BHVR: In this update, we decided to buff The Trapper by increasing his speed while setting traps by 1,5%. On a completely unrelated note, we hired someone to cut all the grass in every map and clean the soil.
That is some bs that really stood out to me in a long time , how many mistakes you make is a huge part of survivor's skill , these are not separate things lol
Something I noticed with newer maps, is that they're also generally brighter. A lot of the older maps are quite dark, and it fits what they are - horrible places formed of dark memories for torment, in the realm of the Entity known as such only because nothing else accurately describes it. Now we have brighter places, memories of deserts or simply with structures of large enough scale that oppressive darkness hides what they are (although a building you cannot see the ends of through the gloom would arguably be better for inciting fear). Hiding traps against bright sand or semi-faded tiles and stones doesn't work nearly so well as dark earth and withered, dull plants.
for some it makes sense, like borgo being on fire so it's illumated in the middle of a night, but eyrie and garden could have been darker and it would fit killer lore perfectly (dredge coming out after dusk and eerie being the Artist's painting or something). tbh, only maps you couldn't at least give some better grass are the indoor ones
Going back to DBD again threw me off with how bright old maps had become. Its pretty wild. Not sure if there's still settings to brighten up the game though which kills Trapper even further.
@@YOU_SHALL_NOW_PASS Trapper is a killer who seems to canonically plan ahead, so not only is this good for lore, it’s also better for quality of life to trapper.
Official BHVR response: "You had three kills on the second match and we count four kills on the first, so our conclusion is that Trapper is fine as is. Thank you for your input, we value our dedicated fans' opinions and promise that we will introduce a new linked cosmetic set for the Trapper soon. See you in the Fog!"
Yep, the amount of sweat Otz had to do here AND the Survivors having a very weak link (Meg), bad Exit Gates that allowed Otz to patrol em better AND the missplays at the end is what led to that 4K, not Trapper himself...plus Otz had a better understanding of the fundamentals & advance stuff with this game. Casual and intermediate players are gonna have worse & far worse results in this same scenario than what Otz managed.
@@darkrl591 BHVR probably: "Hi, DarkRL! Thank you or your input, we value our dedicated fans' opinions and appreciate constructive criticism. Looking into your suggestion we are formulating possible changes to the Nightmare's movement speed (will be reduced from 4.6m to 4.4m). We are planning to look into the Pig again in 73 years. In the meantime, please enjoy the next Nurse 10 blink buff"
They should just add extra grass or leaves or garbage on the ground for Trapper in every map, similar to how other killers get unique stuff on the map too (tvs, cleansing altars, etc). Would at least partially solve the issue when Trapper brings his own foliage to levels.
I like the idea of making foliage, loose trash piles, and leaf litter have heavier coverage when Trapper is the Killer. Could also make maps have muddier ground when Hag is the Killer to allow her traps to blend in better, too.
I'm sure they still have all of the old map's grass. that's really all he needs. In the goold ole days like 70% of the map was covered in Knee high grass. which was perfect for trapper. Nowadays not so much.
That’s actually a phenomenal idea. That could fix a whole lot of trapper. Wouldn’t make him perfect but would be a fantastic step in the right direction. And it probably wouldn’t be that difficult to make. It’s just asset reusing in helpful spots
Design of old maps: "Here's a loop that puts the Survivor in a bit of risk and is hard to chain. They can outplay the Killer but the Killer also has the chance to outplay them." Design of new maps: "pAlLeTs ArE bAlAnCeD bEcAuSe YoU cAn BrEaK tHeM" And BHVR wonders why the most popular Killers are zoning Killers and Nurse.
“We’ve heard your complaints, and we will take appropriate action. In the next patch, Pig will have to pick up her reverse beartraps before using them.”
A lot of the reason for thinner grass and foliage in newer maps and reworked maps has to do with the fact that Scratch Marks (which are an essential tool for tracking) have a sucky interaction with thicker foliage where Trapper excels. Naturally, Trapper's desired strength is in conflict with the desire of making Scratchmarks more visible to Killer
Kinda easy fix, have Trapper make maps generate with the old thicker grass model and give him a brown add-on to have regular grass for people who like to only trap pallets and play M1.
This I would like. They can make it into an addon as well if they want. They had/have something that makes the traps slightly darker, but they should just blend in depending on the surface you place them on.
I’ve been maining Trapper for quite a while now and I definitely feel it on some maps, especially EoC. I can get away with a lot of spots with Tar Bottle, but even that’s not foolproof. I wish they would add more grass to maps in general, or at least make traps change color to match the map more, because current grass makes it very hard to be creative with your power and encourages you to just trap directly under windows and pallets instead of around them.
There are three sorts of traps. Hidden, surprise ("you don't wanna vault that window, buddy") and plain sight. Certain levels, as Otz says, negates your ability to hide the traps. On these maps, trapping pallets (eitherside, not the middle) and "desire paths" becomes the best use, disrupting good survivors options in chases. Buildings become a case of trapping exits and leaving yourself a single untrapped entrance to push in through, and force the survivors out into the exit traps. If you can control where the 3 gen happens you can usually clean up, but that ofc relies on RNG being at least fair. The only point you're really in trouble is when all four survivors are canny enough to disarm traps.
I think it's because he was made for a different game. Old DBD seemed more like a slow moving horror-game with chases, new DBD is all about those chases, fast flicks and movement techs.
@@secrecy2744 Except the mechanics of the game are still largely the same... The game should be a slow moving horror game. That's the entire appeal to playing a game where you get to be a killer methodically hunting down four survivors. And vice versa being a survivor being hunted by a scary, powerful, and cold tactical killer.
@@secrecy2744 trapper was garbage in old dbd as he is in new dbd. Its because dev balanced around bad survivor players. that is true for 80% of killer. Old dbd was also about chases, fast flicks and movement back when the game had 5 killers. you saw billy or nurse in 80% of the games and huntress 15% of the games. Trapper and Wraith were always reject killers. After that, Myer's, Hag, Doctor, Cannibal, freddy, pig, clown came along. all 7 of those killer were also reject killers. It wasn't until Spirit and Legion(Old legion) until next viable killers came and both of them received heavy nerfs. People just used different chase killers(old Nurse, Old billy and Huntress). Now a days, you see Blight, Wesker and Nurse instead. Blight replaced billy, Wesker replaced huntress and Nurse is still Nurse.
@@Dizzifying1 Horror is a genre that has a hard time with longevity. The more you are exposed to something, generally, the less you are afraid of it. That's what's happened to DBD as a game and why it can't realistically be a horror game. If the devs had committed mainly to making it a horror experience, it never would have lasted as long as it has. Focusing on its more competitive aspects is what gave this game life.
