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Idea for a Trapper Semi-Rework
xxDeAd_SiLeNcE
Member Posts: 23
My personal favourite killer is the trapper, so it pains me whenever a balance patch releases and there’s no truly impactful change to his kit; the trapper just isn’t very viable in high ranks unless you use an iridescent/honing stone which helps marginally.
Perhaps the biggest problem of the trapper is not his power itself, but rather the execution of his power; trappers spend more time collecting traps than setting them! My suggestion is that traps become self-sustaining, in a similar way to the clown’s poison. Over time traps could automatically replenish in your inventory after cooldown. Trapper bags will still modify how many traps can be held( and now refilled), and a new add-on can decrease the cooldown of the refill. This small change will literally bring him out of the bottom tier.
P.S. He will still be able to pick up traps, but again, the maximum amount he can hold is determined by add-ons. Also, an injured survivor running into a trap should trigger the dying state or at the very least be next to impossible to escape out of alone; this is a change that should be obvious.
Perhaps the biggest problem of the trapper is not his power itself, but rather the execution of his power; trappers spend more time collecting traps than setting them! My suggestion is that traps become self-sustaining, in a similar way to the clown’s poison. Over time traps could automatically replenish in your inventory after cooldown. Trapper bags will still modify how many traps can be held( and now refilled), and a new add-on can decrease the cooldown of the refill. This small change will literally bring him out of the bottom tier.
P.S. He will still be able to pick up traps, but again, the maximum amount he can hold is determined by add-ons. Also, an injured survivor running into a trap should trigger the dying state or at the very least be next to impossible to escape out of alone; this is a change that should be obvious.
Post edited by xxDeAd_SiLeNcE on
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Comments
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Traps don't materialize out of thin air bud, clown mixes a new batch. What could work however is that trapper could refill at lockers like huntress but it's not infinite. Only 1 trap would be stored in each. He can still find them on the ground but if he knows about a closer locker he gets one. Also, if you have any bag add-ons you won't be fully filled like huntress. Just 1 per locker. I could definitely go for a increase of chance to escape going to like 5-10 %.
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I understand that traps don’t materialize out of thin air, and I also understand chainsaws don’t have unlimited fuel, nor do traps automatically arm themselves, nor does a douchebag standing in front of your feet stop you from hooking above you, nor does a generator with no wires power 2 gates across the map. This game doesn’t exactly go for realism, so that’s a non-sequitur; apparently the ingredients the clown uses to mix a new batch “materialize” out of thin air and so do the bottles).
While I appreciate you pitching some ideas, the problem with them is that they aren’t good enough to actually make him viable. If the argument against what I’ve proposed is that it isn’t realistic enough then you’re missing the point. The reason that system works on huntress is because it’s an active ability she can pretty much guarantee, whereas the trapper’s is passive.
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