Trapper need buffs to become A tier. Make traps impossible for survivors to interact with

ResidentEvilSafeRoom
ResidentEvilSafeRoom Member Posts: 36
edited June 2022 in Feedback and Suggestions

It already takes time to set up traps in different locations. All the survivors have to do is to go to the bear trap and disable it and make his power completely redundant, and then he becomes your generic M1 killer. Not only did you waste time to set it all up, you have to go back and set it up again. This is only mitigated if you use an iridescent add-on which is ridiculous because you don't want to dependent on a single add-on to make trapper mediocre at best.

You also run out of traps, so you have to look for one and grab one, which also cost valuable time. Again, add-on dependent.

Make the bear traps blend in the environment. Eyrie of Crows is the worst map ever for Trapper it's literally a joke. How come the devs not have thought about this issue in the first place?

Give Trapper some love. It's your game's mascot after all.

Post edited by Rizzo on

Comments

  • Regulus47
    Regulus47 Member Posts: 450

    Lol. Trapper is fine not every killer needs to be S tier. His power design will not allow him to be impossibly strong because he needs to set it up and it has counterplay, even if it doesn't take any skill.

  • Souplet
    Souplet Member Posts: 345

    He could use some buffs

    I still dont know why he has to bring an addon to start with all his traps instead of having to move to the other side of the map to grab them

    One thing needs to go is dead harding through traps. Its stupid

  • Annso_x
    Annso_x Member Posts: 1,611
    edited June 2022

    Trapper could block off some areas so survivors can't get to a hooked survivor or a generator, this would literally break the game. Also put one trap if front of the exit gates' switch and it's game over.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,369

    No not that idea at all, his traps need to be better camouflaged i.e blend in with the environment that they're placed upon better but to have no counter is just silly.

  • Lastchild
    Lastchild Member Posts: 333

    That's why I suggest this idea:


     Starter pack :


     - At the start of the game 10 traps are placed in front of the windows all over the map.

     - All traps reset every 20 seconds.

     - The trapper has his 2 basic traps, which makes 12 traps in total.


     The add-ons will need to be modified to coincide with this idea.


     With this you no longer have to waste time placing all your traps, you can obviously move them all there, you can see the difference.

     Also without an addon to reset the traps and well it's something as good.


     Survivors will pay more attention to traps, they can no longer ignore them.

  • Elan
    Elan Member Posts: 83

    Imagine how many buffs Trapper recieved over two years. Imagine you could sabo trap and it took 3mins to respawn. Many perks detected traps and luck just gave you ez escape. He could have 5 traps only including starting one, he started with one trap… He’s ok, oppressive in some maps, bad in others.

  • Zeidoktor
    Zeidoktor Member Posts: 2,064
    edited June 2022

    A simple buff imo would be all the traps start out active. There's still RNG location-wise, but an active trap in a random spot is potentially more useful than an inactive trap in a random spot, so it adds some danger to unwary survivors right out the gate.

  • SimplyPixelated06
    SimplyPixelated06 Member Posts: 469

    Making traps unable to be disarmed sounds like a good way of taking survivors hostage by trapping them in areas, this would also make parts of maps inaccessible, if the trapper puts a bunch of traps around the last 3 gens, there would be nothing survivors can do. Where he is able to place traps would need to be extremely altered if this were to become a thing and would probably lead to less usability with his power.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,707
    edited June 2022

    He needs some more work, but survivors being unable to disarm traps is not a good idea.

    First off, DHing over traps needs to be completely removed. It’s stupid especially when in some situations he can’t directly follow without stepping in his own trap (or picking it up).

    Second, traps shouldn’t spawn so close to the edges of the map. Either make them closer to the center than they are now, or even put them in lockers, something a lot of people have suggested and I don’t think it’s a bad idea at all.

    Third, fix trap hitboxes and/or make them slightly bigger if necessary. Placing traps too close to windows shouldn’t exist for example.

    I also think Lengthened Jaws should be basekit (stepping in a trap = deep wound status). This ensures there is a penalty for stepping in a trap (forcing the survivor to waste time mending) even if the trapper is not close enough to grab the survivor. Rework the addon to either increase the mending time or do something else.

    Also make traps blend into the environment better on certain maps.

  • Emeal
    Emeal Member Posts: 4,952

    Trapper needs some quality of life changes, here is what I would do.

    1. We need a system for more rapidly placing traps in desired locations. While placing Traps press another button to enter snap mode, where sneaky and good places to place traps are highlighted. To make sure the Trapper can place under a window faster. Also the same system should detect where a building is and push the placeable object out to make placing up against walls easier. Hag and Demogorgon would benefit from this too, making them all 3 seem far less clucky.
    2. Trapper needs addons that places traps, Armed on loops instead of randomly placed in level. Trapper is obnoxiously weak in the beginning of the match, these addons would apply an effect of caution on Survivors from the beginning of the match.
  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    Nahh traps only need to camuflage according ambient and maybe have a tiny shine to reveal there is a trap there and survivor can interact with.

  • Valik
    Valik Member Posts: 1,274

    Misguided - too in the box thinking.

    Trapper needs different traps to disorient and corral survivors into.

    Removing the survivor's ability to disarm traps opens up a great deal of balancing issues and also removes the information aspect of his power.

    Hard pass.