Trapper Buffs.

Trapper needs a buff, maybe not as badly as Legion or Bubba, but to have a killer that relies this much on luck isn't good. Taking the time to set traps in the beginning of a game puts zero pressure on survivors. And with how easily traps are disarmed, makes it even more unfun. I'd say set no cap to how many traps trapper can hold, make disarming a trap if you're healthy make you injured. And if you step into a trap while injured you should be downed.

Comments

  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358
    edited August 2019

    Sorry but no making it getting injured like that its kinda stupid idea since trapper already have a ultra rare that can get you injured if you disarm trap so the buff for him its to have all traps on him, make hes traps less visible kinda dark not too much too since its very bright and eady to spot it or if someone disarm the trap you can see the aura of that survivor by 4 or 5s

  • Raptorrotas
    Raptorrotas Member Posts: 3,243

    Lets brainstorm

    • Darker default traps
    • Arm traps that are on the ground without having to pick them up
    • Carry more traps by default
    • Traps could spawn armed in better locations (already in the way of loops etc)
    • More traps?
    • Better trap aoe (survivors can borderline walk through them
    • Survivor snap to trap location instead of the trap adjusting to survivor position (this use to move traps into walls, and currently makes his UR useless as he still has to get there and put it back into the right position)
    • Personal idea: have traps slow survivor movement speed by x% for y seconds after getting out a trap (stacks with hindered). This would make traps have an effect on injured survivors.
    • Skillchecks for disarming traps, maybe even injury on failed skillchecks.


    Theres a lot that could be done just with his current traps.

    Alternatively he could hasve some sort of resource (scraps) he can spend on placing different types of traps:

    • Beartraps: like they are now
    • Wire traps: trip survivors (small animation like missed selfcare skillchecks) and reveal their location/ aura to the killer. Maybe the same x% movement speed penalty for y seconds.
    • Barricade pallet spots/windows/doorframes or just place a barrel somewhere to block a way. (Can be disarmed/removed too)
    • Place some sort of trap on the barricade to trap or injure survivors who remove the barricade.

    Well thatd be a full rework i doubt many want to see.

  • se05239
    se05239 Member Posts: 3,919

    Let the Trapper RESET traps without having to pick them up first.

    This one change would save Trapper players so much time and sanity.

  • se05239
    se05239 Member Posts: 3,919
    edited August 2019

    It resets them without any interaction from the Trapper, yeah. I mean that the Trapper himself can reset traps without picking them up first via manual interaction. That's the buff I propose.

    Don't a douche-nugget, dude.

  • anarchy753
    anarchy753 Member Posts: 4,212

    Killers aren't magically balanced because their ULTRA RARES make them bearable to play.

    Trapper is a killer whose power is really dated and sucks in the current game.

    A double setup time, collecting and setting, is pathetic in a game where people call a perk which helps slow the first 10 seconds of a match mandatory.

    His power is unreliable at best, and yet has by far the most counters, in the form of disarms, saboutage to completely remove his power for minutes at a time, and even just using your eyes/SWF.

    He should start with all his traps. He still has to set them, but removing having to walk to the corners of the map would be a huge benefit for him.

    I agree on disarms injuring being baseline. disarming the power shouldn't be a matter of "how miserable can we make the killer's game?" it should be a risk vs reward play to remove an obstacle at the cost of weakening yourself.

  • starpilotsix
    starpilotsix Member Posts: 203



    Yeah. And really, it should be a relatively easy mechanic to implement, control-wise: Tap the button to pick up a trap, or hold it for the length of the trap to reset it in place (let it go beforehand, and you pick up the trap, if you have space, or leave it unset if you don't).