Can Springtrap get his power back after getting a down?
There are other changes that I'd like to see with Springtrap, but the main one is this. As of now, when you down a survivor with the axe, you have no access to your power for 8 seconds, as this is the blanket cooldown for all successful axe hits. However, when downing a survivor in an area with other survivors, this becomes a huge hinderance to how much pressure you can have and makes it significantly easier to stall for altruistic plays.
Whenever I down a survivor near other survivors, whether I downed them next to a gen being repaired, or the other survivors are hovering around for a save, I always either end up awkwardly lumbering after them until they safely reach a pallet, or I follow them to a pallet where I proceed to awkwardly move back and forth to keep them in place while I'm waiting for my axe.
This is extremely awkward and essentially just robs you of your power when you down a survivor. I'd like to see Springtrap get his axe back much faster after a down, maybe something like 3-4 seconds to enable him to actually punish bad positioning and cut out that awkward gameplay in between.
Comments
I'd give him ability to recall axe anytime he wishes too, faster movement through doors and make walking through blast give basekit 7 % haste, 40 % action speed and make loot bag basekit too.
Springtrap is in a pretty good and balanced spot right now. At most he needs some minor QoL buffs such as what OP suggested.
No he's not. He's quite weak and only thing he has is massive zoning.
Why do you think he's weak..?
Compare his projectile to Jason. Massive hitbox, long cooldown, easy to dodge, limited range, mediocre grab option, mediocre stealth and I can carry on.
While I agree with you to some extent, I just don't think we should be using Jason as comparison to justify massive buffs to Springtrap. Springtrap could use some changes, some of which would be small buffs that are really just QoL like my suggestion, and others that could make the door/camera system an actual factor in his kit rather than something that can be completely ignored. Springtrap is in a decently balanced spot right now, Jason just has a bloated kit and makes every other projectile killer feel pointless. Jason needs more changes than Springtrap does
Current Jason is in absolute sweet spot and should be balancing example for other killers. If killer has no mobility, they should have very lethal antiloop, if killers have both mobility and antiloop both should be evenly decent and if killer has only mobility it should be insane traversal tool. Jason is more of example how good killer can be when he receives well though kit. Speaking of Springtrap no one is calling for crazy nonsense buffs, but Springtrap is zoning slop, his antiloop isn't that good, neither his doors. Simply for reasons like many people mentioned. Walking through door gives visual feedback to prerun a "stealthy" 4.4 killer. While some doors might not face the gen with panel, it's still completely RNG based and I can see either making it so doors are nearly touching the gen but give the indication or doors are in weird spot like bottom of Thompson House while the gen is upstairs but compensate for it. Sprintrap's footsteps are annoyingly loud to the point where you can hear him apporoaching from miles away. Cameras are not used because they are not efficient, neither rewarding. You try to reveal him and he gets of minimum required range from the door while none other doors are closeby. Not even speaking of travelling through door that can be immidiate down. Yes, you can use them while someone else is chased by killer can abandon that chase any time and giving killer a free hook without even option to be saved by someone is not smart at all. Doors should be counterplay by default. Make Springtrap undetectable for eons while leaving door, increase the range of cameras so survivors make decision whether they go for the reveal to help their teammates in chase or they leave them in chase with killer who has no heartbeat and no redstain - so easier mindgame and removal of perks such as 5 moves ahead, scene partener or crossexamination. On top of that moving through security door should be faster for Springtrap and I remember they nerfed his add on by quite a lot. I want every killer to be very strong yet interactive so it's fun for both sides. I personally hate going against Knight, Trickster and First who are insanely unfun and uninteractive to go against while First is only killer who is somewhat strong yet completely lacking any skill or mindgame on either side just hit or miss, dodge or get hit scenarios. Complete luckfest.