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The Trapper is the face of Dead By Daylight, with his image being seen on the majority of the games promotional material. Despite this fact, he is often considered by many players to be one of the weakest killers in the entire game. This video explores a rework concept that hopes to improve this killers power in a number of ways with the aim of creating a character that is far more threatening in trials.
00:00 – Intro
00:43 – Set-up
03:25 – Pay-off
08:43 – Camping
10:54 – Add-ons
18:30 – Outro
I produce these videos in hopes of inspiring some discussions around the topics in question. The Dead by Daylight community is full of passionate fans with brilliant ideas. With these videos I simply hope to add to the discussion and perhaps provide a point from which other people’s ideas can branch out. As always I ask people to keep these discussions civil, no amount of insults will change a persons mind.
Some images for this presentation were sourced from the Dead By Daylight wiki: https://deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Wiki
Many thanks to my friends who helped me in obtaining clips for this video.
source
Hello all, I just wanted to mention a couple of things here.
First, apologies for the time it has taken to get this video finished. I had hoped to have it out sooner but a number of things managed to hinder my progress. The next few videos shouldn't take nearly as long to create. I have already started scripting the next video and hope to have it out in a few weeks, depending on certain factors.
Second, after reviewing the video in full I noticed that I spoke too quickly in certain sections. I had considered re-recording these sections, however, given the time it has already taken to make this video I didn't want to create further delays. I will be more mindful of this during future recordings. I hope that you still manage to enjoy the video and have fun picking apart the ideas presented.
Finally, I have a number of plans for videos that aren't killer reworks. In the next few days I plan to release some community polls and gauge interest in these topics. If this is something that might interest you, keep an eye on the channel over the next few days.
Thank you all for reading, I hope you enjoy the video.
Even though you're British, I love you DbD Balance Man!!!
Honestly… I think that your version of the trapper is way better then BHVR's. On theory… It's great but I don't really know what would happen if it went Live. But it's a great concept overall. Keep the great work
That reworked trapper will be so ass to face as soloq ngl
Overall it is an extremely good concept. I'm just not sure if making Bloody Coil base-kit wouldn't put Survivors in a lose-lose situation. Especially since Survivors cannot at all disarm traps when deep wounded (5s disarm + 15s reduction = 20 seconds which is 100% of timer), it could be more profitable for survivors to step in the trap to force it to close when you are far away, especially that with increased time and how rng the escape chance (despite not being total rng as it used to be) is a lot of the time, for almost the same amount of damage they can do it faster. Especially when already injured, where both actions (escaping trap or disarming it) would apply deep wound and reveal you with Killer Instinct.
Your ideas to balance dbd are amazing, behavior should hire you.
I've always said that the most simple trapper buff would be to have his traps spawn in specific spots around the map around the loops already armed. Eliminating the need to set them up and we, as the community should be able to choose where these spots the traps spawn are
Thank you for including "concept" in the title. Im tired of people making click bait lol
Thats a great rework while keeping the core idea of the trapper
I like your input at 4:00 regarding map design, but BHVR have gone on record multiple times claiming that finding pallets/loops are priority and they see tall grass as an obstacle to that. You would have to structure the solution to the problem in a way that addresses this point, because you have to change a core philosophy to their design process.
As an original 2016 Trapper main with over 13k hours, there's a lot of stuff here I like. Although, I disagree with the notion that there needs to be nerfs accompanying buffs that goes with the DBD community. I think most of the suggested nerfs are unnecessary.
There are addons that reveal survivors that show the aura of those disarming bear traps
First off I would love to mention that the passion you put behind this video is awesome. However as somebody that has mained trapper for nearly 4 years straight, the base kit bloody coil is way too much. I would love the added effects base kit on the addon itself though. And the traps not being armed 16 meters from the hook is just a bad take. Every else is great. Simply stay far away from basement from this killer. It is that simple.
Behavior: Sorry Survivors would cry too much. So just for suggesting this, we now made trapper 4.4 m/s.
You're better than BHVR in everything.
I really like your videos.
Great video! I'd love to see a sadako rework next, she's very underwhelming. Love and support from Saudi Arabia!
Yo, could you do a Pyramid Head add-on rework? With these add-ons you did for the Trapper, I think you would be very good!
I really don’t have enough game sense to know if these are good changes or not, but I still love the exploration and the changes made. DBD can sometimes be so stubborn in its own ways that just poking anything with a stick is super engaging
We urgently need a skull merchant rework
I think this rework makeS disarming beartraps too punishing. Bloody Coil as basekit should be plenty in my opinion. As for the reload mechanic, i personally would go for "Trapper starts with 1/no traps, but there's no limit to how many he can carry at a time" (maybe making the traps spawn closer to the center of the map), but your solution should work fine. I just think that spotting a disarmed bear trap is a good piece of information for survivors.
