Trapper Rework Workshop

I play 60% killer, 40% survivor roughly. I don't think every killer needs to be an A tier, or that Trapper should be super strong, especially when the concept of the killer is to take away survivors options (such as trapping windows and pallets). The fact that trapper is weak isn't bad in my opinion, but it should be that he is not map, perk, or RNG dependent. Whilst I don't want to make it so he can't camp, I do want to make it so basement trapper is weaker.

Trappers Problems:

  1. RNG dependence (trap spawns are inconvenient, escaping a trap is RNG)
  2. Traps in clever spots are unrewarded due to bad timing (being on other side of map, and now the trap is disarmed, only hit an already injured survivor)
  3. Map dependence (Traps are very visible in maps without grass)
  4. Mosquito Survivors (Disarming traps right after you place them, especially harmful mid chase as this removes the ability for Chase Trapper to exist.)

This is a workshop, not only is critique welcome, it's what I'm looking for.

General Buffs:

  1. Start with all traps(obviously)
  2. Survivors must attempt at least one escape before they can possibly get out on there own, but the maximum attempts needed is still 6 tries.
  3. Traps start at 80% opacity, meaning they are partially invisible, and if they are not within 1.5 meters of a pallet or window, they lose another 20% opacity, this way maps without grass still partly hide traps. His Black Tar Add on now lowers traps opacity by an extra 10%.

Buffing Chase Trapper:

  1. After setting a trap, there is a 25 second window of time where disarming the trap takes 200% longer (10.5 seconds) unless the trap is with 24 meters of a hooked survivors. This is to reduce Mosquito Survivors, and whilst not making trapper camping easier.
  2. Setting a trap still makes noise, but the finishing sound that confirms a trap is set is removed, allowing for Trapping fakeouts.

Nerfing Basement Trapper:

  1. Only 1 trap may be placed in the basement or on the stairs at a time.
  2. Traps placed within 8 meters of the basement stairs can be disarmed 400% faster (0.9 seconds) and take 200% longer to place (7.5 seconds.)

Add on Ideas:

  1. Eerie Contraption: After setting a trap, gain 10 seconds of undetectable. If a trap is disarmed, you gain undetectable for 20 seconds.
  2. Deceptive Contraption: After a survivor steps into a trap, you're terror radius is transferred to them, and you gain undetectable for 30 seconds.
  3. Peppy Springs: You have 4 less traps per a trial(4 traps left over). If you are within 12 meters of an armed trap, gain 6% haste, and keep that haste for 5 seconds. Haste from this add on can only be applied once, meaning being near multiple traps will not boost your speed further.

Comments

  • Some of this interests me but you instantly lost me with the basement nerf. It's not possible to completely wall off the basement with traps, you can only make it hard to get in and out safely.

  • @Zuiphrode said:

    Some of this interests me but you instantly lost me with the basement nerf. It's not possible to completely wall off the basement with traps, you can only make it hard to get in and out safely.

    I'm a bit confused by what you mean. Just to be clear, I know he can't place traps such that the stairs are entirely walled off. I'm trying to make overall harder to camp the basement, and not something trapper can typically do, especially if he's going to have all his traps basekit.

    I'm not trying to judge you, I'm just trying to figure out where you're coming from here, but do you think trapper should be able to basement trapper like he can now?

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938513#Comment_3938513

    I'm a bit confused by what you mean. Just to be clear, I know he can't place traps such that the stairs are entirely walled off. I'm trying to make overall harder to camp the basement, and not something trapper can typically do, especially if he's going to have all his traps basekit.

    I'm not trying to judge you, I'm just trying to figure out where you're coming from here, but do you think trapper should be able to basement trapper like he can now?

    …yes? If he wants to waste a large amount of resources to keep one person in the basement, the rest of the team could be off doing generators unimpeded.

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938572#Comment_3938572

    …yes? If he wants to waste a large amount of resources to keep one person in the basement, the rest of the team could be off doing generators unimpeded.

    I think they're trying to nullify the Basement Trapper playstyle, or at least minimize it harshly. While I don't think this is the best way to attempt to curb that style, I also don't think a surv should feel completely doomed if they are dragged into a basement by either a Hag or a Trapper.

    I do like their ideas in their Add-ons section though they're worth testing out.

  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938572#Comment_3938572

    …yes? If he wants to waste a large amount of resources to keep one person in the basement, the rest of the team could be off doing generators unimpeded.

    Genuinely, thanks. I don't think a survivor should be screwed if they are basement hooked, because at that point the survivor on hook is just doing the honor system of, "I won't give up on hook so my teammates can finish gens and escape," so I do want to minimize that, but I don't want to entirely remove that option for Trapper, and you're my best chance at hearing the opposite perspective. What about this instead:

    Traps have a minimum distance of 4 meters placement from each other (currently 1.5 meters), reducing the number of traps that can be grouped up together and reduce how many basement traps there can be, without eliminating them all.

  • That min distance is way too harsh. You wouldn't even be able to efficiently trap both doors of the shack with that.

  • @Zuiphrode said:

    That min distance is way too harsh. You wouldn't even be able to efficiently trap both doors of the shack with that.

    I might be mistaken, but shack is 11 by 11 meters, and the door ways are just a little less than that, about 9 meters. Am I misunderstanding what you're saying, or is my distance incorrect?

  • JJust give his traps opacity when you are running, then a little less when walking, then visible when standing still

  • @Callahan9116 said:

    JJust give his traps opacity when you are running, then a little less when walking, then visible when standing still

    I might misunderstand what you mean here, but that's not an all bad idea. Just to be clear, lower opacity means more invisible, and higher opacity means more visible. Assuming you mean his traps are invisible when running (0% opacity), and then walking or crouch walking raises there opacity to say, 30%, and not moving at all makes them fully visible (100% opacity). I'm not entirely sold on the idea, but it's actually a pretty good one. The only problem I can see is traps becoming suddenly visible when you slow down, which might make them more noticeable than before.

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938988#Comment_3938988

    I might misunderstand what you mean here, but that's not an all bad idea. Just to be clear, lower opacity means more invisible, and higher opacity means more visible. Assuming you mean his traps are invisible when running (0% opacity), and then walking or crouch walking raises there opacity to say, 30%, and not moving at all makes them fully visible (100% opacity). I'm not entirely sold on the idea, but it's actually a pretty good one. The only problem I can see is traps becoming suddenly visible when you slow down, which might make them more noticeable than before.

    Yes you're right. Maybe also have a range on them? Such as 0% opaque at 24 M when running, and the closer you get and slower you go the more visible they become. That way they don't pop like you mentioned. Also yes I got opaque backwards.