Buff for the Trapper to make him viable?

Hi!


Maybe the issu was discussed before but i had an idea to buff correctly the Trapper without making him OP.


Trapper is decent at low rank but become unplayable (in my opinion) at high rank (like against red ranks). Traps are saboageted really fast and 3 minuts (2 with Hangman's Trick) is really long. But, let's keep it like that.

I notice 3 issues with this killer:

  • It take a life to grab a Trap and put it where i want.
  • Sometimes survivors are passing next to the trap and the trapper get trapped...
  • Injured survivor are not downed when they walk on a trap and escape.


To fix it, i have these ideas:

  • Make the trapper grabing automatically a trap when he walk on it (actived or not): That will avoid the 2nd issue and maybe help a bit for the 1st one
  • Make injured survivor put on dying state if they walk on a trap: for the 3rd issue
  • Giving maybe more traps at the begining of the game (like 3 traps): For the 1st issue / Or like other killers, giving him "x" traps at the begining and no trap anywhere on the map.


Tell me what do you thing about it. The 1st fix's point inspire me a nice animation like if traps were hooked on his boots and he discards them to place them. That would be why when he walk on them he automatically get them back.

Comments

  • He is already viable. But I like idea 1 and 3 because trapper just needs some QOL changes to become better imo. He's already pretty good though in my honest opinion if your running a proper build and can be unpredictable with your trap placements.

  • Most of youre ideas its ok but 1 wont and will not happend and that if a survivor its injured and step on a trap get downed now this will be soo broken just like for solo players trapper will be increase hes tier and you dont want to see more swf the others are ok balance

  • I think an idea would just have all traps spawn in the trappers hand, he starts the match with however many spawn on the map. He can then pick up and replace them as when they go off/are sabotaged.

    Perhaps limit him to only being able to pick up traps when he is carrying a certain number (under 3) or just let him carry them all.

  • I like that idea more:

    Every 60s (maybe 30? maybe 45? play with it in ptb to balance it) entity picks up random UNSET trap and puts it in your bag.

    This could be extend to his power or could be an addon. Would fix the problem where Trapper has to walk miles to get another trap. Timer could be depended on map size (smaller maps could be 60s, big maps could be 30s).

  • The biggest buff that the Trapper could get is the ability to reset traps without having to pick them up first. Imagine how much time you'd save. How much less frustration you'd have to endure.

  • I'd love to see him resetting traps without picking them up.

    Another buff I would like to see is reverting the change/fixing the bug that removes the aura of the trap as you get close to it.

  • @Tru3Lemon said:

    Most of youre ideas its ok but 1 wont and will not happend and that if a survivor its injured and step on a trap get downed now this will be soo broken just like for solo players trapper will be increase hes tier and you dont want to see more swf the others are ok balance

    I think that if an injured survivor steps on 3 traps they should go down, just for not being careful.

    Other than that, you should use grammar conventions, since your sentence is way too confusing to read.

  • I would love for these types of changes. It removes the issue of clicking the button for picking up a trap while walking and it not registering, as well as punishes survivors for being careless... my only change would be to make them step in 3 first, since that proves that they aren't paying attention at that point.

    1. Stepping on a trap deals 1 point of dmg, and not that it only puts the survivor into injured state.
    2. Increased size of the traps. Right now many loops can be looped even with trap on them and it will also revert the undirect nerf when they made basement stairs wider.
    3. Trapper can reset his traps without picking them up.
    4. Survivors while disarming the trap without a toolbox are faced with difficult skillchecks, just like when they are looking for the key in jagsaw boxes (right now swf can easily counter traper by having 1 person disarming the traps on the loops near the chased person.