Trapper needs buffs
He's gotten a little better considering you can no longer sabotage traps but out of every killer he still has the most counterplay in the game.
Survivors should not be able to:
- Dead Hard through traps
- Use maps/perks to see trap locations
- Help trapped survivors as fast as they do
I do believe he should have SOME counterplay, unlike killers who have very little to essentially none like Nurse. You should still be able to set off traps, you should still be able to save trapped survivors relatively quickly but as of right now it is WAY too fast. It's to a point where SWF groups can completely and utterly negate everything about his kit. The only thing he really has going for him is his movement speed and maps that do well to hide his traps. He's so outdated as a killer and needs some love.
Comments
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A few ideas I've had.
- Trapper now starts with a max trap capacity of 2. Still only starts with 1 trap. This opens up using different add-ons besides bags.
- A survivor caught in a trap from the injured state, if freeing themselves, will enter the dying state.
- A survivor caught in a trap from the healthy state, if freeing themselves, will be injured. As it currently works.
- Freeing yourself should take significantly longer, but have a higher chance of success. Instead of a couple seconds, it should take 7.5 seconds, but with a 50% chance. No penalty for failure beyond resetting the attempt. Helping a survivor escape decreases the escape time to 5 seconds, same 50% chance of failure.
I think these would be a great start. Not sure this would make him A tier, but definitely bump him up from D tier to C.
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I came up with some wacky cool ideas for trapper a long time ago but unfortunately I didn't copy them down into this doc. I have so I can't remember the full comprehensive list I had in mind.
One of them was a general "insert the early game collapse" which slows down gen progress giving killers who need the much needed time they need to set up. But that's not a killer specific change that's a "benefits everybody" change
A killer specific idea I did have was that a nerfed version of the Bloody Coil should be integrated into Trapper's base kit. It always frustrated me and confused me that survivors were able to perfectly trigger a beartrap without ever once messing up or getting their hand caught, (unless the trapper had affixed a bloody coil to the mechanism anyway)
in this way the mere act of disarming a trap alone would be far more threatening and dangerous than it is currently. What would happen is that while disarming a trap there's a certain chance (say 25 or 50%) that a skillcheck will pop up, if you fail this skillcheck you are injured.
That's all I can remember at the moment.
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The dead hard through traps should be changed, I completely agree with that. Maps and perks that see traps are so rarely used as is I feel that's an unneeded change. I think some interesting addon's to give the trapper to change up the gameplay a little bit would really help. Like something that would make him play more like hag or freddy. An example of that I would like to see is an ultra rare addon that starts you with 10 traps but they're easy to escape from and can be sabo'd with toolbox.
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I don't agree at all. Trapper is pretty balanced. Of course you can counter his traps with dead hard, but that is pretty much the only way you can counter them. But there are counter perks for more than one killer. You can counter spirit with iron will. Doctor with calm spirit. Especially you can counter just one trap every 40 sec if you don't run. And the trapper has some pretty strong add one, like the one that his traps reopen or if you close a trap you get injured.
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I agree he’s balanced and fair, but honestly I would let him spawn with more than just one trap (without addons) and making traps triggering a few skillchecks (like jigsaw boxes)
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My list is long
- Able to carry 2 traps, still start with 1.
- Traps spawn 30m away from the edge of the map.
- Escape traps RNG should be removed.
- Adding skill checks on escaping, skill check comes every 3sec: 3 success on default (minimum 9sec), 5 success with Greenstone (min 15sec), 7 success with Purplestone (min 21sec).
- Escaping skill checks are affected by Unnerving presence.
- Adding skill checks on disarming. If fail will get trapped.
- Disarming skill checks are affected by Unnerving presence.
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