@@bonehed1 Feeling powerless and alone is the main draw of horror games. And an asymmetrical is the perfect platform for allowing for a player on a team to feel quite powerless whilst still adding to the team. I have honestly the exact opposite opinion. The less information of what is about to happen adds so much more to the experience. Methodical and varied interactions with the killers would be much more interesting than the flow chart gameplay of DBD.
The most embarrassing thing about Trapper, is that he was by and large replaced by a far more devious Killer that utilizes traps that she doesn't have to go pick-up. Sure, Hag's traps don't actually stop Survivors, but they do work a whole lot better in almost every regard.
Maybe trapper could get some sort "tracking" where survivors leave marks on the ground besides scratchmarks and walking on them fills a meter on the survivors portrait that when filled gives aura on them for a decent amount of time and lets the trapper drop a trap twice as fast for the duration of the aura.
Trapper should get a 5-10 second preplanning screen where you can place up to 3 active traps as the game starts. Just a quick thing, model it after payday 2's layout or whatever lol
1:36 Remember when Otz seemed to find spots like this constantly? Watching Otz streams/vids it felt like you had a good chance of learning a cool new spot like this. Those were much cooler and better times for Evan MacMillian.
Trapper add-on idea. When you place a trap down, three more active traps that can’t be picked up will spawn randomly in a large radius around the set trap. They’ll be marked red for the Trapper so they can tell the difference. The red traps won’t cause injury but will be really hard to break out of without help.
I think a fun add-on could be similar to Nemesis, where all of trapper’s bear traps spawn in the exit gate area at random once the gates are activated lol
In this aspect corrupt never changed for trapper, if you set traps, you don't get a down, hence you still get value from the perk. The only killers that now suffer from lack of value are very strong killers, blight and nurse for instance, because they will most likely get a down quite fast and thus not have value from corrup, but it's fine since they have pressure by getting down they don't need the perk anyway. The change they did to corrupt is actually pretty good
@@willvannoord5594o, let me put this, there’s 3 people searching for gens and 1 guy following you around Before you could chase the guy off or slug them But now, if you do that, you lose all the value, but if you don’t do that, you lose all the value from your power instead because that one guy will just go deactivate or call out all your traps Before it was expected to at least get 100 secs of value from the perk Now you usually get 60 or less, unless it’s a map bigger than our moms
Setup killers still get value out of the perk. Since they spend time setting up traps or building up their power, they don’t down anybody which is pretty much just old corrupt.
There are a few ways they could make Trappers life a tad better that I think would work. 1. Having the traps blend in with the texture they are on. The traps could either use the same texture or be a tad transparent. 2. Trapper gets an haste effect if he travels to a trap and picks it up more than X meters away for Z amount of seconds. 3. Give Trapper the ability to spawn grass on traps based on the map type. If indoors, have the traps be covered in trash instead. Could be done by pressing the set trap button again on a trap that is already set. 4. An extra ability that can teleport 1 trap to his inventory every X amount of seconds regardless of the trap being set or not. Just have the trapper look at the trap he wants like Freddy's teleport. ------------------- I think these ideas would at least increase the quality of life for Trapper players.
A simple but big buff for Trapper is making the purple Trapper bag add on so he starts the trial with all traps and the add on that makes it longer to disarm, those should simply be basekit. And then he could use some other add ons reworks
....I feel ashamed to say I wouldn't mind it, especially since there's the add-on which does that but you can't pick up what you've placed for the entire match.
The second match showcases one of my absolute favorite things about DBD - it truly isn't over until you're on the end of match screen. Crazy things can happen, either side can turn things around. Goes to show, don't give up!
My preferred build for Trapper now is Agitation, Iron Grasp, Monstrous Shrine, and Starstruck with brown addons for silent setting and 30% increased setting speed. I just focus on getting one survivor into the basement and protecting a radius around basement. If they go for a flashy save and fail, AgiGrasp ensures I make it to basement even against Boil Over across a very long map distance. If they succeed, at least they're exposed and give me another chase. Monstrous Shrine plus silently and quickly setting traps to cover all but one path to and from basement applies some unhook pressure. Just try to snowball it from there. He's still hard to convert into wins against sweaty high skill coordinated teams, but screw wins, at this point I just try to have fun without thinking about wins.
Rather than adding grass to every new map, I'd change it so that the traps will gain some color camouflage after a certain amount of time being set, so they'll match the colors of the floor texture. It shouldn't be 1:1 but enough that Survivors will have a hard time identifying traps if they're in a chase or just casually walking around the map.
You know what would be a really cool solution to this? If, upon choosing The Trapper, the Entity covered sections of the map in a low black fog. The entity already alters maps for killers like pig and Freddy with their powers, and this way there is no continuity issue of there needing to be dense grass on every map. Or maybe Trapper creates a trail of the fog around him that only dissipates when survivors get close enough to it.
Rework idea = survivors who stumble into a trap lose 1 health state, and then instead of struggling to break free, the trap attaches itself to the survivor, preventing them from healing until they go to certain locations on the map with bolt cutters that they can use to remove the trap. An addition to this would be that bolt cutters can be used any amount of times in certain locations and the trapper can refill his traps by looting a locker, similar to other killers. What do you guys think?
Do you think it'd be a possible solution to change the model of the trap to include a pile of grassy dirt/sand with only a bit of the teeth poking out? You'd probably have to do a lot of experimenting to make them not stand out too much nor be completely invisible, just camouflaged with whatever material you put them on. Or give him different kinds of traps, though I guess that'd be moving more towards a full rework.
I wouldn't be surprrised if the balance team and the map creation team had little to no comunication and maps were only done in order to look pretty instead of being balanced.
My GF who loves Trapper: almost all games are 3K or 4K. And she is silver 2 now. The only Buff which she would need is having all traps with her and being able to replace them when she wants to. Because it costs time at the beginning to set them up.
An optional setup phase would fix the issue for killers like Trapper and Hag. Give the killer the option to reveal themselves and allow survivors to change their items pre game, in exchange killer gets a free 100 seconds or so on the map alone to set the map and identify tiles and strats. Honestly every killer should have the option to know the map better. This allows for higher level plays and all that confidence survivors have will be cut in half because they could be getting corralled without knowing it.
