Trapper change idea

So today Scott Jund made a video about how to rework Trapper and it’s actually a great video you should watch https://youtu.be/7d3LjRUncPo

Anyway I was reading the comments and I actually found a idea that could be interesting.

How would you guys feel if Trapper had the ability to stomp his foot on the ground and every trap on the map resets itself but then has a 60 second cooldown it would be like Docs static blast. I think it’s a cool idea that should be experimented on and also another idea he stated was to make it so when someone gets caught in a trap your MS is increased to 150%.

What are your thoughts on this change and Scott Junds ideas

Comments

  • supersonic853
    supersonic853 Member Posts: 5,878
    edited March 2021

    I like the adrenaline rush idea since its stupid people guaranted get out in 6 attempts. So your punished for basically not patrolling your traps. So when a person gets trapped you can barely make it any distance before their out.

  • Masterninja
    Masterninja Member Posts: 461

    I saw it and I like it, very much. The trapper should have other options when it comes to the idea of trapping the map.

  • TicTac
    TicTac Member Posts: 2,929

    When he had a ability to reset every trap he could just trap gens or totems and get free downs.

  • supersonic853
    supersonic853 Member Posts: 5,878

    Could give it a audio que and have them slowly open as if Trapper was doing it.

  • DBDude
    DBDude Member Posts: 308

    Scott Jund's Trapper Rework video was really good, but a few weeks ago I did make a rework/overall concept for Trapper, but I think my concept might be a bit too strange and a bit out there for what a Trapper Rework should be, but that's what I like about Scott Jund's video is that it was fairly simple and not too complicated.


  • BSVben
    BSVben Member Posts: 256

    I liked everything about it except the ability to trap gens. That would be ridiculous in a 3 gen situation. Particularly when paired with pop or ruin.

    Trapper absolutely should start the trial with all traps in hand. I hate having to always run corrupt, just so I can collect and set 2 traps before a gen pops.

  • malatruse
    malatruse Member Posts: 784

    I honestly think Trapper doesn't need anything that extreme to be powerful, he just needs to start with more traps in hand and the ability to get traps without having to walk all the way to the far corners of the map. Also honing stone should be basekit, at least for an already-injured survivor.

  • lagosta
    lagosta Member Posts: 1,871

    Hear me out:

    Bear Trap: places a trap that will remain on the ground until disarmed. When stepped on by a survivor, the trap will restrain the survivor and summon a bear to maul them.

  • FFirebrandd
    FFirebrandd Member Posts: 2,446

    Honestly I think Trapper really only needs 2 changes.

    1. Base Trapper starts with 1 trap and can carry 2.

    2. All randomly placed traps start open and active.

    Bag add-ons are practically necessary for Trapper because repositioning traps one at a time is way too slow. Trapper also currently has an insanely bad early game because he has to go around and place and arm all his traps. Randomly placed armed traps probably won't be a huge threat, but they'll be more of a threat than closed traps or traps on Trapper's hand.

  • Zozzy
    Zozzy Member Posts: 4,759

    It takes them a year to change a single digit on a perk so these changes will never happen.

    Cosmetics and new killers are way more important to them.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I would adding traps should spawn 30m away from map boundaries. And trap spawn should not remove grass (there are many unlucky time that traps spawn cause remove grass on very important place)