Trapper buffs when?
The kill rates show he's the worst killer in high mmr and below the target 60% kill rate. Most of the community agrees he's the worst killer. Trapper buffs when?
Comments
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I too one day hope that trapper will see some love but I don't see it happening honestly.
The only way to improve on him would be to make his traps hard to see like an almost but not quite wraith cloak effect to make them effective on all maps not just ones with long grass which can mostly be negated by playing the game with graphics settings turned down anyway.
That or make them impossible to disarm without a toolbox kind of like how you need a torch to disarm hag traps because as it stands all you need to do is have one survivor running around disarming traps while two blow through gens while the last is being chased.
Just my opinion though, take it for what it is.
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As a survivor main I agree with this 100%. I have played Trapper and I feel bad for him cause he just doesn't cut it no pun intended. Unless he has an add on he gets what 3 traps to start with? At least huntress gets 5 axes to start with. #TrapperShouldBeBuffed
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Two traps to start 😥
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That's even sadder ☹️☹️☹️ come on BHVR give Trapper some love
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Trapper got some pretty respectable buffs relatively recently, so I imagine he's not on the radar for buffs for a little while. Still, it'd be nice to see some more love, he's still suffering in a few ways.
Personally, I'd love to see his traps spawn closer to the centre of the map so he doesn't have to go extremely out of his way to actually have access to all of his power.
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Good lord I'd love it if his traps spawned a bit closer to the middle, I never thought of that, ...would make Mother's Dwelling a shade more bearable 😂
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For sure, there are some situations where a trap spawns so far away that you'll realistically never get to use it, and I think that could easily be improved.
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I think another thing that would be at least a reasonable Idea would be the random traps spawn in open instead of closed.
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Like it was said before he needs Trapper Sack to be base kit but without the penalty of not being able to pick up traps. Do this and he will be a very good killer.
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I like Trapper. Given the samation episodes make him seem dumb but if they really buffed Trapper omg he would be a beast. I'd be scared to go against him for fear of stepping in a trap over and over. Trust me BHVR he needs more buffs.
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They already gave him the buffs not long ago, but I don't understand why they could not give him 2 extra traps from start instead of one more. They do target 60% kill rate on all killers to make it balanced and Trapper is not that far off but he needs something, like that extra trap in hand.
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What if the trapper got an entire overhaul?
If Clown can have 2 bottle types (even if one is rather hit or miss depending on player preference), then why can't Trapper have more unique types? He's called "The Trapper", so let's give him more kinds of traps.
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A few ideas for him;
* Add more grass to maps or add some grass effect addon to traps
* Start with all traps but perhaps have a slower movement due to the carrying load. Less traps in bag = faster movement speed
* Make injured survivors who step in traps go into the dying state if they escape the trap
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Ehhh, you have to be careful with buffing trapper. He's incredibly unfun to fight - he places the trap at the loop and you're forced to run away, and when you're looping a tile it's a 50/50 as to whether he's placed a trap behind the corner or not. If not, great. If yes, you get instadowned. Kinda uninteractive. Still not a great killer in the grand scheme of things but I wish he had more counterplay aside from "lol just waste time by following him the entire game and disarming his traps and revealing your location to him and hope he doesn't have the insta injure disarm add-on".
Not saying he is strong or should be nerfed really just pointing out flaws in his design.
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My own thought for a simple Trapper buff: All ttaps start the game already set. Adds an element of danger right out the gate, which adds some early game pressure for Trapper.
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Thats a major problem with him, his traps can be devastating and if you buff him even in the slightest you could end with a lot of problems, its the same with Sadako Condemnation, they have so much potential they were toned down by making them very hard to get the most out of both.
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Trapper sack basekit and he can pickup his traps
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I just gave up on maining trapper, its just pain since bhvr will not adress him anytime soon and maps like eyrie just make him even less fun to play.
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I would love "open lockers to reload 2 traps". So you dont need to walk to Mordor and Narnia to collect your traps.
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At the very least they need to rework the addon that makes his traps darker - if you get a bright map that's an active, massive disadvantage. It should make it so that the traps blend into whatever colour they're on.
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In before "Trapper's viable now."
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Yep, exactly what I think. With that, u can hide that you are a Trapper at the start a bit + u dont waste time to collect them around the map.
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That shouldn't even be an add on. It should just be basekit and those add ons should have a different effect.
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I agree and would like to subscribe to your newsletter! 😄
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I like the idea of the spawned traps spawning as set, not closed.
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He should just start with all his trap and they should reset automatically like every 45s so that would make him viable and maybe his traps should also injure if you disable them.
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A really good change least I think is he should reload his bear traps at lockers just like Huntress and Trickster, but he's still restricted on how many traps can be out at a time.
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Frankly, he is weak but still doesn't need a big buff. I would like to see some changes though.
If there is one change I would like to see him make, it would be if he no longer needs add-ons to make traps harder to see. It would be nice if the entity could apply the best paint for the map.
The other thing is that it is extremely vulnerable to SWF. I'm stalking a trapper, and if we deactivate all traps we can make him a substandard M1 killer with no abilities. (If not, you can voice chat where the traps are)
How about using the killer instinct to detect a survivor on camera who witnessed the trapper setting the traps? Might not be a good change.
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i think all of his traps should just start out set, he loses so much pressure running around and designing the perfect trap for the survivors, he can move them if thinks the placement kind of sucks but Idk, maybe that one add on that auto sets trap should just be basekit as well, that would at least make it possible to chase, he can't be everywhere at once, so his traps need to be doing something for him as he chases
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Trapper doesnt need buff
He needs QoL, huge QoL...
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Start with all traps should never be a thing. Every match against Trapper will always 3 Gens match. Thats why Purple bag come with biggest draw back.
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trapper can 3 gen without trapper bag though.
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He would lose 3-4 Gens to make it happens. Start with all trap is 3 Gens at the beginning.
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um... a 3 gen is when you lose all 4 gens. Killer can 3 gen at the start. In the time you spent doing first 4 generators, he spends time setting up 3 generator. I do not see how add-on changes anything but ok.
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I always thought this would be an easy way to buff trapper too
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Add on making Trapper can not pick up traps. If survivor able to complete a Gen within his 3 Gens setup, at least 2 traps are wasted since the whole area around that Gen is useless now.
Giving him 8 traps at the starts without drawing back, he can simply move those 2 traps after the huge risk of survivor doing Gen in a land mine.
Trapper needs buff that increase the interaction between bothside, not cheap change and boring gameplay.
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I feel like i am writing to a wall. Every killer can do boring gameplay without needing to be trapper. The way they balanced trapper makes him have no alternative besides 3 generator's.
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Oh no, the insult, its hurt
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i love your drawings. some of them are cute. i did not mean to offend you.
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His add ons got buffed. Not very well, but
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So did his basekit. He got to carry two traps at once, the amount of traps that spawn in the trial was set instead of being randomised, and in a separate update a little before the big one he got the escape chance normalised so they're more consistent.
The addon changes were largely very good, too, he has far fewer useless addons and because he isn't forced to run a trap capacity addon he has far more varied builds too.
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