I've honestly had a lot of success and fun with trapper. I've been against SWFs, great, good and potato survivors and have had many good games against them all. I like to place traps both randomly and strategically, especially at shack off the bat, and also try my best to heard them towards them when chasing them. I feel like too many trap placements are predictable and it's the random placements that have worked consistently for me because they have no idea what to expect. Each game, strategy and players are always different and bring different outcomes. 😊 Thanks for all the great content OTZ, you are the best! ❤
It's not related but it's a great tip, I've noticed that when you do a mind game (hide your red light) you always face the wall while turning, at some maps or certain walls survivors can see your red light turning the other side through the wall, I know this because I mainly play survivor even though a love both playstyles and I've seen killers do this too many times and that most of the times gives me advantage in the mind game. I hope this helped some of you and have a beautiful day.
It's insanely how Otz feeling while playing trapper has evolved since the last 1 and a half/ 2 years from fun and mindful plays to juste pure feeling of agony and suffering. I do not know if I feel worse from Otz or for the Trapper himself...
I feel like they could give traps the ability to go invisible after a fade time, with them only being able to be seen by survivors within a certain distance.
The issue with balancing rn is the the mastery of killers. With killer it feels like every match, if you want to preform well against experienced survivors, you have to think 20 moves ahead and stress every second to compete. Though, it is possible because people have gotten killers to the T, you then have to balance the killers based off perfection which makes killer significantly less enjoyable compared to winning with much less stress as a surv. This isn’t even mentioning the overall issue with add ons and items.
I wonder if they could make a trapper add-on that increases the amount of grass on the map and the grass thickness, could lead to some mind games maybe. Idk it is kinda sad to see the trapper in a state like this
I feel like an easy re-work for Trapper would be to allow him to start with all, or at least more traps. Then, don't allow him to carry more than two at a time (or three, if he's running the add-on to carry an additional bag) after he's placed them. He cannot pick up traps if he's above the threshold, even if he's placed one or two. I still think they should do the same for No Mither. Start the game fully healthy, but when you lose a health state, you can't get back to full health.
I think the best fix would be to make his traps only visible to Survivors within a certain distance, let’s say 10 meters. That way BHVR can design maps however they want and Trapper’s can potentially have a a lot of varied trap placement since Survivors need to be really close to see them.
They should do to Trapper what overwatch did with Torbjorn, Instead of tediously placing down every trap, make them little throwables that set themselves, And also put his traps on a timer rather than having to pick them up and find them around the map, that way they’re much more disposable and he actually has more of an ability to keep a chase up while still being able to use his ability
@@notOtzdarva 100%, it's like a map where the trapper can pull his biggest plays but where the survivors can deal with him the BEST if they play smart.
@@Velkan1396 I would not call working on the gens on 4 corners of the map when killer have little to no time to go from one gen to another - main building very smart. Fact that Mother's dwelling still wasn't cut in half is an insult to playerbase.
I had a daily for him not long ago and I always try to do them but after that I decided that I would stop playing him. It was the knights map and all survivors were good at chase, good loops, traps easy to see, and I only got 1 kill. Yeah most of it was me since I'm not that good at trapper but it really felt impossible to do much. Hope they buff him or rework him good video as well have a good day.
Hey otz, why can’t you trap survivors in corners anymore? Does the game not allow you to place the trap too close to the survivors hit box? Or is it a collision thing? Also love you ❤️🌹
when he said grass he meant to say concrete lol. But on a serious note why did they put all the grass in temple of purgation, You could argue it has too much so much that they could take half of whats in this map and give it to all the other maps and it would be fine.
What if they took away the ability for survivors to disable his traps, and gave him the ability to start his matches with all of the traps, but once he places them all down can only carry two at a time
My idea for trapper would be just giving him more types of traps , like some sort of rope trap you could attach to windows so that the window would be blocked or a survivor would be slowed if a survivor uses it , maybe a throwable bola that slows survivors , maybe some sort of trap that prevents pallets from being dropped. Maybe the trapper could have some passive that survivors need to do a skillcheck while untrapping survivors or making it longer to unhook .there are many cool ideas you could implement for the trapper while also keeping his identity intact and also viable.
I've never won on the shattered square and always get mad when I get it, at least now I know that it's actually stupid, it's not just I'm bad. The map has filler pallets like the ones in father Campbell's chapell but also has many god pallets, strong windows and stronger tiles like long wall jungle gyms, just dumb.
I still think it's hilarious that Trapper, BHVR's baby, their poster child, the character that got a Canadian award for coolest character design....is a contender for worst killer in the game. Down there with a Clown who watches porn, a killer who literally has RNG decide if she's viable, and Micheal Myers who is quite possibly the most vanilla character in the game in terms of gameplay considering his power is just stabbing slightly harder than normal.
Trapper is only good if you have the right add-on's. For example I use the add on that allows traps to reset themselves and the one that downs healthy survivors if they escape.
I think traps should be armed all the time in the beginning and randomly get people in the random trap that Trapper hasn’t armed. It’s a nice surprise for survivors who step on it in about 10-20 seconds
I tried playing Trapper today in the hopes of getting some good matches for a video, i couldnt even get a kill. Traps are so easy to spot that, unless the grass is good and the survivors are in a chase, they always get disarmed. Its truly sad.
I've actually come up with some trapper buffs that don't change how he plays, but makes him way easier to play. 1. All traps now have various camo skins. (Swamp/Forest/Desert/Urban/ext.) which is applied to his traps based on what map he is on. (Not hard at all for behiavour to do, I could do it in about 5 minutes in substance painter.) 2. Trapper starts with all of his traps in his hand and his max on carried traps is how many traps he has to work with. As a change for this conveinence he has 1 less total trap compared to what he has now. 3. If Trapper searches a locker using the Trap interaction button, he grabs the furthest trap away from him out of the locker. All of these changes would help trapper a lot.You'd be surprised how well proper camo would work to hide his traps.
In my opinion depending on the map Trapper traps should be automatically coloured accordingly. So they are lighter on light maps and darker on dark so they better blend with the environment I think it's fair trade for devs making you haul your ass across the map to make use of your power.
I think the major issue with trapper is that he is almost always not going to be able to use 1, 2, or sometimes 3 of his traps during a game because they spawn so far away. I've played Trapper games before where I decide to try and grab all of my traps and I almost always lose an extra gen or 2 because of it.
I've been maining Trapper for years now, ever since I discovered Otz's channel, he's taught me everything I know and has led to the deaths of many survivors at my hands, and yet I no longer feel as much joy when playing him. The new maps make it so hard to place traps, the grass is so thin if they have any at all and it sucks because I love him so much.
Somehow as a part-time trapper main, I find indoor maps easier than most outdoor maps. At least there's a lot blocking line of sight in indoor maps so if you strategically place your traps in areas with low traffic EXCEPT during chases, then you're likely to do well. With barren outdoor maps all you can do is pick a god and pray.
