Buff/Rework The Trapper
The Trapper is one of the oldest killers in the game and despite this, he is considered by many to be only in low-mid tier in every new meta. Why is this? Allow me to address the problems.
Time Consuming: He can only carry 1 trap at a time without add-ons. All his other traps are randomly scattered across the map and force him to spend excessive time backtracking to place them all. This leads to a gen being done by the time the killer is finished and if he chases survivors early, then there's no time to place traps.
Noticable: Unless you're in a map with grass or certain loops that can only be vaulted one direction, the likelihood of someone stepping on a trap is low. Not even the tar add-ons make a difference if in plain site. If a survivor sees you placing a trap while hiding, they'll disarm it.
Predictable: The best way to utilize his traps optimally is to place them in loops, but this is an extremely common strategy that survivors know and are aware of once they see the Trapper. They'll therefore crouch near windows and pallets to be prompted in disarming them.
Inefficient: Even if you can overcome all odds and get people to land in your traps, there's still the RNG mechanic of a survivor escaping. It can range for a survivor escaping from 3-30 seconds. There's no telling how long a survivor is trapped. If you try to go for trapped survivors from a distance, then there's plenty of time for the survivor to escape and possibly hide. Not to mention, the trap's hitboxes are rather small to other stuff like dream snares, phantasms, and portals.
Now that these problems are addressed, here are suggestions to fix some of the issues ranging from minimum to big changes.
Traps are no longer scattered across the map. Instead, his carrying capacity and traps started with in the trial is now 4.
Trap setting speed is increased by 15%. Additionally, resetting trap speed scales with speed add-ons and this change.
The RNG mechanic for escaping a trap is removed and now takes 8 seconds to escape. OR
Escaping requires you to land a great skill check that'll have a bigger zone for each failed attempt. (Add-ons need to be changed for both suggestions.)
Traps are covered in leaves to blend traps with multiple environments.
OR
Traps are a darker brown than a dark yellow. Tar add-ons can make the traps even darker as well.
Traps scattered across maps are now armed at the start of the trial. Doubling as small hazards survivors need to be cautious of.
Survivors can no longer disarm traps, but the amount of traps that spawn in maps is decreased to compensate. Additionally, they can be destroyed with toolboxes.
Keep in mind, Im only recommending ONE out of all these changes to be made to make Trapper a more viable killer.
Comments
-
I think a change in Trap color would go a huge way for the Trapper.
1 -
I don't think he needs a rework just a buff. Let him start with one trap and let him be able to carry up to three traps. Remove the bad addons. Just being able to use two addons without one being a bag would be enough.
1 -
The simplest and most effective way to buff him is to make the Trapper Sack addon base kit. Maybe also make Honing Stone base kit BUT only for injured survivors.
1