How I would Rework the Trapper in Dead by Daylight

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  • čas přidán 10. 09. 2024

Komentáře • 356

  • @kingmidasxynopyt
    @kingmidasxynopyt Před rokem +814

    “Hey entity can you pass me the trap?”
    “Fine. But this is the last time.”
    30s later
    “Hey entity…”

    • @immortaltg7283
      @immortaltg7283 Před rokem +64

      ...its your boy again...i was wondering

    • @bezel95
      @bezel95 Před rokem +31

      @@immortaltg7283 I’ve been a good boy, I haven’t resisted you for about a decade now, it’s all I want for Christmas.

    • @ryuno2097
      @ryuno2097 Před rokem +27

      Entity Chan: "B..baka.. it's not like I want to help you or anything."

    • @itookaonabookanyway7385
      @itookaonabookanyway7385 Před rokem +13

      I love this because it makes it feel like the killers are just kinda at the mercy of the entity when it comes for helping them use their basekit abilities
      "Hey entity can you restock this locker of hatchets that I just took"
      "Fine. But this is the last time!"
      5 hatchet throws later
      "Hey entity..."
      "Hey entity can you please energize me to continue teleporting across the map?"
      "Fine. BUT THIS IS FOR SURE THE LAST TIME"
      2 nurse blinks and coughs later
      "Hey entity..."
      "Hey entity my chainsaw is locking up, can you-"
      "YES OKAY ALRIGHT, WHY DO I EVEN BOTHER?"
      1 long chase into a wall
      "Hey entity..."
      "Hey entity my vomit is running out can yo-"
      "what."

    • @jat4554
      @jat4554 Před rokem

      @@itookaonabookanyway7385 "Hey Entity, ya sellin'?"
      "What."
      "I mean-, Serum, you got any to spare?"
      "YOU'RE ALREADY DRY ON IT?, I GAVE YOU 5 LIKE 12 SECONDS AGO"
      "eNtiTY-"
      "YEAH FINE HAVE YOUR FIX YOU DAMN JUNKIE"

  • @plaguex6
    @plaguex6 Před rokem +807

    I think a good trapper buff would be to give him an RPG I think that would make him able to compete with other killers

    • @MorbidMindedManiac
      @MorbidMindedManiac Před rokem +77

      Then rename him to the Strapper because he’s strapped

    • @Zombie14193
      @Zombie14193 Před rokem +26

      Make trapper rocket jump

    • @baut1
      @baut1 Před rokem +18

      Let the trapper carry a 9mm around that's a balanced buff

    • @Stanfordscienceman
      @Stanfordscienceman Před rokem +19

      Let him have a gun like slinger but he fires a bear trap that severs a survivors head on hit instantly killing them

    • @kingmidasxynopyt
      @kingmidasxynopyt Před rokem +4

      Otzdarva?

  • @user-fk1ew3kg8r
    @user-fk1ew3kg8r Před rokem +276

    I think otz had an idea of trapper being able to retrieve the furthest trap by using a locker. Would IMO be a better solution to the far away traps problem, than trapper using the force.

    • @francoquispe656
      @francoquispe656 Před rokem +19

      Maybe trapper could select the trap he wants to retrieve with control or other key and then use a locker, that would be useful if your furthest trap is actually in a spot you consider could come in cluth later.

    • @domo5671
      @domo5671 Před rokem +3

      That’s true it’s less immersion breaking but in the same video he talked about how Trickster and Huntress can get unlucky with locker placement sometimes.

    • @Pillar_of_Salt
      @Pillar_of_Salt Před rokem +25

      @@domo5671 The survivors can call upon the entity to block a gen, but its immersion breaking for trapper to ask for one of his traps?

    • @douglaspurcell7506
      @douglaspurcell7506 Před rokem +9

      how about just having 8 traps that can be set at any point. and just like Hag if you place another pas that, it automatically removes the first one you set

    • @scottyius
      @scottyius Před rokem +3

      I think instead of traps all spawning, he just starts with 2-3, then every time he goes to a locker he gets refilled until all traps are in play. But then if he has unarmed traps, going to a locker would then disappear and he would get that trap out of the locker.

  • @isaacnelson8732
    @isaacnelson8732 Před rokem +53

    People will say that The Trapper been able to get his trap in long range is unrealistic, but then you have a addon that re-arm the traps without interacting with it

    • @thedbdentity2102
      @thedbdentity2102 Před rokem +2

      You could just make it where like the hunter and the trickster you could just grab a trap out of the locker.

    • @semplar2007
      @semplar2007 Před rokem +1

      well, mechanical tension springs are still realistic, iri addon though is not, but hey, that's the power of iri

    • @derekmarrero6239
      @derekmarrero6239 Před rokem +1

      ​@@thedbdentity2102That Will Just make anoche problem

    • @kingmidasxynopyt
      @kingmidasxynopyt Před rokem +1

      But the aura reading is realistic yeah ok

  • @MintSkull
    @MintSkull Před rokem +283

    Seriously Casual back at it again with a seriously good video! I personally don't know if I like Trapper having magic powers and being able to retrieve traps. Maybe he picks them up in another way? Trapper was always the most "realistic" killer out of the cast along with Huntress as super basic and grounded in reality, so seeing him retrieve traps with the force would look weird for me :D

    • @SOC
      @SOC  Před rokem +53

      ye I have to admit that's not the best execution, but I couldn't think of anything else that was both realistic and easy to retrieve his traps

    • @DrTeaBag
      @DrTeaBag Před rokem +11

      What about opening disarmed traps from far away with..idk...a button (with a cooldown ofc). The Trapper is rich af, he can afford this kind of "technology". Or just give him the Trapper Sack as basekit without the downside.

    • @not_hAck3r
      @not_hAck3r Před rokem +7

      The entity gives the traps back to his kit

    • @legitbooty2989
      @legitbooty2989 Před rokem +8

      make it so the entity consumes it then spawns it at his feet

    • @ilimuninati4929
      @ilimuninati4929 Před rokem +1

      Oi

  • @moonyfruit
    @moonyfruit Před rokem +67

    What if, instead of telekinesis or the power of walking & bending over, Trapper actually had a bag that just took time to search and pull out a trap?

    • @iamyourmaster2565
      @iamyourmaster2565 Před rokem +2

      Or the entity can just grab the trap and hand it to him through the ground.

  • @thefallen9805
    @thefallen9805 Před rokem +56

    One of my main gripes with the trapper is how placing a trap doesn't even fully close off where that trap is placed, even in the most narrow of doorways or right under a pallet the survivor is able to just hug the wall and slip past scot free, and in most loops, the trap ends up being a tool for the survivor and not the killer since the survivor can get past, but the killer cannot. There are even some cases where setting a trap too close to the window makes it so that it won't even catch a survivor that just vaulted said window, essentially making the trap worthless. Its incredibly irritating to go through the trouble of setting up a trap only for that trap to be pointless due to crappy hitboxes.

    • @frankwoods2599
      @frankwoods2599 Před rokem +2

      I've been saying that bruh.... I always play my traps mid chase and they some how use it against me

    • @LimePopsicle6Pack
      @LimePopsicle6Pack Před rokem +1

      one of the best feelings in dbd is walking straight through a trap with makeshift wrap equipped to down an overconfident survivor

  • @dennisweiss6621
    @dennisweiss6621 Před rokem +24

    This sounds pretty good. Another buff that I always advocated for is this: make the traps all start primed AND let them start in somewhat beneficial spots, like under windows, in tall grass etc. I mean he is a Trapper, a hunter, so let him already have done some homework. Also disarming traps should carry a risk with it, like a tough skill check and if you miss it you get, well, trapped.