Strangely enough, this is why I tended to favor maps like RPD and Grim Pantry. If I could have just the *tiniest* time window to trap up the left or right sides of the map like the dark hallways, I found matches a little more manageable. If all went well, I could give them the fear of the Entity and bunch them up like sardines because they'd be too afraid to go elsewhere. Grim gives good grass--say that five times fast. 🤣 Unless they had old Dead Hard. 😭
@@MossCoveredBug The darker outdoor maps are great in general, especially for the more narrow areas that see the most foot traffic. Those buildings on Grim where the god pallets(?) are and the shadows+grass hide the traps are not to be underestimated. I think trapping up the cornfields on the farm maps can be helpful because...well, corn blindness can be troubling to deal with on both sides. 🤤👍 But oh maaaaann.....it's so satisfying when I'm going with an item-eater build on the farm maps because people don't often suspect you'd trap their items after you slap 'em with the good ol' Franklin's if you have it. I find those maps not most good for Trapper, but Pinhead as well in some instances. Now, I say this in theory. In practice, it's often something else. But tally-ho, my fellow Trapper main. May your hunts be swift.
I’m not sure why they don’t just make the color of his traps correspond with the color of the ground in each map. To me this doesn’t sound so difficult but maybe there is something preventing it
It is BHVR we are talking about, there is not even a search function for the perks and you talk about making something as complicated as traps matching the maps they are on?
@@oscar3153 even casual solo players can usually destroy a trapper no problem. I play 80% solo queue and trapper is a relief after 6 games of blight in a row.
Idea to buff Trapper: Add an ability to booby-trap Pallets and Lockers so Survivors are penalized for interacting with them (such as causing Exhaustion for throwing Weighted Pallets or causing a Loud Noise when opening a Creaking Locker).
I am very new player with 100+ hours in game I usually didn't play killer but when I did I played nurse (Got hella bullied in first some matches flash light saves everywhere with trapper and wraith) Now I have come around to play other killers cause i was pretiging the free ones and I am currently playing trapper Cause I wanna use his add-ons and see how he worked The reaction of playing is a bit mixed I have a lot of fun and sometimes agony I am f2p so I just make build with whatever i have and it isn't sweaty and Lemme say thx otz for your videos , that I could do a lot and bring spice to my bad play style lol
“Touch Grass” is an insult to many, but to Trapper mains it’s a hopeful wish.
crazy
Nothing is more the truth
XD
I love my survivor in bits
OH NO! HAHAHAHA!
Buff idea for Trapper:replace his beartraps with ww2 S-mines
If trapper gets landmines and Legion gets a gun I might consider coming back
Or with banana peels
@@АркадийАнисимов-т1я Iridescent addon: The Great fall
The when survivors slips they die.
@@bane9951 What about a pig nerf?
The Miner
Playing Trapper is the only trap you'll get yourself caught in game.
I main him. Pray for me.
@@Afrochilla I tried, I gave up after 5 matches. Good luck tho, it's so much fun when you actually catch someone during a chase.
@@Afrochilla May god allow you touch grass in game.
@@Afrochilla I mained him too.
But that was in 2016.
@@astupidlylongnamethatstoolong would you settle for five stalks sparsely laid on the edge of the map and five miles of bare sand instead?
BHVR: In this update, we decided to buff The Trapper by increasing his speed while setting traps by 1,5%. On a completely unrelated note, we hired someone to cut all the grass in every map and clean the soil.
Also we nerfed pig
@lefnafeur5915 And broke the Twins again
@@Kono_Dio-Da How?
@VantaDraws They always find a way.
They also buffed nurse
Trapper kinda encapsulates the biggest issue of killers, they rely on survivor mistakes more than skill (mainly for low tier killers).
That is some bs that really stood out to me in a long time , how many mistakes you make is a huge part of survivor's skill , these are not separate things lol
@@dinolover1837 Pretty sure the op meant the killer's skill.
Worse is that a killer can make one mistake and potentially throw the whole game entirely and a survivor has a lot of leeway in this department.
The game really went downhill after Mikhaela existed.
@@lok4890 I agree. CoH and some totem placements for survivors are still op
Otz: "I will never come to this hill again"
Also Otz: First survivor hooked goes on the hill lol
I got a big kick outta that part.
@@nikkis.2066 no you didn't
@@EzioTheProphet well he says he did so U WRONG
That first match was so nostalgic. I missed watching you explain your thought process when placing traps and deciding where to approach as Trapper.
Something I noticed with newer maps, is that they're also generally brighter. A lot of the older maps are quite dark, and it fits what they are - horrible places formed of dark memories for torment, in the realm of the Entity known as such only because nothing else accurately describes it. Now we have brighter places, memories of deserts or simply with structures of large enough scale that oppressive darkness hides what they are (although a building you cannot see the ends of through the gloom would arguably be better for inciting fear). Hiding traps against bright sand or semi-faded tiles and stones doesn't work nearly so well as dark earth and withered, dull plants.
*Pulls out 7 Garden of Joy offerings*
for some it makes sense, like borgo being on fire so it's illumated in the middle of a night, but eyrie and garden could have been darker and it would fit killer lore perfectly (dredge coming out after dusk and eerie being the Artist's painting or something). tbh, only maps you couldn't at least give some better grass are the indoor ones
What if this could be adressed by making it so that whichever realm you end up on your traps are coloured accordingly to the colour scale of the map
Going back to DBD again threw me off with how bright old maps had become. Its pretty wild. Not sure if there's still settings to brighten up the game though which kills Trapper even further.
@@YOU_SHALL_NOW_PASS Trapper is a killer who seems to canonically plan ahead, so not only is this good for lore, it’s also better for quality of life to trapper.
Official BHVR response: "You had three kills on the second match and we count four kills on the first, so our conclusion is that Trapper is fine as is. Thank you for your input, we value our dedicated fans' opinions and promise that we will introduce a new linked cosmetic set for the Trapper soon. See you in the Fog!"
you are cringe
Also nerf the pig
Yep, the amount of sweat Otz had to do here AND the Survivors having a very weak link (Meg), bad Exit Gates that allowed Otz to patrol em better AND the missplays at the end is what led to that 4K, not Trapper himself...plus Otz had a better understanding of the fundamentals & advance stuff with this game. Casual and intermediate players are gonna have worse & far worse results in this same scenario than what Otz managed.
@@darkrl591 BHVR probably: "Hi, DarkRL! Thank you or your input, we value our dedicated fans' opinions and appreciate constructive criticism. Looking into your suggestion we are formulating possible changes to the Nightmare's movement speed (will be reduced from 4.6m to 4.4m). We are planning to look into the Pig again in 73 years. In the meantime, please enjoy the next Nurse 10 blink buff"
@@nikkis.2066 even hockey players have to sweat to win a match. We expect players to also have to sweat when playing our game.
