Why doesn't Trapper start the round with all his traps?

I genuinely don't understand it. We have multiple killers that ignore loops and walls. We have killers that can cross the entire map in a matter of 2-3 seconds. We have killers with special in-build ways to kill survivors quicker.

And then there is the Trapper. The poster boy of this game who still has to collect his own power in the big 2026. He is currently the second-worst killer in the game and that only because of the lobotomy Skull Merchant got a few months ago but we know she will get a rework.

No one here is demanding to make Trapper S-Tier. He can be a beginner weaker Killer but he has to adapt to the changes the game got the last couple of years.

One Simple change would turn him from the worst killer to a solid C-Tier Killer. He starts the round with his traps. No more running around the entire map wasting important seconds just for him to have his power and for Survivors to see where he places them. Maybe if you guys feel generous you could give the addon that did this a cool new effect but you can also give it something boring and simple.

Comments

  • Part of the answer is that he's inherited a lot of accumulated issues from being the game's first ever killer and thus being really outdated now, but I'd also personally argue giving Trapper all his traps at the start of the game wouldn't really be a good way of buffing him.

    While it'd help him with his early game for players that want to engage with the power fantasy of setting up a web and managing trap placements, it'd also make it way easier to just brute force a down then set up around that hook to proxy camp, which goes triple if that down happens near enough the basement to use that.
    If a killer's path of least resistance for play is something obnoxious, unhealthy, and easy, that's what people will do. Look at Artist; good skill ceiling, lots of skill expression, plenty to learn… but people use her as a loop-zoning machine a lot of the time because that's a lot easier and juuuuust strong enough to give some kind of results. Same deal with Knight before they fixed that about him.

    That's not to say we can't help Trapper's early game, though. I've maintained for a while that a good way of doing that without breaking anything is to tweak his traps to spawn already placed (but not armed) at pallets and windows, so experienced players can eyeball each one and go "eh good enough" + drive-by arm it if it's one that might catch someone.
    That, plus a few number buffs and an addon rework, would be enough to help Trapper keep up in the modern era without making him overtuned.

  • I think it should be a choice. I'm not convinced it's a buff. I use the iri stone then just move the traps as needed. Really you should trying using the trapper sack and see how much time you spend setting up traps.

  • No the traps should still spawn in the map they just need to make them spawn more centralized in the map and not in any corners of the map as those are the time wasters to go get. For some builds its better that you don't have the traps on you.

  • If you're gonna buff Trapper then make Iri Stone basekit. It would definitely make him stronger than starting with all his traps.