My Attempt at a Trapper Rework

INTRODUCTION

Were back at it again with another killer rework, this is the 5th one Ive done so far and like the previous one with Myers, I aim to change a lot about the killer since his power is severly outdated, how ever I plan on keeping the killers identity.

So, what exactly is the problem with Trapper?

- Long set up time

- No map pressure

- Relies heavily on RNG

One other thing I would like to clarify with this rework, is that Deep Wounds will work the same as it does with the Legion rework I wrote, which can be found here: https://forum.deadbydaylight.com/en/discussion/254830/my-attempt-at-a-legion-rework

With that out of the way, lets get to the changes.

GENERAL CHANGES

- The Trapper is no longer restricted to only carrying 1 trap by default

- The Trapper now has two modes, Bear Trap and Concentrina Wire

- The Trapper can switch between these 2 modes by interacting with a Locker

- Switching modes takes 4 seconds

The basement

- While playing as The Trapper, if there are multiple basement spawn locations for that map, both will spawn a Basement

- At the back of The Basement there were be a portal, that only The Trapper can utilize.

- Interacting with a portal

- Coming out of a portal grants him the Undetectable status effect for 5 seconds at base

Bear trap changes

- Start with 6 Traps by default

- Survivors who have escaped from a Bear Trap will suffer from the Hindered status effect for 10 seconds

- Bear Trap Struggle mechanic works a little differently now, instead of having a maximum of 6 attempts and a chance to escape, survivors will be granted a skill check after 8 seconds of being trapped. After those 8 seconds they will be greeted with a very difficult skill check. If they successfully hit the skillcheck they will free themselves, if not then they will remain trapped and keep getting a skillcheck every 4 seconds which will become larger after every failed attempt until they eventually succeed it.

- Survivors who have been free'd has to let the animation play out of them getting out of the Bear Trap (this is to avoid the survivor looking like theyre just sliding across the floor)

- Traps can no longer be ignored by survivors using Dead Hard

- Traps can no longer be seen by survivors using a Map

NEW ABILITY: CONCENTRINA WIRE

- Start with 4 Concentrina Wire Kits by default

- Can set Concentrina Wire on Generators, Pallets, or Windows

- A survivor interacting with an object that has Concentrina Wire over it will be affected by the Deep Wounds status effect.

- If a survivor is already suffering from Deep Wounds, they will instead be damaged for 1 health state.

- Concentrina Wire Setting Time: 3.5 seconds by default

- Concentrina Wire Pick Up Time: 3.5 seconds

- Concentrina Wire will disarm it self after 3 uses and automatically return to The Trappers inventory.

PERK UPDATE: UNNERVING PRESENCE

Your presence alone instils great fear

Survivors inside your Terror Radius have increased odds of triggering Skill Checks by 15/20/25% and their success zones are reduced by 65/70/75%. Great Skill Checks can no longer be performed.

Survivors who have been inside the killers Terror Radius for 30/25/20 seconds straight will scream and reveal their aura for 4 seconds

CONCLUSION

Well, thats the end of it. These changes would in theory bring our poster boy a little more in line with the newer killers. I also hope you like the little bonus perk update :)

Well, thanks for reading <3

Comments

  • @McFALLENONE said:

    I feel like this makes him a bit overpowered (especially the wire and unnerving presence) but aside from that I really like these changes. If I had to change a few things about this it would be

    -When a wire is placed on a gen it acts as a literal trap, holding a survivor in place when triggered for 10 seconds before triggering a difficult skill check, when this occurs their aura is revealed to the killer for as long as they remain trapped. Wires do not replenish however, and only have one use per generator.

    -Traps no longer spawn randomly on the floor, instead they will be available in lockers.

    -When the limit for traps able to be placed on the ground at once (10) is exceeded, traps will be disarmed in the order they were placed.

    -When a survivor triggers a trap, they are unable to escape if injured, and require another player to free them.

    -Unnerving Presence automatically damages a generator when it is within the killers terror radius, the generator with regress 10\7\5% slower than a manually damaged generator.

    The whole point for the wires is to force survivors into a difficult decision, I dont want the wires to feel too oppressive but I didnt want them to feel weak either. (also with my itteration Deep Wounds works a bit differently, you can check out my Legion rework if you want to see how that works: https://forum.deadbydaylight.com/en/discussion/254830/my-attempt-at-a-legion-rework.)

    As for reloading at lockers, I wanted to some how add that but decided to make The Trapper switch modes instead to make him more unique, because the other killers who have to interact with lockers have to reload.

    As for not being able to escape if they were injured.. this just wouldnt sound fun. With these reworks I aim to make the killer more viable but also still fun to verse, if you were forced to just sit there and your fate was in the hands of your solo q teammates... It wouldn't be too fun.

    When it comes to Unnerving Presence, the identity of the perk is still there, and 20 seconds is a pretty long time. This is also meant for it to synergize well with other perks