At this point they should make Trapper like Huntress except he throws armed traps at Survivors
After three traps hit a survivor they should only be able to limp.
Iri Stone now decapitates the survivor
Much like Kledd, bear trap on a rope doesn't sound like a bad idea.
Amendment: He throws pies with armed bear traps in them.
So, like that one zombie from The Cabin in the Woods?
They should just add extra grass or leaves or garbage on the ground for Trapper in every map, similar to how other killers get unique stuff on the map too (tvs, cleansing altars, etc). Would at least partially solve the issue when Trapper brings his own foliage to levels.
That would take effort, Behavior is allergic to that.
I like the idea of making foliage, loose trash piles, and leaf litter have heavier coverage when Trapper is the Killer. Could also make maps have muddier ground when Hag is the Killer to allow her traps to blend in better, too.
I'm sure they still have all of the old map's grass. that's really all he needs. In the goold ole days like 70% of the map was covered in Knee high grass. which was perfect for trapper. Nowadays not so much.
@@Kraleck hag is already very powerful
That’s actually a phenomenal idea. That could fix a whole lot of trapper. Wouldn’t make him perfect but would be a fantastic step in the right direction. And it probably wouldn’t be that difficult to make. It’s just asset reusing in helpful spots
Design of old maps: "Here's a loop that puts the Survivor in a bit of risk and is hard to chain. They can outplay the Killer but the Killer also has the chance to outplay them."
Design of new maps: "pAlLeTs ArE bAlAnCeD bEcAuSe YoU cAn BrEaK tHeM"
And BHVR wonders why the most popular Killers are zoning Killers and Nurse.
I love the cognitive dissonance killer mains have. When the same logic you use on survivors is applied on you, you lose your minds
BHVR probably: "wElL tRaPpEr iS a zOnInG kIlLeR sO hE's bAlAnCeD"
Otz the type of guy to wake up everyone in the house to tell them he is going to sleep
Otz the type of guy to say "Welp, that's something" when something bad happens
Otz the type of guy to say "I have a plan, RUN" When something bad happens
Otz the type of guy to say „ooopsie” when he hit something with his car
Otz the type of guy to say “unlucky” when another mass shooting happens
not funny , shit meme
“We’ve heard your complaints, and we will take appropriate action. In the next patch, Pig will have to pick up her reverse beartraps before using them.”
A lot of the reason for thinner grass and foliage in newer maps and reworked maps has to do with the fact that Scratch Marks (which are an essential tool for tracking) have a sucky interaction with thicker foliage where Trapper excels. Naturally, Trapper's desired strength is in conflict with the desire of making Scratchmarks more visible to Killer
Kinda easy fix, have Trapper make maps generate with the old thicker grass model and give him a brown add-on to have regular grass for people who like to only trap pallets and play M1.
Easy fix would be to just make scratch marks appear on grass rather than entirely overlaying on JUST the floor/walls.
@@abyssalcrow8568 i can guarantee this would MURDER performance, especially on old gen consoles
@@abyssalcrow8568 or just make the marks glow. Instead of just bright, have a glow around them. Makes them easier to track through foliage.
@@nudnud9 I doubt it. Temporary marks on the grass wouldn't be that huge of an issue.
As a Trapper main, I feel this video, my dude
easy fix for this is making the traps have a map based camo ie on eyrie they have a sandy look to them so they are more blended at least!
I would love this. Eyrie is such a bad trapper map.
@@swatson5699 its crazy that BHVR hasnt done anything considering it wouldnt be a problem if the maps were dark like they used to be
This I would like. They can make it into an addon as well if they want. They had/have something that makes the traps slightly darker, but they should just blend in depending on the surface you place them on.
I’ve been maining Trapper for quite a while now and I definitely feel it on some maps, especially EoC. I can get away with a lot of spots with Tar Bottle, but even that’s not foolproof. I wish they would add more grass to maps in general, or at least make traps change color to match the map more, because current grass makes it very hard to be creative with your power and encourages you to just trap directly under windows and pallets instead of around them.
Love u otz u trapped my heart all the way back in 2018 ❤️
There are three sorts of traps. Hidden, surprise ("you don't wanna vault that window, buddy") and plain sight. Certain levels, as Otz says, negates your ability to hide the traps. On these maps, trapping pallets (eitherside, not the middle) and "desire paths" becomes the best use, disrupting good survivors options in chases. Buildings become a case of trapping exits and leaving yourself a single untrapped entrance to push in through, and force the survivors out into the exit traps. If you can control where the 3 gen happens you can usually clean up, but that ofc relies on RNG being at least fair. The only point you're really in trouble is when all four survivors are canny enough to disarm traps.
I’ve actually had more people dc against me when I play trapper and they get caught into a trap within 10 seconds of a chase
Yeah, I've noticed people DC a lot against Trapper.
@@jeffreymonsell659 Lately, certainly. Had two people dc this week in the first 30 seconds of a match... that's coulrophobia levels of "NOPE".
Trapper is so powercreeped. Even after buffs he's in a joke-tier
I think it's because he was made for a different game. Old DBD seemed more like a slow moving horror-game with chases, new DBD is all about those chases, fast flicks and movement techs.
@@secrecy2744 Except the mechanics of the game are still largely the same...
The game should be a slow moving horror game. That's the entire appeal to playing a game where you get to be a killer methodically hunting down four survivors. And vice versa being a survivor being hunted by a scary, powerful, and cold tactical killer.
@@secrecy2744 trapper was garbage in old dbd as he is in new dbd. Its because dev balanced around bad survivor players. that is true for 80% of killer. Old dbd was also about chases, fast flicks and movement back when the game had 5 killers. you saw billy or nurse in 80% of the games and huntress 15% of the games. Trapper and Wraith were always reject killers. After that, Myer's, Hag, Doctor, Cannibal, freddy, pig, clown came along. all 7 of those killer were also reject killers. It wasn't until Spirit and Legion(Old legion) until next viable killers came and both of them received heavy nerfs. People just used different chase killers(old Nurse, Old billy and Huntress). Now a days, you see Blight, Wesker and Nurse instead. Blight replaced billy, Wesker replaced huntress and Nurse is still Nurse.
@@Dizzifying1 Horror is a genre that has a hard time with longevity. The more you are exposed to something, generally, the less you are afraid of it. That's what's happened to DBD as a game and why it can't realistically be a horror game. If the devs had committed mainly to making it a horror experience, it never would have lasted as long as it has. Focusing on its more competitive aspects is what gave this game life.