    • @thedbdentity2102
      @thedbdentity2102 Před rokem +4

      Perhaps you could let him amount of trips that naturally spun but the trapper is carrying more as well as the aforementioned tactical spots

  • @immortaltg7283
    @immortaltg7283 Před rokem +15

    Trapper Rework i thought of:
    When a Survivor is Trapped, the Trapper is filled with a rush of adrenaline. His movement speed is increased until the survivor is free. He also has a shorter delay between swings and performs actions faster (kicking, vaulting, and recovering from stun)
    instead of picking traps up, he has an infinite amount of traps in his bag, but can only have a certain numbers of traps on the map. he can choose to pick one up to open up the trap pool. OR lets say he can only set 4 traps as base trapper. (Example) Placing a 5th trap will bump the 1st trap he set off the map. A survivor caught in a trap; removes the trap when freed or picked up by the killer. If the Killer downs you but does not pick you up, the trap remains attached to you and you cant crawl. You can recover but a survivor will first have to remove the trap from you then pick you up. If you step on a trap while injured; the chances of freeing yourself are decreased, if you do free yourself, you are broken for x amount of seconds.

    • @thedbdentity2102
      @thedbdentity2102 Před rokem +1

      It makes sense. He’s literally name is Trevor if you’re here is one of his trips go off he would obviously want to rush over to where the trap was set

  • @bread_bear7878
    @bread_bear7878 Před rokem +28

    I’ve always thought of the idea to give “The Trapper” more, you know, traps? Not just bear traps, but barbed wire that covers gens leading survivors to carefully put their hands through to repair or a strip of rusty nails he could throw out to injure survivors who walk over it. Maybe install a trap full of razor blades that explode when vaulting windows, giving deep wound or even all of these together along with his base traps. All of these would create such a chaotic and brutal gameplay experience and I don’t see why stuff like this can’t be added in.

    • @freziaplanet4198
      @freziaplanet4198 Před rokem +4

      How would you balance that? How many traps would he have at a time? How would he get other traps? If it's by finding them around the map then we run into a problem similar to the bear traps.

    • @DarkWolf-nq4yd
      @DarkWolf-nq4yd Před rokem +2

      ⁠​⁠@@freziaplanet4198no other killer is balanced. probably about 8-12 barbed wire and about 6-8 beartraps. He would simply start with all his traps and they couldn’t be disarmed simply an annoyance basically making repairing a gen take longee, his usual beartrap, and make vaulting windows give hinder. more or less it, he would have barb wire that can attach to gens, and windows, and his beartraps which can be planted anywhere

    • @kch5847
      @kch5847 Před 4 měsíci +1

      bhvr said they will not make trapper have a complex power, secondary power, complex passive. Cuz its literally a Beginner Killer. For beginners it should be simple, so i agree with what bhvr thinks about trapper but not the state he is in, i think making traps have secondary effect if injured survivors step on it and a way to make picking up traps take less time is good enough

  • @brucehc4975
    @brucehc4975 Před rokem +4

    I'd like to add one change. Either as base kit or in an addon.
    Basically a "perimeter alarm" that shows the aura of survivors within a set radius of any trap

  • @theggamer2824
    @theggamer2824 Před rokem +13

    The problem with the Trapper is that not because he was the worst killer. It’s because he suffers from being a killer of his time. He doesn’t have Massive teleport powers or Gen Slowdowns. All he has is his bear traps.

  • @ocurrent8729
    @ocurrent8729 Před rokem +32

    A slight not too op buff would be to give him a secundary power, to charge it he has to hit 1 survivor and after that he can call upon the entity to destroy half of the map, any survivor who falls into the void is sacrificed to the entity and if the trapper destroys all of the map he will grow Wings and start flying, pretty balanced and fair to play against

  • @Mlikaw
    @Mlikaw Před rokem +3

    I think it would be cool to see trapper transition from fighting against the entity, to finally breaking and working with it. For example the trap retrieve could spawn an entity pedestal near the trapper, that would hand him the trap. Same with the 3 second trap setup, small entities would come out off the ground and slowly pry the trap open. That'd be pretty cool I think

  • @Dr.Slaughter
    @Dr.Slaughter Před rokem +28

    These changes sound solid! He just needs an update to the Mori too and its perfect

    • @bezel95
      @bezel95 Před rokem +9

      Agreed, him and all the original killers. Trapper can drag their head over a trap and step down on their neck causing the trap to decapitate them. Wraith should get to rip out survivor’s spines like in his lore.

    • @MrcreeperDXD777
      @MrcreeperDXD777 Před rokem

      The netease mori should be the normal mori

  • @sneakbeak7919
    @sneakbeak7919 Před rokem +7

    I’ve always thought Trapper could use a few buffs around movement speed, namely;
    - Receiving a decent (6-8%) Haste buff for several seconds after someone gets trapped
    - Healthy Survivors receive the Hindered (5-10%) effect after escaping a trap that decreases over a few second, whilst Injured Survivors suffer a much larger (15-25%) and longer-lasting movement penalty
    This could be paired with other buffs, but as some others have said, I think Trapper gaining the force would be a bit far out for such a otherwise realistic-feeling Killer.
    (Of course this is just a random CZcams comment on a balance video, but great editing / theme as always!)

  • @ancienthybrid
    @ancienthybrid Před rokem +19

    Dude these changes are just what i was thinking he need, glad to know I'm not the only one who thinks these would be good changes

  • @MrLim-wq2gn
    @MrLim-wq2gn Před rokem +23

    If a Healthy Survivor get's caught into the Beartrap. They will get the deep wound status effect and they will enter into the dying state. Like the Legion and Deathslinger.

    • @PalpyRNG
      @PalpyRNG Před rokem +2

      And if injured survivor steps on a trap they go into the dying state

    • @semplar2007
      @semplar2007 Před rokem

      @@PalpyRNG honing stone?

    • @PalpyRNG
      @PalpyRNG Před rokem

      @@semplar2007 Yes but if they are injured you would not even need the addon. Healthy survivors could still get put into the dying state

    • @kingmidasxynopyt
      @kingmidasxynopyt Před rokem

      Lengthened jaws

  • @mewmedic
    @mewmedic Před rokem +8

    Really like your editing style. The animations with the flat colors really stands out.

  • @joshuajones4791
    @joshuajones4791 Před rokem +16

    The ideas I had for Trapper buffs go as follows:
    . Reduced trap placing/ pick up times
    . 5% Haste effect for 10 seconds after setting a Trap/ a trap is set off
    . Set escape times: (Healthy = 8 solo, and 4 rescue) and (Injured = 12 solo, and 6 rescue)
    Had a few others, but they seemed a little decisive in my eyes, plus I didn't want this comment to drag.

    • @wyatt1828
      @wyatt1828 Před rokem

      That’s not long enough

    • @joshuajones4791
      @joshuajones4791 Před rokem

      @@wyatt1828 15?

    • @wyatt1828
      @wyatt1828 Před rokem

      @@joshuajones4791 yeah 15 for health 25 for injured

    • @joshuajones4791
      @joshuajones4791 Před rokem

      @@wyatt1828 wait, I thought you meant the Haste effect at first, 15 for escaping a trap is absurd, let alone almost half a minute for injured survivors.
      At most I might increase the solo times to 10 and 15 respectively.

