(archived, old springtrap buff post)

Comments

  • I think before we talk about the brand new killer in the game and the aspect of his kit that's "unfun to go against", we address long standing things, on both sides (scary!) that are unfun to go against.

  • @JimbusCrimbus said:

    I think before we talk about the brand new killer in the game and the aspect of his kit that's "unfun to go against", we address long standing things, on both sides (scary!) that are unfun to go against.

    Naturally the game has priorities but I can suggest changes for the newest piece of content. You may have misinterpreted this post because I'm not just whining from one side. He feels bad to go against in that particular aspect, and as killer zoning is the more effective play in many scenarios due to his clunkiness.

  • I think one thing they need to do is make axe hitbox somehow bigger the longer it travels. They can visualize it with some kind of a shockwave or smth, idc

    It's incredibly difficult to land to the point it's less about your precision / correct guess and more about survivor not dodging / running into it. Especially when it comes to orbital throws which are supposed to be a very big part of playing him because it's something you can actively utilize in chase.

    I do agree the zoning is pretty free, it's incredibly boring to use or face.

    Another thing I think they 100% need to address is the doors / cameras. They are dead on arrival. They are not worth playing around except a few limited scenarios in the match and when these scenarios happen, you cant do absolutely anything to counter them being used.

    They need to be way more interactive and worth playing around.

    It's incredibly boring how "the fnaf" killer has none of the "fnaf" stuff going on in the gameplay because the core design is broken.

  • @SpringMyTrap said:

    I think one thing they need to do is make axe hitbox somehow bigger the longer it travels. They can visualize it with some kind of a shockwave or smth, idc

    It's incredibly difficult to land to the point it's less about your precision / correct guess and more about survivor not dodging / running into it. Especially when it comes to orbital throws which are supposed to be a very big part of playing him.

    I do agree the zoning is pretty, it's incredibly boring to use or face.

    Another thing I think they 100% need to address is the doors / cameras. They are dead on arrival. They are not worth playing around except a few limited scenarios in the match and when these scenarios happen, you cant do absolutely anything to counter them being used.

    They need to be way more interactive and worth playing around.

    It's incredibly boring how "the fnaf" killer has none of the "fnaf" stuff going on in the gameplay because the core design is broken.

    Yeah! I saw Scott Jund suggest this and I really liked it. The only reason I didn't include it was because it's more of a rework and they probably wouldn't do it.

  • @Jspect said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953186#Comment_3953186

    Yeah! I saw Scott Jund suggest this and I really liked it. The only reason I didn't include it was because it's more of a rework and they probably wouldn't do it.

    true. if they dont want to do it, they could just buff the axe's cooldowns at least.

    it's another thing i personally hate about springtrap's design. he PUNISHES you for landing a hit with the power because you basically lose it and are forced into being trapper for longer than if you MISSED it. And it's not like it's missed CD that is the problem, it's the outrageous 10 second CD for SUCCESSFUL hit.

    In countless situations where other similar killers can get a hit and immediately go for the other, Springtrap just awkwardly waits the cooldown because survivor is safe enough to not get grabbed or even m1'ed and you cant really access the axe back.

    they could make it so that you can always retrieve your axe back but it would induce a much more punishing slowdown if you do that before the cooldown runs out.

    Like, if you retrieve the axe after cooldown, it just slows you down to 4.4 and thats it, but if you do it prematurely, its more like slinger's reload - animation is a bit longer and it significantly slows you down.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953188#Comment_3953188

    true. if they dont want to do it, they could just buff the axe's cooldowns at least.

    it's another thing i personally hate about springtrap's design. he PUNISHES you for landing a hit with the power because you basically lose it and are forced into being trapper for longer than if you MISSED it. And it's not like it's missed CD that is the problem, it's the outrageous 10 second CD for SUCCESSFUL hit.

    In countless situations where other similar killers can get a hit and immediately go for the other, Springtrap just awkwardly waits the cooldown because survivor is safe enough to not get grabbed or even m1'ed and you cant really access the axe back.

    they could make it so that you can always retrieve your axe back but it would induce a much more punishing slowdown if you do that before the cooldown runs out.

    Like, if you retrieve the axe after cooldown, it just slows you down to 4.4 and thats it, but if you do it prematurely, its more like slinger's reload - animation is a bit longer and it significantly slows you down.

    Yeah it shouldn't be like that. But this way of fixing that would hurt retrieving his axe outside of chase when you want to be 115% or something. I think reducing the cooldowns overall would be enough, the numbers I suggested in the post ideally

  • @Jspect said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953190#Comment_3953190

    Yeah it shouldn't be like that. But this way of fixing that would hurt retrieving his axe outside of chase when you want to be 115% or something. I think reducing the cooldowns overall would be enough, the numbers I suggested in the post ideally

    I mean, with my idea worst comes to worst you'll just play like you used to before, im just suggesting to give him an extra option.

  • @EternalLord said:

    I haven't lost against a Springtrap in 50 games.

    He's not that good, but what makes him decent is unhealthy

  • I really doubt think he needs the changes and his zoning is fine. Having the cooldown be any shorter will make him to much like Huntress able the rapidly throw his axe without ever having to reload.

