Trapper is the second worst killer in the game.
Trapper is, in my opinion, the second worst killer in the game. Why?
- Like the Hag, His power is triggered by survivors, not the killer.
- Like Freddy, His power can be disarmed (waking up get rids of dream snares and pallets)
- Like Bubba, his power can be used against him to slow him down (tantrums for bubba)
- Like Myers, he has a long set up time
- Like Wraith, he lacks map pressure
- Like Clown, his payoff is not worth it
For number 6, what I mean by that is after setting the trap, getting in a chase, getting them to where the trap is, and then downing them, is often way too hard to pull off when compared to say just stalking them as ghost face. They both end with a down, but trapper's takes longer to do, and if the survivor knows where your traps is, easily avoidable.
Another thing that pops up is his snowball ability, and while that is strength, killers like Oni also beat him there. His basement game also is nasty, but that relies on survivors saving their friend instead of just gen rushing. I also think that playstyle is not really healthy for the game, but that is personal opinion. Even then, Hag is still arguably better.
I don't think that you need to get rid of all of his flaws, but I do think that you need to fix at least three of them. I want to hear some solutions, but I do want to make a couple of things clear:
- While I do think giving trapper a bag by default would help, I don't think that solves enough problems on his own
- I am aware that some of his addons do negate some of the issues, but no killer should be reliant on addons to have fun.
- Do not change the core concept of Trapper. You can add some sort of secondary power or something, as long as it remains true to the core idea of snapping some poor survivor's leg in half with a bear trap.
Comments
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I disagree with some of your points.
1) It´s your job to make them step on a trap (takes decent trapper skill)
5) Wraith has better map pressure than most Killers
Your other points have merit imo.
The upgrade to 2 traps at the start and a base carrying capacity of 2 will help tremendously with his setup. I got more:
Trapper Sack now gives +0/+1, Trapper Bag +1/+1 and Stitched Bag +1/+2
A common complaint is that Trappers traps are not threatening enough. Rescue time is only 1,7 seconds, which I´d buff to 4 seconds.
Escape time should be possible after a 4 second animation, each attempt taking 2 seconds - so without help, 6 seconds of trapped time are guaranteed. Escape chance unchanged.
New base effects.
-Stepping on a trap while healthy adds 5% hindered until fully healed
-Stepping on a trap while injured increases escape time by 50% and/or causes deep wound
-Stepping on a trap while in deep wounds causes the honing stone effect
-A Survivor disarming a trap will now trigger Killer instinct as long as the disarming is in process
-Disarm base time increased to 5 seconds
-Longwood Dye base with the addons darkening the traps further accordingly
-Serrated jaws now cause 5% extra hindered instead of hemmorage
-Dead Hard will no longer avoid getting caught by a trap
-Red Twine and Rainbow Map no longer reveal Bear Traps
-Traps can no longer spawn closer than 30 meters from the edges of the map
-Object Nerf or something at base for Trapper that mitigates the insane counter of Object towards his power, not sure what though
Compared to other Killers, he still wouldn´t be high tier by any means, but in my opinion as a Trapper "main" these humble, I reckon easy to implement changes would help lifting Trapper out of the trash can of every competent tier list.
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I like the ideas, especially the stuff with the added hinderance.
I also agree with you that trapper should force survivors to step on a trap, but my problem is that if they see the trap, which is rather easy with no addons, they will avoid it. This can be used to deny some loops, but the survivor can just disarm it afterwards.
By itself, survivors having to step on the trap is not an issue. But when combined with how easy it is to avoid and disarm a trap once you see it, it becomes a problem.
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If we're talking no add ons, trapper is pretty bad, but he's got some add ons that change up his playstyle and make him a threat.
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"I am aware that some of his addons do negate some of the issues, but no killer should be reliant on addons to have fun."
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Thanks. The grass of the reworked maps made it slightly easier to spot them, emphasis on slightly. The problem you describe is somewhat solveable, yet (as everything with Trapper) it takes lots of time and effort. What I mean is that no trap spot, with very few exceptions, works twice in any given match, so it´s very important to constantly shift "used" Trap around. Easier said than done, since all this time investment to -maybe- get value out of his power costs precious gen pressure.
I think in general people underestimate the significant skill ceiling Trapper has when facing competent Survivors. These guys have faced Trappers for 5 years and one has to get quite creative to catch them off guard.
My suggested changes are meant to solve the issue that currently, stepping on a trap while injured or too far away from Trapper has little to literally no consequences. When they escape on first attempt, which happens around 50% of the time, it´s actually faster than disarming the trap. With these changes, the traps should become more punishing for misplaying and stepping on one.
