Trapper Add-ons
...need some love. Most of them, to be honest, suck. I don't have a fix for all of them but I have thought about a couple of them.
Rusted Jaws: now cause the BROKEN status effect for 60 seconds
Purple and below coils: Notify you for x amount (depending on color) of time when a survivor touches your bear traps.
Yellow Jaws (name?): now cause exhaustion for 30 seconds
Obviously these wouldn't be good enough to use every game instead of a bag and speed add-ons, but do you guys think it would make some of his add-ons used more?
Edit: spelling
Comments
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I feel like the complaint of ‘some of the add-ons aren’t too good’ is true of every killer. Avoid them on the bloodweb and never use them until a new purpose is found.
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This is true, but I would hope that all killers eventually get the same kinds of changes.
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Trapper should get a 15% haste effect when a survivor steps in his bear traps. This lasts until they struggle free or get helped out. Biggest problem with trapper is when somebody steps on your 1000iq traps across the map and can't punish them for it. This might give him what he needs to be more viable.
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Some of the ideas yall have are really clever. I Just feel like Trapper is on the edge of over powered. His chase potential is ridiculous when survivors are constantly shoe gazing and instinctively react to your movement, you can shepherd them into traps.
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This would be broken.. double stack the longer to free self addons and free sonic trapper... lol
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It would hardly be broken, most of the time someone steps in a trap it's because you herd them to it.
Unless it last for like a full minute or something crazy like that...
Like, 15 seconds where each second reduces the haste by 1%... would be fine
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Traps should lose their RNG.
X seconds to escape from a trap. Increased by a set amount by add ons, halved when another survivor is doing the rescuing.
Let's remove this bullshit of people getting out of your power in under 3 seconds after it took 10 times that to set it up.
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15% haste is such a strong effect you could pair it with the better reduce escape chance and the one that downs you if you escape and just charge around the map at 130% speed.. superfast...
Movement speed is such a strong stat. I dont think that is the way to balance trapper.. he just needs to start with more traps at base.. him having to wander the whole map to set up is what hurts him the most. He usually loses atleast 2 gens just getting ready.
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I agree. It's not what should be changed about trapper. Just saying it wouldn't be a big deal
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