#1 game enders are disablers so it doesnt matter what the team is doing, everyone needs to constantly be looking out for and playing around disablers like theyre always a few feet away so the moment someone hears a sound queue, no ones surprised and are just waiting on when to dodge/attack.
This doesnt even take into account multiple disablers where u have to perfect dodge/kill everything or die.
Plus, 2 years in and no one tags those easy to kill diablers/specials
Yeah and healthbars, and super bright dorito markers with numbers in order of priority, and wall hacks, and invincibility, and auto-aim and auto-shoot.
That spidey sense mod a.k.a. wall h4x was a bad idea and FS should have asked them to take it down. The sound cue issue while real and bad, was also greatly blown out of proportion by those who just want mods to do everything for them.
Half the issue lies with the player base, I bet at least 50% plays in plain old stereo, in 2024, like it was 1994
Bugs and sound issues aside i think trappers are fine. The actual sound of them firing (when it actually plays) should be enough to allow you to dodge it every single time, unless the trapper was targeting someone else and hit you as collateral. In that case shi* happens.
I’m also in the camp that believes this special would be totally redundant if it also had to consider enemy positioning when firing. Like it would be almost the same as fighting 1v1 vs single trapper in the open. If you got issues with singular specials then you got more things to worry about.
Add in the recent stagger changes and the fact that anyone unlucky can be freed in less than a second, i just don’t buy the argument.
The most i can bend is that the traps should probably not be shot trough monsters and ogryn enemies. There are also still many terrain bugs that let trappers shoot you from some idiotic angles which obviously should be fixed. Anything beyond that and you might as well delete / redesign the special.
Trappers used to be the most common way I died. I also made a similar post in this forum about it not being fun. But then I decided to take drastic measures to change that. Now I only play with throwing daggers, so I have a chance to kill them before they trap me. Grenades were fun, and I can’t use them anymore, but at least I don’t get trapped as often.
My advice to you is to find the best weapon you have to quickly deal with trappers and only play with that loadout. Yes, it limits the fun of trying different things, but that’s the price to pay to have any fun at all.
Never liked disabler types of enemies. I understand they are a tradition, but when you are the last one alive they one shot, and this equates to a lack of respect for your time and limits builds. I already only use weapons and builds that can deal with snipers amongst other limitations.
Let people button mash out of it like the old days.
I don’t have a problem with trappers at all, why would they care about if you are the last one? Theire job is to take you down.
The issue I have is, they can shoot through walls, spawn right behind you or in front of you, and there nets pass through x number of their allies unhindered…
Same with snipers. I dont have problem with snipers, just sick to death of getting shot around corners, through walls, bullets that pass through 9543 of the fellows as if they are no their, through ogryns when their shields are up but hit you because they are not targetting the ogryn.
Or Ogrins pinned by dogs when their shields are braced? Really? And Ogryns shield should be broken by the big hitters like crushers who are big enough and strong enough to smash that shield for six, not some puney puppy.
It’s the BS of these mechanics that need addressing not the actual idea of the enemy trappers are fine, it’s just all the BS around them that is the issue.
Pretty much anything with some sort of see trough surface seems to allow traps to pass trough for some reason.
Chain-link type fences are probably the most common object I’ve been trapped trough or seen pictures off.
Imo trappers are perfectly fine. Every new player needs to learn how to deal with specific enemies, trappers are no different. Once you get the dodge timing down they become irrelevant unless overwhelmed or making mistakes. And both of those are fine, part of the game and learning to do better after all.
The issue is with the sound bugs, which though rare since the fix still do happen occasionally. When the first time you even hear a trapper exists is the sound of them shooting right in the beginning of your slide, in an impossible position or while forced to dodge an enemy - situations you’d never have gotten into had you known a trapper was there -, often without even knowing which direction it’s coming from… only to get taken down with no option to defend yourself? Yeah that’s just cheating, literally.
But that’s not a trapper problem, it’s a problem with the game and its sounds.