  • @larryandfuzz10
    @larryandfuzz10 Před rokem +4

    Honestly, these are really good changes, I would like to mention that even though the rng is nowhere near as much of a problem as before, its still possible to escape on the first attempt. i think the ability to remove rng entirely is possible, which is to do the 3 following changes
    1: rename “attempt escape” to “escape trap”
    2: the chances to escape a trap is always 100%
    3. The “escape trap” action always takes 10 seconds

    • @larryandfuzz10
      @larryandfuzz10 Před rokem +1

      @Lars Liam Vilhelm nope I looked, it certainly is 6 attempts

    • @larryandfuzz10
      @larryandfuzz10 Před rokem

      @Lars Liam Vilhelm I think I kind of figured that out

    • @larryandfuzz10
      @larryandfuzz10 Před rokem

      @Lars Liam Vilhelm because you corrected me when I was already correct the first time?

    • @larryandfuzz10
      @larryandfuzz10 Před rokem +1

      @Lars Liam Vilhelm I was not saying that, I was saying it’s still possible to escape on the first try. Obviously the problem where you’re stuck in the trap forever is fixed. I’m saying that escaping on the first try is still a possibility

    • @larryandfuzz10
      @larryandfuzz10 Před rokem

      @Lars Liam Vilhelm also sorry if I’m coming off rude, I woke up at 6:00 and only got 5hrs of sleep

  • @JazzSicaa
    @JazzSicaa Před rokem +4

    They could've made the Trapper Sack addon basekit at least, but without removing the capacity of Trapper taking traps back

    • @stick6969
      @stick6969 Před rokem +1

      he would be really good like this

  • @glitchydoll
    @glitchydoll Před rokem +2

    One that I’d like to see is an addition to his normal ability. The ability to place bear traps on windows. It would take a bit more time, with him pressing both of the jaws backward on each part of the window, but when a survivor would attempt to vault it, their hand would get chomped by the trap, and they’d be stuck on the same end they vaulted on until they could get it off.

    • @thedbdentity2102
      @thedbdentity2102 Před rokem

      As well as if I was could’ve disarm it or quickly just push it off

  • @CorruptxOmega
    @CorruptxOmega Před rokem +1

    I've had the exact idea of rework for the last 2 years. The only difference is you want a pull mechanic for far pickup when I wanted to just make him start off with all traps and bags add more. Thanks for sharing and hope bhvr gives him love

  • @CcSmokecC
    @CcSmokecC Před rokem +1

    Give him the ability have multiple trap types like snares or trip wires to “trap” items.
    Traps on generators could make survivors get “stuck” upon trying to leave a gen for a brief moment. Or trapped dropped pallets and windows.
    It would still consume a bear trap but the appearance would look different depending on what item you are trapping, while maintaining the normal bear trap from the ground.

  • @DetectiveJones
    @DetectiveJones Před rokem +2

    He should have more than just bear traps. Just because he's a "Trapper" Doesn't mean thats all he'd carry, let him get creative, let him have some sort of window trip wire sort of trap, that maybe tangles the survivors for a few seconds, allowing them to move, but slower. Let him have some like motion light traps, maybe you set up a spot light around a corner, and if a survivor walks within a certain radius, that red light pops up, making survivors think hes standing or walking that way, when in reality hes coming the other way. Let him trap things like Generators or Lockers or something, yeah there's perks that do that but maybe the same trip wire effect, where if someone goes in and comes out they move slower for a bit, Or maybe a locker that traps them inside, with an alarm of sorts, so theyre locked in for a few seconds similar to his bear traps now. He's some crazy ass trapper guy, let me go Home Alone on survivors!

    • @DetectiveJones
      @DetectiveJones Před rokem +1

      You can trap pallets, so maybe there's spikes you put on them, not injuring survivors if they throw them down, but doing something negative for a bit, like working on gens slower or healing slower (I dont actually play DbD I just watch it so im sure these are already perks) Or you could have him set up traps involving other survivors, similar to Plague where you can get sick if you help them, maybe the trapper can have some item that he places on a survivor when he downs them, that can transfer some sort of effect onto whoever unhooks or heals them. Basically, some sort of mix between Saw and Plague, where you place a RBT that will transfer a different type of trap onto a survivor, like maybe a timer, where after X seconds it reveals their location, or plays a continues sound that reveals them until they get it off, similar to getting rid of the Doctors thing. Im not saying put all of these in, or all of these are balanced as Im describing them, rather theyre just ideas for what they could do to change Trapper to involve more...Traps.

  • @saboblutdamon858
    @saboblutdamon858 Před rokem +2

    I feel like a good idea is to have all the random traps around the map just be in vault locations instead, they could be closed and you just gotta open them, that could also help the Iridescent add on that reopens the traps as well, then you don't have to spend as much time placing traps since you'll have some at vault locations already to get survivors

  • @rickyrockstar1233
    @rickyrockstar1233 Před rokem +3

    I think they should just give him a 2nd ability with loop potential. Make a buff ability that makes me instantly break ballets and is immune to stuns. IDK just give this boy SOMETHING

  • @RUGER5264
    @RUGER5264 Před rokem

    I like your idea’s I’ve had some aswell!
    1. Stepping in a trap after being injured causes survivors to become crippled. A survivor who is crippled will be unable to sprint until fully healed but will walk slightly faster.
    2. Trapper starts with all of his traps instead of having to walk across the map. However, no more than 2 traps can be in the basement at once.
    3. New addon: Camouflaged jaws. Depending on where a trap is placed, Trapper will cover it up with dirt, sand, etc, and if a trap is on stone/cement, the entity will color that trap the same color the the floor is.
    4. If a survivor tries to disarm a trap, they will be faced with 2 skill checks. If they fail a skill check, the survivor’s arm will get stuck inside the trap, making it harder for them to get out by themselves.
    These ideas are just my Opinion btw.

  • @zainisneat6738
    @zainisneat6738 Před rokem +1

    All I say is this: if they include the throwing trap mechanic, they have to add the ow Torbjorn-turret voicelines too

  • @SebTheSamMarten
    @SebTheSamMarten Před rokem +1

    I've always thought that injured survivors stepping into a trap should go down if they free themselves, base kit without the honing stone. I also like your idea of tossing a trap a small distance. On top of that, making him get his own flavor of "bloodlust" when a survivor is trapped would be nice. Haste while moving towards them, perhaps. His perk Agitation describes this idea well. He's eager, y'know? One last change would be that one out of every four windows/pallets starts with a trap on it, so it feels more like the survivors have been put into the Trapper's domain by the entity and less like the entity dropped the Trapper into the woods and then left him on read.

  • @Toka_Taboo
    @Toka_Taboo Před rokem +14

    As an ex trapper main, there changes would be good, however there are some things that would make him better, such as having some of his add-ons being basekit. Like honing stone, one of his purple add-ons which causes survivors to be dying when escaping on their own, apply to injured survivors, or have his lengthened jaws, one of his yellow add-ons which puts survivors into deep wound so they have to mend before doing anything.

  • @gaz5396
    @gaz5396 Před rokem +3

    I like your throwing idea. But I also think making Lengthened Jaws basekit and overall making him less addon dependent would also help

  • @wojcek
    @wojcek Před rokem

    I really like the style of your videos. They're VERY pleasant to watch!

