Hey, this is some ideas I have on how to balance the trapper team in the newly released Death Run gamemode. This isn't gonna be a thread of me complaining about death run, I actually really enjoy it. However, I think it needs some balance changes, more specifically, nerfing runners and buffing trappers. Currently, it is very difficult to win as trapper and this is coming from someone who is top 3 on wins so far, I have 190 wins total but only 8 trapper wins. Of course, all these ideas don't need to be implemented together, this is just some suggestions that might help to balance Death run as right now, runner wins 99% of the time. One of the ways trapper could be balanced to have a decent chance at winning is increasing the percentage of runners that can finish before trappers lose. Currently, it is far too low, at only 30% of players, which in some lobbies is only 2-3 players depending on player count. This makes it extremely difficult for trappers to win, increasing it will allow for more chances for trappers to win and subsequently balance it more. Personally, I think around 50-60% of runners should be able to win before trappers lose, maybe even 70% if needed. Another way trapper could be balanced is by reducing the amount of lives given by checkpoints: Right now, runners start with 5 lives and get an additional 3 at every checkpoint, with all maps having 5 or more checkpoints. This leads to players having over 20 lives at times. To balance this, I think there should be a cap of 7 lives at one time as well as making checkpoints only give one additional life, rather than three. Right now, runners can die over and over again and still somehow win, even when it seems undeserved. The huge amount of lives combined with the 20 minute time limit makes it very difficult to win. I also think that after the first runner wins, each time another player completes the map, the timer should drop by a set amount (such as 15 seconds), as a full 2.5 minutes AFTER the first player finishes (when most the lobby is around the 4th/5th checkpoints, again makes it hard to win as trapper because the traps just don't cooldown in time, leaving you with nothing you can do to win. A fix to this would either be decrease trap cooldowns, or decrease the timer every time a player finishes the map. To conclude, I think that implementing some of these ideas (or other people's ideas!!!) would be very good for the balance and gameplay of Death run, as currently most players who get put on the trapper team leave, causing a runner to be forced to swap midgame, causing them to leave. If both sides were balanced, players would feel more inclined to play as trapper even after being forced to swap midgame due to leavers. This post is not intended to be negative or toxic, it is meant to be constructive criticism. I'd love to hear some feedback on these suggestions, thank you for reading!