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The Trapper Really need 2 OR 3 traps by default minimun

JAZC_CRJAZC_CR Member Posts: 207
edited August 2018 in General Discussions

1 trap is nothing... i go for traps around all the map and what happen... 2 gens or 3 gens READY and 3 traps disarmed... so... trapper still useless in my opinion... hard to play with his power, maybe every 40 seconds the trap would be armed again, also a reword for the ultra rare addon (iris... stone) every 20 or 10... someone can tell me use addons, ok then... i need to use always addons for 2 traps? and when i out of addons and bloodpoints.... let's hope the trapper start with 2 traps... is nearly imposible in 1 ranks everybody destroying ur power... what do u think?

Post edited by JAZC_CR on

Comments

  • SpiritbxSpiritbx Member Posts: 264
    100% agree. Rem9ve the brown addon to give an extra trap and make it base.
  • JAZC_CRJAZC_CR Member Posts: 207

    @Runiver said:
    Would have prefered him to have a stronger base kit and a weaker ultra-rare add-ons, rather than the current state, honestly.

    me too in ranks 1 is just a joke

  • TsulanTsulan Member Posts: 12,687
    Peanits said:

    I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators.

    If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped.

    You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap.

    I was a trapper main. But he struggles on high ranks. He loses to much time tracking and picking up his own traps.
    Either start with all traps armed or let him reload his traps at lockers.

    He's not powerful enough, to justify that survivors can nullify his power and even completely remove it temporarily.
  • PeanitsPeanits Dev, Community Manager Posts: 6,750

    @Tsulan said:
    Peanits said:

    I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators.

    If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped.

    You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap.

    I was a trapper main. But he struggles on high ranks. He loses to much time tracking and picking up his own traps.
    Either start with all traps armed or let him reload his traps at lockers.

    He's not powerful enough, to justify that survivors can nullify his power and even completely remove it temporarily.

    I've played a bunch of trapper at high ranks and can't say I've had that issue. Definitely less so now that the default setting time is so fast. The way I always look at it is a ~10 second loss now to save a minute+ later on, because one successful trap instantly ends a chase. Sometimes even a chase you never even started while you're chasing someone else.

  • NMCKENMCKE Member Posts: 8,050
    JAZC_CR said:

    1 trap is nothing... i go for traps around all the map and what happen... 2 gens or 3 gens READY and 3 traps disarmed... so... trapper still useless in my opinion... hard to play with his power, maybe every 40 seconds the trap would be armed again, also a reword for the ultra rare addon (iris... stone) every 20 or 10... someone can tell me use addons, ok then... i need to use always addons for 2 traps? and when i out of addons and bloodpoints.... let's hope the trapper start with 2 traps... is nearly imposible in 1 ranks everybody destroying ur power... what do u think?

    I feel like the RNG aspect of the bear trap should just be a 10 second struggle timer because survivors seem to get off way too easily. RNG add-ons for this should Increase the struggle timer so survivors have to hold down the button for even longer.
  • TsulanTsulan Member Posts: 12,687
    Peanits said:

    @Tsulan said:
    Peanits said:

    I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators.

    If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped.

    You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap.

    I was a trapper main. But he struggles on high ranks. He loses to much time tracking and picking up his own traps.
    Either start with all traps armed or let him reload his traps at lockers.

    He's not powerful enough, to justify that survivors can nullify his power and even completely remove it temporarily.

    I've played a bunch of trapper at high ranks and can't say I've had that issue. Definitely less so now that the default setting time is so fast. The way I always look at it is a ~10 second loss now to save a minute+ later on, because one successful trap instantly ends a chase. Sometimes even a chase you never even started while you're chasing someone else.

    I reached rank 1 with Freddy. Does that mean, that he's fine and totally viable on high ranks?
    No, but it's the same logic you applied to trapper.
    Just because someone dedicates a huge amount of time to master a killer, doesn't mean that the killer is balanced. It just means, that the person adapted and makes almost no mistakes.
    Lefty plays trapper only. I still see how 3 survivors escape sometimes.

    To end a chase you never started, traps would have to hold a survivor longer. Not this rng bullshit we have right now. 

    Yesterday I stepped mid chase into a trap and could free myself on the first try, before the killer could reach me. A trap should be an actual threat, not just a minor nuisance.
    Billy's chainsaw is a threat. Nurse's blink is a threat. A trap that holds you for 3 seconds and which can be completely nullified, isn't a threat.
    There is no way to disable the blink of the nurse for 3 minutes. Why can survivors disable a trap?

    All killers should be equally powerful on high ranks. Otherwise we'll stay with the current meta of 2-3 valid killers on rank 1. 
    Why have so many, if no one play's them?
  • VisionmakerVisionmaker Member Posts: 2,051
    As long as his stronger add ons reduce amount of traps he starts with and can hold.
  • PeanitsPeanits Dev, Community Manager Posts: 6,750

    @Tsulan said:
    Peanits said:

    @Tsulan said:

    Peanits said:

    I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators.
    
