One thing to make trapper's life easier, which he needs.

Let us have all the traps in our hands at the beginning of the game, don't make it unique for trapper's sack.


Trapper sack is useless without iri addon anyway and its purple addon, which is crazy.

Comments

  • That's a popular proposal for Trapper but I don't think it fixes many of his core issues. Having all your traps just enables his 'lockdown' play style where you get a survivor in basement or similar and camp with traps all around, which is not fun and not even reliable, but is still his only viable approach 99% of the time.

    If BHVR wants to buff Trapper (which I don't think they do), I'd reorganise the logic of where his traps spawn so they're not left in useless peripheries of the map. I'd also make it that instead of taking several seconds to set a trap, Trapper can drop them instantly and they take a second or two to activate. Some of his addons would need a rework but they probably needed it anyway.

  • Then another fix to basement camping trapper would be adding setting trap radius which doesn't allow him to place traps around the hook, both vertically and horizontally.

  • Sadly you can't fix Trapper's core issues, because Trapper is fundamentally incompatible with modern DBD, thats why there are no more trap killers than him and Hag. Closest is Skull Merchant.... so no amount of buffs are gonna make him viable, while also being a fair and balanced killer.

    Trapper's Sack is a very specific play style that encourages hard-core 3 gen and or basement camp. Trapper kinda needs this power as a potential threat, but it shouldn't be his core playstyle.

    I made a similar argument here:

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529845#Comment_3529845

    Agreed, and I am completely with you that I want Trapper buffed. He's a really cool character, and him being as weak as he is, just ain't right... even if BHVR want him to be the "simple starter" Killer character, he should remain somewhat viable at the high tiers.

    Sadly the reality is, with how the game has changed over the years, Trapper's power is never gonna be top tier because fundamentally it requires players to step on the trap to do anything... and the game just isn't built this way, pushing survivors off gens and downing them fast in chase is what rules the roost here.

    The only way to bring Trapper's power in line with everything else is to overload his kit to an absurd degree, which then always comes with the caveat that we have to consider Basement Trapper... and Basement, is where Trapper becomes really nasty, and kinda busted. If you have an ally trapped in basement, and Trapper has it locked down... you are very unlikely to get that guy out.

    @thisislastyearsmodels post would make Trapper viable in normal play... but it would also make him pretty damned oppressive at basement camping and at low MMR, as the wounds and downs from Bloody Coil and Honing Stone at base is a big deal, and should require add-on commitment to attain.

    So... if we accept that he's never gonna be top tier, what I'd like him to have is general quality of life improvements that at least keep him more fun to play and somewhat consistent. My changes personally would be: -

    • Green Trapper Bag basekit. (1 extra trap off spawn and 1 additional carry capacity).
    • Lengthened Jaws basekit (Deep Wound when escaping from traps).
    • Allow Trapper to open a locker and grab a trap out of a locker on a 60 second cooldown. The furthest unset trap from him demanifests.

    So the extra trap and trap space gives you some wiggle room for what add-ons you want to take, because I think pretty much everyone takes one of the add-ons that makes collecting and/or disarming of traps not a factor (the Iri's, the Trapper Bag/Trapper Sack). I keep toying with the idea of starting with 2 traps and having capacity for 3, so we can still have the Trapper bag as a viable add-on. Coupled with the locker addition, this would probably be fine?

    The Deep Wound means you have an additional slow down on people caught on traps when you are too far away to capitalise. It also takes longer to heal so if you do want to pursue, you have more time of blood trails and whimpering to catch them.

    The trap out of locker is a relatively easy to implement change that should work on any map (as opposed to managing all map spawns for current and future maps).

    At High MMR we can expect Bloody Coil is then something you take often, lock down key paths, and punish anyone who tries to prevent it. With your accelerated early game set up time and improved trap acquisition through the whole game, you actually have the capacity to get traps down fast and actually start patrolling gens. This all ofc is still a problem for basement Trapper... but that will always be a thing no matter what we do.

    So if we accept he cant be meta, make him at base fun to play. Give him:

    • Trappers Bag basekit.
    • Lengthened Jaws basekit.
    • Grab the furthest unopened trap out of a locker on 45 sec CD.

    More detail in my post, but in short, this keeps patrol Trapper as an option with some much needed smoothing out of that style of gameplay.

  • Tapper is a demolisher of baby survivors (but which killer isn't?), even if player is newbie. We should not buff this starting character since he is already the top on this niche. We should buff his advanced gameplay to make him better against better survivors. He has very low skill flor, but also one of lowest skill ceiling, and due to this, he struggle with decent teams.

    Baby survivors really struggle with spotting his traps, while advanced players disarm them just after being armed. One thing that would help him, is to make those traps semi transparent. Baby survs will not feel the difference, while in higher lvl plays, he would perform at least a little better