Is giving more traps to Trapper really enough?

AggressiveFTW
AggressiveFTW Member Posts: 1,081
edited January 2021 in Feedback and Suggestions

Is that buff really enough for him? I expect him still be pretty weak.

Post edited by Gay Myers (Luzi) on

Comments

  • PigEmpress
    PigEmpress Member Posts: 79

    Probably won't save him, but having 2 traps on him by default(without using an addon) would at least be a small saving grace.

  • Yords
    Yords Member Posts: 5,800

    No, he will still be pretty weak. His ability to place traps is too simple and that is literally all he can do. It is also way too easy to deal with them even more so in a SWF.

  • SMitchell8
    SMitchell8 Member Posts: 3,304

    He needs more new maps so that survivors won't know where the traps are. Given how old he is, his trap positions are pretty well known. Extra traps to remove the need for bags so you can use trap dye instead would help a bit.

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    No,it just a starting point.

    He would also need those buffs aswell:

    -It should be easier to get all his traps -Escaping traps should require a fixed amount of time

    -Either make grass more dense or the traps less visible

  • Klakky
    Klakky Member Posts: 444

    Who's what did I miss he getting a buff? 2 traps is alright better than nothing but should add more traps on the map

  • NITRAS42
    NITRAS42 Member Posts: 170

    I think the entity should given him a trap every minute or so.

  • Mister_xD
    Mister_xD Member Posts: 7,668

    i dont even think he needs more traps.

    just have all 6 in his hand from the very start + being able to carry all 6 at any given time would be a great change for him.

    would it fix him? probaply not, he'd still be a meh killer, but at least they would get rid of his insanely bad early game that way.

  • Klakky
    Klakky Member Posts: 444

    That would be overkill, 4 more traps spawn on default would be perfect but not too strong

  • HellDescent
    HellDescent Member Posts: 4,883

    I thiink if you step in a trap injured, you should get honing stone effect for as long as you're outside his tr

  • NITRAS42
    NITRAS42 Member Posts: 170

    Maybe make it two minutes. I just get annoyed wasting so much time to go to places on the map with nothing just to pick up traps. I’m not a great trapper. He is really fun to play at lower ranks, but I get smashed every time I play him at red ranks.

  • Sandwich_Jesus
    Sandwich_Jesus Member Posts: 266

    I think if the colour of the traps changed Depending on the map they are sent to would be a helpful buff.

  • Slashstreetboy
    Slashstreetboy Member Posts: 1,811

    It would not be enough to make him A or S tier, but it might be enough to bring him up to bottom of low tier. Make traps more threatening and do something about the trash grass in reworked maps and he may even be mid tier.

  • Jamlpr
    Jamlpr Member Posts: 107

    More traps & quicker trap set would help immensely. Poor boy is a laughing stock

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,763

    Making Iri Stone base-kit, but a reset timer of 60 seconds instead of 30 would do him well.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,434

    We should make him teleport to gens and— nvm.

    On paper probably not, but I would rather they buff and not overtune like they did Freddy. Though Trapper’s power may sound simple it isn’t also weak, if the pressure is already there. I would think setting time needs to be looked at because sometimes it aggravates me that the game wants the “perfect” spot whenever I’m setting traps near an obstacle. I know it’s only seconds but they add up.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    It depends entirely on playstyle. A lot of Trappers like to chase and trap pallets randomly then complain he's weak.

    Smart trappers will spend their early game locking down a third or so of the map for the endgame. Thats where the problem lies. Trapper has to throw away his early game for endgame set up, but if the survivors have maps/perks or are just smart, they can remove his power entirely.

    It's a problem with his base design, really. And I don't know how you'd fix it without changing him completely.