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I have played many games with Trapper and the truth is I have won many, but there is something about him that bothers me... The traps are seen regardless of the accessories that are carried, now as they updated for example autohaven and ormond, in ormond if I have a complement that darkens my trap, it will be seen automatically, the grass also harms it, so far in the coldwind farm you can hide a trap well. Also, you should start with at least 3 traps without carrying accessories, this because the traps are separated and you have to take about 30 seconds to take them and place them in position. in that time a generator may already be in the middle. In my opinion if they nerfed trapper, to add a secondary ability that consists of hiding a trap with grass or some object to adapt to the map and hide that trap without the survivors noticing or throwing some kind of knife as if huntress or jason from f13 the game.
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Trapper throwing knives would be amazing. On the other hand, I´m not sure whether Trapper actually needs a secondary ability if his base power was more threatening.
I agree with your statement regarding Ormond. I very much like using the Tar Bottle often, and on this map it´s actually a detriment to have. At least it´s only this one map. Don´t know how it could be addressed, either.
To hide traps better, identifying paths Survivors will take in chase and propably not outside of chase with some LOS blockers is a good habit to pick up. A prominent example of where this approach usually works better than "classic" choke traps would be the Yamaoka Estate maps, which have very poor grass but many spots to trap that are just outside of LOS.
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I think the things he needs are:
1: Injured survivors go into dying state when they break free from a bear trap on their own. Meaning that if someone helps them escape they keep the health state.
2: Be able to carry all of his traps from start of the game. It's a no brainer, Freddy has all his Dream Snares from the start of the game which are waaaaaay better as you can place them faster and you dont lose mobility or speed when doing it which means being able to do It mid chase.
3: Rework his add-ons; Add-ons like those that allow you to carry more traps wouldnt be necessary so they could be change to something like "survivors that step on traps get blinded for X seconds/until healed" it's seriously not that hard.
Trapper is the face of this game and he is a ######### joke compared to someone like Spirit or Nurse. Im not saying he should become S++++ tier just because of that, but he should be above B+ tier at least.
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- That would be op as ######### as the best strategy for survivor is to spread out.
- Freddy's snare and fake pallet doesn't prevent looping unlike Trapper's trap.
- 2 based trap would be good for him, heck I wouldn't mind 3 based trap but his stronger add-on would make him really strong.
Trapper only need quality of life treatment for setup like starting with more trap or having better trap placement at the start of the game; forcing him to waste time just to pick up 1 trap doesn't help him.
I'd like to see what it would do if Trapper had 2-3 based trap and his add-on would put the survivor into Blindness effect, Broken/Deep Wound or Oblivious. I think that would make it interesting to play against him.
For getting out of his trap one of my friend had a good idea; The first try you have a really low chance of getting out and the more you try the more chance you have to escape. Escaping at the first few try is bullshit for Trapper while not getting out after 6-7 try is bullshit for the survivor. Obviously you'd have to tweek it with the time to escape.
eg: 10/15/20/25/30/35/40/45/50% chance of escaping the trap with 1.5sec for each try would give his trap more utility if he leave the "trap web".
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Yh I might have gone too far with point 3, and I like your friends Idea, tho it's been proposed for years with Pigs RBT and devs havent done anything.
But I dont see why point 1 would be OP, It would force survivors to play together, since he doesnt have any teleports or speed buffs this would be a good way to eliminate genrush or It would allow him to get a down if the survivor is injured, It would force survivors to heal, which is allways good for all killers.
And about Freddy, he doesnt down you mid loop but he does make them useless once he gets control of the pallet, It doesnt work the same way as trapper, but it's the same purpose.
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The first point would be OP because in game with random survivor you can't rely on them and they can't see your aura unless they have a perk for that. That mean you either go in dying state or wait till someone randomly run next to you. Stepping in a trap already put you in the injure state and that's ok.
IMO Trapper need something that make the trap far from him more useful.
For pig I'd make it so you you can't get the RBT on the first box and you either get it out after the second (low chance) or the third. If she has the add-on that add a jigsaw box then you can get the RBT out either on the third or fourth.
Keep in mind that while we do want to make their power more useful we also don't want to make them BS for survivor either. We want to have a fun game for everyone, not just for one side.
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Honestly I’d argue he is the worst considering you can only win if you snowball really well which rarely happens. At least clown is quite consistent with what he does.
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Object counter: give Trapper undetectable at the start of the match like myers, so he can set up traps without having to worry about object.
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This definately would help him at the start. Unfortunately, this would do nothing to prevent the Object from telling the other 3 Survivors where each trap got placed after the Undetectable has expired. Against good Survivors, usually the 2-3 starting Traps are not enough value for Trapper to win from my experience. The better route would be to make Object less of a miserable pile of #########.
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Obviously the object is the most toxic perk and that counteracts the power of a trapper, witch, freddy, maybe I don't know very well, but the thing about the undetectable for at least 60 seconds would be op and a good idea, also with Corrupt Intervention you save a lot of time in setting traps.
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I agree, but I'd just like to say that being dependent on survivor actions isn't always a bad thing.
Sometimes it really helps bridge the skill/perk gap to be able to punish players that do things reflexively and without fore-thought.