    If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped.
    
    You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap.
    
    
    
    I was a trapper main. But he struggles on high ranks. He loses to much time tracking and picking up his own traps.
    

    Either start with all traps armed or let him reload his traps at lockers.

    He's not powerful enough, to justify that survivors can nullify his power and even completely remove it temporarily.

    I've played a bunch of trapper at high ranks and can't say I've had that issue. Definitely less so now that the default setting time is so fast. The way I always look at it is a ~10 second loss now to save a minute+ later on, because one successful trap instantly ends a chase. Sometimes even a chase you never even started while you're chasing someone else.

    I reached rank 1 with Freddy. Does that mean, that he's fine and totally viable on high ranks?
    No, but it's the same logic you applied to trapper.
    Just because someone dedicates a huge amount of time to master a killer, doesn't mean that the killer is balanced. It just means, that the person adapted and makes almost no mistakes.
    Lefty plays trapper only. I still see how 3 survivors escape sometimes.

    To end a chase you never started, traps would have to hold a survivor longer. Not this rng bullshit we have right now. 

    Yesterday I stepped mid chase into a trap and could free myself on the first try, before the killer could reach me. A trap should be an actual threat, not just a minor nuisance.
    Billy's chainsaw is a threat. Nurse's blink is a threat. A trap that holds you for 3 seconds and which can be completely nullified, isn't a threat.
    There is no way to disable the blink of the nurse for 3 minutes. Why can survivors disable a trap?

    All killers should be equally powerful on high ranks. Otherwise we'll stay with the current meta of 2-3 valid killers on rank 1. 
    Why have so many, if no one play's them?

    I do agree with you on the RNG of trap struggling. I'd personally like to see it changed to a regular 10 second interaction (+/- for addons, less time for slippery meat). I've been on both ends of it and it sucks just as much when you struggle twenty times and can't get out as it does when the person who stepped in your trap gets out in one try.

    Though that would be a different issue entirely. I don't find time efficiency to be a huge problem on trapper. It's a tradeoff of set up time for shorter chases later in the game. There's definitely some skill to it, but I would say that's the case with almost all killers. While you need to learn how to manage your traps and how/when to best use them as pig, the thing you need to learn for trapper is how to set up traps in good positions on the fly.

    I ain't saying trapper is top tier, but to say that he's not viable at high ranks is just plain untrue. He's a standard 4.6 killer, perfectly capable in chases. Traps are the icing on the cake, allowing you to block off whichever path you wish.

  • MasterMaster Member Posts: 10,200
    JAZC_CR said:

    1 trap is nothing... i go for traps around all the map and what happen... 2 gens or 3 gens READY and 3 traps disarmed... so... trapper still useless in my opinion... hard to play with his power, maybe every 40 seconds the trap would be armed again, also a reword for the ultra rare addon (iris... stone) every 20 or 10... someone can tell me use addons, ok then... i need to use always addons for 2 traps? and when i out of addons and bloodpoints.... let's hope the trapper start with 2 traps... is nearly imposible in 1 ranks everybody destroying ur power... what do u think?

    I agree.
    In the meantime try playing trapper mostly ad m1 killer and only trap the super safe house loop etc.
    As trapper you have to use your hooked victim as bait, take advantage of that altruism 
  • TsulanTsulan Member Posts: 12,687
    Peanits said:

    @Tsulan said:
    Peanits said:

    @Tsulan said:

    Peanits said:

    I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators.
    
    If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped.
    
    You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap.
    
    
    
    I was a trapper main. But he struggles on high ranks. He loses to much time tracking and picking up his own traps.
    

    Either start with all traps armed or let him reload his traps at lockers.

    He's not powerful enough, to justify that survivors can nullify his power and even completely remove it temporarily.

    I've played a bunch of trapper at high ranks and can't say I've had that issue. Definitely less so now that the default setting time is so fast. The way I always look at it is a ~10 second loss now to save a minute+ later on, because one successful trap instantly ends a chase. Sometimes even a chase you never even started while you're chasing someone else.

    I reached rank 1 with Freddy. Does that mean, that he's fine and totally viable on high ranks?
    No, but it's the same logic you applied to trapper.
    Just because someone dedicates a huge amount of time to master a killer, doesn't mean that the killer is balanced. It just means, that the person adapted and makes almost no mistakes.
    Lefty plays trapper only. I still see how 3 survivors escape sometimes.

    To end a chase you never started, traps would have to hold a survivor longer. Not this rng bullshit we have right now. 

