Proposing a minor Trapper buff for 2v8

As Trapper is one of the weaker killers, this is still the case in 2v8.

I feel like for this mode his ability needs a buff.

Here are some options (or your own)

Comments

  • takes longer to free yourself with more gens completed but is very quick at beginning although it gives deep wound at start

    explantation the traps are sharp and you are energized at the start but near the end they grow dull but you grow tired

  • @Linkdouken said:

    As Trapper is one of the weaker killers, this is still the case in 2v8.

    I feel like for this mode his ability needs a buff.

    Here are some options (or your own)

    TLDR: Trapper feels discouraged from making creative traps spots and from leaving his traps because he'll need to rearm them.

    Solutions:

    A. Make Tension springs add on basekit (if a survivor escapes a trap, it rearms after 2 seconds)

    B. When a survivor disarms a trap, if you are 24+ meters away, after a three second delay, gain 3% haste for 10 seconds. The delay is to make it so teammates disarming traps doesn't screw over teammates being chased, without a warning window.

    C. When an injured survivor steps into a trap, they suffer the mangled status effect till healed (Risky idea, as adding mangled effect leaves the question, "why not add mangled on xyz weak killer," which then has survivors ask, "why not give us xyz, healing buff power." and the arms race begins).

    D. Lower trap opacity to 80%, making his traps more hidden on certain maps without grass. This might encourage trappers to put traps in places other than unavoidable choke points.

    He kind needs something to encourage more unique placement, because on certain maps (RPD) there are chokepoints that are hard to work around. Meanwhile on more open maps it might be easier to hide the traps, but it's harder to make use of them because survivors have way more routes to go. This kind of encourages a chess merchant type playstyle so you can be close enough to reset all your traps, and relying on consistent, almost unavoidable choke points, instead of placing traps in unique, unexpected spots.

    One last thing to note: Trapper in the early game is always super weak, and in the late game is typically a lot stronger. This is all to say, even if Trapper looks weak in the early game, if he sets up for the late game properly, he can be a beast to fight against. It's something to be cautious about when giving him buffs.

  • I would like a soft version of iri stone, or more traps at my disposal. Other than that, he is perfect.

    Trapper is pretty underrated in 2v8.

    All it takes is set up in a smaller area (yes I am setting up 3 gens, deal with me) and some smart traps and you get pretty good results.

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454458/proposing-a-minor-trapper-buff-for-2v8

    TLDR: Trapper feels discouraged from making creative traps spots and from leaving his traps because he'll need to rearm them.

    Solutions:

    A. Make Tension springs add on basekit (if a survivor escapes a trap, it rearms after 2 seconds)

    B. When a survivor disarms a trap, if you are 24+ meters away, after a three second delay, gain 3% haste for 10 seconds. The delay is to make it so teammates disarming traps doesn't screw over teammates being chased, without a warning window.

    C. When an injured survivor steps into a trap, they suffer the mangled status effect till healed (Risky idea, as adding mangled effect leaves the question, "why not add mangled on xyz weak killer," which then has survivors ask, "why not give us xyz, healing buff power." and the arms race begins).

    D. Lower trap opacity to 80%, making his traps more hidden on certain maps without grass. This might encourage trappers to put traps in places other than unavoidable choke points.

    He kind needs something to encourage more unique placement, because on certain maps (RPD) there are chokepoints that are hard to work around. Meanwhile on more open maps it might be easier to hide the traps, but it's harder to make use of them because survivors have way more routes to go. This kind of encourages a chess merchant type playstyle so you can be close enough to reset all your traps, and relying on consistent, almost unavoidable choke points, instead of placing traps in unique, unexpected spots.

    Some really good ideas.

    As far as the opacity of traps goes, I'm sure the could code it so that his traps colour match whatever surface the Trapper places them on.

  • @SoGo said:

    I would like a soft version of iri stone, or more traps at my disposal. Other than that, he is perfect.

    Trapper is pretty underrated in 2v8.

    All it takes is set up in a smaller area (yes I am setting up 3 gens, deal with me) and some smart traps and you get pretty good results.

    I agree that more traps is carried is needed. I personally think he shouldn't need to go collecting his power as I don't think there is another killer (with the exception of Pinhead) thar needs to do that

  • Have him holding a bunch of traps (like 8) and have more traps out there (like 8??) but have all the traps spawn open.
    For ease, give him Iridescent Stone - where the traps auto-open one by one every 20s. He'd be much more engaging for both sides then.