  • @bokcmeatyvstheworld8273
    @bokcmeatyvstheworld8273 Před rokem +1

    If they did an event where the entity went and boosted the powers of OG killers this would be a great idea

  • @MillerTheOriginal
    @MillerTheOriginal Před rokem

    Love this. I'm not even a trapper main but I really feel he needs to be shown some love. Especially as he is basically their poster boy.

  • @alonelywalker
    @alonelywalker Před rokem +5

    I always thought his silent trap placement and haste effect after placing add ons should be basekit. That improves his chase potential by miles just with that. Aside from those being basekit, I always liked the trap retrieval idea you had

    • @freziaplanet4198
      @freziaplanet4198 Před rokem

      One problem with that buff, I like the sound the trap makes when I set it :(

    • @alonelywalker
      @alonelywalker Před rokem

      @@freziaplanet4198 the trap sound can be made client side so that only trapper hears it

  • @ZombieAssassin525
    @ZombieAssassin525 Před rokem +2

    What are your thoughts on changing the disarm function so when a survivor tries to disarm a trap the get a difficult skill check (like overcharge) and if they hit the check the trap is disarmed but if they miss they are injured. If they are already injured they get deep wound. They would also have to rework the bloody coil and deep wound add ons.

  • @hosav
    @hosav Před rokem

    I think a good solution would be to make his traps able to be reloaded at lockers, like Huntress or Trickster. Maybe he could have 2 or 3 by default that he starts with and get more traps by reloading in a locker. He could place 10 or so and when he puts down another one the first one he placed will get destroyed. This will also prevent you from having to go to the other side of the map to collect your traps.
    To add to this, I think you should get a merciless storm type skillcheck when in a trap to get free. If you fail it you will get downed on the trap and must get help from a teammate to get out of the trap (this will take much longer than the time it takes now to help a teammate out of a trap), if you succeed you will get out, but in an injured state. He should also place bear traps at least 50% faster by default or even throw them a short distance like you said.
    This will also give the option for more addon variation and changes. (I wanna se some addon with terror radius focus like his perks)
    Also, this removes any "magic" aspect from the killer too.

  • @lectersnightmare
    @lectersnightmare Před rokem +1

    In terms of trapper throwing traps to set them; there could be an opening trap animation (while still moving) that can be held for longer to throw further (much like huntress).

  • @noanbuenardo1364
    @noanbuenardo1364 Před rokem +1

    Some ideas:
    Buffs:
    - trapper have 12 traps.
    - Trapper grabs and set his traps 5% faster.
    -Trapper can now reload his traps on lockers.
    -Traps now camouflage a little bit depending on where are they set.
    -If a injured survivor gets caught in a trap his probabilities to escape are low and if he escapes by any means he will get the deep wound effect.
    - trapped survivors will get constant hard skill checks to free themselves if they fail they will get the deep wound effect and their progress will be lost.
    New feature:
    - Trapper have 4 random traps placed on the map.
    - Trapper have 1 broken trap that he can throw on a short distance, that trap will be open after 2s, survivors that are caught on the trap get caught for 2s but they dont lose a health state, if the trapper hits them they will get the deep wound, trapper cannot grab a survivor in a broken trap, broken traps dont camouflage.
    - The broken trap have a cooldown of 15s.

    • @mfc8778
      @mfc8778 Před rokem

      That means he would have unlimited traps tho?? I feel like when a trap is triggered in any way, (if a survivor disarms a trap said trap despawns and if either the Tapper or a survivor gets caught in a trap then it despawns), Trapper starts off with 12 Traps and can only have a maximum of 12 traps on him or armed, he can go to a locker to reload (but for instance lets say he has 0 traps on him but 3 are still armed on the map, he will only be able to get 9 from a locker instead of 12 and so on) if that Trapper wants to remove a trap from a certain spot then he can disarm it (this will lead to said trap despawning and the Trapper will still have to go to a locker to reload)

    • @animemusic3244
      @animemusic3244 Před rokem

      I feel like that would be too broken honestly, here is my idea:
      Basekit Trapper sack without the down side, but add in another trap (from 8 to 9)
      To change the add on, maybe gain the undetectable status effect when a survivor is trapped, this effect lingers for an additional 10 seconds when they escape
      Basekit Honing Stone but modified, instead of immediately being put into the dying state, you lose a health state no matter what (if healthy, you become injured, if injured, you enter the dying state)
      To counter this, if an injured survivor steps into a trap, they WILL have to be set free by another survivor (with this new update encouraging teamwork so it works imo)
      To change the add on, if a healthy survivor saves a trapped survivor, they lose a health state

  • @bobthejester3105
    @bobthejester3105 Před rokem

    His haste addon after placing a trap being base kit would be a huge quality of life update

  • @andypetrosyan2313
    @andypetrosyan2313 Před měsícem

    A nice buff for makeshift wrap to store the trap you walk through on your leg with no stun, this way he can use traps in loops and chokepoints without cutting himself off AND collecting resources for more set ups. I find it fits lorewise too as he endures hooks from the entity, he should be able to endure a beartrap on his legs too

  • @oireal7261
    @oireal7261 Před rokem +1

    I adore the idea of tossing Traps just like Junkrat. It'd be such a fun addition. However, I think it should work where if you hold the button while looking out that you toss the Trap, so that you can still place specific Traps at your feet like now.
    Personally, my idea for a Trapper CTRL ability is a sort of Stomp. You channel it and when it's activated, all Traps on the map automatically open. In conjunction with this, I'd instead move Trap spawn locations to either under Pallets, near Gens or around Vaults. That way, you still gain value from Traps you haven't placed or haven't had time to "Force Pull" with your rework. I think it fits a little better that Trapper stamps the ground than suddenly giving him the ability to levitate Traps lol.
    Love your ideas and concepts though!

  • @grizzlygrievous735
    @grizzlygrievous735 Před rokem +1

    I really like these suggested changes. One thing that’d be neat to do for his add ons is increase his throw range, and decrease arming time.

  • @the_furf_of_july4652
    @the_furf_of_july4652 Před rokem +1

    I’d replace that last one with being able to grab a trap from a locker, which would take a random or the farthest disarmed trap from the map

  • @isaiahtrujillo9254
    @isaiahtrujillo9254 Před rokem +1

    I think a new status effect would be good. I was thinking if a survivor gets caught they would be crippled, moving slower until healed and then I think the trapper should just start with its traps already in hand

  • @KnightRunner777
    @KnightRunner777 Před rokem

    One simple change I would make is all the traps on the ground at the start are automatically active making all survivors more caution in the beginning maybe with one guaranteed trap in or within 4 meters of the shack building and another in or around the main building as well.

  • @Tacotchi
    @Tacotchi Před rokem +1

    I just love the idea the entity gives the trapper back his traps when he was using the force but it definitely hard think of a realistic way

  • @edwardoestrada4202
    @edwardoestrada4202 Před rokem

    I think it would be cool to give the trapper two abilities with lockers, the distance pickup opening a locker would not only allow the trapper to summon a chosen trap but the traps will get moderately dark splotches to indicate to survivors that he is calling a trap and since he has to walk up to a locker the alt pickup is 20 seconds cooldown and, the ability to move a trap w/o being there the trappers pov will move to the trap and the trap will be able to be moved in a 20m radius while doing this the player will move at 230% and have a fine movements button which will bring it back down to 115% and can finally exit the trap pov back to the killer pov with a cooldown of 35 sec (negotiable) and, if the trapper is not in chase, 16m away from a gen in LoS (8m if it isn't) he could get a 7% speed boost to move around quicker and have a mini monitor and abuse where his terror radius goes down to 28m (not much but it can maybe a bit useful for early pressure) and goes back up to 32m while in chase.
    I think the ability to remotely move traps from lockers can make the trapper less predictable, the speed buff would give him a bit more of an edge in the macro sense especially on maps like mothers dwelling where moving can simply take too long.

