What if they made Trapper into a psuedo-stealth killer?
Basic changes that could not only help, but maybe even make him good:
- Default terror radius of 0m
- When no traps are set, The Trapper gains the Undetectable status effect.
- For every trap active, The Trapper's terror radius is increased by 5m
- When a survivor is trapped, The Trapper gains the Undetectable status effect until the survivor is released from the trap (either by being saved or grabbed/hit by the trapper). This lets him give up a catch for a few moments of undetectable, or make a save riskier if the trapper is nearby.
These changes could give him more power and less reliant on making a territory and giving him more potential hits as he can get closer before Survivors are warned of him approaching.
Addon Changes with this:
Coffee Grounds: While under the effects of it, the trapper has a terror radius of 32m
Trapper Bag: Reduces traps that spawn in the environment by 1 (To keep amount of traps in the trial at 6)
Iridescent Stone: Traps reset by this addon have an 8m terror radius of their own (which counts for perks). Traps re/set by the trapper do not have this effect.
Comments
Also more grass would be nice
I will start off by saying I agree with the comment that more grass is good, and probably the most useful change one could make for trapper. Undetectable after a trap trigger sounds cool and if not a base kit change would be fun as an addon (maybe also on trap disarm then) and the trapper sack change makes complete sense, TR on traps also sounds fun but probably a nerf because once the survivors undertsand you have that addon it just gives away your trap locations.
The issue with the base kit changes is that not having any traps set is actually very powerfull. It's ghostface but you swap mark for just perma stealth all the time, this promotes a playstyle of never using your actual power and playing a pure hit and run playstyle never commiting to chase. Wraith is encouraged to commit to chase by no being guarenteed a hit after uncloaking and ghostface has a cooldown to stealth forcing him to play for chases, this wouldn't and not particually fun to play against as the killer is encouraged to never chase. It's ultimately a change that makes the Trapper not want to use traps and I would argue is a bad design as a result. I understand "make traps better" is vague and not very useful but that mentality makes more sense than removing the insentive to use the traps completely in place of new mechanic, any new mechanics present should encourage/empower the use of traps not weaken it.
/Perhaps having a default 8m terror radius with each trap adding 4m would be good then? or 12m with each trap adding 3.3m?
I'd be all for a reduced terror radius, or maybe alter a couple of add-ons to bring in the undetectable status. He's quite a big presence and not hard to spot lumbering about, so a reduced radius would be a nice little bump to his ability.