Trapper secondary power: Rigged generators
Press the secondary ability to interact with a generator to trap it.
When a survivor interacts with a rigged generator they must succeed 3 skill checks, if the survivor fails one of the skill checks or stops this interaction they become injured and the generator is no longer rigged. Rigging a generator applies a base 10% regression but stops natural regression.
Some extra things
- has a cooldown of 60 seconds
- interaction lasts at base 8 seconds.
- no limit to the amount of generators that can be rigged at once
- Addons can be used to make it so this can down a survivor or make the skill checks harder
As for how this would look i think the trapper setting a small makeshift bomb on the gen would be cool, maybe a nail bomb? like he just sets it on the side of a generator and the survivors have to disarm since it jams the generator which prevents progress on it.
Comments
Add on to also block a gen for x amount of time after missed skill check could be good.
Stuff like this could even be an iri addon to make gameplay more interesting and varied as evan
Having an entirely new secondary ability locked to a UR addon would piss many off, honestly trapper just needs something new there isn't much the devs can do to make him better without doing something like this.
I think a cool UR addon for this would be making this instantly down survivors regardless of their health state but to balance it out it would reduce the interaction time to 6 seconds and only give 2 skill checks. it would replace his UR addon that injures survivors that disarm traps.
I don't think that this should be a secondary ability, it's not, ability enough. Imo anything other than bear traps should be an iri addon that removes the bear traps and replaces it with interaction traps including stuff like this.
Personally anyway I think Bloody coil should be a purple addon, iri stone should stay where it is though
But it means these things would still have a functionality to change it up even inside of the addon
Using honing stone and failing the trapped gen for example would be an insta down
But there is so much opportunity for trapper that isnt taken
His kit is a relic of the past
He needs a buff and an addon rework
this isn't strong enough to be a main ability unless you plan on camping a single gen. you could have this naturally on all generators at the start of the game and it would still not be enough.
I think this fits trapper well, he literally traps the generator and you have to wait for him to leave to then try to disarm it and if you fail it punishes you and because skill checks are not that great this is more of a method to delay the game and have better gen defense. It's also why i put a natural regression of 10% when you use this ability since it stops the regression of the generator.
I'm not o n l y talking gens though
In one addon, removing his traps, he could trap pallets, chests, gens, windows even
Maybe up to a maximum of 8 at one time (he could rig all generators but forces himself to become an m1 killer unless he were to salvage the trap from the gen, which could take like, idk, 5 seconds)
Also unless those buffs make escaping traps impossible he will always be weak due to the nature of his power and he already got an addon rework. The devs however won't make him unfair just because his power isn't suited to the fast paced gameplay this game is normally played at that is why the only way trapper will be good is with a good secondary ability that isn't addon locked.
Trapper doesn't need MASSIVE changes
He needs a lot of changes
But it's mainly QOL
Trappers trap NEED to be RNG otherwise he becomes a dead end killer where two people caught in a trap cannot be returned from without extreme coordination
I want Trapper to be viable too but making his ability too much, is too much