    As for the zoning I still can't understand how people claim he's so strong at it when we got other killers that are potentially stronger at zoning given the situation. Huntress, Demo, DeathSlinger, Clown, PyramidHead, Artist, maybe a few others I can't remember.

  • I don't think he needs changes at all.

    The problem with making comparisons to another killer about how a different killer should work is that the killers are meant to be unique. If you make Springtrap work more like Huntress you make Springtrap less Springtrap. Like should he also have 7 axes to throw and have a lullaby?

    Like Huntress can afford to be slowed that much while readying the axe cause she has 6 more to throw and they are longer range. If anything I think she could use a few less hatchets but that's just me.

    Yeah you shouldn't be going for orbitals all the time but tbh you aren't punished that much for missing so going for them occasionally is still fun even if it isn't optimal. I don't think orbitals need to be made core to his gameplay because then getting them becomes less special. They would go from being "this cool thing you can do if you are good at Springtrap" to "that thing Springtrap does."

  • @Marzipan210 said:

    I don't think he needs changes at all.

    The problem with making comparisons to another killer about how a different killer should work is that the killers are meant to be unique. If you make Springtrap work more like Huntress you make Springtrap less Springtrap. Like should he also have 7 axes to throw and have a lullaby?

    Like Huntress can afford to be slowed that much while readying the axe cause she has 6 more to throw and they are longer range. If anything I think she could use a few less hatchets but that's just me.

    Yeah you shouldn't be going for orbitals all the time but tbh you aren't punished that much for missing so going for them occasionally is still fun even if it isn't optimal. I don't think orbitals need to be made core to his gameplay because then getting them becomes less special. They would go from being "this cool thing you can do if you are good at Springtrap" to "that thing Springtrap does."

    And this is meant to be somehow worse than zoneslop gameplay? Yes please, make orbitals less exciting and happen more often if that means this would be a more common thing you'd be encouraged to play for instead of boring m2 holding.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953339#Comment_3953339

    And this is meant to be somehow worse than zoneslop gameplay? Yes please, make orbitals less exciting and happen more often if that means this would be a more common thing you'd be encouraged to play for instead of boring m2 holding.

    You will never be able to make them more optimal than just using them normally. Just like how you will never be able to make orbitals on huntress more optimal than using them normally. Those things will always be a gimmick no matter what. Fun to go for and cool when you get them but nothing else. Like going for shots through holes with Deathslinger or Trickster. Is it cool that they can do that? Yes. Should that be what their entire powers are about? No that would be boring and untenable.

    and zoning is a perfectly fine way to play the game. I don't get this trend of attaching the word "slop" to the end of anything you don't like as though it means anything.

  • @Marzipan210 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953488#Comment_3953488

    You will never be able to make them more optimal than just using them normally. Just like how you will never be able to make orbitals on huntress more optimal than using them normally. Those things will always be a gimmick no matter what. Fun to go for and cool when you get them but nothing else. Like going for shots through holes with Deathslinger or Trickster. Is it cool that they can do that? Yes. Should that be what their entire powers are about? No that would be boring and untenable.

    and zoning is a perfectly fine way to play the game. I don't get this trend of attaching the word "slop" to the end of anything you don't like as though it means anything.

    if seatbelts dont provide 100% safety in car crashes, we shouldn't even bother. that's the kind of reasoning you are using.

    just because nerfing lazy and optimal strategy while buffing skillful and less optimal (due to high risk) strategy wouldnt make lazy strategy stop being optimal, doesnt mean it wouldnt make lazy strategy less viable and skillful strategy more viable, resulting into more reasons to use the latter.

    zoning is not a perfectly fine way to play this game because it's miserably boring. there is nothing interesting about holding m1 with unreactable attack and just waiting till survivor gets predictable with their juking. I will keep attaching the word "slop" to it because that's what it is.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953580#Comment_3953580

    if seatbelts dont provide 100% safety in car crashes, we shouldn't even bother. that's the kind of reasoning you are using.

    just because nerfing lazy and optimal strategy while buffing skillful and less optimal (due to high risk) strategy wouldnt make lazy strategy stop being optimal, doesnt mean it wouldnt make lazy strategy less viable and skillful strategy more viable, resulting into more reasons to use the latter.

    zoning is not a perfectly fine way to play this game because it's miserably boring. there is nothing interesting about holding m1 with unreactable attack and just waiting till survivor gets predictable with their juking. I will keep attaching the word "slop" to it because that's what it is.

    You can't just call everything in the game unreactable

    I have literally dodged so many axes since Springtrap was released lol

  • @Marzipan210 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953852#Comment_3953852

    You can't just call everything in the game unreactable

    I have literally dodged so many axes since Springtrap was released lol

    you factually did not dodge a single axe he has thrown unless he tossed it at max-long range at which point he is not going to throw it unless he feels bored or you lock yourself in animation.

    what you are doing is reacting to the animation of the wind up and then guessing when he chooses to commit to a throw while you frantically run back and forth in circles trying to make HIM miss the attack until you get predictable or he cancels the attack.

    so yeah, zoning is boring and lame which gets progressively worse with the ability getting bigger range and they need to get rid of it and buff the killer elsewhere.