Almost every map is awful for Trapper… | Dead by Daylight



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Trapper gets countered by comms, by Fogwise, by Pink Maps, by exhaustion perks, by Circle of Healing and by like 50 other things. But even worse than that, he’s countered by the maps themselves not providing enough hiding spots for his power.

00:00 Explanation & Context
01:27 Temple of Purgation
13:46 Shattered Square

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25 thoughts on “Almost every map is awful for Trapper… | Dead by Daylight”

  1. always though they should add when he traps someone he gains a chuck of movement speed to either moving towards the trapped survivor or just in general so if hes in chase and someone get trapped cross map he can finish the chase hes on or sprint it to the trapped survivor

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  2. I think the only way to fix Trapper is have him start with all or at least half his traps then have them reopen by themselves every 60 seconds after someone interacted (includes running on them) with them and survivors that help them escape should get a small skill check, like if they mess up the check they still escape but have to mend and the survivor that was helping has a 10 % chance to be damaged by that missed check if they were in full health. An Add-on could bring that up to 30 % and is a Pink Add-on.

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  3. hey otz, I had an idea for a trapper rework after watching your recent video. I understand that trapper and the bear traps are iconic for dbd, but what about if instead of the bear traps he has, he uses bolas that have a fairly long wind up to throw, but he snares survivors in them? I was thinking there’s plenty of room for ideas like they either hinder the survivor or outright trap them in place, and whether you get a free pickup like current trapper or you have to injure them could all be discussed in terms of fairness by the dev team. thoughts? alternatively this could even be a new killer really

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  4. I fucking love otz his personality is just one of a kind I don’t watch just his dbd videos but resident evil too he’s the only content creator I can watch for a long period of time and not get bored

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  5. Trapper needs some sort of cloaking add-on for his traps, or make it apart of his kit all together. I've always also thought that maybe trapper should be able to place traps as he moves similar to how freddy places his red circle things.

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  6. I don't understand why they haven't changed it so Trapper pulls his traps out of lockers instead of randomly thrown into the corners of maps at the start. Just make it so that if Trapper opens a locker with empty trap slots he pulls that many traps out of his "bank" of total traps. Doesn't matter which locker so that trapper is always able to retreive his traps in the early game with much less time spent wandering around gathering them.

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  7. What I've been hoping they do to trapper is "modernize" his kit. Make it where he has a max number of traps in the field(Maybe like 5 default bags increase by 1 per tier) but can reload at lockers and toss them a short distance say 2m to set them. The biggest problem he has is how freaken slow everything he does is and the constant extra travel time to pick up and relocate traps. Love the set up for traps and the feel of stuff but the time drag just kills him on any map that's wider than the shack.

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  8. Trapper needs buffs, badly. Giving him no aura while he places a trap would be a good start. Just removing bag addons entirely and letting him hold all his traps and start with all his traps would be another big help.
    he's the poster boy for the game but he's such a sad mess. Maybe he could use a secondary power like another trap type you can set – tripwires, razorwire for windows, a tiny deathslinger.

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  9. I think a legitimately good buff for trapper would be to remove the ability for him to be stunned from his own traps, and perhaps change that feature to be behind a brown add-on for extra blood points. If trapper could put down traps in the middle of loops that can instantly incapacitate a survivor, he would be much scarier to deal wtih.

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  10. That's how I feel with huntress. Every new map has more invisible walls around structures, more random debris and significantly less lines of sight. They're really taking the fun out of her and forcing you to go for more animation lock hatchets since you'll get w key'd 3/4 the distance of the map if you miss one mid range toss.

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