Trapper Rework Suggestions - Trap
Trap Changes
Traps now ignore dead hard
- A killer's power should not be able to be used against them unless it is due to a killer's own carelessness or a unique mechanic of the killer's power.
Traps no longer set a survivor to the injured state when they step in them. A trapped survivor instead suffers from the exposed status effect until they escape.
Attempting to free yourself from a trap is now a 5 second action. Rescuing a trapped survivor is now a 2 second action.
- RNG for the most crucial moment of a killer's power is frustrating.
If a healthy survivor frees themself from a trap they become injured, and an injured survivor enters the dying state. If a survivor is rescued from a trap, their health state is unchanged.
- This change aims to make traps have a bit more decision making around them, aswell as a greater repercussion for not healing against trapper.
- The change also highlights team work for the survivors and can create high moments where it's a race between an altruistic survivor and the trapper for his prey.
Traps no longer spawn on the ground. Instead they spawn in random lockers, more likely to spawn in lockers closer to the center of the map. A locker that contains a trap is highlighted yellow for the trapper.
- Traps spawning anywhere in the trial causes a common issue where it may not be worth to retrieve one or two of them throughout the trial.
- This change also prevents traps from spawning inside the environment and thus become unobtainable.
Trapper now can carry up to two traps by default.
- Trappers power is very hard to use optimally with only one possible to carry trap.
Comments
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I think a very simple and easy to implement buff to the trapper is to make his iridescent add-on that resets his traps automatically and/or his bag add-ons baseline. His bags are basically required, and the iridescent add-on is extremely useful and makes him feel somewhat useful before 3 gens are already done.
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The problem with the iridescent stone is that it promote a set and forget playstyle and if you want value out of your traps you want to be moving them. I don't think this will be very good for new players to trapper when learning him.
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The main issue with trapper is the time wasted with moving them, it's more of a convivence thing. Right now I imagine new trappers simply don't pick up most of their traps, and if they do then they probably get gen rushed.
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I think gen rushing is a problem for new players more because all the regression perks are teachables for dlc killers and not unique to new players on trappers, his playstyle just puts it into perspective.
Sure it'd be conveniant but conveniance also tricks people to be complacant and lazy, I'd rather new trappers learn sooner that moving traps is key.
I literally had a game last night where I adjusted my traps positions a little bit than had 3 survivors all step in them at the same time. Sure it may usea bit of time but i don't think it's a waste.
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I would suggest also prolonging the process of freeing oneself from a trap at the cost of removing RNG. 20 seconds would suffice and if you're freeing someone else, it would take 13 seconds
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That is just excessive
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I mean, if you're freeing yourself on your first attempt, I don't think that's too excessive (That's what I meant by removing RNG)
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I would like more interactivity with trapper honestly outside of disarming traps, same with hag honestly.
I like your ideas honestly for the rework. <3
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