Trapper Rework/Buff
This is the video that got me thinking on how to improve the literal FACE of Dead by Daylight:
https://www.youtube.com/watch?v=mjBGfXvA4bIThe Trapper being immune to his own traps.
Among all killers, the Trapper is the only one being directly and negatively impacted by his own power.
I know there is an add-on (Makeshift Wrap) making the Killer able to step on them, but it takes a slot and prevents using more useful options.
Having this add-on in the Trapper's base kit would be an amazing QoL change.
An idea for a reworked version of said add-on: If you have enough space in your inventory, stepping on an active trap now slows the Trapper by 5% for 5 sec, but it is automatically collected.
Being able to carry more/all bear traps at once.
The issue would be the have a dead zone really early in the game, but the Trapper lacks the mobility of recent killers. Even compared to the first killers added in the game, his power come in limited resources and are time consuming to use properly. The Trapper is weak at the start and must choose between looking for his traps or putting pressure on survivors.
The Huntress for example has 7 hatchets, basekit, that can impact from a distance and that she can quickly reload from any locker. Why not do something in-between?
Something like spawning with 2 traps (vanilla), but being able to carry all traps at once. As such, the Trapper will still need to pick up far traps, but won't be limited by a carrying capacity.
Another idea would be to have a new toggle-able passive : when active, every 30sec or so, the furthest trap is collected by the Entity and sent directly to the Trapper's inventory.
As for add-ons, reworking some of them to affect these new features would be nice. For example, rather than increasing max capacity, Trapper Bag could have something similar to Coffee Grounds, but for picking up traps. That way, a synergy woud emerge from having both Makeshift Wrap and this reworked Trapper Bag, mitigating/cancelling the slow effect mentionned earlier.
Iridescent Stone basekit but nerfed, and the addon buffed but making traps unpickable.
This is a last idea, but not as developped as those mentionned before. Something like traps automatically reset when in the Trapper's terror radius for 45sec, and IriStone making the reset range global, after 30sec (vanilla), but making traps unpickable (unless it's the Entity passive mentionned earlier).
Comments
Trapper needs a buff for sure.
My changes would be this:
And one thing outside of Trapper's kit.
- Stop removing all grass, foliage and fog from maps.