An opinion about Trapper.

Since i started the game, Trapper was always one of my favourites to play with but as the whole community we can agree on that he is kind a weak and always on low tier list. Playing with him especially against survs with comms is really bad. So i brought an opinion to give him a little bit of advantage.

First of all he needs to travel around the map to be efficient with his own power right? But reaaaallly "unrealisticly" survivors can easily disarm his traps WITH THEIR OWN HANDS -which is not recommended in real life to do that...- an action like that needs an RNG to be failed but this is gonna make things more random and not fun to play as survivor also. So i got an idea to give Trapper a little bit of safety in variaty of perspectives. Countering killers skills with items are introduced that, this mechanic is not far away from us. Such as vaccine for the big pink pea head and Plague etc etc. All of the killers has some advantage over survivors such as gaining red puke or make survs lose time with vaccines as such.

Trapper has 6 traps now in map no matter what happens so here is my solution to make his traps a little bit more dangerous and hard to counter. Holding m1 for 2 seconds is the most cheesy way to counter such an important thing for killers tbh.. Let's spawn at least 6 or 8 sticks around the map like traps and survivors can see the sticks aura like Trapper. And make their pick up range a little bit more wider than being caught on the trap -just to deny trapping sticks strat- and this can count as an item like vaccine and you can disarm one or two traps with it then it breaks and respawns another stick for like 30 seconds after it breaks. Because it really makes no sense to disarm traps without doing anything just holding m1 for 2 seconds. Is he gonna patrol the gens? chase people? protect hex -if he uses one-? or just try to collect his disarmed traps and find new spot for them that are not exposed? Survivors also need to do something and lose more time and effort for it to counter his ability.This can also give survivors a new side object to do and try to think between carrying a stick or keep the item they brought would helpful for them.

Even such a mechanic added like that can cause Trapper spawns with 1 trap only and he would be fine. He already has a great setup time weakness and disarming it without doing anything is just ruining the killer itself. He can even have some add-ons that increases stick spawn times even more to add a little bit of power to his late/mid game.

TLDR: add spawned sticks to game to disarm traps with them only which breaks and spawns after a short amount of time.

Comments

  • @Wulfasger said:

    Since i started the game, Trapper was always one of my favourites to play with but as the whole community we can agree on that he is kind a weak and always on low tier list. Playing with him especially against survs with comms is really bad. So i brought an opinion to give him a little bit of advantage.

    First of all he needs to travel around the map to be efficient with his own power right? But reaaaallly "unrealisticly" survivors can easily disarm his traps WITH THEIR OWN HANDS -which is not recommended in real life to do that...- an action like that needs an RNG to be failed but this is gonna make things more random and not fun to play as survivor also. So i got an idea to give Trapper a little bit of safety in variaty of perspectives. Countering killers skills with items are introduced that, this mechanic is not far away from us. Such as vaccine for the big pink pea head and Plague etc etc. All of the killers has some advantage over survivors such as gaining red puke or make survs lose time with vaccines as such.

    Trapper has 6 traps now in map no matter what happens so here is my solution to make his traps a little bit more dangerous and hard to counter. Holding m1 for 2 seconds is the most cheesy way to counter such an important thing for killers tbh.. Let's spawn at least 6 or 8 sticks around the map like traps and survivors can see the sticks aura like Trapper. And make their pick up range a little bit more wider than being caught on the trap -just to deny trapping sticks strat- and this can count as an item like vaccine and you can disarm one or two traps with it then it breaks and respawns another stick for like 30 seconds after it breaks. Because it really makes no sense to disarm traps without doing anything just holding m1 for 2 seconds. Is he gonna patrol the gens? chase people? protect hex -if he uses one-? or just try to collect his disarmed traps and find new spot for them that are not exposed? Survivors also need to do something and lose more time and effort for it to counter his ability.This can also give survivors a new side object to do and try to think between carrying a stick or keep the item they brought would helpful for them.

    Even such a mechanic added like that can cause Trapper spawns with 1 trap only and he would be fine. He already has a great setup time weakness and disarming it without doing anything is just ruining the killer itself. He can even have some add-ons that increases stick spawn times even more to add a little bit of power to his late/mid game.

    TLDR: add spawned sticks to game to disarm traps with them only which breaks and spawns after a short amount of time.

    I honestly would give Trapper 10 traps and make them spawn more in center of map. Increase time it takes to disarm trap and make his terror radius smaller to 24m so he isn't as easily detected by sound. And to top it all give him his iridescent stone as base kit. Is isn't super op but it would make so survivors do not deny his power, only delay it a bit. I think tho without a complete rework it would be hard for him to even come close to b tier. As for stick i dunno if it would a good solution since most survivors use dead hard on traps and they would see stick just like sadako's condemned.

  • Sounds cool honestly, but also gimmicky to a degree.

    Another way would spawn him with at least 1 trap then whenever he places that one another trap will begin to recharge in which he'd simply gain a other trap to place.

    He can still pick them up manually and the such, but now they'll instantly be teleported into his hand as well when his power recharges.

  • I love playing against trapper, but honestly I see no issues with him, it feels 50/50 most of the time unlike playing against other killers.

    A good trapper is really fun to play against, many laughs to be had and some proper sneaky traps, love you guys!

    I haven’t mastered him yet as I’m not as good at placing traps but only one thing I’ve ever noticed is sometimes maps can be too big and you run out traps, maybe they should adjust how many you get based on the map to make it a bit more fair.

  • For all of his automatically placed traps, have them always spawn within 10m of a gen.

    More likely to be useful, and easier to pick up if not.

