[QoL Request] Assign Springtrap's 'Axe Grab' to M2 rather than M1.

Springtrap's current 'Axe Grab' command requires you to press M1 in front of a survivor with the axe embedded to them. This current command can lead to many incredible frustrations for Springtrap players who attempt to grab survivors, but they reposition themselves at the last moment, having Springtrap swing his weapon in the air, missing the survivor and the grab both.

I think the best and simplest way to fix this is simply reassign the 'Grab Axe' button to M2 instead of M1. When the axe is embedded at survivors, Springtrap's M2 becomes unusable as they need to press CTRL to reclaim the axe anyway. This way killers have more agency whether they want to go for a swing (m1) or Axe grab (with the M2).

Comments

  • I agree with this. It also allows for more control over whether you want to pick or slug in that situation, which would be a nice situational bonus.

  • Would people not then just hit an axe and run after them spamming M2 until the nano second they could grab them???

    " more agency… " seems to mean more secure grabs, because we have plenty of agency.

    I think the reason we don't do this is that it would make it too easy to get grabs and lower the skill floor further.

  • @Emeal said:

    Would people not then just hit an axe and run after them spamming M2 until the nano second they could grab them???

    " more agency… " seems to mean more secure grabs, because we have plenty of agency.

    I think the reason we don't do this is that it would make it too easy to get grabs and lower the skill floor further.

    You could be right, but I don't think I've come across a survivor that dodged a grab as of yet. They're not hard to hit if you commit to walking an axed survivor down at all. The skillshot component is hitting the axe. The grab is a punishment for a survivor that fails to use the boost from being hit to make distance to a safer structure.

  • @Emeal said:

    Would people not then just hit an axe and run after them spamming M2 until the nano second they could grab them???

    " more agency… " seems to mean more secure grabs, because we have plenty of agency.

    I think the reason we don't do this is that it would make it too easy to get grabs and lower the skill floor further.

    You're right dude, Springtrap being able to grab survivors slightly faster & consistently than before would make him waaaaay stronger than Blight!!!

    We should make sure this """"quality of life"""" suggestion never gets implemented, y'know, because of the agency.

    🙄

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066502#Comment_4066502

    You could be right, but I don't think I've come across a survivor that dodged a grab as of yet. They're not hard to hit if you commit to walking an axed survivor down at all. The skillshot component is hitting the axe. The grab is a punishment for a survivor that fails to use the boost from being hit to make distance to a safer structure.

    @Jay_Whyask said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066502#Comment_4066502

    You're right dude, Springtrap being able to grab survivors slightly faster & consistently than before would make him waaaaay stronger than Blight!!!

    We should make sure this """"quality of life"""" suggestion never gets implemented, y'know, because of the agency.

    🙄

    Nah, there is more to Killer skill than just landing the attack that is harder to hit with.
    Clearly Springtrap is already fine balance wise so there is no need to make him more secure in getting kills/ grabs.

  • @Emeal said:

    Would people not then just hit an axe and run after them spamming M2 until the nano second they could grab them???

    " more agency… " seems to mean more secure grabs, because we have plenty of agency.

    I think the reason we don't do this is that it would make it too easy to get grabs and lower the skill floor further.

    If Springtrap's close enough to Axe Grab you he'll pretty much always be able to do a lunge M1 to injure you regardless. There are a lot of frustrating cases however (such as circling around a tight, round loop) where a single moment's bad angle leads to what could've been a grab become a swing in the air instead. I've seen many Springtrap players who literally opt to go for M1 Swings rather than Grabs EXCLUSIVELY because of this lingering, annoying fear of getting a whiffed grab.

    This is the same for when there's ping when a survivor is vaulting a window and the game starts a grab animation, but then locks you into M1'ing the window (and not hitting the Surv) instead.

    "Lowering the skill floor further" isn't what Quality of Life is supposed to be for. That's like saying that "removing Failed Skillchecks that trigger when a survivor lets go of a generator removes skill from Survivors". These are things that will just make people's lives more comfortable and prevent them from frustrating moments that clearly aren't intended in the first place. Failing to get a grab isn't a 'skill issue', a lot of times it's because of game weirdness.

    Let's not forget that to go for a grab in the first place you must land a skillshot, too.