Trapper changes are NOT enough
First off, the tiny rng adjustment is much appreciated given the reduction of escape chance is significant during the first attempts (10%+).
It doesn´t solve Trappers core problems though which have been persistent for years. The number of traps he starts with is still his biggest hindrance in tandem with how little impact the traps can have.
Is it really too much to ask for Trapper to start with 2-3 traps and making this number his base capacity, to add meaningful downsides to stepping on a trap even if the Trapper isn´t already breathing down your neck? We have lightning fast invisible Killers, Killers who can teleport and ignore any defense Survivors have, Killers who can zoom around the map, instantly downing everyone, and Trapper still has to fetch each and every trap from the far corners of the map to have an ever so slightly meaningful power that is still rng dependant and made 99% redundant by Object and comms?
Yours truly, a disappointed Trapper main
Comments
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It's good that they changed the chance to escape but yeah, they really should bump up his base trap carrying to 3 and make each iri addon and honing stone reduce the amount of traps he can carry by 1 imo.
Bags would still serve the purpose of creating more traps and starting with more. Iri addons would be relatively unchanged in power.
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I doubt this will be the last time we see trapper buffs. A couple mid chapters ago they allowed him to reset traps on the ground instead of having to pick the trap up and set it back down.
They probably just want to avoid doing too many buffs to trapper at once.
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I don't think bloody coil needs to reduce trap count but yeah I can see the stones with that.
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Yes, 10 months ago in patch 3.6 they enabled resetting and removed trap sabotage. Admittedly good changes despite not helping with his core issues, but it´s been almost a year.
Why would they avoid that? He´s the posterboy/mascot of their game, their first Killer, and even if they buffed him tremendously there would be a bunch of Killers that would exceed his power level by a large margin. I´m not saying he has to be the strongest Killer, but he certainly doesn´t deserve to be among the weakest, either.
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Getting traps from lockers (1 per locker) up to the max amount would be fine. And on the down side the locker opening is loud enough to draw attention of any semi-nearby survivors.
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Agree for increasing the base number of traps he starts with.
That's all.
Use the add on to make the traps injuring the survivors when they disables them, place them on half the map next to the 3 gens you want to defend at the end).
3K, ez.
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Don't worry, he'll get another tiny buff after another couple of months.
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The main reason to avoid doing multiple buffs at once is to make it easier to find out if a certain buff ends up being too much. If you make multiple changes and something ends up too strong it's harder to determine what should be reverted or weakened.
The main issue is really how slow they are at changes, because it wouldn't be an issue of them making minor adjustments to Trapper over several patches if they were quicker at putting out changes.
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That´s what I´m afraid of, too. Another year without meaningful buffs to Trapper. I don´t really care if they finally address the downsides he has in patch 12.3. because I propably won´t be playing then anymore.
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Isn't that almost like a nerf? I mean what Trapper does with his time during a match is very precious. Having him have to search lockers for 1 trap each locker sounds almost like wasting time. Trapper is one of the few killers which can make you lose the entire game just by standing still for 15 seconds.
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It allows you to have traps where you want them to be. You won't be missing a few traps just because they decided to spawn on the opposite, dead corner of the map. You find the place you want to defend, you open up a few lockers and you have all your traps available. Or maybe have the locker interaction refill it to full carry number up to the maximum available on the map.
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I think if the trap spawn locations were improved ( for example with a range check preventing them from spawning any closer than 25 meters from the edges of the map) and his start- and carrying capacity were improved, this wouldn´t be neccessary.
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Trapper update still ian't get me to play him.
Gens popping before even laying a few traps.
Swf diarming all traps as soon as they down.
Kind of ignored our plea for a buff tbh and only gave usthe slight increase.
Greatful for the tiny bit but it needs more doing to it still to be a viable killer.
I don't have the bp to spend on bw hoping something good comes up for his perks.
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I want to love the Trapper. I really, really do. I just can't stand how underwhelming and addon-reliant his power feels right now -- plus, the luck factor in wherever your traps spawn. I just wanna clamp some legs, ffs.
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I don't see how the change was good for The Trapper. The Survivor is still able to get out on the first attempt... also now you won't get those lucky times where your trap actually holds them in place for awhile.. this feels like a nerf overall, no?
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The main thing is it's less likely that survivor will get out of the first attempt. And if the Trapper doesn't go for the trapped survivor then the survivor being stuck for longer than 6 attempts is unnecessary. The main improvement is that the Trapper knows the survivor will escape after the 6th attempt which allows them to better judge if it's worth dropping what they are doing for the trapped survivor.
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Fair explanation. I just wish the Survivor couldn't escape on first attempt.
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The new maps haven't been helpful to Trapper either. Looking at the new Game map I just get sad thinking about how not only will it stink collecting traps from all over that map but how easy survivors will see his traps, he's going to be so limited on that map.
He should be able to carry more traps, they should be darker without an add on, and they should spawn closer to the middle of the map instead of in corners at dead zones.
He's the face of the game, he deserves more love.
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2-3 of his random traps in the wild need to spawn armed.
What kind of trapper doesn't have his traps already set up before his prey invades his territory?
it would really surprise survivors early game.
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