A rework for Trapper
Okay, so making Trapper into a decent killer is not a difficult thing to do.
He only needs two changes.
- Let him hold 2 traps at baseline.
- Let him retrieve traps from lockers instead of around the map.
And then there are a few more that would be greatly appreciated, but aren't 100% necessary.
- Have Traps apply Deep Wounds so there's consequences for stepping in one even if Trapper isn't there.
- Make Traps take a set amount of time to escape rather than being chance based (or at least make a first-try escape impossible).
- Have Traps snap people through Dead Hard or let Trapper walk over them.
With these changes, Trapper shoots up from a D tier killer to potentially a high C or B tier killer.
There is, however, one problem with this; nobody likes playing against Trapper.
He's a basic M1 killer. A complete pushover that's easy to loop to the point of being boring... that is, until you get killed by some random patch of grass. While this is not overpowered, and it's pretty fair if we're being completely honest, it feels terrible to go against even when Trapper is #########, so imagine how bad it would be if he was good.
So with that in mind, here's an update that changes something more fundamental and opens up new avenues for plays, counterplays, and mindgames.
power: Jaws of death
Notable Changes
- Traps now only stay armed for 90 seconds after being placed or reset.
- If the Trap has not been tripped or manually disarmed in this time, it will quietly disarm itself and sink into the ground, becoming invisible to survivors.
- If the Trap was tripped or disarmed it remains visible until Trapper intervenes.
- You may now press LCtrl while placing a trap to quickly place an invisible bear trap that is not armed.
- You may also do this while resetting a trap to hide it rather than rearming it.
- Survivors who free themselves from a Bear Trap are now afflicted with a 10 second Deep Wound
- Survivors now always take 7 seconds to free themselves from a Bear Trap.
- Traps are no longer scattered around the trial, but can be restocked at lockers until you have the maximum of 6 in the trial.
- The Trapper can now hold two traps at a time.
Special Ability: Foresight
- Hold LCtrl to consider the potential paths of your prey, slowing yourself to 105% speed and becoming unable to perform basic attacks or set traps by hand.
- While doing this, any survivor within 12 meters of a Bear Trap is revealed by killer instinct
- Gain the special ability Unnatural Reset and the special attack Snap while channeling. Using either ability will put Foresight on an increased cooldown.
- Once Foresight is cancelled it goes on a 5 second cooldown.
Special Ability: unnatural reset
- While channeling Foresight, press M2 while looking at a disarmed trap to cause it to re-arm itself for 30 seconds after a 3 second delay.
- Incurs a 10 second cooldown.
Special Attack: Snap
- While channeling Foresight, press M1 while looking at a trap within 32 meters to connect it to you with an invisible chain wrought out of the Entity's power.
- Press M2 to yank the chain, sending the Bear Trap flying 6 meters towards you. Survivors struck by the trap are damaged. If the trap strikes no one, it is simply relocated 6 meters closer to you than it was.
- Incurs a 15 second cooldown.
- Press M1 to cancel, incurring a 5 second cooldown.
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