    Yesterday I stepped mid chase into a trap and could free myself on the first try, before the killer could reach me. A trap should be an actual threat, not just a minor nuisance.
    Billy's chainsaw is a threat. Nurse's blink is a threat. A trap that holds you for 3 seconds and which can be completely nullified, isn't a threat.
    There is no way to disable the blink of the nurse for 3 minutes. Why can survivors disable a trap?

    All killers should be equally powerful on high ranks. Otherwise we'll stay with the current meta of 2-3 valid killers on rank 1. 
    Why have so many, if no one play's them?

    I do agree with you on the RNG of trap struggling. I'd personally like to see it changed to a regular 10 second interaction (+/- for addons, less time for slippery meat). I've been on both ends of it and it sucks just as much when you struggle twenty times and can't get out as it does when the person who stepped in your trap gets out in one try.

    Though that would be a different issue entirely. I don't find time efficiency to be a huge problem on trapper. It's a tradeoff of set up time for shorter chases later in the game. There's definitely some skill to it, but I would say that's the case with almost all killers. While you need to learn how to manage your traps and how/when to best use them as pig, the thing you need to learn for trapper is how to set up traps in good positions on the fly.

    I ain't saying trapper is top tier, but to say that he's not viable at high ranks is just plain untrue. He's a standard 4.6 killer, perfectly capable in chases. Traps are the icing on the cake, allowing you to block off whichever path you wish.

    Traps shouldn't be the icing on the cake, but a main advantage. Nurse without teleport is useless. Hag without traps is useless. Freddy without drawing the survivors into his world is useless. 

    Every power should give a major advantage. Something game changing. Not a minor nuisance.

    Survivors should feel like "oh ######### a trapper" instead of "great, one follows him and disarms his traps. This will be easy"
  • pandorayrpandorayr Member Posts: 540

    I agree.

    minimum 2 traps for default.

  • pandorayrpandorayr Member Posts: 540
    edited August 2018

    @Spiritbx said:
    100% agree. Rem9ve the brown addon to give an extra trap and make it base.

    @Spiritbx said:
    100% agree. Rem9ve the brown addon to give an extra trap and make it base.

    I don't agree, not is necessary to remove a common addon, the trapper has 2 complements with the same beneficits, they should only be changed.

    Example:
    Trapper Sack: Start with 1 extra Bear Trap. Allows the transportation of 1 extra Bear Traps. (this addon is repeated I propose to buff the Trapper Bag)

    Trapper Bag: Start with 2 extra Bear Trap. Allows the transportation of 2 extra Bear Traps. (+1 trap)

    Stitched Bag: Start with 3 extra Bear Traps. Allows the transportation of 3 extra Bear Traps. (+1 trap)

    The power the Trapper is to have traps, if u remove some addons to transport more traps this killer is a useless.

  • OrionOrion Member Posts: 21,675

    @Runiver said:
    Would have prefered him to have a stronger base kit and a weaker ultra-rare add-ons, rather than the current state, honestly.

    That's how all Killers need to be. Add-ons should provide relatively minor buffs; Killers should be powerful by default.

  • RSBRSB Member Posts: 2,258

    @Peanits said:
    I think it's fine as is. I'm a dirty trapper main and have been pretty much the whole time since the alpha, and I can't say I've ever felt like I needed to carry more traps. It's nice luxury, but you can usually do just fine by going between unset traps as you check generators.

    If people are consistently disarming your traps, I'd suggest putting them in less obvious places. Windows and pallets are very predictable, and people will check them for traps. You can usually counter this by placing them somewhere along a loop in tall grass but not directly in the pallet or window itself. Typically people will check the window/pallet, see nothing, and then just assume the entire loop is untrapped.

    You also want to predict where people are going to run in a chase and try to lure them into your traps. You know people are going to go from pallet to pallet, so try placing them in narrow passages between loops, or in a straight shot between one pallet and another with clear LOS. Chances are the survivors are going to look around, see that next pallet, and then make a beeline over in that direction. You can force the survivors to run in a certain direction by positioning yourself correctly, sorta' like a shepherd. They want to run away from you, so if you have a trap to the left, swing right. They'll think they're gaining some distance on you, and then they'll step right in your trap.

    Remember, that game should be balanced around high ranks, not 20, where every killer can do well.

  • ASpazNamedSteveASpazNamedSteve Member Posts: 1,783

    I agree. I was really disappointed to see that they put that as a common addon instead of in his base kit.

  • M2FreamM2Fream Member Posts: 288
    2 traps by default
    Trap sack is common
    Trapper bag is rare
    Stitched bag is very rare
  • RSBRSB Member Posts: 2,258

    In my opinion, the biggest issue with him is collecting the traps across the map. He should be able to get the traps from the lockers, like huntress, up to 15, or 20 traps max on the map.

