Would Trapper be OP if he could start with all his Traps?

Yea, it is like his Very rare addon base kit but without that quite bad downside.

I personaly think It would helped him a lot. On large maps he would suffer way less since you don't have to waste 30 sec just to pick up a trap in the corner of huge map. He would waste less time and had more chance to start chase early. I think it would help him a lot and it is something he probably needs badly, unless you want him to Forever sit in "One of the worst killers in the game" title that he has for years.

Comments

  • dugman
    dugman Member Posts: 9,713

    I would love it if Trapper’s purple add-on became his base kit, it’s so much more fun to play him with that add-on.

  • TheLastHook
    TheLastHook Member Posts: 495
    edited September 2022

    No. It would be just viable, now it's not.

    - you need corrupt intervention

    - traps easy to spot and disable

    - injured person bypass red-addon

  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,959

    He should start with all his traps but not like Hag where he has 8 from the start he should start with 2 by default and have the other 6 be inside lockers so when he runs out he can reload at a locker

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    He'd probably have a better basement camping potential than Bubba if he had all Traps at the start of The Trial

  • C3Tooth
    C3Tooth Member Posts: 8,266

    May be not op, but its boring to 3 Gen every game against him. The ability of put all traps around 3 Gens in the first 2min and lock down everything around there is why there is a down side, where you have to pick either Iri addon to help you with the disarm.

    He needs alot of QoL, but starts with 8 traps is not a way to fix him.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    He has a lot of snowball potential. Maybe if they made some sort of restriction to how close he could place traps together, it would be ok. Otherwise, traps just need to be made more accessible throughout the match.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    No killer has the ability that a survivor randomly injured across the map. Or someone near by that you dont even know they're there and randomly trapped and you get a free hook.

    • He needs time reduce to collect traps for sure, have traps spawn 30m away from the boundary would fix it.
    • Trap escape should not be RNG
    • Maps need more grass, especially Auto heaven, Crow, Garden of joy
    • Disarming should come with a small risk
  • Norhc
    Norhc Member Posts: 575

    Picking up traps all over the map is part of Trapper's charm and balance, it should stay. They however definitively should revise the spawns and make the traps more easily accessible and not be able to be found in a corner of the map with nothing else around.

  • TheLastHook
    TheLastHook Member Posts: 495

    That doesn't happen 90% of time regardless. Not without red addons.

    Injured survivors can keep removing traps with no penalties and it's super easy to spot and deactivate them, and also easy to escape from them.

    Plus Survivors can heal very fast and maps are huge.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Easy to spot because the lack of grass. But I feel there can be some kind of hack that to remove grass or make traps brighter or something. Sometimes there is a survivor can spot the most possible to see traps and the rest of other traps.

    Easy to escape because of RNG. Catch a survivor who randomly trapped from half a map isnt fair. Which is why escape trap should come with hard skill check

    Huge map doesnt matter to him if traps not spawn from corners, can be solved by spawn a certain distance away from corner.

  • HauntedKnight
    HauntedKnight Member Posts: 395

    Just make the green trapper bag add on base-kit so he at least starts with 3. Personally I would like him to start with 5, but even 3 would something.

  • Akumakaji
    Akumakaji Member Posts: 5,502

    I had a few ideas of how to make Trapper a bit stronger without changing his identity.

    1) let all his traps spawn primed and ready to catch a survivor

    2) let all traps spawn inside patches of grass or in front of windows/vaults and other advantageous positions, so that they have a chance of catching someone

    3) let Trapper start with 3 traps

    4) maybe give Trapper the ability to press E while focusing on a trap to make it fly to his hand, with something like a 45s cooldown. This would allow him to not be bitten hard by RNG traps out in the corner of the maps.

    5) Let his tar bottle not darken traps, but camoflage them according to the map, ie sand colored on Eirys (whatever good this will do him, on this map he plays essentially without a power).

    6) make disarming a trap involve a skill check, trapping the survivor at a failed check.

    Any single one of these or combination would make Trapper that much more fun to play and less of a chore. He is such a simple and iconic killer, but he is also the laughing stock of the game and experienced survivors will easily disarm each and every of his traps. Especially large maps are the bane of his existence and he often can't physically get out of his way in order to retrieve a trap, stranding him without a power.