  • @correa223
    @correa223 Před rokem

    I was gonna say to have his traps work like huntress and trickster. He can go to any locker and pick up 1 trap and then go and set it. If a trap is disarmed or triggered, it reutrns to the locker, ready to be picked up again.
    I think this would even work with your proposed change to have him set them from a range.

  • @theenduriangamer5509
    @theenduriangamer5509 Před rokem

    An alternate to the trapped survivor is that survivor, if it breaks free, becomes hindered and moves at a forced walking pace, for the next 30 seconds (altered by certain addons).
    Make them fear stepping in traps, regardless.

  • @MaxiMorales28
    @MaxiMorales28 Před rokem

    Damn is that “all-kill menu theme (slowed + reverb)” 🤯

  • @bluejetlightning8427
    @bluejetlightning8427 Před rokem +1

    My change would be the traps can randomly change spots and set themselves, but you also can manually set them to stay as well.

  • @bezel95
    @bezel95 Před rokem +1

    In addition I think a very needed buff is to his Mori animation. Instead of boring basic slashes I think he should instead place a trap and drag the survivor’s head over it, step on their neck and SNAP!

  • @delfinodolphinsquad910

    Ironically, the idea of him tossing our his traps was a similar one I had where he would be given different types of traps, maybe a tripwire that makes survivors stumble and lose a bit of movement speed for a brief period. Going along with your idea, this trap would be quicker to set, but asides from making it potentially easier to catch survivors, it doesn't injure them in any way. Also, it would be a trap that you have in sets that you reload from a locker, 3 at base

  • @leax1337
    @leax1337 Před rokem +4

    There is a yellow add on that applies deep wound, it should actually be base kit.
    It really punishes people for stepping on traps and doesn’t feel as unfair as getting downed by traps or being stuck for 10 seconds.

  • @noctuslynx6834
    @noctuslynx6834 Před rokem

    I would think that his retreival would be less invoking the power of thor and more manifesting a trap in his hand; he wouldn't need to look at which trap he wants, as the game will prioritize the trap that's been disarmed the longest (if none, the trap furthest from his positron).
    I like being able to toss traps a short range and they will arm themselves after a short arming period. A mechanical wind-up sound cue would go well with this, and provide opportunities for add-ons that help reduce this sound. I'd also like to see an add-on that lets him arm disarmed traps by just walking over them. We already know he can rearm traps with just his feet.
    With the new autatic arming of the trap, Trapper can gain a new Mori where Trapper tosses down a trap, it arms itself, and the Trapper can force the survivor's head into the trap.

  • @kronos3366
    @kronos3366 Před rokem

    I am a P100 Trapper. He’s my absolute favorite. Personally I don’t think he needs to toss his traps. Just making his brown trapper gloves base kit should do. Then change the gloves to make grabbing survivors out of traps way quicker so you can’t get blinded when grabbing from a trap. His purple stone should be base kit on injured survivors (keep it as an add on so it downs healthy ones) and his lengthened jaws for healthy ones. His green tar bottle also needs to be changed to make traps match the color of their environment instead of just making them darker. (Then the tar bottle has use on maps other than Macmillan) and let’s you hide your traps in maps like Eyrie or The Game. I like the teleporting idea, just make it like the entity is teleporting the trap to him. Oh yeah and his bloody coil should deepwound injured survivors so there’s still a penalty to disarming them when already injured. Disarming after deep wound would shorten the timer (on top of how it would go down while they stand there disarming) Finally, the most important part is his traps hit box should be 10-15% larger. His traps are easy to run around (you don’t want to place them under pallets because dropping the pallet completely mitigates the trap.) but placing them next to pallets leaves room to squeeze inbetween the trap and the wall. If they were a little bigger then the trap has to be disarmed or the pallet has to be flat out ignored in chase. Oh yeah. I think a nerfed version of his iri stone would be great. Like at base kit one trap will reset every 60 or 70 seconds while the iri stone keeps it way quicker at 30 seconds.

  • @xidjav1836
    @xidjav1836 Před rokem

    What I think would be incredibly valuable is if the traps would be less noticeable or harder to detect like. And an increased movement speed out of chases when a survivor is caught and make it harder for the survivor to break free when you get closer whether a slowing the progress or having a skill check that gets smaller or both

  • @bluephantomfoxy3372
    @bluephantomfoxy3372 Před rokem

    A better way to do the retrieve trap is search a locker and the trap farthest away from him will disintegrate while he grabs a new trap from locker, that way he needs to be careful where he searches so he doesn’t remove a good trap while also having an easier way to retrieve them

  • @erroneousfax9351
    @erroneousfax9351 Před rokem +1

    My ideas to fix him were:
    - Let him refill 2 traps at lockers around the map with a 30-ish second cool during which he would just search lockers normally instead of reloading and still letting him pick up already set traps like he can right now.
    - Completely down an injured survivor if they free themselves from a trap.
    - Movement speed buff while Trapper is heading in the direction of a currently trapped survivor.
    - (Bonus for a bit of modernization) ((Might have commented this already on a different video)) Add a fog meter that grows as the trial goes on that acts like a built in murky reagent but stronger, since every killer nowadays has some kind of meter to fill. Maybe make it function like Dredge's nightfall, where the thickness of the fog will grow from being effectively nonexistent to looking like 5 murky reagents have been offered as he downs, hooks and injures survivors.

  • @Hexaludius
    @Hexaludius Před rokem

    My ideas for a trapper buff/rework (sorta):
    That one add-on that makes all traps spawn in your hand is basekit (minus the “No picking up traps” part)
    Survivors take significantly longer to disarm and free themselves from traps
    Traps take 1 second to set up (and all parts of the animation can be sped up through add-ons)
    And finally to retrieve his traps more easily, pressing [ctrl] while searching a locker will cause the entity to teleport the oldest trap into the locker so the trapper can pick it up (he can still just take them from the ground)

  • @someguy5418
    @someguy5418 Před rokem

    A secondary ability that allows him to play around loops and close off windows/ledges and pallets might be cool, like a rope snare or a noise maker that when activated within range gives you Killer Instinct + Haste. I think he needs at least something to give him some more depth, even if it's just addon changes. It's satisfying to catch survivors in traps, but most people would agree that he's incredibly underwhelming not just in power but in potential of what you can do. Not a whole lot to experiment with for a set up killer that's called 'Trapper'...

  • @decrepitdan4371
    @decrepitdan4371 Před rokem

    i really like the idea of trapper tossing a trap within a short range, say like 3-5m. this animations should be short (1sec or less) and the traps should be able to go over objects like pallets, windows and shorter walls the trapper can see over. hell, maybe even add some arching mechanics so trappers can trick shot over tall walls. this would allow for a lot more use in chase and would help out trapper gain use from his power, as well as introduce a new skill ceiling for trapper mains.
    i think trap retrieval should just follow suit from the locker mechanics of other killers. basically trapper can retrieve a bear trap from every locker once (lockers containing traps would be highlighted, similar to huntress and axes, or vice verse where empty lockers are flagged.)
    some additional misc/base kit things i think would be interesting/useful:
    -trapper can place bear traps inside lockers that will trap survivors once injured
    -traps should put injured survivors in the dying state
    -survivors cannot free themselves from traps, or it should be way more difficult
    -traps should be darker in appearance
    -survivors can only disarm traps if they throw an item into it. this will destroy the item.
    i think all of these changes would be fun, interesting, more balanced, flavorful with trappers design and mechanics, and overall improve the best boi.

