Trapper needs a touch up

Before I even get started on the trapper, I want to just mention his teachable Unnerving i feel like it should be the same as it is now with the addition of removing great skill checks so you don't speed up good survivors repair speed also countering some of the great skill check perks or with great checks still removed cause i feel like that is a key factor to this perk not being completely redundant, have it increase the chances of a skill check popping up even more by 40ish% but not effect the size of them anymore. i feel like increasing SC chances synergizes better with other perks as well as an increased chance of SC failure if you are near them and interrupt them.

You make sure others work hard or suffer the consequences

Survivors repairing or healing within your Terror Radius

 suffer from the following effects:

  • Increases the Trigger odds of Skill Check
  •  by 25/30/35%.
  • Decreases the Success zone of Great Skill Checks by 100%

"Fear my boy is what keeps these bottom feeders working hard"

Anyway now that i got that perk out of my head i want to just shoot some ideas about how the devs could make all his addons and his kit passable and in turn make trapper more fun and probably a better pick against higher level survivors

Side note i'd like to think i'm not biased i play tons of both survivor and killer i'm just disappointed that Mr. poster boy can be frustrating to play some times, he's a cool character and i'd just like to see him get some love. ^forgot to mention i play a ton of trapper

So my first issue is Traps and spawns. Let him spawn with one or two that doesn't seem to bad right now but the other traps are what i think need to have a bit more consistency in terms of spawning i think since there are 7 gens a single trap should spawn close to each gen like how Sadako has a TV near each gen that way trappers don't have to run into some random empty corner of the map to pick up a trap or just have 1 less trap available all game, this way trappers can monitor the gens and start placing and collecting them as well. This I feel should definitely be implemented. This next part is a part 2 of the idea i just mention but i'm not sure about this part of it being as balance as the first idea which is starting the game with all the traps open, this way trapper is an immediate threat with all traps being opened near gens although still in a random fashion just close to where everyone will end up having to go.

Another part of his kit that needs a little overhaul is the escaping mechanic, it is based off the relic which is DBD 1.0.0. It shouldn't have luck as a part of his kit at all it makes him very inconsistent its taking a chance on top of taking another chance because you are already gambling by placing them down in hopes of catching someone but even when you do your window to capitalize on there mistake is very inconstant a trapper could have a decent time to react or they can get out of your trap on there first attempt simply injuring someone across map who in this current version of the game will probably already heal up by the time you show up to the traps location. In order to make things a little more consistent i feel it should should be one long guarantee escape attempt so when you see some in a trap you know how long you as the trapper have to get there before they escape, somewhere along the lines of 7 seconds more or less and 2 seconds if helped by a friend.

one last tweak for his traps is to simply apply deep wound base line this way trapper has time to chase down recent escapees before they get chance to heal

Now i feel that more or less would make the trapper a lot better and more satisfying to play overall but I also like build diversity so i have list of addons reworks that would work in tandem with my suggested kit rework for trapper

*I'm considering disarm time is 3.5 seconds for addons below


Trapper Gloves

Protective padded leather gloves.

Increases the Bear Trap Setting speed by +35 %.


Padded Jaws

These Padded Jaws are meant to restrain, not to wound.

Bear Traps immobilize Survivors without damaging them.

Grants 100 % bonus Bloodpoints in the Devious category post-match


Makeshift Wrap

A scratched and worn brace made of thick, cured animal skin.

The Trapper can no longer be caught in his own Bear Traps, they will instead be disarmed when he steps onto them.


Bear Oil

Melted animal fat that can lubricate the Bear Trap's squeaky joints.

Setting a Bear Trap is silent.


Wax Brick

A block of wax used to lower friction and facilitate movement in mechanical parts.

Increases the Bear Trap Rescue time by 1 second

Increases the Bear Trap Escape time by 2 second


Grimey Jaws

These replacement Bear Trap jaws are coated in a volatile fluid making healing impossible

Survivors who escape or are rescued from a Bear Trap suffer from the Broken Status Effect for 60 seconds


Lengthened Jaws

Jaws with long teeth that dig into flesh and bone making moving painful and difficult

Survivors who escape or are rescued from a Bear Trap suffer from the Hindered status for 10 seconds


Coffee Grinds

An old rusted can containing damp coffee grinds.

