Suggestion. Trappers traps should down injured survivors
Can you make survivors go into the dying state if they are caught in a trap while injured, and if not what is the reason
Can you make survivors go into the dying state if they are caught in a trap while injured, and if not what is the reason
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Imo all bear traps should inflict deep wound, regardless of whether the survivor was healthy or injured. Makes traps a bit more punishing even if the trapper wasn’t close enough to get you.
That would be a pretty fair buff.
Add this, make traps counter Dead Hard, and make the addon that lets you step in your own traps basekit. That would be nice.
Also I'd just make the trap duration fixed, 8 seconds or so. It feels very unfair when a survivor gets out 3 seconds after being trapped.
Thing is that Trapper has okay killrate and pickrate so they probably won't change him.
I play a lot of Trapper.
Most of these changes would move Trapper up a notch in seriousness but with the still downside that you can really go a whole match without stepping in a trap - which basically negates everything.
Trapper is a lot of work to play well and even then, it might not work out if no one steps on them. Would be interested in seeing some match wide effects take place (as suggested above), so that even if you don't get trapped, there remains some sort of disadvantage generated, even if modest.
Also, a mori that uses a large trap to finish the person whole but I'd rather gameplay improvements over new animations.
This. I hate that they made that an add-on instead of basekit.
Padded jaws plus the self reset when they escape addon is pretty funny together
My suggested Changes:
*Traps should have some conquense, when Injured people walk into it and they save themselves. Like Deep Wound or go immediately into the dying state or exhaustion. I hate the fact One Injured Survivors can easily ruined all of your trap setups by walking into then and free themselves without any form of our punishment.
*Survivors disarming your traps should give Trapper a immediately yet Temporary speed boost to increase his mobility in chase or to catch up to Survivors from a distance. You could do the same, for every time a Survivor steps into it; but I would just fine sticking to just giving disarming a small speed reward for Trapper.
*Dead Hard should not be possible to avoid traps; or if they are not going to do that... Allow Trapper to be able to walk through his own traps unless he is carrying a Survivor on his shoulder. (Because it is clumsily move to step on his trap while holding Survivor)
*Traps should be bit darker, or have some some sort of invisibility; until a Survivor is close enough for one second or two to reveal the trap. You can also turn of the invisibility when engaging in a chase; so that it helps prevent teammates from calling out your traps; unless they waste time active looking for it.
I think this would ok. The only thing I would add is it would put you in the dying state while injured UNLESS another survivor rescues you. Basically basekit honing stone. If you were uninjured before getting trapped then the speed and the amount of time needed to get out yourself should be dramatically reduced to compensate. BUT if you were already injured then freeing yourself puts you in the dying state.
Trapper Add-ons
Good current elements for resuse:
Rework or change or gone:
In general, add-ons should offer an enhancement of the base kit. At higher levels, I'd like to see more dangerous traps, where if you get caught, you get additional negative status effects.
Working fowards, basekit is one or two negative effects. Worse if you keep getting into traps. Addons add increasingly bad effects for survivors.
Working backwards, one example would be a purple addon allows half the traps to be Scourge Traps (like Scourge Hooks), where 4 random traps in the game offer a further nasty set of status consequences for the survivor if they interact with them. And then work down, so similar but less for green. Could even go really scary for iri and have something very nasty.