How Trapper Could be Buffed
So as a Trapper main i have seen a lot of people recently bringing up really good points about how trapper could be buffed in some areas so here are the areas behavior could buff trapper in. Trapper has the most downsides of any killer in the game with little to low reward for being good with his power.
Consistency wise trapper is not always rewarded for trapping a survivor most of the time the survivor struggles once and they're out as Otz said on a stream a good possible change to this would be make honing stone base kit or adjust the values so his numbers are more consistent.
Trap Spawns and or Extra Traps base kit. These are both huge issues with trapper we all know how walking away from the locations of gens to pick a trap in a corner up is annoying this could easily be fixed by either forcing spawns more towards the center of maps or just giving trapper more traps base kit.
Trap hitboxes being totally awful so recently i have noticed a survivor can actually walk right over a trap in some locations the TheEntityLeftHand actually had this happen to him on a stream a survivor point blank walked over a trap without Dead Hard. Dead Hard is a whole different issue for Trapper and for the sake of dedicated servers i won't give my opinion on why i think you shouldn't be able to dead hard over a bear trap. The Solution to this would be simply buffing the area of detection of the trap to make it so situations where a survivor is literally on the trap and nothing happens don't happen anymore.
Indoor maps are by far trappers worst nightmare almost all of them have no grass or any real areas trapper can trap most people just trap pallets on these maps as what else can you do on maps that offer no real grassy areas or areas where traps can be hidden. Solution add more grass and debris to indoor maps give trappers more options to work with on indoor maps.
These are areas that could be adjusted to make trapper more consistent and viable at higher ranks. Thanks for reading let me know your thoughts comments or opinions on what you think could be done for Trapper just wanted to shed some light on certain weak areas that i have noticed Trapper has.
Comments
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Trapper definitely needs some love. I was so bummed seeing we were getting another indoor map because they're so terrible for him, that's 4 maps his power is pretty much useless. He definitely should be able to carry more traps at a time and the spawns should be closer to the middle rather than random corners.
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First of all, Honing Stone should never be base-kit. All they need to do is make escaping Traps slightly slower and the first attempt is never an escape.
They could change the Iridescent Stone to make it so that survivors who rescue someone from a trap have their aura revealed for 5 seconds.
The idea about rubble and debris on indoor maps to help him out, nah, that's like saying make them have no ceiling so Huntress can cross-map snipe people. Some maps just aren't prefereable to some killers. However, saying that, I find Hawkins to be a god map for Trapper, if you're mobile enough and keep alternating their spots, you will catch so many people out.
I think at most, he should have 2 at hand and leave the spawns as they are. If you give him loads at base kit and make traps easy access for him, he'll be able to just abuse that and shut down areas instantly, prepping for a 3-gen etc. Most already do this anyway, so, yawn to that happening.
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Trapper does need a little buff like you described although I think dead hard against trapper is fine because then there is a counter to there being traps while in a chase.
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That's why i said or just adjusting his timings to make it more rewarding for you to actually trap people also the difference between huntress and trapper in terms of map weakness is huntress can actively still hit survivors with hatchets even on indoor maps for trapper is a lot harder considering they can just disarm traps trap tech etc point being there should be grass on all maps with how much trapper has against him it wouldn't be insane to just add more grass patches.
Iri stone is fine as is not the issue for trapper his issues are within base kit.
I mean if most already do it what would be the difference?
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My issue is mostly how dead hard can reward survivors in certain situations meaning they can get a free outta jail card for running into a trap and having iframes to get around it id rather not really go into it to much as again servers effect dead hard so i dont really have a right to complain about it atm.
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I wouldn't say his power is useless but its heavily nerfed on indoor maps thats for sure.
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@MonsterInMyMind it isn't hard to catch people in Traps on indoor maps. And most of the time, trapping a pallet gets you a down anyway since they have to change pathing on the fly. Plus, there are areas that traps blend naturally, due to some areas being lit up brighter than others or being darker than others. I think grass indoors looks crappy, Lery's is an example, those grassy areas just look out of place. The Trap Tech, which I assume is either Dead Harding over it or someone disarming while they run through to then cancel the disarm? Both are valid tactics which need to be accounted for as the Trapper player. Both are fair and offer outplay to a killer that can devastate in a chase if set-up properly.
Let's be honest, Iridescent Stone is hardly worthy of Ultra-Rare. My suggestion was more an addition, than an alteration.
Well, most attempt to do this. You see it with Corrupt Intervention and PGTW along side STBFL. But my point isn't invalid just because of the current appication by some players, since my point was stating it would most likely sky rocket that styles popularity. Which would be terrible for his QOL, since that's very uninteractive and dull to go against. People should want healthier interactions, not be encouraged with negative styles of play. Which that ultimately do.
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Heres my suggestions for trapper
1. Change the rng of escaping from a trap on your own to make it less likely to escspe om the first attempt but also make it so it dosent take 10 tries
2. Escaping on your own from a trap will always apply the deep wounds affect (unless padded jaws are used) this will make them more harmful over all and if an injured survivor steps in one they will still be affected if they free themselves
3. 1 extra trap basekit (no explanation needed here)
4. Up the default setting and retrieving speed just a bit
5. This one may not be good but what if where you set the trap actually affected the visibility like they were visible as normal if set on a stone floor or wood plank but if you set them on a pile of dirt it could maybe have a weaker logwood dye affect or maybe you could give trapper a channelable action to obscure a trap
6. Tis one may be a bit too strong but what if
: when you have no traps in your hand, after 1 minute (2 might be better) a closed trap on the map will teleport into your hand
I love trapper and would love to see him get some love I really hope some people see this and let me know if any of my ideas have merit
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ima add to this
Change number 6 to , move all traps either to lockers and set a max of 10 traps on the map total not including whats in hand where the trapper can reload, if you go over your limit the first trap you place will despawn, or move all traps to spawn in the center to instead of all over the place, trapper wastes so much damn time going across the map to get his traps,
Number 5 for sure needs to be added, traps are way to do damn bright for old rusty traps, the yellow add-on should be base.
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Additionally traps need to suck survivors to the traps location.
The ultra rare addon that resets traps or even the reset trap ability is useless on traps that actually caught a survivor. Currently upon being triggered, a trap will be moved to the survivors foot , for smoother animation or something like that. This gotta be changed for Trapper. Its not even a buff, but a QoL-change.
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