How I would Rework the Trapper in Dead by Daylight



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In this video I go over some changes I’d make to trapper to make him a bit stronger.

———Chapters———

00:00 – Intro
01:00 – Problems with his current power
03:06 – Changes I’d make to trapper
04:38 – Outro

———Hashtags———

#dbd #trapper #gaming #rework #blender #edit #concept #dead_by_daylight #deadbydaylightsurvivor

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39 thoughts on “How I would Rework the Trapper in Dead by Daylight”

  1. What are your thoughts on changing the disarm function so when a survivor tries to disarm a trap the get a difficult skill check (like overcharge) and if they hit the check the trap is disarmed but if they miss they are injured. If they are already injured they get deep wound. They would also have to rework the bloody coil and deep wound add ons.

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  2. I've had the exact idea of rework for the last 2 years. The only difference is you want a pull mechanic for far pickup when I wanted to just make him start off with all traps and bags add more. Thanks for sharing and hope bhvr gives him love

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  3. The easiest buff to Trapper is to make the purple trap bag basekit and to make it to where Trapper is a bit harder to counter. Like when a survivor disables a trap, they are hit with killer instinct for 4 seconds. I'd also change the way his traps work so that you have to spend 10 seconds on an endless spree of skill checks that you have hit of you lose progress or have to restart.

    These might end up being annoying changes but idk

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  4. When a survivor steps in a trap press the active ability button to teleport to the trapped survivor…of course there would be a cooldown for that…also somehow maybe placing traps on objects like gens or lockers/chests would be really good

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  5. Mmmmm…
    I'd rather have him reload at lockers, but not so that he can place an infinite amount of traps
    No no no
    It just that for each time you pick up a trap from a locker the last placed or the furthest placed trap will be consumed by the entity

    And the throwing traps part, well just a tweek, he opens the trap in his hands and throws it while moving slower

    Still, I'd rather have the Iri stone (I think) base kit, like entity contributes to your help or something, idk

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  6. That would be a problem because just teleporting the trap to him would need a special ability given by the entity
    and that would be a problem because Trapper isnt one of the entitys favourites
    so a new power like that would requir a new story and that would be way to much work

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  7. Honestly, these are really good changes, I would like to mention that even though the rng is nowhere near as much of a problem as before, its still possible to escape on the first attempt and its still possible to escape only on the seventh attempt. i think the ability to remove rng entirely is possible, which is to do the 3 following changes

    1: rename “attempt escape” to “escape trap”
    2: the chances to escape a trap is always 100%
    3. The “escape trap” action always takes 10 seconds

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  8. I think giving him an M240 would make him keep up with other killers such as Legion. I see it being completely balanced as he would only have 200 bullets before needing to reload at a locker. (Please bhvr I'm tired of playing trapper help)

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  9. I don't know why he doesn't get the special locker treatment that Huntress and Trickster get tbh (Getting a new trap would remove the oldest placed one like Hag)

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  10. There's 1 easy but really complicated way to make him remove the set up part

    When selecting Trapper you have acces to all maps schemes and you can select where to place the traps.

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  11. A few other buffs I think would be good
    •Healthy survivors caught in traps and free themselves get deep wound. If they are saved, they are just injured
    •When a survivor is trapped, Trappers movement speed increases by 10%. This speed is kept if the Trapper picks the survivor up from the trap, and lasts until they are hooked. (Think Basekit Agi)

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  12. I feel like he should just start with all his traps in the first place and have it to where an already injured survivor takes longer AND gets deep wounds when they escape. Just making those 2 add ons basekit, plus the extra seconds. That would be alot more beneficial without the negative of the traps not being able to be picked up again. As for "throwing them on the ground" sounds a bit silly, like they're pokéballs or Bakugan or something Lol. If some beartraps or traps in general work like that irl please let me know. I know the game isn't THAT grounded in reality but like, it's just funny imagining a Trapper just yeeting a trap at a pallet loop mid chase.

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  13. I'd just give him all his traps right at the beginning and the traps should always take one health state away, so that an injured survivor will go into dying state. His trap placement should also be a lot faster and they need a larger hitbox. If you don't place them perfectly behind a window or a palett, survs will just run around it.

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  14. While throwing the traps would definitely make the Trapper stronger, it would also completely break the immersion of the game because of how absolutely ridiculous it would look. A better buff would be to just make Iridescent springs basekit so that it adds a risk to disabling bair traps for survivors forcing them to decide if it's actually worth it.

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  15. This sounds pretty good. Another buff that I always advocated for is this: make the traps all start primed AND let them start in somewhat beneficial spots, like under windows, in tall grass etc. I mean he is a Trapper, a hunter, so let him already have done some homework. Also disarming traps should carry a risk with it, like a tough skill check and if you miss it you get, well, trapped.

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  16. i really like the idea of trapper tossing a trap within a short range, say like 3-5m. this animations should be short (1sec or less) and the traps should be able to go over objects like pallets, windows and shorter walls the trapper can see over. hell, maybe even add some arching mechanics so trappers can trick shot over tall walls. this would allow for a lot more use in chase and would help out trapper gain use from his power, as well as introduce a new skill ceiling for trapper mains.

    i think trap retrieval should just follow suit from the locker mechanics of other killers. basically trapper can retrieve a bear trap from every locker once (lockers containing traps would be highlighted, similar to huntress and axes, or vice verse where empty lockers are flagged.)

    some additional misc/base kit things i think would be interesting/useful:
    -trapper can place bear traps inside lockers that will trap survivors once injured
    -traps should put injured survivors in the dying state
    -survivors cannot free themselves from traps, or it should be way more difficult
    -traps should be darker in appearance
    -survivors can only disarm traps if they throw an item into it. this will destroy the item.

    i think all of these changes would be fun, interesting, more balanced, flavorful with trappers design and mechanics, and overall improve the best boi.

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  17. make the time to free from the trap longer… without a perk or item… or make it so that the person who sabos a trap visible for like 4 seconds… or exposed… that would give survivors a pause to pick traps.

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