@@bonehed1 Feeling powerless and alone is the main draw of horror games. And an asymmetrical is the perfect platform for allowing for a player on a team to feel quite powerless whilst still adding to the team. I have honestly the exact opposite opinion. The less information of what is about to happen adds so much more to the experience. Methodical and varied interactions with the killers would be much more interesting than the flow chart gameplay of DBD.
The most embarrassing thing about Trapper, is that he was by and large replaced by a far more devious Killer that utilizes traps that she doesn't have to go pick-up. Sure, Hag's traps don't actually stop Survivors, but they do work a whole lot better in almost every regard.
Maybe trapper could get some sort "tracking" where survivors leave marks on the ground besides scratchmarks and walking on them fills a meter on the survivors portrait that when filled gives aura on them for a decent amount of time and lets the trapper drop a trap twice as fast for the duration of the aura.
Trapper should get a 5-10 second preplanning screen where you can place up to 3 active traps as the game starts. Just a quick thing, model it after payday 2's layout or whatever lol
pog Payday fan
Dallas in dbd BHVR when
@@RattlebonesTheThird real
Maining Trapper is a love hate relationship. He is by far the most satisfying killer in the game but also the most easily abused by survivors.
It’s sad he’s such a fun killer to play survivors stepping into traps is so satisfying
Best feeling is trapping everyone at killer shack and having all 4 hooked in basement
@@alejandroc7357 That just makes you an ass lol
@@t_r_a_y_e9858 hey not my fault they want the save so bad they are willing to throw the game 😂
1:36 Remember when Otz seemed to find spots like this constantly? Watching Otz streams/vids it felt like you had a good chance of learning a cool new spot like this. Those were much cooler and better times for Evan MacMillian.
The real trap was the 30 min video and the friends we made along the way
Actually it was a 26:59 min:sec video
@@RakanGamer12 🤓
Otz: How is this map better than before?
Bhvr: That's the neat part, it's not
Trapper add-on idea. When you place a trap down, three more active traps that can’t be picked up will spawn randomly in a large radius around the set trap. They’ll be marked red for the Trapper so they can tell the difference. The red traps won’t cause injury but will be really hard to break out of without help.
I think a fun add-on could be similar to Nemesis, where all of trapper’s bear traps spawn in the exit gate area at random once the gates are activated lol
The shattered square team managed to snatch defeat from the jaws of victory. GG dude! I hope to see more grass
Seeing a survivor run towards your trap-aura is an amazing feeling. "Run to it! Run to it! YEAH!"
"You're bad...but I'm worse." I think this very same thought all the time in DBD. And the reverse.
Trapper used to saved by corrupt for his slow start but without old corrupt he suffers so much now
Wasn’t the only change to corrupt that it now goes away after a down?
@@willvannoord5594 point still stands
In this aspect corrupt never changed for trapper, if you set traps, you don't get a down, hence you still get value from the perk. The only killers that now suffer from lack of value are very strong killers, blight and nurse for instance, because they will most likely get a down quite fast and thus not have value from corrup, but it's fine since they have pressure by getting down they don't need the perk anyway. The change they did to corrupt is actually pretty good
@@willvannoord5594o, let me put this, there’s 3 people searching for gens and 1 guy following you around
Before you could chase the guy off or slug them
But now, if you do that, you lose all the value, but if you don’t do that, you lose all the value from your power instead because that one guy will just go deactivate or call out all your traps
Before it was expected to at least get 100 secs of value from the perk
Now you usually get 60 or less, unless it’s a map bigger than our moms
Setup killers still get value out of the perk. Since they spend time setting up traps or building up their power, they don’t down anybody which is pretty much just old corrupt.
There are a few ways they could make Trappers life a tad better that I think would work.
1. Having the traps blend in with the texture they are on. The traps could either use the same texture or be a tad transparent.
2. Trapper gets an haste effect if he travels to a trap and picks it up more than X meters away for Z amount of seconds.
3. Give Trapper the ability to spawn grass on traps based on the map type. If indoors, have the traps be covered in trash instead. Could be done by pressing the set trap button again on a trap that is already set.
4. An extra ability that can teleport 1 trap to his inventory every X amount of seconds regardless of the trap being set or not. Just have the trapper look at the trap he wants like Freddy's teleport.
-------------------
I think these ideas would at least increase the quality of life for Trapper players.
A simple but big buff for Trapper is making the purple Trapper bag add on so he starts the trial with all traps and the add on that makes it longer to disarm, those should simply be basekit. And then he could use some other add ons reworks
....I feel ashamed to say I wouldn't mind it, especially since there's the add-on which does that but you can't pick up what you've placed for the entire match.
The second match showcases one of my absolute favorite things about DBD - it truly isn't over until you're on the end of match screen. Crazy things can happen, either side can turn things around. Goes to show, don't give up!
My preferred build for Trapper now is Agitation, Iron Grasp, Monstrous Shrine, and Starstruck with brown addons for silent setting and 30% increased setting speed. I just focus on getting one survivor into the basement and protecting a radius around basement. If they go for a flashy save and fail, AgiGrasp ensures I make it to basement even against Boil Over across a very long map distance. If they succeed, at least they're exposed and give me another chase. Monstrous Shrine plus silently and quickly setting traps to cover all but one path to and from basement applies some unhook pressure. Just try to snowball it from there. He's still hard to convert into wins against sweaty high skill coordinated teams, but screw wins, at this point I just try to have fun without thinking about wins.
They don’t call him the crapper for nothing!
Rather than adding grass to every new map, I'd change it so that the traps will gain some color camouflage after a certain amount of time being set, so they'll match the colors of the floor texture. It shouldn't be 1:1 but enough that Survivors will have a hard time identifying traps if they're in a chase or just casually walking around the map.
This meta is so awful for Trapper. I hope they nerf Pig in response.
You know what would be a really cool solution to this? If, upon choosing The Trapper, the Entity covered sections of the map in a low black fog. The entity already alters maps for killers like pig and Freddy with their powers, and this way there is no continuity issue of there needing to be dense grass on every map. Or maybe Trapper creates a trail of the fog around him that only dissipates when survivors get close enough to it.
Rework idea = survivors who stumble into a trap lose 1 health state, and then instead of struggling to break free, the trap attaches itself to the survivor, preventing them from healing until they go to certain locations on the map with bolt cutters that they can use to remove the trap. An addition to this would be that bolt cutters can be used any amount of times in certain locations and the trapper can refill his traps by looting a locker, similar to other killers.
What do you guys think?
Do you think it'd be a possible solution to change the model of the trap to include a pile of grassy dirt/sand with only a bit of the teeth poking out? You'd probably have to do a lot of experimenting to make them not stand out too much nor be completely invisible, just camouflaged with whatever material you put them on.
