Disarming the Trapper's traps.
been going back and doing old challenged I hadn't done before. currently working on the killer challenge to trap 2 people in the same match as the Trapper, and I'll be goddamned if the survivors just kept disarming them. Disarming should require a skill check or something.
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He needs a buff, he has always needed a buff, I would love to play trapper if they buffed him, I DON'T KNOW WHY THEY DON'T BUFF HIM! :(
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Shh, don't bring their attention to Trappi Boi, they may neuter his Bloody Coil and cause it to heal Survivors rather than injure them.
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XD Actually deadass, considering how this event has gone, I would not be surprised if they nerf the trapper, I mean they nerfed discordance, why wouldn't they nerf trapper.
Who knows maybe they plan on making all addons have tiers so we have to buy those as well, you know, because the current grind just isn't enough according to the devs. :P
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You may need to work on your trap placement, or you might be being watched while you set up traps. If survivors see you setting traps from hiding they'll always disarm them.
I run Whispers almost every Trapper match. If Whispers is off, you're safe to set up. If it's on, be wary of being watched.
Also make sure that your placement is good. I'm sure you know, but tall grass is always ideal. Survivors know to check pallets, doors, and windows for traps. If you're placing traps in obvious spots they're going to find them. Try to place your traps in bushes/grass where survivors run when looping pallets, not at the pallets themselves.
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Nah vs any good surv team, they will disassemble his power and make trapper become a M1 unless you only use his traps in case.
Even to that degree however, he still is able to be counter played by just running away while he is setting the trap.
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umm, place traps better? idk
What I would suggest as a change is to have a 1 second delay before the prompt comes up to disarm a trap when a survivor approaches a trap. This lessens the survivors' ability to disarm traps they can't see.
Also, it would be cool if there was a reverse Spine Chill for killers. Whether this is a mechanic or a perk, this would be very helpful for many killers.
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You can't fix trapper because that would require them to remove headsets and I don't think they can do that even if they wanted too.
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They can't they just don't.
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I'd be down for skill checks or/and longer disarm times if they didn't outright alert him. Trapper is pretty autopilot, and doesn't actually need to pay attention to his traps all that much.
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You know, I've never thought of that. Skill checks on a trap disarm is a great idea.
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No its not, I don't know why you think that is the case.
Skill checks are easy to hit, why do you think most players can consistently hit great skill checks.
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Well survivors disarm his traps too darn fast. If they had to hit like 2 skill checks it would be slightly longer, and that would be just the right buff for him.
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Oh they do, its just there should me consequences for the disarm.
Such as:
-Traps no longer wound
-When disarming a trap, the survivor accidently cuts themselves inuring themselves
-Traps can not longer be wiggled out, and must have a survivor to get you out of traps
-Iridescent add on "Bloody Coil" are changed to "Traps can no longer be sabotaged"
-The trapper starts with two traps
-1 trap less appears in the trail
There, easy fix that doesn't make him useless and doesn't make him op.
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Ah, another Trapper topic, let me list my Trapper buff ideas again:
- Traps spawn 30m away from map edge.
- Trapper start with 1 trap, able to carry 2
- Disarming spawn a skill check, affected by Unnerving presence, fail skill check cause trapped.
- When trapped, Survivors have to success 3 skill check (or 2 in a row) to escape. Or 5 skill check (or 3 in a row) with Greenstone. A skill check spawn every 3sec. Skill check zone affected by Unnerving presence.
- New ability: Deep trap. Hold M2 to setup trap. Keep holding for another 3sec will make the trap goes deep into the ground (can only see the claw). Only work on grass terrain/area
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Just make it a really hard skillcheck. If you fail, you get caught in the trap.
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I think this would not really do anything other then make him annoying to vs.
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Throw traps into unexpected spots, then push them there. I'll always put two or three traps around trees near loops, where I think they'll run by after a pallet drop. Trees usually have grass around them, and since it's not on the loop, they usually don't expect it. If you do put them on loops, don't put them near the pallets. Go for the long corner of a wall or something.
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Trapper v OOO is like sticks and stones against Vinnie Jones.
Try placing traps on the parameters of building exteriors. I catch plenty of survivors that like to run alongside the outside of building walls.
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I'm pretty sure they already made it to where his traps can't be Sabo anymore
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Im not aware of that if so.
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Poster boy has always been worster boy
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Active traps can still be disarmed, inactive traps can no longer be sabotaged. It's the reason they changed Saboteur's icon to a broken hook, because it no longer affects traps. I think Slippery Meat got a similar treatment in this last patch for the same reason.
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Traps can't be saboed now though, are you suggesting we nerf him to make traps sabo-able again then add onto his add-ons making his traps sabo-proof?
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no
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tar bottle and stitched bag while u place ur traps in grass and around loops you'll get it first try. good luck
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no
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Hmm, ok.
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