the Trickster Tier now...

  • @Mister_xD said:

    this was a huge QoL change for Trapper.

    i am very happy with it - and it might actually make it possible to properly hide your traps in the new maps shallow grass textures again!

    now we are one step closer to him being actually decent!

    I might actually go as far as to remove him from the Trickster Tier now...

    Im afraid the dark trap is a bug. Since tar addon doesnt darken the traps.

    The bag addons are top tier for him because it gives him ability to carry more traps at once, plus additional trap in trial.

    Though the fact that able to carry more traps is the main reason why bag addon is great, not the additional traps.

    Just have him carry 2 traps and he doesnt need bag anymore

  • This change was the most needed change. Who the ######### cares about carrying 2 traps if there's nowhere to hide them? Now, with the darker traps and broken outline, they're much harder to spot just sitting in the ground.

    Still a lot of work to go, but this was a huge step second only to resetting traps.

  • It's a very nice buff. I love it!

    He still needs a lot more, but this is a good starting point.

    I just wish this isn't a bug.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282277#Comment_2282277

    They should have should Trapper the ability to carry all of his traps at once; and allow him to pick up and set up as many traps as he wants! That and Survivor do not get a visual warning about whom the killer is by noticing his traps early! The bag addons, can allow him to carry more then his base 6 Traps in the map; which I think it is possible to have over 10 traps total!

    Yeah...no. That's too much, because Trapper can just lock down an entire area without spending any of his time.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282720#Comment_2282720

    Im afraid the dark trap is a bug. Since tar addon doesnt darken the traps.

    The bag addons are top tier for him because it gives him ability to carry more traps at once, plus additional trap in trial.

    Though the fact that able to carry more traps is the main reason why bag addon is great, not the additional traps.

    Just have him carry 2 traps and he doesnt need bag anymore

    I dont belive it's a but I ran tar bottle and the traps are way darker like shadow black compared to like burnt toast

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282402#Comment_2282402

    Yeah...no. That's too much, because Trapper can just lock down an entire area without spending any of his time.

    They really underestimate how OP "carry all traps". Even with 2 top tiers addon Purple + Yellow bag (starts with 4 traps & carry 5 traps) still weaker than their suggestion (start with 6 & carry 6).

    Trapper can 3 Gens in Azaro, Suffopit, Sactum or wrath on 1 side every match

    Consider that Coil addons save him half a sec each time he setup is also decent. Start with all traps straight up save him 3mins, thats just greedy.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283678#Comment_2283678

    They really underestimate how OP "carry all traps". Even with 2 top tiers addon Purple + Yellow bag (starts with 4 traps & carry 5 traps) still weaker than their suggestion (start with 6 & carry 6).

    Trapper can 3 Gens in Azaro, Suffopit, Sactum or wrath on 1 side every match

    Consider that Coil addons save him half a sec each time he setup is also decent. Start with all traps straight up save him 3mins, thats just greedy.

    Exactly.

  • Survivors who free themselves should be affected by the Incapacitated status effect for a brief period, base kit

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282402#Comment_2282402

    Yeah...no. That's too much, because Trapper can just lock down an entire area without spending any of his time.

    Isn't that the one of Trapper's greatest Strengths; being a defensive based killer in which he can very effectively shut down a area! He not like many killers whom requires chasing, in order to used his power effectively; he used the time to place all of his traps and hope Survivors make the blunder to risk looping there or not bothering to waste time looking for the trap and disarming them early!


    And if you do not like that, then make the traps spawn more in the center of the map, instead of the edges; so that Trapper can used all of his traps!

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283678#Comment_2283678

    Isn't that the one of Trapper's greatest Strengths; being a defensive based killer in which he can very effectively shut down a area! He not like many killers whom requires chasing, in order to used his power effectively; he used the time to place all of his traps and hope Survivors make the blunder to risk looping there or not bothering to waste time looking for the trap and disarming them early!

    And if you do not like that, then make the traps spawn more in the center of the map, instead of the edges; so that Trapper can used all of his traps!

    Making them spawn in the center wouldn't be bad. But he shouldn't start with all traps, because that would be OP

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285714#Comment_2285714

    Making them spawn in the center wouldn't be bad. But he shouldn't start with all traps, because that would be OP

    I do not think so, considering that it gives him a bit of edge in "Surprised"; considering Survivor will not know straight away about his presence unless they see him! It very easy for experience Survivors, especially in communication groups; to know whom he is and very effectively communicate which traps he pick up and set up!

    Plus, it would solve the over reliance on Bag addons; if the devs refuse to give him a extra trap to start off with and carry! If they give him the ability to carry all 6 traps, they can easily scrap the bag addon for a new type of addon to add more mechanics such as a temporary speed boost for short period of time such as 3 seconds or 5 to even maximize to 7 seconds!