Why Trapper Has Always Been The WORST Killer In Dead By Daylight



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24 thoughts on “Why Trapper Has Always Been The WORST Killer In Dead By Daylight”

  1. No, Freddy is the worst. Trapper at least has basement play and some good addons to shut the loops down. What Sharp Hand Joe has? Nothing and if survivors are awake he has no power.

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  2. the skill need for trap placing is not high but the lowest? i think this place has sm. one buff he definitly needs is that he need to have all traps from the start thats a must and a second buff idea would be that he get a nice haste buff after people disarm a trap or if people try to disarm they have to do a difficulty skill check and if they fail they get injured or if already injurded they have to mend afterwards.

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  3. even in high mmr survivors still step in traps if you set them around loops, this is the way i play trapper and it works they don't expect it they cant just know where to disarm them, plus i think freddy is worst cuz his teleport is way to long no good addons and his nightmare is just easy to get out of, trapper can snowball, but freddy cant

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  4. I think my personal fix I'd do to Trapper is just make him like any other limited-ammo killer: reload at locker, make oldest trap disappear (so you can't just plague the map with traps)

    If a buff to his traps happen, it could be something like it takes survivors 24 seconds to untrap themselves and maybe get skill checks like with pig boxes, but failing a skill check resets the bar or something. And a friend can untrap the trapped survivor far quicker, like 6 seconds or something. This would give the trapper less anxiety by having a set down time they have until the survivor is free to act again, or gives trapper information if a survivor gets freed too quickly since that would mean two survivors are at that trap.

    It's truly sad that some simple tweaks would literally make Trapper playable, but they just outright refuse.

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  5. I have over a hundred hours in trapper alone.
    He's just about the most satisfying killer to play, as there is very little luck to using his power, other than original trap spawning; and in that sense, I think you're wrong about having the lowest skill floor. The skill from trapper comes from playing survivor: where do survivors go without even thinking? Where do survivors think you'll set up traps? Where is an area where you can lock down efficiently if it comes to that? What pathing is most efficient to utilize as many traps as possible? Nothing beats subtly zoning survivors into a trap that they had no idea was coming, neutralizing a chain loop with a single trap, or getting a 4 man slug from a plan that you set into motion 2 minutes prior. I've come to appreciate his strengths and many weaknesses, which, given, are a HUGE pain.
    However, I feel like he's cripplingly hard to rebalance. I agree with the fact that haste, generally, is a terrible status effect– except in specific perks, like exhaustion, hope, or that one singularity perk– and I also hate it. I think it's a band-aid fix for a bigger issue, but I feel like everyone's rebalance and rework ideas of him will either do nothing, or make him overly oppressive. making it one long attempt rather than rng makes his potential hold time less, and making the one attempt even longer makes it ridiculously unfun for survivors-they already patched the unlucky 10+ attempt traps for that reason. Giving him all his traps at the start can cause absolutely ridiculous zoning on certain maps that make a down guaranteed just a couple seconds after chase starts: there's a clip from otzdarva playing on lery's where he traps a survivor in an exit gate loop and downs them within 3-4 seconds. Reloading at lockers makes him even more map dependent (I'm not gonna want to spend 20 minutes finding a locker on red forest or shelter woods) and deleting the oldest trap that he placed can make his zoning potential at loops harm him if he wants to secure a specific area(If I want shack locked down and exit gates trapped, I'm going to be reluctant to use my infinite traps at loops because I don't want to have to go back and re-place 4 critical traps because they get deleted).
    BHVR is generally apprehensive about full reworks, and I can understand it: I miss old freddy, no matter how awful he was. I miss instasaw billy, to an extent. I miss the nostalgia of some of the old maps and main buildings, like old wretched shop with both windows, or haddonfield with its 22 god houses, and I'm anxious for the twins rework, as I don't want an overheat billy situation. I don't want them to fully rework trapper, no matter how terribly he performs.
    I feel like his balancing needs to come from some specific slight changes, make the escape attempts slightly longer, like 8 seconds, disarming traps requires a difficult skill check, make escape attempts always fail on the first two tries, traps spawn closer to the trapper, closer to generators, and further from survivors, make trap hitboxes slightly bigger, etc.
    TL;DR
    Does trapper deserve better? Yes. Is he hard to balance? Yes. Does he deserve a full rework ever? No.
    I love him just the way he is. As objectively bad as he may be, he is one of the only killers that benefits from the fact that 4 survivors vs 1 killer means survivors are 4x more likely to make mistakes.

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  6. A rework idea I've had for trapper involves 2 parts. 1 base kit tweak, 2 add on tweaks.
    1: trapper can now resupply by opening lockers. Doing so despawns 1-2 closed traps from somewhere on the map with a 5-10 second cooldown per moved trap. Open traps must be manually picked up or closed first.

    2: trapper will receive a line of add ons that will allow him to sacrifice traps in his pocket for unique traps. These unique traps will despawn and respawn as a closed trap some where on the map once they are disarmed or triggered.

    Yellow: traps can now be placed on up to 4 or 5 windows. Any survivor who interacts with the window becomes injured or deep wounded. (Maybe hindered? But definitely not stuck.)

    Green: trapper can place a variation of blast mine on 2 gens. Survivors who trigger it will become blinded like normal but are hindered instead of stunned. Only survivors in repair range suffer from hindered, but nearby survivors can also be blinded.

    Purple: he can place 1 hand trap in a gen. Survivors become stuck as if they stepped in a normal trap. They can be freed as per normal.

    If you think the purple and green add ons are too strong, they could always put a time limit on them.

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  7. Two simple buff are make his traps bigger so they are unavoidable and they spawn armed in set spots in tiles that we the community chose. Giving him no time to have to set up and no longer having to go to the middle of nowhere edge of the map to pick up one and actually get value from it

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  8. I got into DBD like 2 years ago. And honestly for a character named the Trapper I expected him to do more than just place beartraps. Like he should of been able to sabotage gens or make tripwires of something. I know other killers have traps but Trapper should be the Fred Jones of DBD.

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  9. I love how they put neughty bear in the game, he is cute BUT i wont buy or play him BEcuase how trapper is what worst killer in the game. if they buffed him to at least C teir I'd play him and buy naughty bear

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