Finding traps and setting them up is too slow, he needs to be able to carry at least 2 traps at base (no addons) and maybe traps should spawn closer to the middle of the map so it's easier to get them.
I would rather have like 50% of the traps on the map spawn in the open state. Then there is always the chance a survivor steps in one, and probably a higher than normal chance since it would be in a weird spot you wouldn't expect. It'd make the early game a lot scarier. And no need to rework his bags again.
He should also be able to set a trap that's on the ground without picking it up first. If you don't have iri stone (which is most of the time) then you can save those few precious seconds resetting a good trap.
Always felt 2-3 starting with is a fair change. I do pretty well with Trapper but often it gets annoying to run around and pick up Traps one at a time.
he needs more than that.
what about this:
-the ability to arm / disarm traps on the ground with a very short animation (the disarm also works while carrying a survivor)
-more traps by default (if not all of them)
-an increased trap hitbox. the current one it too small (e.g. a trap in the middle of the basement stairs should catch anyone who runs past it. dont worry, they can be disarmed.)
-an slightly increased disarm time
-logwood dye as default
-300% movement speed + insta mori ability (im a little unsure about this one...)
I'm okay with starting traps being higher, but I don't really want them to spawn closer to the center. With the way it currently is, it's very easy to patrol the map as you set up traps. If I need to choose between getting my traps at the start of the game or applying pressure, that's a huge downgrade.
@Peanits said:
I'm okay with starting traps being higher, but I don't really want them to spawn closer to the center. With the way it currently is, it's very easy to patrol the map as you set up traps. If I need to choose between getting my traps at the start of the game or applying pressure, that's a huge downgrade.
They could spawn around the midway point between the inner half and outer half of the map. Sometimes they're just too far away from anything and you waste time getting them.
How about making the trapper able to trap more than just the ground, like booby trap lockers, chests, windows, pallets (both used and unused), etc. Basically anything besides hooks that can be interacted with, heck even generators. I think that would make him a lot stronger and a lot more viable even on higher ranks. Because this would mean that victim players should play a lot more cautiosly and they might run into a situation where they don't have time to check if there is a trap before interacting with it, like when being chased.
So like for example it the trapper predicts a certain pallet will be looped, he could trap it, so if the victims don't spend time actually checking to see if it's boobytrapped. So once the chase is ongoing and the victim is attempting to loop and gets to the point where he/she needs to drop the pallet, then they'll be caught in a narly trap.
This would easily make the trapper more difficult to deal with at higher ranks because he will litterally make people to think twice before using any interactable as it could be booby-trapped, which will help him buy more time.
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Comments
Honestly he should be able to reload them in lockers.
I believe default should be 3.
No sane person would argue with this. Being able to carry 1 trap is just stupid.
I would rather have like 50% of the traps on the map spawn in the open state. Then there is always the chance a survivor steps in one, and probably a higher than normal chance since it would be in a weird spot you wouldn't expect. It'd make the early game a lot scarier. And no need to rework his bags again.
He should also be able to set a trap that's on the ground without picking it up first. If you don't have iri stone (which is most of the time) then you can save those few precious seconds resetting a good trap.
he needs more than that.
what about this:
-the ability to arm / disarm traps on the ground with a very short animation (the disarm also works while carrying a survivor)
-more traps by default (if not all of them)
-an increased trap hitbox. the current one it too small (e.g. a trap in the middle of the basement stairs should catch anyone who runs past it. dont worry, they can be disarmed.)
-an slightly increased disarm time
-logwood dye as default
-300% movement speed + insta mori ability (im a little unsure about this one...)
They could spawn around the midway point between the inner half and outer half of the map. Sometimes they're just too far away from anything and you waste time getting them.
How about making the trapper able to trap more than just the ground, like booby trap lockers, chests, windows, pallets (both used and unused), etc. Basically anything besides hooks that can be interacted with, heck even generators. I think that would make him a lot stronger and a lot more viable even on higher ranks. Because this would mean that victim players should play a lot more cautiosly and they might run into a situation where they don't have time to check if there is a trap before interacting with it, like when being chased.
So like for example it the trapper predicts a certain pallet will be looped, he could trap it, so if the victims don't spend time actually checking to see if it's boobytrapped. So once the chase is ongoing and the victim is attempting to loop and gets to the point where he/she needs to drop the pallet, then they'll be caught in a narly trap.
This would easily make the trapper more difficult to deal with at higher ranks because he will litterally make people to think twice before using any interactable as it could be booby-trapped, which will help him buy more time.