Trapper

Simple as…?

:melting_face:

For me.

If you genuinly deny the glaring problems with the game’s sound, that have been documented literal hundreds of times, then you either have severe problems percieving the relity or don’t even play the game and lie to make feel good about yourself.

tl;dr get a grip on reality and stop projecting. Defending sound bugs in DT is seriously the new low. This one in particular shows you have no clue what you’re talking about:

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iast

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bro just reduce your graphics setting or buy a better GPU if you have sound issues or you’re coping bro

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How unbelievably (as in, the reality we’re in) aggressive of you. Issues.

I have no sound problems, ever. If you have a problem, please, continue to denigrate me. You seem to want to pick your reality anyway, so who am I to show outrage at your behaviour.

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This is very ironic, considering how “agressive” was the post you initially wrote. Stop projecting, buddy.

Yes, of course you don’t have any sound issues. Also unicorns are real and you’re an amazing skilled player and everyone else is coping. All of this is 100% truth.

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I’m glad you’ve finally seen sense. Do not question my incomparable mind, buddy :slight_smile:

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Whole heartedly agreed trapper nets should not be able to shoot through enemies.

I find it really sad that there have been SO MANY good suggestions for trapper fixes but every time it gets immediately shot down. There is clear room for improvement with this mechanic, I really don’t understand why people are so resistant to a change on this when we could literally make it better.

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K then, suggest something, something that won’t reduce the trapper to a weaker bruiser.

Because every suggestions effectively removes the trapper from the game.

Add to that that people exaggerate any tech issues like sounds etc., making it sound (ha) like it’s such a common occurrence that’s totally not their fault 90%+ of the time when the "buggy" trapper actually screws them over. So because the trapper is “buggy” 100% of the time (wink), complaining on the forums and effectively remove her from the game using mods is totally justified, and it’s totally FR trust me bro just “fixing the issues” (wink and taps side of nose).

Bugs exist sure, but their prevalence and impact re: trapper is exaggerated to such a ludicrous degree by the ork hive-mind that it’s hard to take some people seriously.
I’m not Emprah’s gift to gaming or anything but honestly so many of these gripes legit boil down to “skill issue”, people don’t pay attention or check their surroundings, so it’s easier to blame the game 100% of the time.

Easiest fix: Trapper can’t shoot through monsters (very rare occurrence)

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exactly why if the trapper was changed to have their net blocked by a bulwark/crusher/monster it wouldn’t make a difference. The hard carry sweats dodge the nets anyway = no change in gameplay.

The “better” players but not the god tier players would get cheesed less because it would actually make sense to have giant brutes and monsters block a literal shock net.
Baffles me how so many people can say “trappers don’t have different timings just slide dodge.”
That is straight up false, and the amount of times Ive dodged while sliding and still got netted because I guess the trapper was closer than I thought or farther away is complete umgak when I cannot see the trapper through 50 crushers. (im rambling srry)

And Ive seen so many not so good players just get netted because they didnt dodge or tried to one tap the trapper and miss or not deal enough damage or just got overwhelmed because of bad positioning.

Basically make Ogryn enemies and monsters block trapper nets please, My brawling melee build just sucks to play sometimes because of this lack of interaction. God forbid a trapper has to take an extra 3-5 seconds to flank you while fighting Big enemies.

Can’t wait for the “trappers will be useless” and “skill issue” comments, when its literally a gameplay feature that just should have been in the game from the start.

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Well there ya go, as I and others have said and proving what I said above, this effectively removes trappers from the game. A “brawling melee build” doesn’t mean you’re a button mashing turret, there is room to maneuver and if not, use tools to break out and/or create space.
The game is more than just trading blows and bullets (spamming clicks) with enemies, it’s dynamic unless you choose to make artificially static by not using said tools. These tools include ults, staggers/pushes, grenades, using map terrain to your advantage etc. etc.
But instead, it’s “I brought a hammer and throwing knives and that’s all I’m ever gonna use while I stand in the middle of everything and never budge until everything is dead and it’s time to move to the next room”.

I was a bit on the fence about ogryns in moments of sleep-deprived weakness, but yous convinced me that the only thing that nets shouldn’t go through is monsters and the silly actual nets through pillars and crap like that.

I’m sure there’s a soft compromise to be had between both camps, but a lot of the gripes sadly really do sound like “skill issue”, and one side just wants the trapper deleted from the roster entirely.

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saying it removes them from the game is completely an over exaggeration, There are plenty of different angles trappers can come from, they can shoot you from lower platforms and higher platforms and just go behind you. But nah we should keep the trapper only coming from the front and pressuring you from only 1 side and make it threatening by making it have no interaction with the horde.

Such a braindead take. and it’s not like Im just sitting in the middle of a room not moving or planting a shield. Its when Im trying to pull crushers/monsters/bulwarks away from my team to give them space and I get shot through these enemies leaving me “out of position” because I got trapped and dragged through all these elites and monsters.

