Trapper Rework, from a P100, dedicated Trapper specialist.

p4tok1ller
p4tok1ller Member Posts: 17

Here’s the perspective of a player with roughly 3,000 hours as Trapper — I mean, exclusively playing Trapper. I have another 1,500 hours mostly spent playing solo survivor or other killers. I know every pixel of every loop, have studied all maps, and learned the best spots for traps. I've truly dived into the character’s mechanics.

Basekit Suggestions:

  1. Traps reset every 60 seconds after being disarmed. (Collecting traps around the map, patrolling gens, chasing survivors, breaking pallets, and hooking takes a lot of time. Having to manually reset every disarmed trap excessively punishes Trapper, making the Iridescent Stone (pink add-on) almost essential, thus limiting his ability to explore other add-ons.)
  2. Setting, picking up, and resetting traps is 20% faster. (Trapper’s early game is very slow; on average, he loses at least one or two gens before managing to set or pick up even four traps. This change would allow him to use his ability more effectively early on, shifting the focus of the game from just placing traps to initiating chases sooner.)
  3. Self-escape from traps, or escape with the help of another survivor, is 25% slower. (Currently, survivors — especially SWFs — can escape too quickly, often before Trapper has a chance to reach and reset the trap, which penalizes him for catching a survivor. Occasionally, squads intentionally trigger traps to distract Trapper, wasting his time and forcing him to move to that location.)
  4. Trapper can't be caught in his own traps, whenever he steps over a trap, those trap are disabled.

Iridescent Add-ons:

  • Graphene Traps - Traps are 50% translucent, making them harder to spot in stressful situations. However, they are more difficult to handle, reducing the speed to set, pick up, and reset traps by 50%.
  • Stone Soaked with the Entity’s Fluids - Traps sharpened with this stone reveal the aura of any survivor within an 8-meter range.

Purple Add-ons:

  • Obsidian Coil - When a healthy survivor disarms a trap, they are inflicted with the Injured state. If an injured survivor disarms a trap, they enter the Deep Wound state.
  • Condemned Jaws - Survivors caught in a trap have their auras revealed for 5 seconds after escaping or being rescued. They also gain the Oblivious status effect for 60 seconds.
  • Moose Guts Bag - Trapper starts the match with 4 traps and can carry up to 4 traps at once.
  • Honing Stone - Survivors who attempt to free themselves from traps enter the Dying state upon failure.

Green Add-ons:

  • Mysterious Stone - Traps reset automatically 40% faster after being disarmed.
  • Fog’s Creature Jaws - Survivors who escape from these traps enter a state of deep panic, screaming every 12 seconds and interrupting actions until healed for 60 seconds.
  • Pork Guts Bag - Trapper starts the match with 3 traps and can carry up to 3 traps at once.
  • Superior Tool Kit - Self-escapes and rescues from traps are 66% slower.
  • Superior Tension Spring - Traps reset immediately after any successful escape attempt.

Yellow Add-ons:

  • Unknown Stone - Traps reset automatically 20% faster after being disarmed.
  • Tool Kit - Self-escapes and rescues from traps are 33% slower.
  • Fog-Forged Mechanism - Survivors interacting with these traps are Blinded for 60 seconds.
  • Tension Spring - Traps reset 2 seconds after any successful escape attempt.
  • Lengthened Jaws - Survivors who escape from these traps enter the Deep Wound state for 60 seconds.

Brown Add-ons:

  • Rusty Stone - Traps reset automatically 10% faster after being disarmed.
  • Corrupted Traps - Traps automatically reset when Trapper steps on them.
  • Rusty Kit - Self-escapes and rescues from traps are 12% slower.
  • Chlorophyll Fluid - Survivors who interact with these traps are Slowed by 5% for 30 seconds when healing, repairing, or cleansing totems.
  • Poisoned Jaws - Survivors caught by these traps suffer temporary paralysis, becoming Hindered by 5% for 30 seconds.

These changes will make the Trapper much more competitive, especially against SWFs (where it suffers the most due to its mechanics). In addition, the new add-ons will offer a greater variety of play styles, allowing new interactions with other perks and specific strategies for different maps.

Post edited by p4tok1ller at

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