Should we buff Trapper ?
I gotta be honest with you, I only played him like 2 times for the dailies but since the Rift challenges I started playing him more and more and I like him, he's really fun to play.
What I think would be great for him is to start with few traps at the beginning of the game since he's pretty slow to set everything up all around the map and picking up traps on Azarov or big maps is kinda painful sometimes
tl;dr BUFF TRAPPER
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90% of the killers need buffs.
The real core issue is map design but at the rate we're going it doesn't seem like a hopeful situation.
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I say Trapper needs to work like Demogorgon.
Spawn with 5 or so traps in hand and can place them anywhere he wants but can't replace a trap without either picking one up or having it destroyed.
Early game buffs he needs without it effecting his late game outside of having less total traps. And be honest, Trapper never has full access to all 8 of his traps anyway with them being spread over the entire map. At best Trapper can make use of 1-4 at a time without add-ons and that's IF he walks the over the entire map multiple times to gather the damned things.
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2 buff ideas I have
1. Either he starts with all his traps
2. All the traps are open from the get go
Boom. Done. You're welcome, @Peanits & Co.
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I don't think the trap picking up mechanic should be removed, it's fine as it is right now
Agreed with the first idea, disagree with the second just look at totem spawns being absolute garbage most of the time, imagine the same with the traps. That wouldn't work well
True, maybe increase killers movement speed
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i made a topic it has around 3.5k views not even one mod responded even with almost 5 pages so there u go.
1- he needs to start with more traps not only one
2- his traps shouldnt spown at the corners of the map so fa away from him, has no sense when other killers like huntress can have from the very beggining all his axes or all his traps.
3- his traps shouldnt be allowed to be sabotaged because a sabo team with 2 toolboxes or more will make his experience further beyond unfun, frustrating and infuriating something that survivors cant experience and never will.
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I feel like some of these changes would be nice. Maybe not all of them, but they are all viable options.
-Start the match with 5 traps as previously mentioned
-Traps cannot be disarmed without a proper perk or toolbox
-Traps no longer trap The Trapper when stepped on
-Add On where a survivor needs to Mend after escaping from a trap
-Random chance to get out of a trap removed, instead replaced by a specific time like healing/repairing
-Some sort of secondary function to the traps, like being able to throw them a short distance and they would latch onto people.
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I think an easy solution is giving him the same ability as huntress.
Let him get a trap from a locker.
That way he can walk to a place where he wants to place a trap and look for a locker to get one, instead of a sightseeing trip across the map.
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He shouldn't start with all his traps, but there should be a minimum spawn distance between traps. The fact that he is forced to trek across the entire map to grab one trap really hurts him.
Some other QoL changes he needs include: a slightly larger trap hitbox, the ability to reset traps without picking them up, more traps carried at base, skill checks for disarming/escaping traps, and the ability to directly retrieve traps from lockers (this could work in that using lockers retrieves all unset traps on the map, and fills the trapper's bag if possible).
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Honestly in my opinion they just need to make the common trapper sack base kit, being able to only have one trap on you at all times really hurts, and discourages play without a bag add-on.
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Shrink the maps and look at linking tiles. Refusing to do this, buff him massively. Don't know what else to say at this point. We've beaten a shitload of horses to death, bois. Faith is at an all time low.
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yes.
there dont need to be huge changes to him, though the following would be nice:
- start the trial with all traps in hand
- be ablee to always carry all traps at once
- make escaping the trap a set animation instead of RNG
- fix trap hitboxes
- rework the current trap deadzones (ever since we got the multidirectional unhook they bacame very unnecessary tbh...)
- and to fix the bug that is currently going on: uppon stepping into a trap, the trapper is immune to his traps for a set time (5 seconds or so)
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All I think he needs is to be able to carry 3 traps as a baseline ability. He should also start with those 3 traps.
Anything more and you’ll risk him getting into overpowered territory.
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