Trapper's 'Small Killer Update' - What I'm Hoping For
We know from the Reddit AMA a little while back that Trapper has some small changes coming alongside the Naughty Bear skin, albeit nothing huge as they don't want to make big fundamental changes to his kit. There's a lot of things this could be, but there's two that I'm especially crossing my fingers for:
- Adjusting the trap spawn logic. Nothing too crazy, but it'd be really nice if Trapper's traps spawned either closer towards him, or in locations that are more likely to be actually useful (EG, in loops and at windows already) so they can just be armed instead of picked up and carried somewhere else. A little bit to help him with his early game without really changing him drastically.
- Widening trap hitboxes. The amount of times I mess up placing a trap by what feels like a few pixels and survivors can just walk around it in otherwise really tight loops is maddening, and I'd love if that could be changed. It wouldn't harm newer players too much since they already step in traps without even noticing them, so this'd just help those of us who've been around a bit longer and want to at least lock down a singular loop ahead of time without worrying about pixel-perfect placements.
Beyond that, I think any other changes would probably be outside the scope of a small killer update, so those are what I'm really hoping for. What about you guys?
Comments
I'd like to add on to the trap spawn locations (at loop), and have them also start opened. It would help shave off a bunch of time for trapper, and could provide intel (disarming traps), and minor slowdown (both looking out for traps and disarming them at loops, or stepping into them and struggling free as well as needing to heal afterwards), without having a side effect of empowering the more effective basement camping Trapper.
I'd like trap hitboxes to be 'normalized' (which is slightly different than just increasing the size), and by that I mean if the Survivor can fit slipping by, the Killer can fit slipping by. It sucks to place a trap and seeing the Survivor to run past, but then when you do the same, you end up stepping in it. I don't know if they have separate trap hitbox sizes by role, but it would be a good QoL change. This might be fixed by just amping up the size large enough for most common locations (like pallets), but there still would be times where the Survivor can slip by when the Killer can't.
Do you think trapper sack add-on basekit is too strong ? That's what I want honestly, Hag doesn't have to go pick up her traps around the map at the beginning and she has unlimited amount
Too strong, probably not, but it's still not a good idea.
It'd emphasise and encourage the most boring ways of playing Trapper (EG, 3-gen, basement defence, proxy camping your first down), which isn't a road you really want to go down. Having the traps spawn closer so you at least get to use all of them in every match would be a much safer way of buffing him, because the player still has to think about where they're putting their traps, and wanting to set up something like the above examples would have the barrier of being time consuming.
I do like these changes but would also increase the time it takes to disarm traps and maybe adjust the Iri add-on that rearms them as compensation for the buff.
I don't think it would op at the higher levels. But the inability to pick traps from the ground is not something that should be basekit. Trapper is supposed to be easy to play and the Trapper Sack requires some planning ahead and map knowledge.
Trapper should have an add-on that applies a small long-lasting Hindered effect to survivors caught in the traps.
Because it's a bear trap, on your leg. That should make it hard to walk for a while. In fact, that could even be a basekit effect because again, bear trap + leg = hard to walk, let alone run.
My proposal Changes for Trapper, revolves around Buffing Trap spawn locations, to be mostly focused on the center of the map and not edges or corners of the maps where they are mostly likely inaccessible in a average game. Your first suggestion works fine.
I'm agaisnt buffing the size of the trap, as it would make basement Trapper too strong and make any doorway/window dangerous. But, I do find a certain bug in which Survivors can help others Survivors out, by doing the disarming interaction and giving the other teammates a small opening opportunity to slip past the trap without being caught. If they can make not finish disarming bar a punishment for survivors disarming and make it impossible for others to slip past without getting caught while armed. That would be a huge quality of life improvement change. (It would be a huge nerf to SWF agaisnt Trapper, whom exploit this bug)
Also, other quality of life improvement changes I want to see Buffed on Trapper:
*Add penalty/risk towards injured survivors getting caught in traps and getting out on their own. Right now, injures survivors can literally run into traps outside of chase and get away Scott free without being put into the dying state or needing to mend their deep wound. Basically, suggesting Honing Stone addon to be basekit, to only injured survivors; or make them get hit with deep wound or broken/exhausted status effects when injured.
*Apply a temporary Movement Speed increase duration, everytime a Survivor steps into a trap as well as when it gets disarm; it would increase the mobility of the killer and gives him edge he needs to help end chase faster or catch up to a Survivor stuck on trap. The duration can be increase slightly longer for successful traps, then if Survivor disarm the trap. The duration can be something like 5% movement speed for 7 seconds per successful trap, and 5% movement speed for 4 seconds per disarmed trap.
*Updated Trap models to be more convenient hard to notice from the Survivors point of view; they could Buff the Tar Bottle addon as basekit. But, that would not with indoor maps and had easy it is to spot a big Rusty trap with dark paint on it. My new suggestion, make traps disappear from a distance, and slowly get revealed the Survivors getting closer to the trap (No aura reading, of course). That way, survivors need to walk carefully near trap areas and spot the trap once close enough; be mindful and not immediately spot traps from a distance, especially in a swf team. Also, nerf maps; it hurts Trapper's elements of surprise in his trap placement; this item clearly violate the whole items counter killer powers and it needs to go.