TRAPPER IS GETTING BUFFED
HE CAN RESET TRAPS WITHOUT PICKING THEM UP
Comments
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It's about damn time. Now he just needs to be able to carry more than one at basekit
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Qol.
Really welcomed nonetheless.
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I just wish they’d remove his bag add-ons and make them a part of his base kit. He really does waste a lot of time looking for traps and picking them up.
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If a small QOL change that should have been in the game since day 1 is a big SuRpRiSe then the team has really lost a lot of their original glamour.
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This. There's no reason he shouldn't start with 3 traps and be able to carry 5 max.
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I hope so. Trapper is a lot of fun, but with how fast matches go, I’ve shelved him and he’s collected a bunch of dust.
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I mean, okay? I hope it's not all he's getting.
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☝️ that
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######### YES!
This should've been a part of his base kit from day 1, but it's good that they're finally adding this. Hopefully that's not the only buff he gets. He really needs the bag add-ons to be part of his base kit.
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How do you know it??? I haven't seen any leak or anything.
Edit: nvm probably info taken from the stream
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He's getting all his traps at the start!
No?
Well, okay then.
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Trapper is now OP
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Source?
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AFTER 2 THOUSAND YEARS OF DEVELOPMENT...
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Here's my problem with this, though. When a trap is sprung, it'll sometimes move to an 'open' space. Take shack window, for instance. If that trap is sprung, it'll move away from the window. You're still going to need to pick the trap up and set it again. Traps near pallets tend to do this as well.
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Crab rave time
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Yes. But sometimes it doesn't move 5 miles to the left, or someone disarms it and it stays in place.
It helps for those situations
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@Weck Sure, but that still makes it inconsistent. Don't get me wrong, any buff to Trapper is welcome, but it should be more than just this one. At the end of the day, how much time does this save you? Half a second per trap, if it's still in the place you want? Nice little QoL adjustment, but again, he needs more.
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He should be getting nerfed. no other other killer can down you when youre on the other side of the map
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If he's not getting another kind of trap, I can't care, honestly.
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I’d love it if at least his Purple stitched bag allowed him to spawn with all his traps and carry up to 3 after they’ve been placed.
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No, he's not. He's just getting a minuscule qol change.
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Bro #########? Trapper is OP now no counter play whatsoever devs please nerf Trapper to 110% to compensate for this unfair buff. My yellow rank friends are literally crying right now. Trapper is now S tier confirmed.
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About time. Now, can we start carrying one extra trap at a time? Maybe even step over our trap? Tired of watching people DH over my trap, and I have to go around like a lumbering idiot. lol
Furthermore, could we get a rare addon that lets us change the type of trap he has? Perhaps trap gens to blow up, or boxes, totems, etc. I think that would be rather fun.
Pipe dream, I know....but setting a trip wire to cause survivors to become exhausted when they stumble over it would be kind of fun.
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Prior to the start of game, activated traps should be automatically placed throughout the map.
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Good news all together. QoL for our trapper boy.
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Only If they balance it so that Trapper takes Half the time resetting ground traps than he does planting them. There are 2 factors for resetting a ground trap:
- it was disarmed by survivors and remains where it was set.
- It trapped a survivor, and is no longer in the same place in which it was set.
In the first case, resetting a trap you already set but was disarmed shouldn't take the same amount of time as setting the trap as if you had picked it up and set it down. in the second case, Most trappers will realize that the trap is now off center from the originally set position, and will pick it up and reset it in its proper place, which will take the normal amount of time + picking it back up. I will only truly appreciate this change if disarmed traps are reset in half of the time it took to set them in the first place, otherwise, while still an improvement, it will do nothing for helping the trappers overall time management.
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Yeah pretty sad this is praised. I guess its the only good news they can give before they nerf Noed to the ground.
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I remember mclean saying on stream "If I was the gameplay director I would make trapper be able to reactivate his traps by pressing control"
Guess it finally happened
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Hardly, Trappers take 2.5 seconds to set a Trap, which in survivors running distance means they run 9 meters away while he sets them. Add in the fact that survivors only take 3.5 seconds to disarm the trap by default, and that other survivors can step on a trap without being caught in it as long as someone else is disarming it + Dead Hard, Small Game, and Maps that reveal the traps, then that means that trapper will still have a time/counter disadvantage against the survivors in whole. If they leave the grounded trap setting at the same amount of time it takes to set a trap normally, this will hardly be much of an advantage for the trapper at all. You're over exaggerating this change by calling it "Overpowered" since trapper only has 6 traps to start with (one in hand and 5 in map he has to collect and set) and that can only be increased to a maximum of 8 traps with a bag add-on. Add in the fact that unless they are using the Tar Bottle add-on, Traps are already very easy to see, and trapper is still a pretty weak killer. All this change does is make it so that Trapper can reset disarmed traps on the ground without having to take the .5 seconds to pick them up first. So, its a slower version of his Ultra Rare Iridescent Stone add-on, that requires him to do all the legwork for resetting the traps.
That isn't the definition of "Overpowered" when it comes to his power, which is still the only power in the game that survivors can outright deny him by sabotaging traps. Overpowered would be if they made him start with all 6-8 traps on hand from the beginning and all he had to do to set them was to spend .3 seconds throwing them into place, they always had the Honing Stone add-on effect by default (puts survivors in the dying state when they escape the traps themselves), a Dye add-on that makes set traps invisible to survivors, and the traps have an expanded 4 meter radius where they jump and trap survivors that steps within their area... I think that'd just about do it for what constitutes as "overpowered".
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It's a surprise solely because it took them only 4 God Damn Years
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As a rank 1 trapper main, xbox, now I only need to be able to start with more traps without using an addon for it and the Devs to add a new KILLER offering to TAKE AWAY SURVIVORS LUCK for me to actually scream outloud:
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The Huntress would like to know your location. The Nurse would also like to know your location. I know the Nurse cant actually attack you from all the way across the map, but she can easily just Blink up to you and give you and smack.
Also, Trapper definitely doesn't need any nerfs. He honestly could use a few buffs. Also consider the fact he's the only killer who can be fully denied of any sort of power if his traps are destroyed. Additionally, his Add-on should only really work on you once. As in, you should be smart enough to know he has it after the first time it happens. Also, you should be more careful. It's not the Trapper's fault if you aren't perceptive/cautious about the possibility of nearby traps.
P.s. I say "You" as in just general Survivors. Not you in specific, dbizzle
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