  • @uhSosa
    @uhSosa Před rokem +1

    Damn bro my boi trapper became one with the force I like it I like it 😂❤

  • @Tundraviper41
    @Tundraviper41 Před rokem

    To be honest the change to survivors taking longer to get out of traps kind gives me flashbacks to when I used to play more survivor before I became a killer main a while ago before his trap rng was reworked and some of his addons. It would take more then 5 or 10 attempts to get free giving the trapper enough time to finish what he is doing and make his way over before you can untrap yourself.

  • @RubenKings
    @RubenKings Před rokem

    i like the throwing traps Idea, reminds me of Junkrat's trap ablity in Overwatch. would be a great change

  • @vector_vector__
    @vector_vector__ Před rokem +1

    Buff idea :
    If survivor Escape from Trapp they would be in deep wound or Exhausted for 60s . ( Yeah i think every killer should have one add-on that causes exhaustion

  • @snakeknight2017
    @snakeknight2017 Před rokem

    i always thought it would be cool if he had more kind of traps ,like , maybe secondary power , like caltrops that cause survivor to scream if they walk over it and maybe they get Hinderance for short time from stepping in it

  • @Geckey53
    @Geckey53 Před rokem

    I think the trap retrieval could be changed to make a little more sense. Maybe he can go to a locker to pick one up if there’s space in the inventory, but doing so removed one that’s already placed on the map. Maybe the oldest trap or one that isn’t armed, that way you only have a set amount in the map but it doesn’t interfere with the work you’ve already gone through to place them down.

  • @trueos_2559
    @trueos_2559 Před rokem

    A few other buffs I think would be good
    •Healthy survivors caught in traps and free themselves get deep wound. If they are saved, they are just injured
    •When a survivor is trapped, Trappers movement speed increases by 10%. This speed is kept if the Trapper picks the survivor up from the trap, and lasts until they are hooked. (Think Basekit Agi)

  • @siknoz
    @siknoz Před rokem

    I agree generally except for #2, I think making it so that escaping a trap is a set amount of time is better than it's current random iteration. I feel like when I'm trapper even with addons it takes a solo survivor 2-3 tries on average to get out. Even if you increase the time it takes to get out, most of the time there are teammates nearby to spring you immediately. Thus I reason that just setting a set amount of time in a trap instead of letting them escape would make it more concrete rather than rely on RNG.

  • @phillipehaineault5608

    - No more traps on the ground at trial beginning. Prevents survivors from guessing upfront he's trapper.
    - Basekit 4 traps max on himself, with full bag at trial start. Addons can increase that number.
    - Traps are recharged at lockers like some other killers. At any moment, 8 traps can be present simultaneously in the trial. Addons can increase that number.
    - Traps can still be picked up or destroyed by the trapper if bag is full.
    - Once traps are disarmed by survivors, they trigger a noise notification and are destroyed. This ensures that disarming traps can favor the trapper with the new max 8 traps system.
    - Disarming traps should be harder. It is now basekit an 8 seconds action with up to 4 hard skill checks with addons. Shall synergise with unnerving presence and other skill checks related perks. Missing the disarm action injure healthy survivors and deep wound already injured survivors.
    - Lastly, traps are not visible to survivors outside a 16 meters radius. This number can decrease with addons.
    Share your thoughts 👀❤️

  • @Ugly_ChickenDbD
    @Ugly_ChickenDbD Před 3 měsíci

    I'd say The Trapper needs seven of his Add Ons becoming a part of his Basekit, some QoL changes, and straight buffs so he can catch up to other Killers. These changes would keep him the same as before, a straight forward map control basic attack Killer.
    First Add On: Trapper Sack- Start the Trial with all Bear Traps, however the max amount will be set to 8 instead of 10
    Second Add On: Iridescent Stone- After a Bear Trap is disarmed, a timer of 45 seconds will start and when that time is up, the Disarmed Bear Trap will automatically reset itself, ensuring that you won't be powerless when Survivors disarm your Bear Traps
    Third Add On: Honing Stone- When an Injured Survivor steps into a Bear Trap, they will have to be rescued by another Survivor or else they will enter the Dying State
    Forth Add On: Lengthened Jaw- When an Injured Survivor is rescued from a Bear Trap, they suffer the Deep Wound Status Effect
    Fifth Add On: Bloody Coil- When an Injured Survivor disarms a Bear Trap, they suffer the Deep Wound Status Effect
    Sixth Add On: Tar Bottle- To ensure that Bear Trap can be hidden, the color of the Bear Trap will match whatever surface they are set on, becoming camouflaged. With a little counterplay on the Survivor's side, when they are x amount meters away from the Bear Trap (I'd say 8 Meters) the center piece of the Bear Trap will noticeably glow or darken depending on the map
    Seventh Add On: Bear Oil- Survivors will have to be x amount of meters away from you (I'd say 12 Meters) to hear any Bear Trap you set
    QoL Change 1: No more RNG into escaping/rescuing from a Bear Trap, instead, it'll be one attempt which takes 8 seconds to escape and 4 seconds to rescue
    QoL Change 2: When a Bear Trap is Disarmed, it will be highlighted in a different color, making it easy to tell which Bear Trap is active or not
    QoL Change 3: When a Survivor enters the Dying State from a Bear Trap, the downed Survivor will be located by Killer Instinct
    QoL Change 4: When a Bear Trap is disarmed by a Survivor, the pop up (Black bubble indicator) will be shown to both the Trapper and the Survivors so that Solo-Que Players will have more coordination
    With all of these changes, The Trapper can become the standard for Set Up Killers, just bare bones and basic, easy to understand while also providing some new changes to help him catch up to other Killers. These changes would encourage to keep an eye out for his traps (which can cause paranoia throughout the trial), encouraging teamwork in order to survive (which can create more opportunities for snowballing the match), and also encourage alturistic actions such as healing (so that Trapper can have more than one way to slowdown the match without the use of Perks).

    • @Ugly_ChickenDbD
      @Ugly_ChickenDbD Před 3 měsíci

      1. Receiving Bear Traps: However, The Trapper will have no power to receive his Bear Traps from across the map, meaning the Trapper will have to travel across the map in order to pick up any Bear Traps he sets down. I believe this should teach Players where and when to place his Bear Traps to gain the most value without any safety nets behind, so that Players will have to learn the map layout which improves their game knowledge
      2. Small Hixbox: Honestly, Skill Issue if you misplace any Bear Traps and the Survivor evades the Bear Trap without any trouble. Players need to learn the hixboxes in the game so that they can somewhat convey that knowledge into another Killer or at least improve their gameplay when they make a mistake, Players should be punished for their mistakes or rewarded for their good plays

  • @maniac6655
    @maniac6655 Před rokem

    Traps apply "Hindered" would be fitting ;)

  • @LordBackhandTV
    @LordBackhandTV Před rokem

    I think the best way to fix trapper is by giving him another trap including his bear traps.let trapper have a chance to reload at the locker , and give him either a locker trap or a tripwire trap.
    Locker traps can be a few traps he applies when he goes for locker reloads instead of reload you can maybe choose to instead trap the locker. And have only 4 or 5 lockers that can be trapped at a time.
    Tripwire traps could be traps that are placed in between little hallways or corridors on loop tile structures but are RNG so that you don't have to waste time placing them down just a second or 2 to activate the trap.
    That's what I think trapper truly needs to live up to his name as well give him different types of traps.