  • I feel like the sticks wouldn't help the problem significantly because if you're in chase and a trap gets disarmed across the map, it doesn't really matter that the stick has a cool down time now. It probably didn't cost the survivor much to disarm the trap and you still have to reset it, which is out of your way. The sticks would just make basement trapper even stronger.

  • @Seraphor said:

    For all of his automatically placed traps, have them always spawn within 10m of a gen.

    More likely to be useful, and easier to pick up if not.

    It doesnt fix the fact that some map like Swamp and new Haddon have Gens spawn at the edge. Ensure traps spawn 30m away from edge is the solution

    @TheMruczek said:

    https://forum.deadbydaylight.com/en/discussion/322171/an-opinion-about-trapper

    I honestly would give Trapper 10 traps and make them spawn more in center of map. Increase time it takes to disarm trap and make his terror radius smaller to 24m so he isn't as easily detected by sound. And to top it all give him his iridescent stone as base kit. Is isn't super op but it would make so survivors do not deny his power, only delay it a bit. I think tho without a complete rework it would be hard for him to even come close to b tier. As for stick i dunno if it would a good solution since most survivors use dead hard on traps and they would see stick just like sadako's condemned.

    The buff should be more QoL, not number.

    Disarming traps should come with risk, trapped when injured should come with some more punishment (not a dying state), escape trap should not come with RNG

  • @amazing_grace said:

    I feel like the sticks wouldn't help the problem significantly because if you're in chase and a trap gets disarmed across the map, it doesn't really matter that the stick has a cool down time now. It probably didn't cost the survivor much to disarm the trap and you still have to reset it, which is out of your way. The sticks would just make basement trapper even stronger.

    Yeah my solution is not for that acroos map things, its more like for those sneaky survivors who are following you to disarm your traps and make you lose time. Also why trapper should have to move around the map and lose his precious time to use his own power but countering is just gonna take 2 secs when you find one, it just doesnt make sense to me tbh.

  • @Wulfasger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937985#Comment_2937985

    Yeah my solution is not for that acroos map things, its more like for those sneaky survivors who are following you to disarm your traps and make you lose time. Also why trapper should have to move around the map and lose his precious time to use his own power but countering is just gonna take 2 secs when you find one, it just doesnt make sense to me tbh.

    The problem with trapper is that he's supposed to be played territorially. In theory, if you want to play to win, you lock down a three gen and keep all your traps in that area. Makes it hard for survivors to enter the area to complete the gens and eventually you'll win (it'll just take forever and not be worth a 20+ min game).

    The times I have dominated as trapper is when I instantly set up an area and let 1-2 gens get completed and then chase survivors into my set up area. The games I get dunked on as trapper is when I don't have a proper set up. A survivor won't spawn next to you, so they honestly won't know exactly where you trapped at the beginning of the game.

    I do understand the frustration though, that's why trapper isn't a strong killer in general. I've had that annoying survivor who follows me and disarms traps, it then just becomes a game of defending hooked survivors and being good in chase.

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938026#Comment_2938026

    The problem with trapper is that he's supposed to be played territorially. In theory, if you want to play to win, you lock down a three gen and keep all your traps in that area. Makes it hard for survivors to enter the area to complete the gens and eventually you'll win (it'll just take forever and not be worth a 20+ min game).

    The times I have dominated as trapper is when I instantly set up an area and let 1-2 gens get completed and then chase survivors into my set up area. The games I get dunked on as trapper is when I don't have a proper set up. A survivor won't spawn next to you, so they honestly won't know exactly where you trapped at the beginning of the game.

    I do understand the frustration though, that's why trapper isn't a strong killer in general. I've had that annoying survivor who follows me and disarms traps, it then just becomes a game of defending hooked survivors and being good in chase.

    Isnt that territorial gameplay just out the window if anyone puts CoH in a totem far from it?

  • Disarming Trapper traps should be like Yellow Glyphs

    If you mess up one skill check, the killer is alerted, if you mess up a second skill check you are injured, if you mess up a third time you are caught in the trap.

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938037#Comment_2938037

    Isnt that territorial gameplay just out the window if anyone puts CoH in a totem far from it?

    It doesn't necessarily throw it out the window, it just becomes a game of attrition. If you really want to get those 3k or 4k, you would just keep hitting the survivor and letting them go across the map to heal until one of them makes a mistake or just gives up because the game is dragging forever. Trapper three gen situation can easily make games 30+ mins if both sides are stubborn.

  • My own idea for a simple Trapper buff is all the Traps on the ground at the start of the trial are set/active. Obviously location RNG would still be a thing but can provide some Early game potential that trapper currently lacks.

  • @TheMruczek said:

    https://forum.deadbydaylight.com/en/discussion/322171/an-opinion-about-trapper

    I honestly would give Trapper 10 traps and make them spawn more in center of map. Increase time it takes to disarm trap and make his terror radius smaller to 24m so he isn't as easily detected by sound. And to top it all give him his iridescent stone as base kit. Is isn't super op but it would make so survivors do not deny his power, only delay it a bit. I think tho without a complete rework it would be hard for him to even come close to b tier. As for stick i dunno if it would a good solution since most survivors use dead hard on traps and they would see stick just like sadako's condemned.

    I've heard of the idea of refilling traps at lockers. This alone would help trapper in the early game

  • @SeannyD115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937845#Comment_2937845

    I've heard of the idea of refilling traps at lockers. This alone would help trapper in the early game

    I think the way to do "lockers with trap" idea is to let lockers contain those 10 traps and trapper could pick them up from lockers until they would ran out and he would just monitor his area with 10 traps already set up.

    This way Trapper would rely more on maps with locker spawns but he wouldn't ran around map collecting his power and he wouldn't have infinite amount of traps thx to lockers.

  • But wait, wouldn't this change put survivors in a

    . . .

    sticky situation?