You can customize Spidey Sense to give as many or as few indicators as you want. I use mine just to more consistently know about the worst culprits of silence; trappers, dogs, and exploders. It’s not so bad when you narrow it down this way.
again, if you put it to good use by all means enjoy.
personally i prefer as little ui as possible, fallout for example i can only immerse myself if its off, crosshair included.
on the other hand i add visors from helmets and visible feet.
as for darktide all i’d need is the tiniest health and ammo bar to keep an eye on my mates.
Did you miss the wall of text i wrote about how trapper nets guarantee damage from other units, thus causing your death without actually damaging you? No other unit in the game does this, and no unit should do this. It’s not balanced. It’s not called “fitting into a niche either”. Of course it’s the only unit that can cause death with a single touch, but that’s not a niche it fills, that’s just bad design.
And I’m curious how you can agree that “disablers should disable” and yet you don’t think the trapper does a bad job. let’s say your job was to shoot tranquilizer darts to sedate wild animals. But instead you just shoot the animal and it ended up dying within the next minute. Did you do your job very well?
sorry, but this is just a too good a picture to pass upon.
i´d find it hilarious to see a park ranger beating the living crap out of a lion just for giggles and then claim chuck norris like victory
i mean how else are you supposed to melee them ?
Given how much crap happens on AMaelstorms, Spidey Sense isn’t some kind of wall hack. It clutters UI a bit, and isn’t as much readable as WORKING audio cues.
IMO audio cue issue is really that bad. Even if it doesn’t work only 1/10 of times, it still feels really bad and bulls***ty. You expect game to work always as it should, if X happen then Y always should follow, not 50% times not 95% times. If it doesn’t, it trully feels bad. You want to have reliable tools to work with, and audio cues weren’t that.
Yes…but I’ve read it now! I don’t agree with it, nor with your summation here. Yes, each of the disablers functions differently from the others in various ways. And trappers are arguably the most different of the bunch. But I don’t think that’s bad, I think it’s interesting.
I also completely reject that trappers guarantee damage from other units based on the countless times I’ve been netted behind the team (taking zero damage, except the chip from the net) and snap-rescued teammates from nets before they hit the ground (during what I believe is an invuln state).
Also…Darktide is an incredibly complicated game with so much stuff going on at any given moment that, even after hundreds of hours, I’m still learning stuff. I say this because I kinda just accepted the assertion that pox hounds “protect” you from damage from other enemies by making you untargetable. But, looking at some footage, I’m now questioning if that’s even true? See the first 10 seconds of this video: https://www.youtube.com/watch?v=iUiphEudtWg
This video is over a year old. I’m positive dogs don’t work that way anymore, unless something is bugged since I literally witnessed a crusher standing over my pinned body.
Also, it is highly likely in your scenario that simply no attacks made their way to you. If you were trapped and instantly freed then your rescuer could have pushed the enemies and/or they simply aggroed onto your teammate on their own. Of course, my claim of guaranteed damage presumes you were going to be hit in the first place. Which certainly would be the case if you didn’t get instantly rescued. I can’t deny the possibility of a grace period I frame but that’s not enough to balance out the indefinite period of heretics wailing on you afterwards.
Yeah, Dogs now make you untargetable now mostly. There are the fringe cases where an attack will be initiated before the dog finishes it’s pounce, thus going through despite the dog being there (like if a crusher does it’s wind up before you get hit or if a flammer/gunner starts it’s attack chain before you get leapt on. That being the major reason why sometimes the enemies will ‘save you’ from a dog if they where about to attack you otherwise, mainly in the case of bommers throwing a nade next to you after the fact).
But besides that? all enemies will sit around you in a circle patiently waiting for you to either die or get back up again. Verses trapper nets which have literal specific attacks only done on downed trapped individuals beating the heck out of you until you fully go down. (by which I mainly remember seeing crushers doing their ‘running horizontal swing’ but as normal attacks against me while down until I fell over, among the everything else just wailing on me).