Or give him different kinds of traps, though I guess that'd be moving more towards a full rework.
The offering that increases the mist is unironically becoming more and more viable on trapper
I wouldn't be surprrised if the balance team and the map creation team had little to no comunication and maps were only done in order to look pretty instead of being balanced.
They probably don’t tbh because there are some maps that look aesthetically on point but are so horrible to play on
@@h1l1ght420you can say garden of joy it's ok
New otz video: otz talks about grass for 30 minutes and still finds a way to make it entertaining
My GF who loves Trapper: almost all games are 3K or 4K. And she is silver 2 now. The only Buff which she would need is having all traps with her and being able to replace them when she wants to. Because it costs time at the beginning to set them up.
Yeah, thats his biggest issue. I would kill to be able to carry all my traps without needing an addon
An optional setup phase would fix the issue for killers like Trapper and Hag. Give the killer the option to reveal themselves and allow survivors to change their items pre game, in exchange killer gets a free 100 seconds or so on the map alone to set the map and identify tiles and strats. Honestly every killer should have the option to know the map better. This allows for higher level plays and all that confidence survivors have will be cut in half because they could be getting corralled without knowing it.
I've honestly had a lot of success and fun with trapper. I've been against SWFs, great, good and potato survivors and have had many good games against them all. I like to place traps both randomly and strategically, especially at shack off the bat, and also try my best to heard them towards them when chasing them. I feel like too many trap placements are predictable and it's the random placements that have worked consistently for me because they have no idea what to expect. Each game, strategy and players are always different and bring different outcomes. 😊 Thanks for all the great content OTZ, you are the best! ❤
It's not related but it's a great tip, I've noticed that when you do a mind game (hide your red light) you always face the wall while turning, at some maps or certain walls survivors can see your red light turning the other side through the wall, I know this because I mainly play survivor even though a love both playstyles and I've seen killers do this too many times and that most of the times gives me advantage in the mind game.
I hope this helped some of you and have a beautiful day.
It's insanely how Otz feeling while playing trapper has evolved since the last 1 and a half/ 2 years from fun and mindful plays to juste pure feeling of agony and suffering.
I do not know if I feel worse from Otz or for the Trapper himself...
"I will never go on this hill again" >first hook on that hill
I feel like they could give traps the ability to go invisible after a fade time, with them only being able to be seen by survivors within a certain distance.
even on maps where there's no grass like the game you could add like vents or something that make smoke that blocks vision of the floor in some places
borgo offering bout to become the new eyrie offering once people realize how strong this map is for survivors
Still feels bad to be a trapper main *sad trapper noises*
I really miss trapper otz moments. One of the biggest reasons I subbed.
The issue with balancing rn is the the mastery of killers.
With killer it feels like every match, if you want to preform well against experienced survivors, you have to think 20 moves ahead and stress every second to compete. Though, it is possible because people have gotten killers to the T, you then have to balance the killers based off perfection which makes killer significantly less enjoyable compared to winning with much less stress as a surv.
This isn’t even mentioning the overall issue with add ons and items.
I wonder if they could make a trapper add-on that increases the amount of grass on the map and the grass thickness, could lead to some mind games maybe. Idk it is kinda sad to see the trapper in a state like this
I feel like an easy re-work for Trapper would be to allow him to start with all, or at least more traps. Then, don't allow him to carry more than two at a time (or three, if he's running the add-on to carry an additional bag) after he's placed them. He cannot pick up traps if he's above the threshold, even if he's placed one or two.
I still think they should do the same for No Mither. Start the game fully healthy, but when you lose a health state, you can't get back to full health.
I think the best fix would be to make his traps only visible to Survivors within a certain distance, let’s say 10 meters. That way BHVR can design maps however they want and Trapper’s can potentially have a a lot of varied trap placement since Survivors need to be really close to see them.
Not trying to be rude, but this wouldn't fix anything. The biggest problem is traps being visible in chase.
Trapper in Red Forest after the rework is insane, so many bushes, trees and taller grass
Otz: don’t main trapper, it’s the worst mistake of your life.
Also Otz: gets a 4K every time.
They should do to Trapper what overwatch did with Torbjorn, Instead of tediously placing down every trap, make them little throwables that set themselves, And also put his traps on a timer rather than having to pick them up and find them around the map, that way they’re much more disposable and he actually has more of an ability to keep a chase up while still being able to use his ability
Mother's dwelling actually mostly works for me as trapper. It's a bit of all or nothing map but I enjoy It very much.
Still, biggest map + slow Killer = pain
@@notOtzdarva 100%, it's like a map where the trapper can pull his biggest plays but where the survivors can deal with him the BEST if they play smart.
@@Velkan1396 I would not call working on the gens on 4 corners of the map when killer have little to no time to go from one gen to another - main building very smart. Fact that Mother's dwelling still wasn't cut in half is an insult to playerbase.
@@notOtzdarva what about Pale Rose/Grim Pantry maps? The have thick grass I think
@@FinestFantasyVI You're right, they do.
You know it’s gonna be a good day when you wake up and Otz has posted a new vid
I had a daily for him not long ago and I always try to do them but after that I decided that I would stop playing him. It was the knights map and all survivors were good at chase, good loops, traps easy to see, and I only got 1 kill. Yeah most of it was me since I'm not that good at trapper but it really felt impossible to do much. Hope they buff him or rework him good video as well have a good day.
Anyone else noticed how in the first match the entity claws were still twitching after the survivor dc'd?:D
Hey otz, why can’t you trap survivors in corners anymore? Does the game not allow you to place the trap too close to the survivors hit box? Or is it a collision thing? Also love you ❤️🌹
Not in 90 degree corners, but if they are in a lil gap, then it does work. Hitbox too small in corners.
when he said grass he meant to say concrete lol. But on a serious note why did they put all the grass in temple of purgation, You could argue it has too much so much that they could take half of whats in this map and give it to all the other maps and it would be fine.
What if they took away the ability for survivors to disable his traps, and gave him the ability to start his matches with all of the traps, but once he places them all down can only carry two at a time
if survivors couldnt disarm traps then he could just place both of them at the gates and then its kinda over
@@Anastasiaaugh then add an area where you cant place the traps, like the area close to hooks
You know it's a good killer when you cringe in pain during the match intro cutscene before you can even move your character :)
Imagine rage quitting on trapper
My idea for trapper would be just giving him more types of traps , like some sort of rope trap you could attach to windows so that the window would be blocked or a survivor would be slowed if a survivor uses it , maybe a throwable bola that slows survivors , maybe some sort of trap that prevents pallets from being dropped. Maybe the trapper could have some passive that survivors need to do a skillcheck while untrapping survivors or making it longer to unhook .there are many cool ideas you could implement for the trapper while also keeping his identity intact and also viable.
