My thoughts as a trapper main
To What can be done to make him viable. 3,300 Hour Trapper Main.
-Address Insta Escape Traps
-Survivors should have a downside to getting someone out of a trap. (Maybe just make it take longer then 2 seconds)
-Trap Hitboxes are literally awful i have watched Otz and Lefty place traps that survivors just walk right over even though the trap is placed perfectly and instead of snapping they just walk right by it which has led me to believe its 100% a hitbox issue.
-Just give him a extra trap by default 2 is fair enough base kit.
-Survivors should be Oblivious or Undetectable when trapper is placing a trap rendering object useless against him and creating a more fair chance for him to set up.
With all that being said stop with all the trapper needs a power rework or he needs a new power he doesn't need any of that what he needs is what has been listed to make him more consistent these correct some of his terrible downsides that should have never been added in the first place.
Comments
@MonsterInMyMind 1. Mad respect to you. I hate playing Trapper. 2. He should carry 5 of his traps. It would help him trap before 5 gens popped. 3. You should have an 5 second minimum before being able to escape at all. 4. His trap disarming should take 5 seconds minimum. 5. His traps should be darkened a little by default. Now he's decent.
I agree with everything except your 2nd point a survivor should have more of a downside to trying to free someone from a trap as is its just to easy with little to no downside also even if they are off a gen it still is to quick for a killer who relays on his traps actually catching people and immobilizing them.
Again, the downside is if a survivor is helping another survivor get out of a trap, thats 2 survivors not working on gens. That's a bigger deal than you give it credit for. Plus, as I said, the killer is more than likely on his way to you.
I mean im not saying its not a big deal but what im saying is as of right now there are just to many situations where the survivors are rewarded off bad play 2 seconds to free someone even if you are close that's enough room to either make it to a pallet or make it to a safe area the issue with the speed at which a survivor is freed is the fact you have to take into account map size trapper has little to no time in most situations to even get within the area to find that survivor it is a problem and should be looked into 2 seconds is just to quick with no downside to it.
I don't really think getting caught by a well placed can be considered a "bad play"; and by well placed, I mean in a spot nobody would see it coming. Plus, the amount of a times a team mate is NEAR someone who gets trapped isn't even that common. Even if they are, the second they hear trappers terror radius, they're leaving you high and dry, and hauling ass to the other side of the map.
The only thing I want for Trapper is to be able to carry two traps at base and to start with two traps. That alone would a game changer