Daddy Trapper Problems
This was posted in general but I wanted to go into more detail on here.
I love the Trapper buffs he has gotten recently, and the setting time improvement is great. However there are some major QoL improvements I think he still needs, and one that seems more like a bug.
It would be nice to have the ablity to carry 2 traps as default, without the bag add-on. But I assume this was already considered when you re-worked his bags.
Resetting traps:
This is a no-brainer, even if it takes some time, the action of picking up a disarmed trap and resetting it is clunky, slow and just garbage. (Especially if you have to go place the trap you are carrying first.) He can reset a trap when stepping on an open one, it wouldn't seem much to change this animation to setting a disarmed trap.
Trap Hitboxes:
These are incredibly inconsistent for both Trapper himself and survivors, it is almost impossible to make a pallet 100% unsafe, and aware survivors can still just run around most trap placements. His power is already hard-countered by simply looking down, if he has to chase a survivor into a trap while running, they should not be able to just slip past it like it wasn't there.
Second to this is the placement of traps themselves, the games logic for where you can and cannot place a trap is wildly inconsistent, and paired with the small hitboxes, makes setting them on looping routes needlessly hard, as often the game will just not allow you to trap the most optimal part of the path.
(Traps are also still buggy on certain maps, yesterday I had trapped the exit gate on Haddonfield, and a Jake was caught, he went down right in front of the wall as I hit him due to another survivor nearby, and he was stuck in the wall, unable to crawl or move, and I was unable to pick him up Subbed a bug report but this stuff shouldn't be happening.)
Dye add-ons.
Again, Traps are easy to spot, easy to hear being placed, a group of good survivors will know where the traps are with near perfect presicon. Make dyes match the map, so the color used to mottle the trap texture, is the same as the map it's being used on. Using a dark dye then finding its the game or swamp is just stupid.
RNG is bad.
Slightly more controversial change, and one that should be open to discussion, but instead of all the traps simply spawning randomly, have then spawn in lockers that need to be reloaded as huntress or something similar.
(I don't see this working as it would make the auto-setting add-on useless, and it's probably too big a change.)
RNG is bad 2: Escape boogaloo.
Escape attempts from traps should not rely on the gods of probability, have there be a set timer on escape attempts, possibly with a skillcheck at around 30 seconds or so. Enough to escape if trapper is more than around 30-40 meters and starts walking right to the trapped survivor. But also allows Trapper to reliably know if they can make it to them before they escape or not. There is no logical reason why its balanced to be able to escape is 5 seconds or 5 minutes depending purely on RNGesus.
In short, I don't expect Daddytrapper to ever be a top tier killer, and that's fine, he has his place in the meta and I really enjoy how fun he can be to play, but he still just needs a little love.
Comments
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I just hat a sweaty totem build with ruin and lullaby where you use the ultra rare addons to protect your totems.
Faced a 4 man at rank 13 that completely rekt me.They spawned on my first totem and my 2nd one got cleansed due to broken trap hitboxes not protecting the totem
Was my last trapper game for quite some while, lets put it that way....
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I agree with the RNG 2 comment. I've had survivors get caught and pop right back out, while on the other hand I'm sitting there attempting an escape again and again. I know as an anecdote it doesn't hold a lot of weight but it sticks out to me that I was playing against a friendly killer and he stood there watching me try to escape a trap for a solid minute before getting bored and grabbing me so I could wiggle out2