Doctor_DoodL3s
Doctor_DoodL3s
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So I've been playing DBD for about three years now, about 2 and a half on xbox and recently switched to PC. Generally I am a survivor main "mostly due to issues with frame rate drop on console taking the fun from killer", but have put countless hours into playing the Trapper almost exclusively as killer over the years. To me he is by far the most fun killer to play requiring a player to constantly weigh risk vs. reward and outthink the survivors by using foresight when setting up a kill zone. As much as I love playing him there are just too many drawbacks as of late that make him simply underwhelming compared to most other killers. Personally I see three major areas of concern I'd like to see QOL improvements on:
- First is the fact that unless you run ruin or corrupt intervention say goodbye to at least two gens early game and almost exclusively do I have to adhere to the three gen strategy. Simply put unless you have traps readily available your a M1 killer and cannot facilitate early game pressure unless luck of the spawn is on your side.
- Second is the time spent traversing the map to get to some of those far out traps if its even worth the time, since time spent acquiring = time lost applying pressure again risk vs reward.
- And last involves the traps themselves. By design their intent is to obstruct a survivors path and either divert them or trap them. In theory it sounds great until 1 the survivor hit box allows them to simply by pass the trap and as killer your mile wide box ends up trapping you. 2 being the fact that it makes no sense that when an injured survivor steps in a trap they aren't downed after escaping.
I've seen plenty of interesting ideas on this forum in regards to Trapper buffs. Some of them I think are great but others I have to disagree because they would make him way too op. Here is my two cents for what its worth:
- I disagree with having the trapper spawn with all traps on hand mainly because trap happy trappers like myself would instantly lock down three gens and it would become damn near impossible for survivors, even though I play a lot of survivor I still hate to listen to their bitching. Instead I like the idea of having the brown add on for speed and the trap bag standard, this would both speed his setting up and give a bit more leverage early game when setting up.
- The locker is a good idea but with a bit of a modification. Allow two traps max carry (unless add-ons) and every time you go to a locker with a cool down it replenishes x amount of traps up to a total of 8 being able to be in play on the map at any given time. After 30 sec or so disarmed traps are reverted back to the locker and are able to be retrieved.
- Increase the size of the traps allowing slightly better loop coverage and elimination that by the will of god slip trough. Also considered creating an add on that allows the trapper to by pass his own traps but I feel that that's a double edged sword, for the fact that unaware killers should be punished for negligence on their part. Perhaps only when carrying survivors or vise versa.
- Finally I believe that injured survivors should be put in a downed state if trapped. Skill checks should be implemented as part of the escape mechanic either rewarding the survivor or punishing them for failure. Trapped survivors that escape after failing a skill check receive the mangled status effect while successful skill checks simply leave the survivor injured. Last is when disarming a trap within the killers terror radius should render the survivor in the oblivious state.
There are a lot of great ideas out there and again these ideas are the ones I see as the best potential Buffs to the Trapper. They would help reduce time and allow more pressure and feel they would be fair to both sides keeping him from becoming too op but not letting him be a push over. I still play a lot of trapper and have a lot of when I do.
A bit about my playstyle, Currently when I play I use the following perks : Whispers, agitation, enduring, and Bitter murmur. I don't like using ruin even though when I get to red ranks I do, switching it for BM. Most of the perks are self explanatory i.e. whispers etc... The reason I use bitter is for two reasons, first it allows me to see the survivors main priorities like gen. direction or hook save following a repair, second which gate they are planning on rushing to and how many to be expecting. I use this insight when modifying my strategy mid game and reallocating my traps according to their disposition. I know there are a lot of other better perks but oddly enough this one works well for me for the time, any suggestions on an alternative would be greatly appreciated. Thanks everyone and have a good one!