Trappers need to be removed from the game. Too bugged, too glitched, no salvaging them

Split up from the team much?

Cant wait!

:rofl: :joy:

Audio cues “might” be fixable…their nets passing through a wall of Crushers…well I wish they at least had a MAX cleave values for situations like this. We just failed a game where I pushed a silent trapper, and got staggered out of my push by a silent dog which pounced my mate. We both ended up disabled and in seconds covered in flames. This is all I have to say about how the game falls apart when things don’t work as they should :grin:

Good games overall today, even if we had a auric tourist with us, we are trying to get him more cash before the crafting update drops. The guy mostly gave up on Darktide as he doesn’t have a lot of time to play, and the current item progression system is heavily anti-casual player.

Nah they are fine u probably just have to git gud

Hear trapper spawn sound
Be alert for trapper
See trapper
Shoot trapper
No more trapper

No. That is all.

Smokers are much squishier, you can free teammates much more quickly through different methods (meleeing the captured person, shooting the tongue) and while my memory of it is a bit blurry, but I think they need clear line of sight which is why you want high vantage points to tongue from.

Trappers feel worse in almost every way. Inexplicable stagger resistance spikes, shooting through enemy ogryns and other objects with no way to retaliate, unreliable sound cues, flow-breaking release mechanic.

You 100% do not play high intensity auric if you actually believe it’s possible to play using these steps.

I’ve had so many games ended when a trapper net bursts through crushers chests (or other enemies) without any warning at all in the midst of a huge wave mosh pit. With so many enemies on screen it’s impossible to maneuver or see them coming. Other squad mates get downed all at the same time by multiple silent magic nets passing through anything. Instant game over 20 mins into an otherwise perfect match. This is actually a common scenario. You die a second after being netted because 3-4 enemies hit you straight away.

As others have said, with the way it currently works, Fs might as well remove trappers and give a constant 0.5% chance of being insta killed every second. It’s nothing to do with skill if many multiple trappers are always silent and can shoot nets through huge body masses or obstructions.

I think everyone agrees inconsistent sound cues are awful, and I think most agree shooting through Ogryn elites and bosses is a bit much.

As for removing them or stopping them shooting through human sized enemies… yeah this thread already shows you’re not gonna get much traction here on that.

Also hard to know which issues are compounded by the same connection/server issues that cause hit reg issues and any other manner of weirdness. Personally those are the things I’d like to see tackled as a priority, then the jank that’s left over can be addressed as appropriate.

Honestly I want them to constantly make sound like Vermintide’s Packmaster, so any missing sound cue would be less punishing and make them easier to notice when thing get really hectic.

I hate those trappers so much myself, I have learned to keep up with the cues of their whereabouts sometimes even if no audible cue, have noticed some movements or having to keep head on swivel especially if you are the rearguard of the group. One of the lesser known things by (mostly less experienced or aspring to be adept in skills) in Darktide is “Target Priority” which even I still learn and deal with at times, I seem to handle most Target Priority well with Veteran and Zealot.

The most annoying buggy part is when more than one trapper shows up and they are launching their webguns way quicker than they usually do, or after slaying one another shows up as if it was instantly reincarnated---- O Hel No! Purge this Heresy!

If they are going to have more than one trapper rolling up as often as they do now, yes it needs nerfing. Any other way to deal with them is be ready to hit them before or through any enemies necessary. Another reason as to how Target Priority becomes so important yet I feel like many players are so “Tied Up In The Tide” they don’t see things coming up to the last second.

On another note this also has become how I feel if players have been frustrated with difficulties the safest bet is to play Malice, ofc its still ok to play Heresy to keep the challenge fun (not gate keeping here I know I win some lose some), Damnation is still for those who really feel confident to face it. The best teams stick close enough together, survived Aurics when keeping up with the teammate(s) that are at the frontline, and especially if they know to untrap you before taking out the trapper bc its faster than reviving, and insures players are freed to help with the fight (unless theres more than one trapper and faster web fire rate)

They’re supposed to, but like alsozara and others mentioned, there is an inconsistent glitch in sound cues for specials that have been around for a while. It’s particularly an issue for disablers and bursters that sometimes only make sounds the moment they’re on top of you.

Huh, apart from Mutie and Burster I never hear other special making much sound outside of spawn announcement tbh.

At best it’s just inaudible breathing while they’re running or gasp when they’re climbing or something.

Yup these discussions always have people chiming in who obviously don’t play T5+. If they did, they’d know about the sound issue.

While understandable, it got seriously tiresome half a year ago… :weary: