Trapper should be able walk through his traps, without being caught, by default, and injured survivors getting caught in a trap, should go into dying state upon release. That would at least bring him up a tier.
or at least apply deep wounds or hinder or something. An injured survivor shouldn't have a better time stepping on the trap than a healthy survivor its just so strange. Personally a hinder after escape and deep wounds would be so soo much better.
i guess if they make it that they cant escape trappers trap or it takes longer there would be a roit in the survivor community EDIT: and trapper should walk over his traps regardless
Why do the survivors Tru3 goes against get out of traps in like 2 seconds all the time but whenever I get stuck in traps I'm there like a minute later still struggling? (Yes, that was a bit of an exaggeration but still lol)
@@donnyg9993 So it's unfair to run against solos as an addon? Cuz I don't understand the logic. It only becomes OP when you can use.. what? Setting speed and escape slowdown add-ons on top of base honing stone? Even double iri doesn't sound too crazy w that as base. It would only give Trappers incentive to spread traps out more since he knows he'll actually have a chance at getting rewarded for using his power instead of hindered. It'd be a huge waste of time for setting the trap down + them escaping it + walking that distance in hopes of getting them when you probably won't and then they'll heal and it would've all been for nothing. 1 - 2 gens pop and you've got nothing to show for it. It would be addressing one of his BIGGEST flaws and that's wasting time in hopes of a snowball which isn't the most engaging gameplay imo Satisfying when they get trapped, but disappointing asf when you realize it was half a map away.
There's a spot in a hallway connecting the waiting room beside main lobby to the weapons lockers that makes your trap hidden and cant be ran around. I get someone EVERY time. It's an orange entity bubble on the floor that you can hide your trap in.
Trapper needs some of his add-ons to be base-kit. He'd be pretty legit, but Behavior can't allow that.
it took over half a decade for them to let the star killer of the game carry two traps by default, wouldn't hold breath on that one
Trapper should be able walk through his traps, without being caught, by default, and injured survivors getting caught in a trap, should go into dying state upon release. That would at least bring him up a tier.
Traps need to take a health state, not just injure.
or at least apply deep wounds or hinder or something. An injured survivor shouldn't have a better time stepping on the trap than a healthy survivor its just so strange. Personally a hinder after escape and deep wounds would be so soo much better.
i guess if they make it that they cant escape trappers trap or it takes longer there would be a roit in the survivor community
EDIT: and trapper should walk over his traps regardless
Trapper should always be able to walk on his traps without being stuck in them. The trap should deactivate tho.
there is an add on for that I think
@@neder2321yeah im pretty sure hes saying it should be base kit
Yea the fact you need an add on for that is absurd
Either that or his purple honing stone should be base-kit. If they did both Trapper would instantly go up a tier or two I feel.
Why do the survivors Tru3 goes against get out of traps in like 2 seconds all the time but whenever I get stuck in traps I'm there like a minute later still struggling? (Yes, that was a bit of an exaggeration but still lol)
Dude is an expert trapper but yet he can’t walk over his own traps? it takes him like 10 secs just to set a trap? DEVs need to fix that
Tru3's complaint about the traps is why I run that add on that downs them the moment they get free. Would be nice if it was basekit but is what it is.
That would be pretty unfair to survivors playing solo imo. Some things like not being able to walk through your traps should be base kit tho
@@donnyg9993Its not unfair to solo survivors at all.
@@donnyg9993 So it's unfair to run against solos as an addon? Cuz I don't understand the logic. It only becomes OP when you can use.. what? Setting speed and escape slowdown add-ons on top of base honing stone? Even double iri doesn't sound too crazy w that as base. It would only give Trappers incentive to spread traps out more since he knows he'll actually have a chance at getting rewarded for using his power instead of hindered. It'd be a huge waste of time for setting the trap down + them escaping it + walking that distance in hopes of getting them when you probably won't and then they'll heal and it would've all been for nothing. 1 - 2 gens pop and you've got nothing to show for it. It would be addressing one of his BIGGEST flaws and that's wasting time in hopes of a snowball which isn't the most engaging gameplay imo Satisfying when they get trapped, but disappointing asf when you realize it was half a map away.
This is why I love RPD as trapper.
There's a spot in a hallway connecting the waiting room beside main lobby to the weapons lockers that makes your trap hidden and cant be ran around. I get someone EVERY time. It's an orange entity bubble on the floor that you can hide your trap in.
Fr the best perks with those add ons on my opinion are thanatophibia, blood echo and possibly gift of pain.