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The new Trapper Sack is going to be really bad.

Malkhrim
Malkhrim Member Posts: 1,013
edited September 2021 in Feedback and Suggestions

Trapper buffs are always good news to be welcomed, but among the good things that are coming to this killer, like the consistent number of traps, more traps carried by default, and add-on changes, one small thing looks like a bad idea, and that's how Trapper Sack is going to be now that its original effect will be base-kit.

When I saw an add-on that makes Trapper start carrying ALL of his traps, I thought it looked great, a gamechanging add-on Trapper deserves. But then I read the downside...

Oh, you won't be able to pick up Traps to change their locations at all.

That's too big of a self-limitation for a few reasons:

  1. Because, specially at higher MMR, smart survivors who fall for a Trap once won't fall for them again, and that gets worse against SWFs with good comunication. That means: once the survivors see the trap, they will check for it the next time or not risk stepping there again. They don't need to know about the ad-on, they already do it today. So it will hardly catch a smart survivor twice, and in some cases it not even catch anyone else. Sometimes they might see it before they fall for it, and then the trap might become completely useless for the whole trial, which means you need to be way more careful to where you place traps, and even if you make no mistake, survivors can still discover it by crouching carefully and the trap will still become useless.
  2. If you place a single trap in a pallet loop, that trap will become useless once the pallet is gone. That includes putting a trap on one side of the pallet when you have to pick up a survivor there and doesn't want to get stunned. It also applies to lockers traps against DS users.
  3. This is the BIGGEST issue: sometimes Traps move from their placed location without being picked up. When a survivor steps on it, it might move it's center to where its hitbox met the survivor's... or at least that's how I think it works. What can be noticed is that it slightly moves when a survivor steps on it. While using iridescent stone, I've seen a trap leave the front of a window without being picked up, and therefore stop working against survivors vaulting it. Imagine if you can't even pick up the trap and rearrange its location after this happens.
  4. And finally, while carrying all traps from start is a gamechanging thing, it's not overpowered to the point of needing such a huge downside to balance it. Actually, this downside might make the perk quite rare to see in matches. I think the add-on could be released with a much less limiting downside, or even with no downside at all, and it still wouldn't be OP. As shown in the developer update, it will be one of those very-rare (purple) perks that aren't worth using because of their huge downsides, and I that's not a good thing.


Post edited by Rizzo on

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