Trapper rework idea: Trap recalls, Remote arming, and Proximity visibility
Trap recalls: Lets Trapper target traps around the map in the same way Singularity targets Bio Pods. Ability 1 lets you recall a targeted trap to your hand/trap inventory. No cooldown.
Remote arming: When a trap is targeted Ability 2 lets you remotely arm/reset a trap. 20 second cooldown
Proximity visibility: Trapper's traps are no longer visible at all distances. Instead, they become unrendered, similar to how certain killer powers unrender survivors, and only render back in based on the distance and stance of the survivor. Sprinting survivors have the lowest visibility range for traps, then it's survivors in the standing position with no sprint, and the highest visibility is granted to crouching survivors.
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Trap recalls get rid of Trapper's terrible problem of needing to waste time traveling around the map to manage his traps, which also causes him to need to centralize his traps and give up on outer edges of the map or ignore traps that spawned in a bad spot.
Remote arming alleviates the problem of his traps being easily disarmed, always costing him more time to rearm/manage the trap than it cost the survivors to disarm them. Also allows constant pressure on important areas of the map, and it improves his anti loop which is important for an M1 killer.
Proximity visibility fixes the problem of traps being too easily spotted, as well as introducing what is possibly the first mechanical counter to SWFs in the game. Players are now once again forced to be careful when traversing the map and run the risk of stepping in a trap if they're in a hurry, either due to impatience or being chased. And not being able to see traps from a distance means that teams with communication can no longer consistently keep track of trap locations. Even if a trap was previously called out, without being able to see it from a distance the players would have no way of knowing if its still there or not unless they spend time scouting it as it could've been remotely recalled. This also fixes Trappers problem of needing maps with foliage and/or certain color pallets to make traps actually hard to spot.
Comments
I like this idea, but I think out of every killer Skull Merchant needs one the most urgent
Ehh nah, this would just make him awful to go against and removes all counterplay besides 'get lucky lol'. I think he'd be fine with just starting with all his traps and making Iri stone partially basekit at like 100 seconds.
I fundamentally believe that killer design shouldn't be based around if the survivors have fun are not.
And no, you can still counterplay the traps the same way you counterplay hag traps. Pay attention, crouch/slow walk, and coordinate with teammates to disarm them. Except now it's more costly for the survivors to act instead of the killer, as it rightfully should be.
Oh okay then this whole topic is totally moot then but I now want to know why you think making the game absolutely miserable for one side is okay.
It's not miserable. It's called not catering to one side by sacrificing killer. If that's your definition of being mean to survivors or ruining the game for them then you're entitled.
To use your own words, it's just catering to one side by sacrificing survivor.
No. Survivor isn't being sacrificed nor is it worse off. You're just being expected to have to play around a killer's power, instead of the killer and his power having to play around you. Again, thinking that this is unfair is called being entitled. .
You… literally can't. That's Trappers main thing is that he 100% shuts down any loop with his power. Being able to reset it at a distance and still be able to move like singularity can per your description means that it's impossible to play around his power at all.
Then disarm the trap. Or, if he placed it mid chase, leave the loop.
If you bring him back to that loop and he rearms the trap remotely then you've ate his CD and leave the loop, possibly taking a hit in the process. For an M1 killer the ability to shut down a loop that he preemptively prepped ahead of time on a 20-30s CD is laughably average.
You are saying that you want to add in a mechanic that lets trapper arm traps midchase so disarming does not work and since you want him like singularity and he can still move you won't even make it to the next loop. If you are going to make rework suggestions you can't just ignore half of the game.
Yes. He shuts down a loop that he put in the work to trap prior to you running him there, you take a hit, and then move on to a different loop if you didn't go down. As far as killer powers with down potential is concerned, that still wouldn't bring him above the average in Time To Down.
Or is it you're implying that you think killer powers shouldn't be able to force you into taking a hit and you should just be able to infinitely run him around the map?
Put in work? Seriously? Holding M2 is putting in work? Okay how about we make a survivor perk where if they press M1 the killer instantly dies. This is actually hilarious.
Yes. He had to have visited that loop at some point and lay the trap down, leaving it there to dedicate it to that loop instead of some other loop or spot on the map. You're emotionally measuring effort/resources spent to how mechanically intensive it was, so of course your view is going to be skewed to hell.
Lol, yeah just make breaking a 3 gen next to impossible. Let me guess you were fine with chess merchant too since survivor enjoyment does not matter?
How is trapper going to 3 gen you?
this power doesnt prevent 3 gens from being broken. there are also far more loops than traps.
Trapper has alot of downtime and needs the ability to close loops better because right now he has way too much down time and can only effectively shut down one part of the map
Trapper only really needs trapper sack without the downsides in all honesty MAYBE iridescent stone on a 45s cooldown
(P25 trapper here I gave up the trapper life for PP Head a quarter of the way through lmao)
Even if trapper has all of his traps at the start the counter play is very simple unless you're on midwich/rpd since you can literally have one survivor disarm everything while the rest split gens in the 3 gen. And VERY easy trapper counter play if you do not want to use your eyes to look for traps, just to walk around the map spamming your interact button. (They should need to nerf this honestly its insane)