How I'd fix trapper

  • Starts the trial with all traps
  • Still has a "max carry" of 1 (+bags)
  • While carrying more than his "max carry" he cannot pick up traps.
  • Once he has less traps than his max carry he functions as he does now

Eases his early game/makes him a bit more deadly in earlier chases.

Comments

  • "Starts the trial with all traps"

    won't happen bro. That's unbalanced and promotes unfun playstyle. Just lock down 3 gens area with 10 traps minefield and survivors can't win - GG EZ

  • @NerfedFreddy said:

    "Starts the trial with all traps"

    won't happen bro. That's unbalanced and promotes unfun playstyle. Just lock down 3 gens area with 10 traps minefield and survivors can't win - GG EZ

    Agree.

  • . Start with 1 trap, can carry 2.

    . Traps spawn 30m away from edges of map.

    . Disarming spawn a skill check. Fail will get trapped. Coil addon changed from slower disarm to smaller skill check.

    . Escape trap os is no more RNG. Add skill check, starts with 10 degrees, failed will increase another 5 degrees until success. Stone addon decrease 5 degrees.

    . Green jaw cause Hindered. Purple jaw cause Broken...ect.


    I repeat that his time required to setup trap isnt the a problem. Its disarming his trap without any risk. Its escaping his trap in 2sec because of RNG. Being able to carry 1 trap at anytime makes him unable to shift his traps to another area . Are the problems.

  • All traps start in hand would be too much I think... However basic brown bag by default is a must have thing he needs. Come on, Devs did this to Wraith and it made him from garbage tier to decent tier... So why not trapper? Pff.

  • @AetherBytes said:

    • Starts the trial with all traps
    • Still has a "max carry" of 1 (+bags)
    • While carrying more than his "max carry" he cannot pick up traps.
    • Once he has less traps than his max carry he functions as he does now

    Eases his early game/makes him a bit more deadly in earlier chases.

    Personally, I think yellow bag being base-kit should be the limit. As others have pointed out, starting with all his traps could encourage a very camp heavy playstyle. It wouldn't be super strong or anything, but it would be very unengaging and uninteresting for both sides.

  • @C3Tooth said:

    . Start with 1 trap, can carry 2.

    . Traps spawn 30m away from edges of map.

    . Disarming spawn a skill check. Fail will get trapped. Coil addon changed from slower disarm to smaller skill check.

    . Escape trap os is no more RNG. Add skill check, starts with 10 degrees, failed will increase another 5 degrees until success. Stone addon decrease 5 degrees.

    . Green jaw cause Hindered. Purple jaw cause Broken...ect.

    I repeat that his time required to setup trap isnt the a problem. Its disarming his trap without any risk. Its escaping his trap in 2sec because of RNG. Being able to carry 1 trap at anytime makes him unable to shift his traps to another area . Are the problems.

    I actually agree that the ease of disarming is more detrimental then any of Trapper's other flaws. The only problematic part of your suggestion is that disarming requires a skill check. With consoles currently suffering from performance issues, having such a heavy penalty for missing a skill check on the disarm could pose problems.

  • Instead of random spawns, I think it could be made so that at the beginning of the trial he can collect traps from lockers one at a time, until the max number of traps on the map is reached. Of course, he gets a trap from a locker only as long as he's not carrying his max.