Grants the Haste Status Effect for 3 seconds after setting a Bear Trap or if a survivor gets trapped, boosting The Trapper's Movement speed by +10 %.


Trapper Bag

A cured leather waist bag.

Start with 1 additional Bear Trap.

Increases the Bear Trap Carrying capacity by 1 Bear Trap.


Tar Bottle

A black, matte and sticky substance that when applied to Bear Traps, makes them far less noticeable.

 Bear Trap blend in with surroundings.

this would be up to the devs to make unique bear trap colors for different maps like Forsaken Boneyard where the ground is mostly sand and making them black is more of a nerf to the traps by making them stand out more. they could also make them slightly translucent so they blend in better with there surroundings


Secondary Coil

A secondary coil keeps the Bear Trap functional in times when the primary coil becomes unusable.

Increases the Bear Trap Disarm time by 2.5 seconds


Warped Frame

These traps were forged with metals from the estate the sound of metal clasping is warped and startling

Survivors within 24 Metres of a trapped survivor scream revealing their location


Crushing Jaws

These Bear Trap jaws are deadly to the touch leave prey unable to move

Survivors injured by a Bear Trap suffer from the Incapacitated Status Effect for 30 seconds


Fastening Tools

A specialized set of tools used to fasten Bear Traps to ensure their effectiveness.

Increases the Bear Trap Rescue and Escape times by 1 second

Increases the Bear Trap Setting speed by +50 %.


Trapper Sack

A crude leather sack suitable for foraging.

All Bear Traps are carried at the beginning of the Trial instead of spawning throughout the Trial Grounds.

Once all Traps are placed the Trapper can only carry 1 trap at a time


Tension Spring

A high tension spring that snaps back into place after being stretched.

Automatically resets the Bear Trap 2 seconds after a Survivor escaped from it.


Oily Coil

A clear oil that makes handling the Bear Trap's spring more hazardous.

When resetting a Bear Trap, the Aura of the Survivor who had disarmed it is reveal for 5 seconds.


Homemade Bush Wraps

For long nights spent hunting the escaping work force

When a survivor is trapped become undetectable for 20 seconds


Honing Stone

When used with the Bear Trap, the Honing Stone sharpens its blades.

The razor-sharp blades inflict deep wounds aimed at bleeding the victim as fast as possible.

Survivors caught in a Bear Trap, who free themselves, are inflicted with the Dying State 


Iridescent Stone

Bear Traps sharpened with the sickly gleaming Iridescent Stone seem to gain a life of their own.

Every 25 seconds, a randomly chosen disarmed Bear Trap is automatically reset and armed.


Bloody Coil

Part sticky, part slippery, this grim liquid makes handling the Bear Trap's spring more dangerous.

When a Survivor disarms a Bear Trap the Survivor is Exposed for 30 seconds


Lmk what you guys think i hope they do something for my boy

Comments

  • I don't have much to say on the addons. I've never considered myself a good judge of what is and isn't good there.

    For trap spawns, an idea I've had is that all of the traps spawn already set. The RNG nature of their spawns becomes a double edged sword. You may yet need to go to since random corner if the map but one of those traps might also snag an unwary survivor early on and otherwise add some oomph to Trapper's early game pressure.

  • @Zeidoktor said:

    I don't have much to say on the addons. I've never considered myself a good judge of what is and isn't good there.

    For trap spawns, an idea I've had is that all of the traps spawn already set. The RNG nature of their spawns becomes a double edged sword. You may yet need to go to since random corner if the map but one of those traps might also snag an unwary survivor early on and otherwise add some oomph to Trapper's early game pressure.

    This might work on brand new players but trust me when I say the chances of random open traps being useful against competent survivors is incredibly low. trapper doesn't need more RNG he need convenience and consistency

  • @scenicpickle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2866780#Comment_2866780

    This might work on brand new players but trust me when I say the chances of random open traps being useful against competent survivors is incredibly low. trapper doesn't need more RNG he need convenience and consistency

    It stands a chance at getting them before they realize they're up against a Trapper in the first place. Very least having the traps active from the get go, wherever they spawn, has more potential to trap a Survivor vs a trap that isn't set at all.