Otz, how so beautiful?
I've never won on the shattered square and always get mad when I get it, at least now I know that it's actually stupid, it's not just I'm bad. The map has filler pallets like the ones in father Campbell's chapell but also has many god pallets, strong windows and stronger tiles like long wall jungle gyms, just dumb.
He may suck but he is so fun
I still think it's hilarious that Trapper, BHVR's baby, their poster child, the character that got a Canadian award for coolest character design....is a contender for worst killer in the game. Down there with a Clown who watches porn, a killer who literally has RNG decide if she's viable, and Micheal Myers who is quite possibly the most vanilla character in the game in terms of gameplay considering his power is just stabbing slightly harder than normal.
Trapper is only good if you have the right add-on's. For example I use the add on that allows traps to reset themselves and the one that downs healthy survivors if they escape.
Imagine the second game but with billy. Its just not possible to get people when there is a pallet every 3 inches.
the funniest part of this video was seeing that meg just casually running around the map infront of the killer like she's playing tag 😂
They should have a offering that spawns thick grass if they aren't gonna add old grass back
I had a teammate run into a trap on the edge of the Shattered Square map, that Trapper had the iridescent add-on that randomly set traps.
I think traps should be armed all the time in the beginning and randomly get people in the random trap that Trapper hasn’t armed. It’s a nice surprise for survivors who step on it in about 10-20 seconds
Unfortunately most live service games have the same problem. The earliest characters get left by the wayside as game and character design change.
I tried playing Trapper today in the hopes of getting some good matches for a video, i couldnt even get a kill. Traps are so easy to spot that, unless the grass is good and the survivors are in a chase, they always get disarmed. Its truly sad.
Best maps for trapper are the swamps. I hate that realm, but traps are nearly invisible in open spaces too
I remember an old video u did on wraith where u send urself to the game n tried to break all the pallets, that build sounds pretty good on this map
I've actually come up with some trapper buffs that don't change how he plays, but makes him way easier to play.
1. All traps now have various camo skins. (Swamp/Forest/Desert/Urban/ext.) which is applied to his traps based on what map he is on. (Not hard at all for behiavour to do, I could do it in about 5 minutes in substance painter.)
2. Trapper starts with all of his traps in his hand and his max on carried traps is how many traps he has to work with. As a change for this conveinence he has 1 less total trap compared to what he has now.
3. If Trapper searches a locker using the Trap interaction button, he grabs the furthest trap away from him out of the locker.
All of these changes would help trapper a lot.You'd be surprised how well proper camo would work to hide his traps.
In my opinion depending on the map Trapper traps should be automatically coloured accordingly. So they are lighter on light maps and darker on dark so they better blend with the environment I think it's fair trade for devs making you haul your ass across the map to make use of your power.
At least Sid Meier's Civilization 5 has grass in it. I should go play that sometime.
I think the major issue with trapper is that he is almost always not going to be able to use 1, 2, or sometimes 3 of his traps during a game because they spawn so far away.
I've played Trapper games before where I decide to try and grab all of my traps and I almost always lose an extra gen or 2 because of it.
I've been maining Trapper for years now, ever since I discovered Otz's channel, he's taught me everything I know and has led to the deaths of many survivors at my hands, and yet I no longer feel as much joy when playing him. The new maps make it so hard to place traps, the grass is so thin if they have any at all and it sucks because I love him so much.
Somehow as a part-time trapper main, I find indoor maps easier than most outdoor maps. At least there's a lot blocking line of sight in indoor maps so if you strategically place your traps in areas with low traffic EXCEPT during chases, then you're likely to do well. With barren outdoor maps all you can do is pick a god and pray.
Strangely enough, this is why I tended to favor maps like RPD and Grim Pantry. If I could have just the *tiniest* time window to trap up the left or right sides of the map like the dark hallways, I found matches a little more manageable. If all went well, I could give them the fear of the Entity and bunch them up like sardines because they'd be too afraid to go elsewhere.
Grim gives good grass--say that five times fast. 🤣
Unless they had old Dead Hard. 😭
@@Dinker27 you my good Maam/Sir/Other, have just helped me not cry when I get Grim Pantry
@@MossCoveredBug The darker outdoor maps are great in general, especially for the more narrow areas that see the most foot traffic. Those buildings on Grim where the god pallets(?) are and the shadows+grass hide the traps are not to be underestimated.
I think trapping up the cornfields on the farm maps can be helpful because...well, corn blindness can be troubling to deal with on both sides. 🤤👍
But oh maaaaann.....it's so satisfying when I'm going with an item-eater build on the farm maps because people don't often suspect you'd trap their items after you slap 'em with the good ol' Franklin's if you have it.
I find those maps not most good for Trapper, but Pinhead as well in some instances.
Now, I say this in theory. In practice, it's often something else. But tally-ho, my fellow Trapper main. May your hunts be swift.
I’m not sure why they don’t just make the color of his traps correspond with the color of the ground in each map. To me this doesn’t sound so difficult but maybe there is something preventing it
It is BHVR we are talking about, there is not even a search function for the perks and you talk about making something as complicated as traps matching the maps they are on?
It's BHVR, it would probably make nurse move at 200% if they did the change by complete accident
That would destroy the lower-rank or even low-mid-rank players. Most games are usually played by casuals
Knowing the code, it would probably give Killers camo like they transferred from Halo
@@oscar3153 even casual solo players can usually destroy a trapper no problem. I play 80% solo queue and trapper is a relief after 6 games of blight in a row.
Idea to buff Trapper: Add an ability to booby-trap Pallets and Lockers so Survivors are penalized for interacting with them (such as causing Exhaustion for throwing Weighted Pallets or causing a Loud Noise when opening a Creaking Locker).
honestly they need to rework him where he has different types of traps. I mean he's the trapper, my man could have tripwires.
the impression of saying "let's take the best of the farm!" is so perfect. As the fantasy of anyone ever taking about the maps like this unbelievable
I am very new player with 100+ hours in game
I usually didn't play killer but when I did
I played nurse
(Got hella bullied in first some matches flash light saves everywhere with trapper and wraith)
Now I have come around to play other killers cause i was pretiging the free ones and I am currently playing trapper
Cause I wanna use his add-ons and see how he worked
The reaction of playing is a bit mixed
I have a lot of fun and sometimes agony
I am f2p so I just make build with whatever i have and it isn't sweaty and
Lemme say thx otz for your videos , that I could do a lot and bring spice to my bad play style lol