  • @spooky0_0.
    @spooky0_0. Před rokem

    I have an idea to buff trapper that maybe could make placing or picking his traps better. I'll open a nice discussion with my idea, if you guys want :)
    - Making the purple add on that let you start with 8 traps basekit, so the trapper can have more setup
    - Traps also can be reloaded in lockers like also Otz said
    -when a survivor steps on a trap not only is injured, but has also deep wound
    -If you down a trapped survivor, the bleeding timer goes a little faster and the recover speed is reduced, but not too much
    -and finally make basekit the add on that let you walk on traps for more chase potential if a survivor avoid a trap in loops

  • @fockafacebook4345
    @fockafacebook4345 Před rokem

    When a survivor steps in a trap press the active ability button to teleport to the trapped survivor...of course there would be a cooldown for that...also somehow maybe placing traps on objects like gens or lockers/chests would be really good

  • @crimso_nn
    @crimso_nn Před rokem

    I think the way he could retreive the traps would be that when he looks at a trap anywhere on the map and presses secondary ability button the trap is instantly destroyed and can be retreived at a locker cuz it doesn't make sense that trapper has psychic powers, but with this change maybe he could get help from the entity to retreive the traps
    Edit: Another (unrelated) idea is that if trapper is not in a chase and someone steps on a trap outside his TR he gets a 10% haste effect for 10 seconds of until he gets in a chase

  • @mint5438
    @mint5438 Před 7 měsíci

    I feel like making Honing stone basekit, _if_ the survivor is already injured instead, could very much help our boy out.

  • @uhSosa
    @uhSosa Před rokem +3

    In my opinion just make a couple of his add ons basekit

  • @FatherOfGregg
    @FatherOfGregg Před rokem

    Random buff to him but make grass spawn everywhere, if not some kind of fog. Basically something to hide them on maps like Eyrie of crows.

  • @dreamwhisper1327
    @dreamwhisper1327 Před rokem

    If I were to make some buff changes, I would love a movement speed increase for a short duration, everytime a trap is disarm as well as a Survivor getting caught; so it make him deadly in chase or give him a movement speed boost to get to a Survivor on the other side of the map in time. 2nd.) I would make injured Survivors Falling for the trap not only take longer to escape but also suffer the deep wound status effect; as they are no consequences towards injured Survivors. 3rd.) I think traps laying on the ground should be removed at the start of the match and should only spawn in lockers; the game will detect the amount of traps Trapper has as well as given him the option to reload at any locker. Any traps that is disarm or used, can instead be replenished at a locker and the existing disarms Trap will disappeared and will appear in your hands. (That one bag addon that gives you all the traps at the start should removed the option to replenished traps automatically, to balance it.)
    Quality of life improvement: Buffs all the maps with more grass and thick grasses; so that Trapper has options for surprises traps; it sucks that new maps have less and less grass and makes Trapper harder to play efficiently without any surprises traps.

  • @dusty0559
    @dusty0559 Před rokem

    I think the best way to buff trapper is to make it so he throws bear traps down without having to set them by standing still.
    Kind of like freddy's snares. And make the animation when he throws the trap somewhat subtle.
    That way he doesn't have to stop to place traps and it isn't super obvious to survivors where they are.
    Maybe also give them some kind of camouflage so they are harder to see on certain maps

    • @dusty0559
      @dusty0559 Před rokem

      Edit: Lol that's exactly what you said, I wrote this comment before watching the video xD

  • @ONELETTERSHOR
    @ONELETTERSHOR Před rokem

    •When a survivor is stuck in a trap, trapper should gain 10% movement speed while the survivor is in his trap. This would help trapper retrieve his trapped prey.
    •if a survivor escapes a trap outside trappers terror radius, they should be inflicted with deep wound.
    •if a healthy survivor steps in a trap, they are inflicted with hemorrhage or mangled.
    •trapper should get his traps on a timed system. Example: start the trial with 3 traps and every 12 seconds gain a trap, until you reach the maximum trap count. After placing a trap it cannot be picked up for 60secs.
    • every time a survivor steps in a trap, trapper should get a small stackable buff to trap setting speed.
    •make an add on if a survivor disarms a trap in your terror radius that survivor is exposed for 30 seconds.
    •survivors should be inflicted with oblivious status effect when escaping a trap for 30 seconds.
    •make an add on when all traps are activated any survivor with 10m of an activated trap will have their aura revealed for 5 seconds

  • @cdxxlxil9159
    @cdxxlxil9159 Před rokem

    The easiest buff to Trapper is to make the purple trap bag basekit and to make it to where Trapper is a bit harder to counter. Like when a survivor disables a trap, they are hit with killer instinct for 4 seconds. I'd also change the way his traps work so that you have to spend 10 seconds on an endless spree of skill checks that you have hit of you lose progress or have to restart.
    These might end up being annoying changes but idk

  • @rageapple
    @rageapple Před rokem

    I still really love your type of visuals, keep doing a lot more!

  • @alucardavathorn8930
    @alucardavathorn8930 Před rokem

    I mean the fact that he is still mostly unchanged in his core gameplay when his design was implemented back when the game was first being tested leads to issues , back then survivors didn't have map knowledge so setting traps was more worthwhile but here are some OTHER things the traps used to do that were changed
    Base kit traps were considerably darker than they are now
    Wiggle time out of traps was higher
    traps could glitch underneath textures such as doorways, and some tiles meaning they would be invisible to the eyes of the survivor unless they happened to get the "disarm trap" prompt
    traps used to show the disarm trap prompt much more reliably when crouching and it was hard to get the prompt at all when simply standing still as a survivor
    The traps could be sabotaged to make them completely useless, eventually the meta was to run jake with saboteur, as it was infinite use and had 0 cooldown , BHVR seemed to think that because toolboxes werent enough to sabo every trap it was fine , also hooks did not respawn when sabotaged meanign basement trapper could be the only play option.
    gens couldn't be kicked , meaning the trapper had less time to waste with regressing generators, rather gens took much longer to fix fully.
    A trapper could reset the same trap and regrab it over and over with no delay for easy bloodpoints
    the hatch was shown on the map before the final survivor and it was easy to trap due to a collision bug where the empty void of the hatch counted as the floor, meaning it would trap a survivor who tried to jump into the hatch to escape
    the sound of setting a trap was different and much shorter
    beartraps had a sorta gravity pull to them and the hitbox of being "caught" was much bigger meaning it was much easier to block off doorways, palletts and even some corners with just one trap.
    There were less maps and most of these maps were open with one or two buildings and less places for survivors to hide behind. the maps also seemed to be smaller helping the trapper more.
    --------------------------------------------------------------------------------------------
    suggested changes - increased walk speed
    terror radius shrinks and grows depending on number of trapped survivors in order to mindgame passively
    injured survivors in a trap are put into the "mend" state as basekit
    traps , unlike melee attacks have brighter more frequent blood stains which i think makes sense given the difference between a beartrap and a swing of a weapon
    the aura of the trapped survivor is instant for the trapper but for survivors it should fade in slowly this would also fit the lore of the trapper as a good way to show his ability to pinpoint his victims
    slightly bigger hitbox for traps on the sides (aka where the metal sticks out either side of the trap should y know actually trigger it.)
    Traps spawn in the "open" position by default so that the traper doesnt have to worry about every trap on the map as "wasted" it also makes more sense to me personally that the enitity would want this to make things more interesting.
    sabotaging traps and reverse bear trap boxes as an option for survivors , this increases the change of freeing yourself (luck component) at the cost of being noisy and wasting time.
    the trapper can carry more than just 2 traps at a time because come on, that's silly this man can carry a survivor but cant hold more than 2 pieces of metal without a special baggy?
    potential addon that makes it so aura's of sabotage show to the trapper for 3 seconds,
    potential addon that palletts pulled over a trap destroy the pallet but disable that trap for 10 ish seconds and then the trap re-opens with a LOUD snap.
    quality of life trapper changes
    slight change to survivor sounds when in a trap to be it's own unique sound effect making tracking with the trapper a little easier
    the distance of the trap from the trapper is reflected in it's aura
    buff basekit - the trapper being an excelent hunter can see the scratchmarks of survivors as more than just red aka each survivor has their own shade of red for their scratchmarks HOWEVER these scratchmarks fade quicker if the survivor has just been hooked and are further apart. the shades of red are duller for the survivor most recently chansed and brighter for new chases/ survivor less recently chased which could have teamwork survivor counterplay.

