Trapper Rework: Survivor's Bane
Trapper in his current state is, well, bad. Even if you put down a trap at a loop, survivors can just go around it because in many cases the trap is more of an inconvenience for you then to them. On top of that, trapper is very easy to mess with since survivors can disarm traps when they know you are far away which is easy to confirm thanks to his lack of any real stealth. Combine this with the frustration that is picking up traps and you end up with a very outdated killer. How would I fix this mess?
Step 1: Trapper's Domain
Trapper's traps in their current state are bad because you need to be near by to take advantage of them and they are better the more you have in one area leading to lock-down trapper, a rather boring play style. To fix this, bear traps now have the following qualities:
- Delayed Effect - Survivors who step in a bear trap can still move, vault, and throw down pallets for a short period of time. Throwing down a pallet or vaulting also reduces the time it takes to attempt an escape.
- Hidden from View - Traps cannot be seen from 8 meters away when outside of the killer's TR and cannot be seen from 16 meters away when inside the killer's TR. Survivors disarm traps 25% slower when outside of the killer's TR
- Entity's Grip - Traps that are 16 m away from another trap can be picked up by pressing the vault button within 8 m of the trap. Traps can also be placed down 50% faster when not within 16 m of another trap.
These changes push Trapper towards use traps throughout the map rather than in one area, but this is only step 1.
Step 2: Stealth and Mobility
Trapper's stealth and mobility, or lack thereof, is a bit of a problem. If you can easy know where trapper is, then dealing with his traps is easy even with the changes. But what if you couldn't? My idea goes like:
By pressing the activate ability button, the Trapper puts away his machete and becomes both undetectable and moves at %120 speed. When in this state, the Trapper cannot perform basic attacks but can still pick up and interact with traps, generators, and pallets. While entering the mode has no slowdown, exiting the mode would have a small bit of slowdown to prevent it from being a strong chase tool.
This mode is designed to be a way for Trapper to set things up without having to worry about survivors knowing where he is exactly. However, there is still one more problem: having survivors actually use loops.
Step 3: The Grab
Trapper is a killer where holding W is a valid and strong strategy thanks to the inability for trapper to really do anything to catch survivors that just move in a straight line. Traps are too small to be able to catch most survivors and making their hitboxes bigger could break certain maps. Instead, my solution is to give him a grab.
If the Trapper has no traps on him, the trapper can press the alternate attack button and after a short delay will lunge forward and grab any survivor in front of him. There is no slowdown when starting a lunge, but it can be easily dodge by just hugging a wall or a simple dodge since it is highly telegraphed and the hitbox is rather small. However, this means that survivors have to actually use the loops around them because if they are out in the open the trapper will have an easy time grabbing them.
Upon grabbing a survivor, the Trapper will hold them by the neck and move forward for a short period. The Trapper can change what direction he is facing when doing this however.
- If the Trapper does not run into something doing this time, then the survivor will escape but will be exhausted and have a %3 hindered for 15 seconds. If the
- If the Trapper runs into a wall, then the Trapper will slam the survivor into the wall, dealing a health state. Recovery from slamming a survivor into a wall takes 2.34 seconds.
- If the Trapper runs into a pallet or breakable wall, then the Trapper will slam the survivor through said pallet or wall, dealing a health state and breaking the pallet. Recovery from slamming a survivor through a pallet or wall takes 2.925 seconds
- If the Trapper runs into a generator, then the Trapper will slam the survivor into the generator, dealing a health state and damaging the generator. Recovery from slamming a survivor into a generator takes 2.925 seconds.
- If the Trapper runs into a vault, then the Trapper will slam the survivor's head against the vault, dealing a health state of damage and blocking the vault for 5 seconds. Recovery from slamming a survivor against a vault is 2.34 seconds.
- Finally, if the Trapper runs in a hook, then the Trapper will slam the survivor onto the hook, even if they were at full health. However, this will lock the Trapper into a 6 second animation.
In order to prevent camping, the Trapper cannot grab within 24 m of a hooked survivor. However, Trapper can still lunge for a grab when his machete is put away.
End Result
These changes create a killer that uses traps to put survivors into lose-lose situations. Run away, get grabbed. Play the loop, step in a bear trap. However, survivors still have plenty of opportunity for counter-play. Disarming traps and dodging grabs while keeping an eye (or ear?) out for when his TR disappears opens chances both for survivors to prove their worth and end up in the entity's embrace.
This version of Trapper is all about planning ahead and adapting on the fly. None of the tools by themselves can win a match, but a combination of all three can be a lethal surprise to even the most well prepared team. Even after all the times the survivor's have faced the Trapper, they just can't seem to avoid his cruel plans.
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