NOW: You really did magic with the add-ons. The lore bits and the new effects are golden, and they create new routes for such an outdated killer. Really good job.
This might make trapper too strong, but I really like a lot of the creative reworks you suggested
I would love at the very least, the ability to take a trap you can see the aura of every 30 seconds or something. Like, The Entity takes it and gives it to you if you press Shift while its centered on your screen.
This is a great rework. One of the few actual moments when they should hire fans.
I agree will all except killer instinct for disarming, reason being if they take a health state hit, then it offers good tracking already, and two the trapper stepping in his own traps, though hag and Freddy don’t activate their own traps, they also don’t have a built in grab on a survivors and easy hooks like bear trap does. Other than those it looks good.
Tbh, if all they did was make disarmed beartraps reset after 45 seconds, I'd be perfectly happy with Trapper
No, I hate mending 😐
Hmm i like these reworks but i dont know about making bloody coil being basekit , and these addons seem too good,but very nice vid!
I've made a guide in patch 1.5.0 on steam about the correct fix for trapper, and it is much simpler than this.
Make the traps spawn under ALL pallets, activated. No trap can be picked up only resetted. Pallet can be dropped over the trap for safe traveling over (same as now) Breaking a dropped pallet breaks the trap (like old sabotage).
As an M1 killer at the end, he would have no traps but survivors would have no pallets, making it balanced by default.
I'm liking everything so far, but.. I'm not sure how I feel about Bloody Coil being base kit, maybe we could add some counterplay to it with the addition of Skill Checks, but not normal skills, but instead Merciless Storm skill checks.. maybe the math could be for every second spent disarming you get hit with 1 Merciless Storm skill check, so with your base time of 5 Seconds, you'd get hit with 5 Merciless Storm Skill Checks, this could even encourage bringing addons that increase disarm duration. Failing would take a healthstate as per,
This adds the theme of the Survivor being terrified to disarm it, they need to pay alot of attention or they'll mess up and also helps the the problem of his traps getting disarmed one after another… idk, maybe my suggestion is stupid
I dont like it very much
he needs to be topless
I think nearly everything here is great, but I think having a version of base kit bloody coil might make him too strong, leaving survivors with two choices that are equally bad, not disarming his traps and risking getting caught, or trying to disarm them and staying near perma injured. I feel this would create too much slowdown, especially with getting put into deep wound for disarming while injured. His carrying capacity for traps should be increased to 3 traps. I think his setting speed should be decreased to 2 seconds (from 2.5) and picking up traps to .75 seconds (from 1). He should also retain his haste, lowering it to 5% for 10 seconds, rather than 7.5% for 5 seconds. I think instead the time to disarm a trap should be increased to 7 seconds (double what it is now), making it very hard for a teammate to disarm a trap while another person is being chased, but still letting survivors have some counterplay to traps without making them too strong. Another idea to go with this is a mechanic similar how waking up survivors from Freddy's dream world takes longer each time. If the trapper resets his trap that was disarmed, it adds an additional 1.5 seconds to the time it takes to disarm, up to 13 seconds or unless the trapper picks up the trap, which would reset the disarm timer to 7 seconds. This affect would apply with Iri stone as well. This would give trapper more slowdown from his traps and making it harder for teams to coordinate against him while also not being too powerful. I also have my own idea for his camping problem. Instead of silent disarm/rearm, he can't place traps within 12 meters of a hooked survivor (16 meters if the survivor is on a basement hook) unless already placed previously. Traps already set within this radius take 4.5 seconds to reset if disarmed. Survivors also disarm traps in 4 seconds if within this radius, and the disarm slowdown wouldn't apply when within this radius.
Trapper’s fine. Ppl just don’t wanna work for anything
I came for the Trapper rework, I stayed for the sexy British accent ❤❤❤
I really like this concept, I just have a few notes:
I think instead of silent disarming being an automatic process that negates the ability to closely defend hook locations as more than an m1 killer, it could be better off as a buff to survivor disarming. Proxy camping is steadily being made less and less effective, and most of the Trapper's proclivity for basement defense comes from necessity, giving players that want to make effective use of an underpowered killer an "in" in some matches, but if his baseline gameplay was more engaging and rewarding, it would be less of a problem. With that in mind, I think bringing his basement/hook defense capabilities more in line with his current mechanics would work out fine. I would recommend that silent disarming removes the killer instinct, health state, and loud noise notification from disarming a trap, along with increasing the speed of disarming by around 10%, so that in edge-case, high-risk high-reward situations where a Trapper player would want to defend a particular hook, they still have the ability to make use of their power to force altruistic survivors into a difficult situation requiring high coordination to succeed without the buffs to his base power making those odds overwhelming.