  • @animemusic3244
    @animemusic3244 Před rokem

    My ideas to buff the Trapper!
    1. Hiding his Bear Traps, all Bear Traps will he camouflaged depending on the map, and setting then should be less noisy (Basekit Tar Bottle and Bear Oil).
    2. Making them dangerous, if a survivor escapes a Bear Trap by any means, they should suffer a 5% Hindered Status Effect until they become healthy. Healthy survivors will become injured, and injured survivors enter the dying state if they free themselves (Basekit Honing Stone). Also, to make the tactic of staying injured more punishing, if an injured survivor is freed from a Bear Trap by another survivor, they will suffer the Deep Wound. If an injured survivor disarms a Bear Trap, they also suffer the Deep Wound

  • @YaMaTo999Vir
    @YaMaTo999Vir Před rokem +1

    Ive think about excactly the same ideas.
    Also throwing traps kinda remind junkrat from overwatch.

  • @lasagnaboy4075
    @lasagnaboy4075 Před rokem

    Some simple buffs I think would be
    The addon that gives you all traps but you can't place traps
    Should be base kit but without the down side
    One of the worst part of trapper is the time you waste placing traps
    I thinks you should begin with all of them
    Also that when an injured survivor steps on a trap they have lower chance of scaping and if they do they are in the dying state
    Maybe one that when a survivor steps on traps and you are determined meters away
    It will give you some light speed boost
    To catch the trapped survivor

  • @GrimCross
    @GrimCross Před rokem

    honestly I would go further with some changes. Example being having the option to camo traps or when set instantly turn invisible. Another would be double his amount of traps in the trial, 6 - 12, this way trapper has more options, but is still limited in how many he can carry. Lastly, and I know this would be cruel, but any survivor regardless of health state be instantly put into the dying state when caught in traps. I believe these changes will improve trapper while keeping him essentially the same, but deadlier.

  • @VexedVergil
    @VexedVergil Před rokem

    I think the trapper should start out with all of his traps, and should be able to place them on windows/ pallets if he wanted, maybe might be strong but it would be funny/ cool if he could place them on generators. When the gen gets powered on, it would trigger and gash whatever survivors were on the gen, dropping them a health state and giving them a broken status effect. Or if they are already injured, give them endurance where they would need to mend. When a trap is triggered or broken/ diffused, they would return automatically to the trapper as you explained. Maybe as a debuff/ high risk-reward gameplay, the trapper could have a effect of once a trap is placed, he can't pick them back up himself. So he's stuck with it if he chose a bad spot-pallet-window to put it in

  • @bleachcan1132
    @bleachcan1132 Před rokem

    i always wondered about a different kind of trap, its "The Trapper" not "The Bear-Trapper", what if he can toggle between bear traps and then another kind of trap like a snare or some kind of trip-wire, something that covers a larger area but isn't as debilitating to get caught in as a bear trap, sort of like a trap version of a pinhead chain, this would help trapper not be as map reliant as even if there's no grass for the bear traps he could always have his other kind of Trap on-hand, idk, i just think there could be more than *just* bear-traps that would make him more reliable, less map dependant, and overall a greater skill ceiling

  • @dardade3277
    @dardade3277 Před rokem

    1. Trapper's trap auras shouldn't be visible with a map. At the very least his underused Logwood Dye addon could be used for that function.
    2. Some of his traps could start Open at the beginning of the game while they're randomly placed throughout the map. These traps should have a different aura color (yellow) until they're picked up for the first time, so the player knows that those traps probably need to be replaced in better locations. This COULD backfire if a preplaced trap blocks an unaware Trapper on his way to carrying a survivor to hook, but maybe that's good fun in the spirit of the game.
    3. +2 traps on the map. Or possibly something like: each completed generator releases a trap at its base, allowing the Trapper to pick it up. I think there should be more killer powers like that that get stronger towards endgame, it makes losing gens (which Trapper is known for) hurt a little bit less.
    4. Throwing traps a short distance would almost instantly rocket his power up to a higher standard, though I imagine it would be hard to aim and frustrating when it lands 2cm too far away from a vault spot to catch the survivor
    Also, I think it's semi-necessary to keep it so Trapper has to wander around to pick up all of his traps, but it would be good to let him slowly force-grab a trap from ~6m away, in case a trap accidentally gets thrown onto an unreachable spot.
    NERF:
    1. Across all maps, the non-pallet side of shack should have its door widened on all maps (Maybe something similar with the Interrogation Room in RPD East) Otzdarva suggested this. I had never thought about it before but I can't stop thinking about it now. It'd do a lot to counter basement Trapper with such a simple change without harming anything else.

  • @g80gzt
    @g80gzt Před rokem

    I could see a modern take on the Trapper instead being him throwing a trap onto the ground.

  • @Donkong569
    @Donkong569 Před rokem

    i like the flinging the trap idea, i also like the injured survivor taking longer idea, but i would make a change to the retrieving idea. instead of having to retrieve traps on the ground, how about he reloads them from the locker. In exchange, any disarmed or spent trap is broken. i would work it like freddy or hag, having a set amount of traps active within the trial before the trapper either cant set new ones or existing ones get broken

  • @semplar2007
    @semplar2007 Před rokem

    superb ideas, 1st and 2nd! but 3rd one looks unnatural and would allow to entrap basement rather quickly :c
    would be nice to generate random traps across the map closer to center, so trapper wouldn't have to go edgemap to pick up just 1 trap

  • @ionized_salmon6417
    @ionized_salmon6417 Před rokem

    this is how i would buff the trapper
    1. make it so he starts with all his traps already in his inventory
    2. make traps slightly faster to place. maybe even make it so that he sets his traps twice as fast in chase or something like that
    3. make it so that when someone steps into a trap, the trapper gains a movement speed buff while walking towards the survivor
    4. make it so that injured survivors get punished in some way when they step into a trap. possibly by making them suffer some form of effect afterwards