pranjalsharma
pranjalsharma
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I can understand from where this is coming from. The buffs they did to him some time ago were desperately needed. As far as buffing him more, they definitely can do it but I don't think they honestly get enough time to look back at very old killers like trapper
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@Frogsplosion said:
Thicker and SHORTER preferably, because I can barely see anything on maps like backwater swamp and the new red forest.
I can agree to that!
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@BarnesFlam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437159#Comment_3437159
No, because they would become visible upon approaching them.
Then what's the use of making them invisible. Just changing colors would do the trick!
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@BarnesFlam said:
What if we give the bear traps the same invisibility mechanic as the Wraith?
Then he would put 69 traps around the hook which would be all invisible and unless you're playing swf you'll end up being hard camped with invisible traps around you. Which won't be fun.
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@Archael said:
trapper would be pleased if his traps would be semi transparent, like 30%-50% transparent, and 80%-60% with bottle of tar. It would be also nice if BHR would change traps from regular metal beartraps, to something more ghostly, maybe entity spiderlike legs that traps survivors, and do not trap trapper.
Making them invisible or semi Invisible might result in unhealthy gameplay. I still wish they could make them change color according to the surface they are placed on basekit.
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@K139K05 said:
An alternative (or additio) to that would reworking to tar add-on into a camo add-on, imitating the color(s) of the floor.
I would be happy if it becomes basekit rather than an addon though. Since its just a qol change and won't make his power insanely strong.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417385#Comment_3417385
I thought the taller thicker grass was reduced/removed because of the game performance issues they caused the consoles & lower end PC's. If that is still the case, well there's the answer to that.
As far as camo traps, that's far more interesting and imo deserving of a PTB run to try it out.
The grass was already tall when you look at DBD 2-3 years ago. But if you look at recent maps and reworks they have literally made it horrible. If it was a performance issue they wouldn't have had proper grass earlier. I think they just did to make the maps a bit prettier and didn't think about trapper a lot before doing it.
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@jesterkind said:
Personally, I'd be far more in favour of changing the traps in some way. As you say, there are some maps where there's no grass at all like The Game, or very little grass that's already quite thick, like Lery's.
I'm not sure exactly what that should look like, but in general, I think it's a better idea for Trapper to bend around updated map design, rather than forcing all maps to bend around Trapper's power. Maybe making them camouflaged slightly to the map they're on, or partially transparent? That'd help with brighter maps too so he's not at a huge disadvantage there.
Exactly my point. And there's a huge problem in maps like shattered square or swamps where the traps spawn at the literal edge of the map and we need to waste 5 mins just to pick up a single trap. Some small tweaks should be really appreciated and would make him much better.
I suggested adding more grass just in case the changing color of trap is hard to be implemented since there are different color variations in every maps. It would be cool to have thick grass added to open maps atleast so that survivors may actually have to second guess if they have to play the loop or not.