  • Reinami
    Reinami Member Posts: 5,921
    edited September 2022

    It makes his snowball potential too good.

    What trapper needs is some better map control. Here is what i would change:


    • Make the traps less obvious, many of the new maps just don't have grass at all, and turning your graphics down makes them too easy to spot.
    • Normalize trap spawning RNG so that every generator has a trap near it rather then some of them just being in the corner of the map
    • Remove the RNG to get out of a trap and just make it a flat amount, i'm thinking 8 seconds solo, and 2 seconds on a teammate.
    • Trapper gets a new ability: When a survivor is caught in a trap, trapper gains 85% movement speed when running toward that survivor. (200% total movement speed at 8.0 m/s, a little bit faster than an oni dash. This makes it so the average map size of 10k meters square being ~100 meters wide/across in that 8 seconds the trapper could travel: 64 meters. Meaning unless he is on the opposite side of the map, he will basically be able to get to the survivor. This means survivors who step in a trap and are by themselves are in much higher danger, but if they are grouped they should be able to escape before he can get to them. Encouraging survivors to group up, which weakens their pressure.
    • Additionally the movement speed could allow him to have a sudden burst in power during a chase if he chooses to use it that way. Meaning if you were in a chase and someone on the opposite end of the map steps on a trap, you could angle yourself such that running "toward" the survivor in the trap allows you to gain a bunch of distance on a survivor you are chasing.
  • AVoiceOfReason
    AVoiceOfReason Member Posts: 2,723
    edited September 2022

    That would be impossible to win against if you know how to set up your traps right in most maps. That is one of his best add-ons paired with the auto-set ones. Just set 1 trap at each window (only 1 at a T-L Wall, have Bamboozle as a perk then after every pallet is broken, they're dead. All loops are immediate grabs. Oh, they disabled a trap? Add-on resets them every 30 seconds so you can set them and forget them. Use Brutal Strength, Enduring and Spirit Fury with Bamboozle for an easy win. Once you're forced to jump windows, you're dead. Its my favorite 2 add-ons for Trapper with 100% win rate.

    Post edited by AVoiceOfReason on
  • kizuati
    kizuati Member Posts: 1,386

    Let me walk you through what will happen.

    *Chase Starts*

    *Trap Set*

    *Next tile*

    *Trap Set*

    *Next Tile*

    *Trap Set*

    Until the survivor is zoned. He then places every single trap around the hook. The gameplay is obnoxious.

  • PaintedDeath
    PaintedDeath Member Posts: 492

    I think if they made it so that the traps didn't spawn in corners or in hard to reach locations, it would be fine. Other than that, I'm a Trapper main and I don't find him that problematic. Good Trappers aren't "wasting time" grabbing their traps, they are including rounding up traps in their chases and such.

  • Bran
    Bran Member Posts: 2,096

    Would not be op.

    That would be my suggestion, letting him start with all of them.

  • PBsamichShoe
    PBsamichShoe Member Posts: 314

    YES! This is how I play him. I might grab a trap or two at the start of the match but I try to play efficiently with him and if I want to pick up a trap somewhere I steer a survivor in chase towards it so I can either pick it up mid chase or right after ending one.

  • PBsamichShoe
    PBsamichShoe Member Posts: 314

    I don't think he needs to start with all his traps. That would be lazy design imo

    It would be nice if his setting speed was just a smidge faster. His best addons imo are the ones that make setting speed faster. It would be nice to be able to run other addon combos without feeling like I'm at a loss without a setting speed addon.

    But idk if that would be unbalanced in certain combos or situations. I havent put a lot of thought into it.

  • Akumakaji
    Akumakaji Member Posts: 5,502

    You are not wrong. For an interesting brain teaser, look up an old video to see how "fast" original Trappers trap setting speed was.

  • Deathstroke
    Deathstroke Member Posts: 3,554

    I don't know but when I play him I like the iri add on to be basekit which resets traps automatically. But he should definetely start with more traps maybe 4.