Lockable doors animatronic
i find the doors way to unfair plus his heat seeking missile of a basic attack. Its like 9 out of 10 matches against animatronic are losses. Its to OP and unfair. Not to mention that the doors in FNAF were used to keep the animatronics out not to let them have an unfair advantage at portaling around the map just saying.
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u wanna have another dredge basically?
you know dredge was not being played at all because of this, locked lockers were so frustarting to the point people just stopped playing it, bhvr only changed him few years later, still u barely see him anymore
honestly just pay attention
and its springtrap, not the fnaf 1 gang, its a literally suit that has the soul of a killer inside it not children, just in case u wanna go the lore lol
and look at the little monitor on the door, if it starts flickering that means springtrap is coming, if the door is behind somewhere just keep alert, its not a gen sim game its game where u run away from the killer (and bully him with flashlights and give him depression lol)
— oh i misread we're still calling basic attacks heat seaking missiles
You GOTTA stop calling basic killer lunges "heat seeking missiles"
to be fair, having his power be more interactive wouldve been fun, but he isnt OP by any means anyway.
very mid B tier especially when you learn to listen for sound cues
I find it really endearing honestly. Someone should make a drawing of the idea. Like wolf form Dracula chucking an actual missile from its mouth at someone. It'd be peak.
kinda funny tho ngl
What? 🤨
as much as i like the idea of survivors interaction the killers power, the balance team kinda proved they can't really balance it sadly, I.E sadako, skull merchant, pig, dredge, singularity
i think the only ones that don't feel like the survivors literally gut your ability to play is wesker/ nemi but im not sure if we can count it as "interacting"
i mean, both singu and xeno are pretty good examples of that balance, you're wrong.
they can make interactive and engaging external counterplay power as long as the power / countering counterplay is harder to get into than to pick up.
xenomorph does fall behind past certain point but he still remains very powerful killer with good potential.
singularity is also very powerful killer in the right hands while also being generally unproblematic because to make him good you yourself need to be good at the game while survs can get into using EMPs pretty easily.
in case of springtrap they didnt have to design him around "op power op counterplay" formula however, they just needed to make it so that if survivors CHOOSE to use the external counterplay (doors/cameras), springtrap himself has options and ability to punish that usage and interact with survivors. That, sadly, doesnt work out with the current design.
singu i agree, xeno HARD DISGAREE, on the killer side its so frustarting and annoying to run into 3 flamethrowers in a row, seriously think about it, a killer that has no counter play in pallets, windows and can drag their power like nemi (kinda of ) has a 1.31% pickrate
not to mention picking up survivors kicks u out of your power, i somewhat main xeno and i can tell u, it can get very frustarting sometimes especially when survivors run me through a landmine of fire turrets
i main both of these killers and that's the difference I experience. Xeno is weaker and struggles in some cases, but his strong sides can be devastating and deadly if used efficiently even against flame turrets.
actually since u main xeno, care to tell me the most effective way to deal with turrets, i tend to just go around them or hide from their line of sight while in chase or try to snipe them with my tail before i get kicked out of my power
you just kinda learn what you can or cant get away with.
most of the time you just break them, m1 if you have addons, m2 if you dont unless turret is in the open and you know the exact safe distance. sometimes you can ignore turret if its far away and you can pass by if you lose heat faster than turrets grants you in short bursts.
when you deal with double setup, sometimes you can destroy it in one m2 swipe if turrets are alined and you got close, sometimes you can take it apart from cover, sometimes you just send it and break both turrets / lose power to walk down the surv.
just keep in mind that you get slowed down while turret burns you even before you lose power so dont use tail on surv unless they're already within 4.8 range, prefiring wont work
so it wasn't losing it u do get slowed the by the fire…that is really uneeded while out of power lol
but thanks for the tips <3
out of the power it doesnt slow, but while you are in power it hinders you even BEFORE you lose it to the turret, yea