The Trapper Buff we still need.

Hello, I made a Trapper Buff a while ago but never uploaded it or shared my ideas with anyone. But after seeing what BHVR did with The Trapper buffs and after finally making an account with this site; I would like to share with you all my version of a Trapper buff.

1st let me show off what BHVR’s done in case there are some gamers who are unaware.

Over the Year’s BHVR has given Trapper small amounts of buffs or nerfs here and there.

Patch 4.5.0

1.     Nerf – Capped Escape attempts at 6, after which all Survivors will automatically escape.

Patch 5.3.0

1.     Buff – Increased The Trapper’s default Carrying capacity from 1 to 2.

2.     Buff – Changed the number of Bear Traps that spawn to a fixed 6, instead of a random 4-6.

Patch 7.3.0

1.     Buff – Increased the number of Bear Traps that spawn from 6 to 8.

   

Now with all that being said this is my version of a Trapper Buff

Trapper Buff’s

Starts the Trail with 3 traps equipped; with 7 additional Bear Traps spawned random throughout the Trial Grounds.

Bear Trap, Setting Time: 2.2 seconds from 2.5 seconds.

After failing a 3rd Escape Attempt Survivors will enter the Deep Wound Status Effect. (Don’t worry mending takes 12 seconds and attempts to escape are 1.8 seconds, even if they escape on the 6th attempt the survivor will still have 6 seconds to begin mending.)


1.     Uncommon Add-on (Player Made Add-on)

Add-on “Trapper Grounds” - All Bear Traps are armed at the start of the Trial, adds an additional randomly spawned Bear Trap to the Trial Grounds. (Add-ons “Trapper Grounds” and “Trapper Sack” do not work together.) 8 Traps total spawned in Trial.

2.     Rare Add-on (Was an Uncommon Add-on)

Add-on “Lengthened Jaws” reworked - Survivors who escape from Bear Traps suffer from a -20% Hindered Status Effect for 10 seconds.

3.     Very Rare Add-on (Was a Rare Add-on)

Add-on “Trapper Bag” reworked - Starts with 1 additional Bear Trap, adds 1 additional Bear Trap randomly spawned on the Trial Grounds; Increases the Bear Trap carrying capacity by 1 Bear Trap. (Add-ons “Trapper Bag” and “Trapper Sack” do not work together.) 8 Traps total spawned in Trial.

4.     Ultra-Rare Add-on (Was a Very Rare Add-on)

Add-on “Trapper Sack” reworked - All Bear Traps are carried at the beginning of the Trial instead of spawning throughout the Trial Grounds. Adds 2 additional Bear Traps and increases the Bear Trap carrying capacity by 2 Bear Traps. After placing Bear Traps the Trapper can only carry his normal carrying capacity. (Trapper Sack and Trapper Bag do not work together.)

5.     Ultra-Rare Add-on (Was 2 separate Ultra Rare Add-ons; “Iridescent Stone” and “Bloody Coil”)

Add-on “Bloody Stoned Coil” reworked - Added Iridescent Stone and Bloody Coil, together - When a healthy Survivor disarms a Bear Trap the Blood Coil exacts its price, putting the Survivor into the Injured State. When an Injured Survivor disarms a Bear Trap the Blood Coil exacts its price, putting the Injured Survivor into Deep Wound. Every 30 seconds a random chosen disarmed Bear Trap in the Trial is automatically reset and armed.


I always wanted Trapper to spawn with more Bear Traps and to have more spawned during the trail. I reworked some add-ons and made a new one myself, I felt the addition to not only Trapper loading in with more traps but also having the trial spawn in more would be different. I tried to not make some of them overlap as it can quickly become busted with too many traps easily getting out of hand.


I would love to hear your thoughts and feedback on this Trapper Buff.

Comments

  • Cheque0826
    Cheque0826 Member Posts: 32

    They seem like good changes to me, but don't you think that the Trapper deserves to start with all his traps and be able to collect them after placing them instead of having to go all over the map collecting them and arranging them where they serve him? Even considering that he can no longer infinitely damage an engine in a 3-gen situation, which was basically his normal gameplay. In addition, the accessory that damages survivors who deactivate their traps should be basic (including the Deep Wound), since if not you are going to have someone deactivating every trap you set just for fun. Instead, they should give him an iridescent accessory more in line with the current environment, as it considerably damages the more advanced generator.

  • APOPALYPSE
    APOPALYPSE Member Posts: 24

    Hello, thank you for your feedback. The Thought of Trapper carrying 10 Bear Traps basekit would more than likely ruin his unique game style. With the patches 7.3.0 and 7.3.1 setting a Bear Trap now applies a 7.5 % Haste Status Effect for 5 seconds; and Bear Traps now spawn closer to Generators in general, allowing The Trapper to collect them without having to stray too far from usual patrol routes. Trapper can move quicker after setting a trap, using the speed to help in patrolling gens and it helps him finds the random Bear Traps that spawn near gens. He can either collect or set trap and gain the speed thus continuing the cycle until he has a more controlled area.

    Your questions on my add-on Bloody Stoned Coil being basekit but without the 30 second reset and arming disarmed bear traps; Could be too strong as a basekit buff

    Ultra-Rare Add-on (Was 2 separate Ultra Rare Add-ons; “Iridescent Stone” and “Bloody Coil”)

    Add-on “Bloody Stoned Coil” reworked - Added Iridescent Stone and Bloody Coil, together - When a healthy Survivor disarms a Bear Trap the Blood Coil exacts its price, putting the Survivor into the Injured State. When an Injured Survivor disarms a Bear Trap the Blood Coil exacts its price, putting the Injured Survivor into Deep Wound. Every 30 seconds a random chosen disarmed Bear Trap in the Trial is automatically reset and armed.