Trapper Power Rework Idea: Disabling Tools, Hunting Grounds, and Hobbled

My ideas for Reworking Trapper comes down to several new additions to his current power: Disabling Tools, Hunting Ground, and a New Ailment: Hobbled

Bear Trap
The Trapper transforms the Trial into a deadly hunting ground by placing Bear Traps for survivors to step into.
Survivors caught in a Beartrap are held in place and automatically become injured.
The Trapper has a 30% increase to Bear Trap Setting Speed for each Unset Trap.
Bear Traps cannot be placed within 12 meters of each other on the same elevation.
Survivors
can disable Bear Traps manually or destroy them with a Disabling Tool.
When a Healthy Survivor Disables a Bear Trap manually they become injured. If the survivor is already injured, they become deep wounded.
There are only 4 Disabling Tools available on the Map at designated locations.
Disabling Tools are removed from the trial by the entity after usage.
Bear Traps Destroyed by a Disabling Tool are immediately returned to The Trapper's Inventory.
(Disabling Tools would be found in Special (maybe… golden? :o) Toolboxes with the tool inside, sitting on top of rotted wooden remains.)
(Manually disabling a Trap would include the Survivor screaming in pain and pulling their arm free by
opening it with the other arm very quickly. Which, I know is silly, but sound's visually interesting to see)

Hunting Ground
Hunting Grounds naturally expand from placed Bear Traps, gradually increasing to 24 Meters of Range in circumference. While inside a Hunting Ground, The Trapper has a 15% increase to lunge range and a 5% increase to base movement speed.
The Hunting Ground's effects linger for 4 seconds after The Trapper leaves the Hunting Ground's Range.
Hunting Grounds can Overlap.

Special Ailment: Hobbled
After stepping into a Bear Trap, Survivors that are successfully freed by any means are left Hobbled for 180 seconds.
Hobbled causes the Survivor to have 15% reduction to turn rate, 9% slower vault speeds, and causes them to cry out in pain while running and performing interactions. Hobbled Survivors can be healed back to healthy but will still suffer the effects of Hobbled till the time is up.
<Hobbled Survivors have their own movement animations akin to the Beta footage of injured Survivors>

My goal with this
rework is to give Trapper a better game flow and lean into his territorial playstyle, rewarding him by creating dangerous zones that buff him while maintaining his usage of Bear Traps.
Hobbled is meant to create a
lingering threat to unwary survivors that have become trapped.
Also, I'd like Hobbled to cause loud snapping and meaty squelching sounds from the wound/while they move :)

Please, give me feedback! Hopefully the Devs have been cooking up similar or perhaps better ideas to help our Favorite Trappy Boy in a future update^

Tagged: Killers

Comments

  • I'm surprised that no one had any additional input on the conxept. I really hope the devs and the community have shared ideas and consensus on the Trapper's need for an update.

  • @zufield said:

    Vastly increasing the distance between two traps is a definite no for me. The way you're doing it means you wouldn't be able to trap the shack, the basement, or even some main buildings properly .

    The tradeoff would be the Hunting Ground which would Buff the Trapper while still having the Trap as a hidden danger. He wouldn;t need to have to make lockdown that requires specifc locations because the playstyle wouldn;t be made for that one usage anymore.
    The idea is to move away from a niche playstyle and utilizing area control that directly grants aoe to Trapper. And you'd be surprised. The KIller shack would be able to have Traps antipodes with this type of playstyle, but you wouldn't be able to trap the window and both pallets.

  • @zufield said:

    Also, destroying a trap permanently is a DEFINITE no. We had that at one point and it made playing Trapper miserable.

    I wrote in the description:

    Bear Traps Destroyed by a Disabling Tool are immediately returned to The Trapper's Inventory.

    I don't mean to be rude, but in "Returned to Inventory" means they appear back into the Trapper's person (Like, on-hand), kinda like when the Skull merchant Recalls Drones. In no means is it permanent. It means the Trapper would have to return to the location and set the trap down again, instead of just resetting it because it's back in his inventory.

  • I am pleading the Devs. Plz. Give Trappy some love.

  • The issue is that Trapper is too outdated, I had those ideas:

    → Setting and resetting traps are now done with button click, you no longer have to go through the animation.

    → Setting and resetting gives you 15 % haste for 5s (source of antiloop).

    → Trapper can't be caught in his own trap, but disarms them in the process.

    → rework to iri stone, iri coil and honing stone to discentivize uncounterable basement scenarios.