Trapper's Buff (because the poster boy deserves it)

LowIqTrapper
LowIqTrapper Member Posts: 2
edited February 2023 in Feedback and Suggestions

Hello!

As a veteran Trapper main, the 2021 add-on pass and quality of life improvements were certainly a welcome addition. However, as time went on, I believe most would agree that these changes didn't improve The Trapper's even worsening state in a truly significant way.


Here are my suggestions for a new Trapper Buff that I've been working on these past few months.


Disclaimer(s):

  • Though most of these ideas I came up myself I don't claim to be the first to think about any of them, nor to be the first to publicly propose them, nor that I haven't taken inspiration or feedback from other users.
  • I do not have strong feelings about the exact values (meters, seconds and other %) mentioned in the add-on or base-kit changes, they're mostly orientative.
  • Even though in my careless killer main mind all these changes could be applied together, It also works as a list of possible independent additions.

Thanks for reading :)

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Thanks for reading until the end. <3


Pls give us the Old Trapper masks as an extra cosmetic! A lot of us loved the original design.

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Comments

  • Witchubtet
    Witchubtet Member Posts: 642

    I truly think all they need to do is give him all his traps and replace the bags with add-ons that activate when a trap is triggered/disarmed. Probably Haste.

  • not_requested49
    not_requested49 Member Posts: 1,981
    edited February 2023

    I feel like bloody coil as basekit is really all he needs, as it feels terrible to play him without it that I just can't. Then mabye when if it does be basekit have the current bloody coil add Deep wounds and have either their aura or killer Instinct for 5 seconds after disarming it

    A nice extra would be if they are already injured, escaping on their own has a basekit 33% chance to down them instantly, but this does not apply if they are healthy

    Deep Wound should always apply tho regardless if they escape on their own in any way even if healthy

    Then have honing stone increase the chance to 75% and have mending take 4 seconds longer if uninjured before they stepped in the trap while escaping on their own

  • Zeidoktor
    Zeidoktor Member Posts: 2,091

    One idea I've had is, assuming Trapper doesn't simply start with his traps, is have all the traps on the map start out active. Spawn RNG can still screw you up but an unwary Survivor might stumble into one and, even if they don't, it creates a need to be careful, offering some early game power Trapper lacks.

  • Technature
    Technature Member Posts: 619

    An Idea I had for Trapper was that his traps would be in lockers.

    The way it would work is Trapper always get the same number of traps but could fetch them from any locker. To prevent easy 3 gen set up, Trapper would only be able to get 1 trap from a locker or locker set (think the lockers where you only need to lock one to make sure Dredge is always in a locked locker). Nearby lockers would have their aura revealed when you were nearby, and lockers you already took a trap from would be yellow. Once you collected all of your traps, the locker aura would go away.

    I have a couple reasons for this. One, it would prevent traps from spawning in the worst places possible and would allow the trapper to get his traps more easily. It would also allow him multiple places to get new traps until all of them are on the map, so you don't get a situation of traps suddenly being in a generator dead zone.

    Two, it would be harder to guess the killer early. Is the reason you haven't heard a terror radius for two minutes because of a stealth killer? Or is it because trapper is setting up danger zones away from you? Does the trap in the locker confirm the killer? Or does it only confirm it's not Huntress and Trickster?

    Three, Trappers favorite spot, the basement, has even more reasons to go down there. Didn't get all your traps and managed to get someone in the basement? You can now get up to two traps right there.

    It has issues. Interacting with lockers for your stuff isn't ideal. But honestly I'd take it over going to the corner of the swamp again.