Slight Springtrap rework idea

Hi everyone.
I just want to bring an idea that changes Springtrap a little bit, not much. but may seems like it.
Let me also add that I haven't seen other suggestions, so if something is the same as others or similar, it is pure coincidance.
Feel free to comment your opinions, changes and different ideas.
I wanna see Your thoughts.


Doors - no survivor is using them, no way to utalize jumpscare

Change them to vents (like Xenomorph tunnels), keep the traveling part like it is.
Instead of automatically going out of the vent, you may stay inside and look through the exit to see if someone is nearby and exit when you want it.

Info for survivors, instead of showing blinking pannel to notify survivors of incomming killer, change it to audio sounds of killer traveling into this particular vent.
(like him going through vents in FNAF game)

Inside vent, after traveling (making sound) - gain undetectable (like it is now in doors).
If survivors didn't hear you, they can stilll come close to a vent and look inside/open it, to see if Springtrap is in there or not.

(That may be an opportunity for a 'new' jumpscare, that actually may be working more often, then it is now, because survivors would have to check it prior to repairing gens if they want to, instead of being notified ahead of time while repairing and pre-running)

While leaving vents as Springtrap, keep undetectable for a short period of time and gain haste for the same amount of time (5-10s) (in FNAF games he is pretty quick to go through rooms/vents)

Cameras
Make them spawn randomly on the map, like totems, but on higher elevations (trees/walls) and work slightly like Singularitys power, but for survivors.
Make survivors look for a camera panel in chests, to give them ability to look at cameras (if they want to) but also with a time limit on them (batteries).
(same panel as in FNAF games)

As for Axe

It is supposed to be heavy, we also have joke addon to have it even heavier, but it changes nothing except for shorter range.

Can we add possibility for axe itself, or for that particular addon to block and/or destroy pallets (in addition to being heavier)?

What if, while using this addon, we can throw axe into a pallet to block it from being dropped.
(like Lichs hand) (Like it got imbedded into it and is too hard to just drop it so lightly)
Or, if thrown onto already dropped pallet, axe just destroys it, because it is 'pretty heavy'.

(Axe itself in my opinion was added because of fan music videos, I havent seen it being used in an actual FNAF games. Also in music videos Afton destroys animatronics that are made of metal with an axe, so breaking a wooden pallet would have more sense)

In short,

Change doors to vents,
Blinking pannels change to audio, while going through vents,
Ability to stay inside for potential jumpscare, if someone comes close (their choice to check or not),
Slight speed up after exiting.

Cameras
Randomly placed,
Item in chests for survivors to access cameras for some time
(similar to singularity)

Axe
Additional effect for 'heavier axe addon' to block/destroy pallets

As for jumpscare animation from door to vents
(Vents may be made pretty dark)
While survivors check vents they have short animation (like walking through the doors)

Without items they kneel and open the vent, see nothing and close it, or they see Springtrap in his FNAF3 pose in the vents (with sound alert like in FNAF games), then he grabs them by the throat and exits holding them (like now with doors)

With flashlight they kneel and flash into the vent, seeing nothing, or Springtrap in the same pose, survivors gets startled (with sound alert) and fall back, Springtrap punches open the vent and grabs them while exiting.

(There could also be a low chance to find Springtrap with his mouth open, showing his bodys head, we already have animation of him showing his head while screaming in the lobby)

In my opinion jumpscares are mainly made by the sound, not only appearence of a character, so sound alert can also scare someone.

Tagged: Killers

Comments

  • As a Springtrap main, I always wished the doors were vents instead. I feel like it would be way more accurate to Springtrap instead of just applying FNAF1 mechanics to a FNAF3 character. I think it also would have been so much more creepy, and like you said there could be vent noises to alert survivors. Unfortunately, I don't think they're going to abandon the doors at this point just for an aesthetic change. I will say though, why would survivors want to check the vent before getting on generators if 1. they see nothing, they know they're safe versus 2. they see something, gain the knowledge they're not safe, and are rewarded by being grabbed immediately.

    Also, because the axe is supposed to be really heavy, I wouldn't be opposed to a new basekit effect or effect for that addon, but it probably shouldn't block pallets, and it definitely shouldn't break them. If the ability to block pallets was basekit, it would completely change how the killer was played, it wouldn't just be a slight change. This could be tied to the addon, but it would probably be too strong. As for breaking pallets, not only would this be too strong as he could shred through every pallet on the map easily, breaking pallet addons are just boring. The Vecna, Wesker, and Legion addons that do the same are all incredibly boring, and Iri Button is one of the most problematic in the game.

    I've seen people suggest before that the axe should inflict hindered when embedded in survivors. I would say that's too strong, but hey, Jason is apparently allowed to go 4.6 out of OE and gives survivors hindered for trying to remove his spike, so I don't see why the axe can't do the same. Or maybe you can attach it to the addon. Or, yk, they could remove the hinder on Jason's spikes.

  • @Arcturus said:

    As a Springtrap main, I always wished the doors were vents instead. I feel like it would be way more accurate to Springtrap instead of just applying FNAF1 mechanics to a FNAF3 character. I think it also would have been so much more creepy, and like you said there could be vent noises to alert survivors. Unfortunately, I don't think they're going to abandon the doors at this point just for an aesthetic change. I will say though, why would survivors want to check the vent before getting on generators if 1. they see nothing, they know they're safe versus 2. they see something, gain the knowledge they're not safe, and are rewarded by being grabbed immediately.

    Also, because the axe is supposed to be really heavy, I wouldn't be opposed to a new basekit effect or effect for that addon, but it probably shouldn't block pallets, and it definitely shouldn't break them. If the ability to block pallets was basekit, it would completely change how the killer was played, it wouldn't just be a slight change. This could be tied to the addon, but it would probably be too strong. As for breaking pallets, not only would this be too strong as he could shred through every pallet on the map easily, breaking pallet addons are just boring. The Vecna, Wesker, and Legion addons that do the same are all incredibly boring, and Iri Button is one of the most problematic in the game.

    I've seen people suggest before that the axe should inflict hindered when embedded in survivors. I would say that's too strong, but hey, Jason is apparently allowed to go 4.6 out of OE and gives survivors hindered for trying to remove his spike, so I don't see why the axe can't do the same. Or maybe you can attach it to the addon. Or, yk, they could remove the hinder on Jason's spikes.

    But that would just kill the door unique mechanic tbh. I know Springtrap is meme after Jason's existence but I'd rather see buffs to travel speed and undetectable duration as well as some tweaks to how long the axe is attached to survivors to better utilize grabs.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109678#Comment_4109678

    But that would just kill the door unique mechanic tbh. I know Springtrap is meme after Jason's existence but I'd rather see buffs to travel speed and undetectable duration as well as some tweaks to how long the axe is attached to survivors to better utilize grabs.

    Personally, I've seen a lot of people make suggestions towards making the cameras and the battery a bigger part of his kit that survivors are incentivized to use. Considering this is also something the devs expressed interest in (before simply just decreasing the battery consumption when using the cameras and doors, which made no difference) this is also the route I'd be interested in as well. The two main suggestions I've seen are 1. making Springtrap Undetectable until a survivor scans him through a camera and 2. making the power very slowly drain instead of recharge over time, and giving him a Dredge-like effect when the power goes out, where Springtrap can use doors faster, and maybe you can make him Undetectable or make the map darker like with Nightfall (in which case you could play Freddy's lullaby). These are just interesting ideas that would definitely need to be fleshed out, but I think Springtrap is still lacking a bit thematically and I'd like to see that and the door/camera mechanics changed.