Make Trapper's Traps More Reasonable

We all know Trapper, he's the poster boy of the game! And yet his power and most of its interactions still feel like remnants of a completely different game. He doesn't fit with the pace of the game, he has clunky setup mechanics that take longer than any other killer, and he has a pile of built in counterplays to his power that are completely unnecessary.

Moving past most of that, which has been discussed extensively, his traps and their placement is incredibly counter-intuitive.

Traps placed in many doorways need to be pixel-perfect, otherwise survivors are able to completely ignore them and run past them, while the killer, with his larger hitbox, is physically unable to get through without standing in his own trap.

This varies map by map and makes casual play of Trapper without obsessively learning the nature of every doorway unreasonably frustrating.

My suggestion is this; when a trap is placed, a tiny area is checked around it, something like a 2-3m radius. If there are 2 objects (walls, debris, anything that can't be run through) within that radius the trap it now becomes impossible to run between those two objects without triggering the trap. It doesn't matter if your skinny legs only stood on half the trap, or whatnot, you will become trapped in it.

This would make Trapper more intuitive, less stressful, and less time-intensive trying to lay traps perfectly centered, rather than 1 pixel to the left or right which can outright lose you chases.

Comments

  • He needs his traps more visible to HIMSELF, i can agree with the pace, it takes time to find traps, set them in a good place, i know ruin can help with this, just for well giving time for him to place and find traps.

  • @Mushwin said:

    He needs his traps more visible to HIMSELF, i can agree with the pace, it takes time to find traps, set them in a good place, i know ruin can help with this, just for well giving time for him to place and find traps.

    I just had a game of him for a daily, and all the auras started looking like they were set. It made it a pain in the ass to work out which ones were actually set and which had just never been picked up.

    As far as ruin goes, most people already treat it as though it's mandatory on M1 killers that DON'T come with a massive setup time, it's just blatantly a huge weakness compared to nearly everything else.