trapper rework ideas

Trapper is probably the weakest killer right now.


His power is so archaic. Find a trap 40 meters a way, pick it up and then arm it. Simple right? Welp by the time you get that trap and place it 2 gens are already done.


His traps do not fool good survivors and maps are slowly removing grass to hide those traps and then you have perks like dead hard that can go over traps as if trapper needed another reason to not play him because almost every survivor runs DH.


I got some suggestions to make him better.


He needs to start the game with 2 traps.


At least 2-3 traps should be armed at the start of the match, so we aren't traveling 60 meters to arm a trap.


And like the clown rework that added another bottle type, trapper should have another trap type.


Give trapper something like caltrops. He can throw caltrops around the map which cause laceration damage similar to trickster's blades and can slow survivors down. If survivors gain enough laceration they receive a damage state. Can't be disarmed. Refillable in lockers. Will break when a survivor steps on it.


Maybe even set trip wire at some loops that will trip survivors to slow them down. Can be disarmed.

Comments

  • He should start carrying all his traps, but he can't pick any up that he places until he goes under his carry limit (Base being 1, or 2 or 3 with add-ons.)

    This would allow him to set up quicker.


    His traps should also be invisible over 25 meters away (numbers can be changed for balancing sake).

    This would counter SWFs who have one person on lookout, and make it more likely that a Survivor will run into one during a chase. But a survivor creeping around and looking for traps slowly will see it long before they step in it.

  • I should have also suggested disarming should require a skill check and if you miss you get hurt by the trap and sent into deep wound


    it's unlikely good survivors will miss the skill check but it should put some pressure on them