Springtrap Perks one year later
So Springtrap released last year June 17th 2025 with Haywire, Help Wanted, and Phantom Fear. What changes if any do these Perks need?
So Springtrap released last year June 17th 2025 with Haywire, Help Wanted, and Phantom Fear. What changes if any do these Perks need?
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haywire needs either a massive buff to the regression starting sooner, or they could rework it/add an effect that adds skill checks to the gate opening that could be fun.
Phantom fear either needs a reduced cooldown, 20-30 seconds seems fine, or increase the aura reveal to 4-5 seconds
I don’t even know where to begin with help wanted, honestly they could probably do away with the compromise gen thing altogether and just give you the effect for like 45 seconds after a gen pops. The effect simply isn’t strong enough to warrant micromanaging your gen kicks, unlike machine learning which is (still bad) but far better.
Haywire is just incredibly garbage
you won’t find me arguing.
Even on endgame builds I can’t justify using it.
The Singularity holds Haywire back. In the PTB haywire would only regress at 50% which is slower than current but it could regress the bar down to 50% instead of 80%.
Maybe Haywire can be stronger when more survivors are still alive and weaker when less
I was just talking about this yesterday, the perks from last year: These and the walking dead (barring conviction) are mostly trash.
Like can we please revisit these two chapters and make the likes of apocalytpic ingenuity and last stand more usable in trials (multiple uses or an actual solid pallet). Phantom fear having a better duration, Haywire being more effective, I'm not sure how I'd make Help wanted more enticing.
For Phantom Fear it could have a cooldown of 40 from 60 and Aura reveal of 3 from 2.
For Help Wanted, save the best from last probably affects buffing it and I don't think Diminishing returns currently affects successful attack cooldown. Maybe they can make it more like the Jason perk Silent Shadow where when you hook a Survivor you get 25% cooldown for 30 seconds and once all Generators are completed you gain it permanently until the end of the trial.
And the Sinister grace chapter with Vee and The Krasue Krasue has no good perks and vee has okayish perks with road life being a contender for worst
hex perk that counters itself lol
Haywire:
Idea: The gate now only opens partially, stopping halfway through. This would make it easier to defend.
Help Wanted:
Idea: Add in either missed/obstructed attack recovery, smaller stun duration or faster vaulting speed as a second effect.
Phantom Fear:
It does get affected by diminishing returns, I'm afraid.
Pretty much any stackable effect is.
I like this idea only problem it doesn’t work on any of the maps with vertical/unique gates
Trickster delusion, Hawkins, the borgo maps, I think nostromo and toba, those are just off the top of my head I’m sure there’s more
Haywire:
This perk got killed due to how it interacted with other killers such as Singularity. Right now it works as an anti-99 perk but I feel 99ing gates is not that useful in most situations these days. I only ever see a use when trying to prevent Blood Warden value when you already have a teammate in chase/about to get hooked.
Revert the regression and then buff it again. Make it regress all the way to 33%, but tie it to a hex that ignites the first time the exit gates are touched. That way it'd get to keep its great synergy with certain killer but also provide a means to remove the effect.
Help Wanted:
While I like the whole idea of ensuring killer input to get the benefit of this perk, it's not strong enough to be worthwhile. If it was purely passive, i.e the only condition is when any generator completes, it'd still be bad. @DNet89 had a great idea of making it permanent in endgame, which could be worthwhile.
I think having it work like Fire Up for successful basic attack cooldowns would make it more interesting. Keeping the kick requirement to offset the potential for more consistent value from the perk.
Phantom Fear:
The most useable ST perk imo. It's a nice passive bonus to tack onto a scream build. Right now it's very inconsistent. Its long cooldown often causes it to proc when you don't need it, and be on cooldown when you do. It can't reliably harasss totem cleansing either.
Maybe remove the cooldown but have survivors only scream once. Upon hooking a survivor, the effect resets. That'll make it predictable and potentially allow killers to be more deliberate in how they get value from it.
Increasing the aura read duration by a small amount would be a nice addition as well.
Haywire just needs a full on rework, it just can’t be balanced with its current effect.
Help wanted just needs something that helps get m1s, whether that is faster action speeds or longer lunges I don’t really know, but as it stands you don’t get a lot of value from this perk as is and it needs some secondary effect.
Phantom fear is fine, maybe a slight reduction in the cooldown but that’s about it.
Haywire keeps the same effect but difficult skill checks are added to the first 50% of progress, with the amount of survivors alive contributing to how fast and/or small they are. An alternative is it gains a token for each generator completed so if one survivor is left but only one gen got done, it isn't totally impossible to open a gate if Killer finds the hatch.
Help Wanted is like Deadlock where it triggers whenever a gen is completed rather than a specific compromised one, and as someone said above it turns permanent once all gens are done.
Phantom Fear just needs a lesser cooldown and either remove the bubble or have the aura be a tiny bit longer because as it is you only really get to see half of the promised aura time
haywire was the straw that made me want to delete Singularity. Awful, boring killer that nobody plays or likes and all use sweaty strategies like slugging at 5 gens. And he's the reason we can't have nice things. yuck
Phantom Fear is an awesome and cool perk and its very on brand with fnaf 3 very cool
Issue with haywire is some killers like Singularity just makes the game awful. This could easily be solved by making it so some problematic perks are not available to some killers.
killer specific balancing? Bhvr would never
Haywayre: Make it regress to 50%, but with a condition: it can only regress the total charges of the gate 2,5x. When it regresses more than 2,5x total charges of a gate the perk deactivates.
Phantom Fear: 40/35s cooldown with a 3s aura reveal.
Help Wanted|: 90s or 120s of active effect. This could also be done for Machine Learning but i believe the first and the last gen done in the match should active the perk, even without kicking the finishing gen.