Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
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
source
He needs mobility or chase
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.
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
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
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
Its hard to make trapper much better without making his camping game too oppressive
A problem i see with the throwing traps is that he‘ll just be a better freddy then lol
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
That would probably boost him up to a mid B teir if he's like that
Imagine him teleporting to corners survivors can't see behind in front of them 👁
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
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
Makes sense…the trapper is a Jedi lol or the entity helps him
He doesn't need a buff or change he was the first killer he shouldn't be strong and game breaking like all of the newer killers
Damn is that “all-kill menu theme (slowed + reverb)” 🤯
I think the easiest change would be to make honing stone base kit 🤷♂️
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)
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)
I'd make it so the survivor has to mend if they were injured in a trap and trapper would see their aura if they were down by the mend
Imo I feel that if you get caught in a trap while injured you should be put in the dying state
Just give him a magnet to attract the traps into his hands
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.
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)
Random buff to him but make grass spawn everywhere, if not some kind of fog. Basically something to hide them on maps like Eyrie of crows.
Just give him claymores instead of bear traps 💥
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.
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.
Self-escapes should be standardized because it feels really dumb to have a survivor insta-escape and it feels dumber to be trapped for 6 business days.
I think that traps should down an injured survivor if they remove it themselves. It would make him much more rewarding
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.
What about having all the traps with him.
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.
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.
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.
I could see a modern take on the Trapper instead being him throwing a trap onto the ground.
I love the placement change 👍
hes fine as is.
If he could throw The traps that would Make him easily one of The best antiloopers
I really like the style of your videos. They're VERY pleasant to watch!