My other suggestion synergizes with this, though I'm not sure if it was already part of your intent with this rework or not as you didn't mention picking up traps: I think that with the additional context of locker reloading and more threatening traps, enforcing the trapper sack downside— that he can't pick up traps after placing them— would work well and allow both rewarding counterplay to survivors and a more interesting playstyle for Trapper. With the ability to relocate his new, deadlier traps to any set of generators at the end of a match, 3gen gameplay could quickly become overbearing in the hands of experienced players and allow unhealthy playstyles with little opportunity for survivor counterplay. Limiting trapper's ability to lock down tactically important areas so that he has to either predict ahead of time where his traps will be important— allowing survivors opportunities in the midgame to try to break 3gens before they become a significant problem— or pace himself and save traps for lategame to achieve this pressure would put some more interesting decision making in Trapper players' hands without turning too many matches into old Skullchant games. This would also ensure that Basement Trapper isn't as much of an issue while still being allowed to take that risk on some hooks.
I think iridescent stone would be better as base kit instead of bloody coil. Bloody coil turns it into a damned if you do damned if you don't situation. Using iri stone baskit but at a reduced frequency would allow counter play yet still allow trapper to not play wack a mole the whole match also an add-on that stops survivors from escaping the trap by themselves sounds like a hostage situation waiting to happen.
As a Trapper main, i think this would be actually wonderful. Extremely good and somewhat balenced ideas as well. Not sure on the aura reading aspect for like 3-6 seconds. That's a free BBQ and Chilli basically, which seems a bit far stretched. But other than that, i really like the ideas man, hopefully BHVR considers something at least. (They will not, ever, but let me daydream)
Trapper needs some love but basekit injure and instinct is insane
Overall, this is a solid rework. That said, there are a couple of issues with it: Firstly, having Survivors lose health states when disarming traps is too punishing a consequence, unless there is a mini-game akin to the one that appears when they're hacking The Skull Merchant's drones that could be failed.
Secondly, buffing the camp-meter, a mechanic that does nothing when playing as a Survivor and yet somehow adds a lot of pressure to matches when playing as a Killer, is unhealthy for the game. I would rather there just be a power-specific punishment for The Trapper placing traps too close to The Basement, one which is, of course, punishing while also having some clever, fair work-arounds built into it.
Thirdly, the lore-focused add-ons are conceptually interesting but often thematically repetitive. To elaborate, they blatantly point out the avarice of the miners' boss instead of letting it speak for itself.
Lastly, you need not insult yourself for coming up with said add-ons. Mocking your passions serves no purpose.
One thing I disagree with is the bloody coil base kit, that’s just too much
I also think numbers of the addons could be tweaked, overall a really great video!
Basement trapper would be disgusting
Great video and all but if Trapper got bloody coil basekit I think that would be enough to make me completely quit playing survivor.
better camping fix, have the traps near specifically basement hooks count for filling the camping meter,
And allow for the endurance effect to trigger off bear traps, damaging instead of catching survivors. Kind of makes sense sort of ripping yourself out of a beartrap in desperation
As a p100 trapper main, I think trapper should get 10% haste while a survivor is in a trap. This will allow trapper to close in on his trapped prey. Haste persists for 3 after survivors escapes trap. Survivors stuck in a trap should also suffer from oblivious. Honing stone should be basekit if an injured survivor steps in a trap & frees themselves. Healthy survivors are inflicted with deep wound if they escape from a trap. If a teammate saves them, they are only injured. If a survivor disarms the same trap 3 times it should break & disappear. Making trapper have to go into a locker to retrieve a new one.
I think this is way too complicated of a rework. Trapper's mechanics need to be a bit more simple. I do like the reloading mechanic and maybe increase the speed of setting traps, but the rest with what you described is way too much. Disarming does not need to be nerfed on survivors as disarming gives information on a survivor's presence in an area.
If you gave the trapper reloading, laying out traps has a proper balance of risk versus reward, versus just having traps laid out on the map and taking way too long to set up.
Alternatively, playing as the trapper, I've come to find that laying out all your traps is kind of a bait anyways. It's better to have fewer intentionally placed traps that hit very critical places rather than traps locking out a single area or something.
I dunno, just rambling at this point.