Trapper Ability Concepts

The old hero labs' Trapper was a fun concept both gameplay wise and personality wise that I would love to see iterated on again in Deadlock. I liked playing Trapper more as a support hero who likes trapping his enemies in close quarters situations and preventing their escape while his support target sticks close to them and deals damage. I primarily will give my ideas for reworking his trap (2) and his ultimate as I believe his pool (1) and shield (3) fit quite nicely into his kit.

Ability 1: Bottled Phantasmicide: I believe this ability just needed to deal damage to give Trapper more of a presence in lane. Trapper throws a bottle that leaves a toxic pool on the ground, enemies to are caught in the pool are slowed and take damage while in the pool, if the enemy is in the pool too long they are silenced for a brief period.

Ability 2: Trap Nodes/Silk Weavers: This ability is what people know Trapper for and I believe would make setting traps more flexible than his previous Silktrap.

Trapper has charges of Trap Nodes that he can place to create traps. Placed Trap Nodes will create a line to other Trap Nodes within range. Trap Nodes can not be placed too close to each other (to prevent stacking them). Enemies who hit a line created by Trap Nodes will receive a strong slow, take damage over time, and have their position revealed to the Trapper's team on the minimap as long as the DoT is active. Hitting multiple lines created by Trap Nodes stacks the effects. When a line is hit, only the nodes that created the line will be destroyed. This ability rewards Trapper for thinking ahead, setting up complex traps to catch unsuspecting enemies off guard, allowing for Trapper and his team to close in on them and jump them while they are debuffed.

I created a poorly crafted drawing to hopefully help convey my idea visually.

Ability 3: Pest Barrier: I may be biased but I think Trapper's barrier was the perfect support ability for him. It synergizes well with his kit that allows him to catch unsuspecting enemies and force them into close quarters combat where his barrier can suffocate the enemy. I do not believe this ability needs any significant changes.

Ability 4: Trapper's Tether / Spirit Spider's Web: I believe Trapper's old ultimate felt clunky and awkward to use. It was really powerful in enclosed spaces where Trapper can hit enemies with multiple spiders, but outside of that it didn't feel great to use. I think an ult that further traps enemies in Trapper's range would fit his kit well, allowing his allies to do the dirty work for him while he keeps them close.

Trapper launches a tether forward catching the first enemy it reaches. Trapper and the tethered enemy will be unable to move a set distance away from each other (similar to Vindicta tether but connecting both players). The tethered enemy will be unable to use movement abilities during the duration of tether. Trapper cannot shoot during tether but can use items and abilities. Upon reaching T3, Trapper can tether multiple enemies that are within range of each other, allowing for Trapper to trap multiple enemies within a close range for his team.
 

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