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Hey good job for a rank 17! They didnt have a sweaty loadout but small game can really hurt.
Btw, you didn´t censor the names sufficiently, I advise you to correct that.
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My bad, thank you.
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In regards to the OP suggestion I'd say make an injured Survivor that gets out be broken for X amount of time if they get out in their own and just remain injured if they're assisted out. That would make it so it's still punishing and will force the Survivor that is now broken to play more cautiously for a time while encouraging people to work together.
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I disagree only slightly.
I do agree that he suffers massively during the early game and he can often be genrushed while he sets up. Personally I think BHVR should revisit Trapper. While the traps are very strong (injure + immobilize) he has to run around the map picking them up and setting them while generators are being worked on uncontested.
He's also map-reliant somewhat. (Maps with lots of grass are better for hiding traps, and large maps hurt him because he has to place his traps over a wider area)
He's reliant on addons. (I've heard many people say 2 traps held should be base-kit and I agree)
I also think Dead Hard shouldn't let you dash over traps. Really hate when that happens in a chase.
However despite all this a good trapper on a good map can be threatening.
I'd also like to note escaping from his trap is RNG dependent which is both a blessing and a curse. (Sometimes people need a ton of attempts, other times they escape on the first attempt)
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Why would you nerf Deadhard so you can't go over traps? DH can counter anything that can deal you damage...
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It´s still too much of a counter for Trapper. I´ve heard DH is on the list of perks to be addressed in some way, and I hope the removal of this silly gimmick will be included.
Another possibility would be to remove Trapper getting caught in his traps if not carrying a Survivor, but I´m very much in favor of keeping that - it´s too funny to go imo. Either way, DH through traps is dumb.
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Plague with no power beyond injuring people, Myers with his 105 speed at the start of the match, Pig with her absolutely nothing, Twins with their pathetic little haha kicky baby man of a Killer, and Legion with his self-Decisive would like to have a word with you.
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I disagree - Trapper can be super effective and incredibly deadly. If someone plays them like other Killers, then yes, they are going to struggle. The Trapper requires a very different strategy to play if someone wants to be effective. It's not about early map pressure, it's more about getting to your traps around the map and placing them and getting prepped and ready for mid-game and beyond
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I agree Trapper is very weak. He requires way too much set up of fetch, carry and set traps. All the while hoping some survivor is not watching you set your traps. Or that they don't get discovered since competent survivors will be cautious at pallets, windows, corners, long grass etc.
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Trapper, in the best-case scenario, can destroy a team easily. The problem is that Trapper will rarely get to that point. It is not that he can't be good, its that the amount of work it takes to get to that point. Even if you set up traps, it is very easy for a survivor to disarm or avoid traps. I do agree that Trapper can be super effective, but almost all other killers can be just as effective without needing as much effort as the trapper does.
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Good Trappers are actually really scary and can snowball faster than any other Killer. Well, besides the Oni.
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I feel like trapper could be a really strong killer with a few minor tweaks, give him 2 traps to start off with, make the brown add on give you an extra slot but not starting with an extra trap, the green gives an extra slot and an extra starting trap and then the purple gives two traps and slots. as for object being a problem I feel like trapper should have a passive mechanic where at the start of the game he is given the undetectable status until he is revealed by a survivor similar to revealing a stealthed ghostie. or alternatively having the trapper be able to pick up a trap from a locker would be a good buff, some lockers have one trap in them which will be highlighted for the trapper and after it has been collected it cant be collected again or something? traps could be a little darker too. but the biggest problem of all for the trapper is the RNG when it comes to trapped survivors, they could be there for 8 seconds or 8 minutes right now so if feel there should be a set amount of time a player would be there, anywhere from about 12 to 30 seconds perhaps so its still based on RNG but less so and is more consistent, saving a survivor should also be upped in time from 1.7 seconds to maybe 3 or so and finally I think there should be a penalty for an injured survivor stepping in a trap, either the effect of the honing stone where if an injured survivor steps in the trapped they go into the dying state if they escape by themselves or failing that, give an injured survivor who escapes the deep wound status at least. thank you for coming to my Ted talk
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I feel like this would be necroing but the title is true so still applicable lol.
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i mean, you wasnt the Necromancer here.
And yea, it still applies anyway.
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i cant comment because the only way i play trapper is full basement trapper with bloody blueprint. Regular Trapper looks rewarding and fun to play and face but I don't have the courage to go down that route.
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It’s been a while since this was done and once again no Trapper changes
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hes the worst
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I feel like trapper should just be able to reload his traps at a locker instead of the map so as to not alert survivors to there location or perhaps his traps should be automatically armed at the start of the trial. Imo his biggest weakness is his setup time and the fact that grass is really his only way to catch survivors off guard
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Trapper is the second worst killer in the game.
Source: my very first 5 matches played as trapper, bought the game yesterday 😂
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Just have trapper be able to carry 2 traps without bags and have his traps blend in better with the map by default...this would be some qol changes and not OP in the least
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