Thoughts on how good the Trapper is after some time?
Now that some time has passed imsince the Chapter patch, what are your thoughts on the Trapper?
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Remove 1 Trap from the map and give it to Trapper by default, and give him the ability to reset disarmed Traps while you are at max capacity, then Trapper will be open for way more creative builds and may even be good enough for the high ranks.
If the Trapper started with all traps in hand, then surely he wouldn't need the faster movement speed at all times; only for ~10 seconds after a survivor has been trapped so he can try to get to them.
What? I thought Trapper had the faster base movement speed
Trapper, Clown, Nightmare, Doc in Punishment mode, Myers in EW2/EW3, Wraith walking, Billy walking, Cannibal walking, and Pig walking all move at 4.6 m/sec.
Hag, Doc in Treatment mode, and Huntress all move at 4.4 m/s.
Nurse walks at 3.85 m/s, slower than survivors running.
He's playable now. By playable, I mean less tedious.
Competitive at high ranks tho ? Meh, not that much.
already a strong killer before the nerf, after it that didnt change. in my opinion a very underrated killer.
After about the fourth or fifth game of this I've basically stopped playing him.
Still bottom tier and barely mid tier with best addons.
not only the two ultra rares. stacking the bags also.
try bloody coil with the purple bag or iridescent stone and put a trap under the power switch for the gate the first chance you get. its like noed.
i would say the trapper is mid-tier a worst now.
some mixes with bloody coil, iridescent stone, and stitched bag, especially bloody coil and iridescent stone together and i would argue that he can possibly be the strongest killer in the game.
i start the match trying to trap as many pallets as i can. and its whether or not i stumble across someone that i'll go for a chase. but even if i have only hooked 1-2 people and they have 3 gens done, things can go downhill for them in a hurry!
in situations where you have two people left and 2 or more gens, just go look for the hatch and trap it up.
His new "Injure-on-Disarm" addon is overpowered. No counterplay to it. If he gets to key spots, such as his totem first, there's no dealing with it. It completely does away with the need for a late game perk like NOED or Remember Me. I was hoping it would make disarming take forever instead...
All I ever wanted for him was faster trap setting, and traps that blended in better.
After the first time it happens everyone knows about the add-on and can easily play around it. If someone is injured then they can just go around and disarm traps while trapper is busy.