Trapper change suggestion

The Trapper is in a pretty bad position as his own power is hindering him throughout the match:

  • Survivors can identify the killer before they even get a glimpse of him.
  • Set up is required and a group can call out set traps and coordinate to disable them.
  • A trapper needs to often go around most of the map to actually GET his power.
  • A trapper needs to be near his traps in order to get value out of them.

Playing as a trapper gets MUCH more difficult at higher ranks, since players avoid grass patches, an unlucky map can send the trapper to a map which has pretty much no grass, if you're seen by survivors early in the game, your traps will likely get disarmed soon after you put them down, etc.

In order to increase the value a trapper can get from his power even at higher ranks, I have a suggested change:

The trapper gains a 15% movement speed boost whenever:

  • a survivor is caught in a trap for the duration while the survivor is trapped.
  • a trap has been disarmed, lasting for 3 second.
  • all traps on the map start open (set).

This significant speed boost would allow the trapper to not be hindered by his own power so much because:

  • Disabling a trap/catching a survivor while far from the trap allows the trapper to potentially score a hit or end a chase. IF he is currently in a chase upon trigger.
  • It can happen randomly, so the trapper can't trigger at key moments, but it can be used either for getting to the trap location or to another survivor faster, granting him some mobility to actually be able to use his power in a wider area.
  • Putting down traps in bottlenecks would no longer just be a free disarm for a survivor while the trapper is elsewhere as the disarm may hinder the team by giving the trapper a speed boost. So now, either you disarm a trap to give a boon to the trapper or you leave the trap there and risk someone getting caught/dead ended by it.
  • The initial trap placement is pretty terrible as it's usually placed around the entire map, having them active from the get go might cause an early disarm/catch to make retrieval of traps and setting up in actual key positions faster and more efficient.

This change would allow the trapper to use his power much more even on higher ranks and potentially allow him to actually have a power rather than just being an M1 killer whenever the survivors feature a disarm commando.