  • PeanitsPeanits Dev, Community Manager Posts: 6,750

    @Tsulan said:
    Survivors should feel like "oh ######### a trapper" instead of "great, one follows him and disarms his traps. This will be easy"

    Can't say I've ever had an issue with someone just following me around disarming my traps. If someone does try that, they're just begging to be chased.

  • TsulanTsulan Member Posts: 12,687
    Peanits said:

    @Tsulan said:
    Survivors should feel like "oh ######### a trapper" instead of "great, one follows him and disarms his traps. This will be easy"

    Can't say I've ever had an issue with someone just following me around disarming my traps. If someone does try that, they're just begging to be chased.

    I had that once. 1 guy looped me, the other had small game and disarmed every trap I had. I felt so weak. They even bullied me after the gates were powered.
    Has been over a year since then, but I still remember the humiliation of that match.
  • VortexasVortexas Member Posts: 757

    I agree Trapper should start with a Base of Two Traps.

    If you are having trouble, and really like Trapper though try going a three Gen strat. Collect and place traps in an area where three gens are close by.

    For perks I'd say Distressing, Unnerving, Overcharge, and BBQ.

  • DelfadorDelfador Member Posts: 2,553

    @Runiver said:
    Would have prefered him to have a stronger base kit and a weaker ultra-rare add-ons, rather than the current state, honestly.

    This is unfortunately this game's one of problems. A lot of killers including wraith and freddy actually is good but you need addons. Devs need to understand that rather than killer addons, they should buff their base kit.

    Addons should be accessible and should not be too powerful like insta chainsaws or 4 blink nurses. Instead of being too powerful, their purpose should be changing play style of a killer. Hag and myers have really good addons that allow you to play them differently like lery's 0 terror radius myers, or body blocking hag.

  • TsulanTsulan Member Posts: 12,687
    Delfador said:

    @Runiver said:
    Would have prefered him to have a stronger base kit and a weaker ultra-rare add-ons, rather than the current state, honestly.

    This is unfortunately this game's one of problems. A lot of killers including wraith and freddy actually is good but you need addons. Devs need to understand that rather than killer addons, they should buff their base kit.

    Addons should be accessible and should not be too powerful like insta chainsaws or 4 blink nurses. Instead of being too powerful, their purpose should be changing play style of a killer. Hag and myers have really good addons that allow you to play them differently like lery's 0 terror radius myers, or body blocking hag.

    I agree. Mods shouldn't be necessary to play, but change the play style. We need stronger base kits.
    I usually evaluate the strength of a killer by playing him/her without add-ons. If he/she performs only well, while using add-ons, it's a weak or mediocre killer. 
    Best examples: nurse and billy. Which perform well without add-ons.
  • RuniverRuniver Member Posts: 2,095

    @Peanits said:

    @Tsulan said:
    Survivors should feel like "oh ######### a trapper" instead of "great, one follows him and disarms his traps. This will be easy"

    Can't say I've ever had an issue with someone just following me around disarming my traps. If someone does try that, they're just begging to be chased.

    Happens quite oftenly. They just add DS + a flashlight and voice com on top of it, to make yourself a M1 machine. You can still work it up tho, if the survivor is terrible.

  • JAZC_CRJAZC_CR Member Posts: 207

    Tested again with the drapper still rank 1, still so useless... feels bad man :C

  • LaakeriLaakeri Member Posts: 835

    @Runiver said:
    Would have prefered him to have a stronger base kit and a weaker ultra-rare add-ons, rather than the current state, honestly.

    Yep, he is viable with strongest addons, but bottom tier without them.

  • JAZC_CRJAZC_CR Member Posts: 207

    @Laakeri said:

    @Runiver said:
    Would have prefered him to have a stronger base kit and a weaker ultra-rare add-ons, rather than the current state, honestly.

    Yep, he is viable with strongest addons, but bottom tier without them.

    100% true, u wasted a lot of time for traps... when u doing that a least one gen is ready

  • SpiritbxSpiritbx Member Posts: 264
    pandorayr said:

    @Spiritbx said:
    100% agree. Rem9ve the brown addon to give an extra trap and make it base.

    @Spiritbx said:
    100% agree. Rem9ve the brown addon to give an extra trap and make it base.

    I don't agree, not is necessary to remove a common addon, the trapper has 2 complements with the same beneficits, they should only be changed.

    Example:
    Trapper Sack: Start with 1 extra Bear Trap. Allows the transportation of 1 extra Bear Traps. (this addon is repeated I propose to buff the Trapper Bag)

    Trapper Bag: Start with 2 extra Bear Trap. Allows the transportation of 2 extra Bear Traps. (+1 trap)

    Stitched Bag: Start with 3 extra Bear Traps. Allows the transportation of 3 extra Bear Traps. (+1 trap)

    The power the Trapper is to have traps, if u remove some addons to transport more traps this killer is a useless.

    You know that when i said make it base i mean add 1 trap permanently. 
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