Having trappers come from different sides and terrain sounds much more enticing of a change to the game than just “dodge on audio” from the front because apparently 90% of the trappers only come from the front.

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Who says they only appear from the front!? You just proved my point again by saying that, you’re playing a different game, but not the one that’s thrown at you.

I’m sorry to be blunt but I don’t see a way around it, everything you’ve said on this subject leads me to believe 90%+ of your issues are PEBKAC.
Maybe someone else wants to have a go at you, in the meantime I strongly suggest you play at lower diffs or temporarily use the all cheaty mods as a learning tool, maybe just in solo game.

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Since trapper behaviour will never change, to make it less stupid we just need the other enemies to have the same behaviour as a hound attack.

This way it keeps everyone happy. Keeps the turbo sweats happy for having the same hit chance from trapper, but it also keeps everyone else happy as it’s no longer an instadeath (which it is 90% of the time).

So keep netter then same. But when netted, you slowly lose health and gain corruption whilst NOT being attacked by other enemies. Fairly simple copypasta of hound logic I’d imagine and makes things way less frustrating.

Being netted through a mosh pit is always going to feel like you’ve been cheated so at least give the team a chance to get to you to alleviate the frustration.

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You aren’t surrounded at all times in darktide, Majority of the enemies stack upfront of you with the occasional flank horde(defense rooms not included) the only way I could even remotely see your point of trappers shooting through enemies would be if the trappers came from the front mixed in with the elite horde. 90% is a random stat I just pulled out of thin air tbh.

If they come from other directions they aren’t really an issue when it comes to shooting through monsters and elites because like I said majority of the time you’re fighting stuff from mission forward. Sorry to shut down your “AHA!” moment.

Re-read this, now re-read it in conjunction with what you said, and see what the commonalties are and what the differences are. You’re close to discovering at least one thing.

More than just that…

AHA! Ok then. I’d love to hear (ha again) more of your thoughts on the subject, maybe some of the other users can point you in the right direction.

why are you so upset over a change that won’t even affect you?

I thought trappers were weak sauce and you’re so good you dodge every net?

and if you tell me trappers are only strong because they can shoot through enemies then thats flawed game design. Nothing else to say really.

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My personal favorite suggestion from one of the many trapper threads has been this:

  • Trapper nets should knock aside enemies as they travel towards the player, similar to a charging mutant or a pouncing hound.
    -This would at least allow you to see the net coming in dense situations by way of the horde being displaced. I’m honestly still not sure why people argue against this one.

  • Trapper nets should knock aside enemies when the grabbed player is being pulled back towards the trapper.
    -This would create a tiny window of opportunity for one of your teammates to possibly get to you in super dense situations before the horde closes in if they’re fast. I can see why people say this nerfs the trapper but I hardly think it makes her useless. In super dense situations this adds one possible way for your teammates to reach you in addition to the many ways that already exist in the game such as ogryn’s charge, zealot’s relic, the trauma staff, most grenades, etc. And in non-dense situations this changes effectively nothing.

  • Trapper nets should be susceptible to enemy hitmass, only being able to knock aside a limited number of enemies before being blocked. (only when travelling towards the player)
    -This would create an easily changeable value that could be adjusted to further balance the trapper. Personally I am in favor of the net being blocked completely by monstrosities (including the scab captain’s shield), only being able to push aside like 2-4 ogryn enemies, and not being able to push infinitely through a horde. But I can see room for argument on where to set this value.

  • In the cases where the trapper does not have sufficient penetration, the trapper will navigate around or through the other enemies blocking her until she’s close enough to penetrate or has line of sight around the enemies blocking her.
    -This will have a different effect on the trapper depending on where you set the hitmass penetration, but essentially they’ll have to walk around big groups of ogryns/monstrosities, or wade through a dense horde until they’re close enough to penetrate. Lots of people seem to think the trapper would never be able to find a clear enough shot under these conditions but I honestly believe she would have no trouble. The trapper is one of the fastest enemies in the game, faster than all of the enemies that I’m proposing to block the net with the exception of the chaos spawn. I really don’t think she’d have a hard time walking around some bulwarks so that she can shoot through the poxwalkers instead.

People act like trappers would become completely useless if their nets couldn’t spring at you through bulwark shields but that is just plain exaggeration, there is definitely more to a trapper’s threat than just phasing through carapace.

The biggest nerf to trappers I see with this suggestion is that it would grant players the ability to kite the trapper around enemies to a certain extent, as well as the ability to dodge behind them the same way you would dodge behind a wall to avoid a net. But honestly that sounds like a fun and engaging way to play against trappers to me.

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Didn’t we have this exact same discussion with you a month ago or so? It’s my fault for re-engaging, but by all means go read that older thread. When I’m less lazy I’ll spend the 15s and link it for you.

But yes, let’s trivialize the game even more because It DoESN’t AFFecT ME. At least we got to the heart of the matter, again.
This is right up there with “It’s PVE so who cares if X”
or "It’s not a cheat if you’re not aware of it. "
Dueling sword for Ogryn, I can’t wait!