One easy fix for trapper

I know trapper is on the list to get updated next after trickster, but I’m shocked BHVR have not done this one update to trapper it would literally fix all his problems without completely reworking him

Just give trapper a new ability where he can collect traps from a distance

Basically you know how with Freddy and hound-master that red arrow that pops up when targeting a Gen?
just make it so if you see a trap from a distance you press X(on ps5) to collect it and it goes into your inventory

It would go on a cooldown with the red bar like legion and spirit, I’d say a 30 second cooldown would work

Comments

  • PleaseRewind
    PleaseRewind Member Posts: 397

    I've always thought they should just have him collect traps from lockers.

  • DBD78
    DBD78 Member Posts: 3,612

    Where is the info on Trapper being next for updates?

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,167

    Mechanically it'd help, but it would kind of ruin his vibe. Doesn't strike me as telekinetic. Maybe they should kind of basekit the trapper bag and give him all his traps at the start but still allow him to pick them up.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,191

    I know it’s weird cause your like mental projection his traps into your bag/inventory from a distance

    But remember it is a video game not everything needs to be realistic and plus this is the entity’s realm anything is possible

    The reason I wouldn’t give him ALL his traps is cause it would just be unfun to go against, imagine him just trapping every loop in chase it would be so braindead

  • Abbzy
    Abbzy Member Posts: 2,848

    Vibe side of this game died long time ago since its fog and old (slow and tortuing but satisfying) animations dissappeared.

    It maybe wont be that slow calculating evan boy but he wont be ddddd-tier of d-tier who is bad anymore (maybe if they rework him right).

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,167

    Yeah I'm not fussed about realism in game. I just feel like it'd spoil trappers vibe. And yh but it would have counterplay. While he sets up a trap, surv uses the time to get distance and find another loop.

  • pickle4juice
    pickle4juice Member Posts: 55

    Doesn't immersion also play a big factor? I mean, it's a horror game, and actually, the HUD already diminishes immersion, so idk, just another reason.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,615
  • Nazzzak
    Nazzzak Member Posts: 7,578

    Maybe something like where you can pick traps at a distance (ie areas where gens are completed) to rust over and expire, and then it kind of like restocks in a trap bag?

  • Zuiphrode
    Zuiphrode Member Posts: 556

    This wouldn't fix all his problems but it would be helpful.

    However you could make almost all of his current addons basekit and it still wouldn't really make him good.

  • SoGo
    SoGo Member Posts: 4,477

    Maybe you could make it so you can remotely destroy traps (as killer ofc), and then recover them from lockers.

    Dunno if it helps keep the vibe.

  • Reinami
    Reinami Member Posts: 6,722
    edited February 23
    • Addon rework.
    • Make him start with 3 traps
    • Decrease trap setup time from 2.5 seconds to 2 seconds. (setting speed addon basekit)
    • Decrease trap pickup time from 1 second to 0.5 seconds.
    • Slightly buff the hitbox of the traps so that you can place one right under a window and it still hits a survivor, or that you can place one near a pallet and they can't wiggle around it slightly to still walk through the trap.
    • Trapper is no longer stunned when stepping on his own trap (although the trap will snap closed still)
    • Put 1 trap near each generator to start
    • Increase the setting buffer from 1.5 meters to 8 meters so you can't put too many traps close together (to prevent basement trapper being a thing)
    • Increase the haste when setting a trap from 7.5% to 10%.
    • Make the haste when setting a trap "build up" So basically you build up the haste as you channel the trap, so if you cancel it early, you still get like a half second speed boost.
    • Make escaping a trap no longer RNG.
      • For example: Currently its, every failed attempt, increases your chances of success by 16.67% until it reaches 100%, so the 6th attempt is a 100% chance to occur. This means on average it will take a survivor 6 seconds to escape at ~3 attempts on average.
      • Instead make it just be a single attempt, that takes 10 seconds (making the addons for this basekit) to remove YOURSELF from the trap, and only 2.5 seconds for another survivor to remove you from the trap.
    • New Skill: Juggernaut
      • When a survivor steps in a trap, press the secondary ability button to immediately face that survivor. The trapper then moves in the shortest path to that survivor increasing speed until he reaches 10 m/s. If the survivor escapes the trap, the trapper will continue moving to the last known location of the trappe survivor. Once he arrives at the trap, if the survivor is in the trap, trapper will automatically down the survivor (or can pick them up from the trap by pressing the button again). If the survivor is not trapped, the killer gains killer instinct on that survivor for 10 seconds. Juggernaut can be cancelled at any time and then goes on a short cooldown.

    This isn't perfect but its a start. This will:

    • Give him more traps
    • make him setup faster
    • Make him pickup traps faster
    • Make him move faster when setting up traps mid-chase, or able to cancel the power early for hastey mindgames
    • Survivors can't RNG luck out of a trap anymore
    • Trapper can't hook everyone in the basement easily anymore and just setup a ton of traps.
    • New ability gives him some map control. If he sets up a web of traps he can leave that web and if a survivor hits a trap he has a chance to get to them.
  • zonkednb
    zonkednb Member Posts: 44
    edited February 23

    I really love all those ideas. I wanna play Trapper more but I find him so clunky. Basically every suggestion you've made addresses not only the weaknesses I've found, but also what makes him not fun to play.

    The new ability though is hilarious. I can only imagine witnessing hyperspeed Trapper zoom past at 250% once fully ramped up.

  • Xaerdy
    Xaerdy Member Posts: 40

    I think the new skill might a be a bit too strong. Trapper running to the traps with up to 10 m/s is insanely strong, (or useless if the survivors find the traps and do what survivors sometimes do, dispatch someone to follow poor 'ol Trappy to disarm all his Traps. making your ability swingy)

    Why not instead have a rush ability only for traversing (e.g. blocking M1), which gets insanely fast if the trapper is moving towards a trapped survivor?

  • bm33
    bm33 Member Posts: 8,462

    The thing I love about playing Trapper is how basic his power is. I do think just some minor tweaks would be good. I'd be bummed if they did a big rework that changed how he plays.

    I like the idea of collecting distant traps with a cool down. Still gives him the slowdown of collecting all the traps but doesn't allow him to just trap up the first survivor downed easily. Maybe have option to also reset the furthest traps, also on cool down.

    I want them to make traps blend in with the maps better since they've removed so much ground cover on certain maps and on others there's pretty much no ground cover at all. Also maps are brighter now making traps so much easier to see. Make it so survivors can't see traps unless they are near them, like how you don't see Wraiths cloak until he's a certain distance away.

    I think if injured survivors step in traps they should get hit with deep wound. Also give Trapper haste when his traps have been disarmed.

  • DBD78
    DBD78 Member Posts: 3,612

    Ok that sounds interesting hope they will finally do him justice! Been at the bottom 3 worst killers for years and years more or less.

  • Mr_K
    Mr_K Member Posts: 10,433

    Give him the ability to teleport to his traps.

    😁