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Jspect

Jspect

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Jspect
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  • new copypasta just dropped

    THAT'S PATHETIC. DO YOU WANT PEOPLE TO PLAY YOUR GAME OR NOT? DO BETTER.

  • @pidgeon said:

    The arms do look goofy now that I look at it, though in actual gàmes he has his weapons which counteracts this.

    nah it still looks pretty bad, you just dont notice it when you're being chased

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468720/animation-quality-decline

    His animations are bad. Flatly. The kick on gen and pallet has all the fluidity and ergonomics of a claymation animation from a 90's kids show. The Mori are cool in concept, but clearly got animated from the concept using an etch-a-sketch as a photoshop stand-in. He feels stiff and ungainly, and the fluidity he does present in motion comes off as uncanny valley. He moves as if he is intent to take on motion without the pre-supposition of how a human being moves and not in that cool creepy way.

    His animations have the complexity of a Tamagotchi, his Mori's reflect thought was put into this but not executed, and the bizarre choice to try including out-of-nowhere intestines no-clipping out of the survivors in the mori's feels painfully jarring.

    That being said, the animations are tanking out, yeah.

    yeah maybe I was sugarcoating it a little… I agree

  • For some when they changed her chase theme back, they gave her the live-release terror radius. Strange.

  • This is a REALLY good (and FNAF 3 accurate) solution. love this.

  • Huntress should move at 4.6 when no survivors are within 16 meters, Deathslinger should be 4.6 when his gun is unloaded. But honestly, you could do the survivor thing with him too.

    Chases with these two killers would be aids if they were 4.6.

  • Dude I've just been playing survivor, dodging a constant minefield is so damn fun. I really like this killer.

  • Amazing stuff, glad to see more voices on springtrap. I love him so much, but he's so frustrating at the moment.

  • the cooldowns are sooooo loooonggg

  • @Shirtless_Myers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013612#Comment_4013612

    And Springtrap is not a weak killer. I'm sorry you can't aim and refuse to use stealth properly, but that doesn't mean every killer should play the game for you, like this year has shown.

    I never said he was weak. He's WEAKER, than Krasue and Ghoul. And my problem has nothing to do with aiming or stealth??

  • @Shirtless_Myers said:

    Springtrap is fine, but Krasue and Ghoul, which launched in the same year, are free hit, pay-to-win slop, so of course, he'll feel worse.

    Just because there are stronger/more problematic killers doesn't mean weaker killers dont have problems. Whether Krasue and Ghoul exist or not, Springtrap feels sluggish and needs adjustments.

  • @ba_tetsuo said:

    Idk man, I just picked up Springtrap not too long ago and he feels fine to me. Comparing him to Huntress doesn’t really work. She can swing sooner after a throw because she doesn’t get the 5% speed boost he does since he goes from 110% to 115% while his axe is down. On top of that, he gets free tracking after landing an axe hit. Meanwhile, she has to manage her ammo and lacks map-wide teleports, which leaves her with a lot more downtime between chases than he has. He pays for that lack of downtime with slightly longer cooldowns

    https://us.v-cdn.net/6030815/uploads/W7H05F5OUSKI/image.png

    The extra recovery time after throwing the axe serves no purpose, its just more clunk. Him going to 115% shouldnt warrant that, he only goes 115% because he can't spam hatchets. And when it comes to downtime with huntress and springtrap, I agree. That's intentional by design. It just shouldnt be AS long as it is right now.

  • @Deadman7600 said:

    It's mainly the delays after almost everything he does for me, especially if I have a controller moment and miss at shack I 100% lose the chance to hit for what feels like ages. Sluggish is the best way to describe him I agree.

    Yeah, exactly that.

  • This is still an issue, I'd love to use this skin more but this bothers me a lot.

  • Nerf the pig post no shot

  • Oh oops I must've misread, in that case I agree with everything!

  • SPOT ON. Everything I've suggested and more. The only part I disagree with is the increased mending time. The way you manage your enrage uptime is perfect as it is. And mending just sucks, lets be honest.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974226#Comment_3974226

    Unfortunately I cannot draw you a crayon diagram to explain it but I'm gonna take your hand and walk you through it.

    When you are exposed you take one hit and go down, yes? Are you in agreement? Good. When you are in mending you take one hit and go down. Yes? Are you following? It has nothing to do with mindgames or looping in either instance. Exposed does not hinder your looping and neither does mend. Do you comprehend this?

    Wonderful. You're doing very very well.

    Now ghoul looks at you from half the map away and puts you in mend. You have no agency in this. Even nurse has to line up a hit to take the health state. There is a degree of agency even there though not much. Ghoul provides ZERO agency in this. There is nothing a survivor can do to avoid being a one hit down. Considering his insane mobility and anti loop your counter looping options are extremely limited. You mindgame and leave loop. Ok, now he's on your ass cancel power and you're down. You mindgame and stun him. Ok he scampers the pallet and you're down. You take the long side of the loop ok he slings himself on your ass and you're down. Are the pieces of the puzzle coming together? Does the killer feel fair?

    We can have debates without being this condescending.

  • Ok wow that's inexcusable, I didn't think it was that bad, just wow.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974185#Comment_3974185

    I remember you. You have a clip where you're bouncing off walls in midwich when all you had to do was eat the stun and scamper.

    Just like this clip. All you had to do was scamper the pallet but the only way you can enjoy this broken ass killer is to put yourself through gymnastics. This stuff looks fancy but ultimately it's not because the survivor had one choice: stay at the loop. If they leave you catch up and cancel. You can sling yourself to the other side of the map and back but it's just set dressing because the survivor has zero agency against ghoul.

    That isn't my clip btw, I should've emphasized that better. Either way, shouldn't the "gymnastics" be incentivized? It's FAR more skilful and engaging than the boring default "eat stun > scamper" play.

    **edited
    And yes, after the survivor dropped the pallet they didn't have many great options, if you know the map well its a very isolated loop and death if the killer plays it well. But her being in that position in the first place was likely a misplay or last resort.

    Positioning, planning and pathing is how you counter his movement. It also comes down to A LOT of mind games and 50/50s, same for most M2 killers.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974146#Comment_3974146

    They added input buffering, so your power feels “more consistent”, but I’m pretty sure that’s the actual reason why flicks are misaligned and power get constantly cancelled.

    More likely this input buffering is too sensitive to dpi and fps settings people usually use for playing through flicks. Like this happens with oni, when u tried to flick like it was before his turn ration challenge.

    I called it braindead, because u can play in “normal” way and this won’t bother u. On low dpi and without flicks this issue doesn’t exist. U also can use one of his iri addon (doesn’t matter is it for snipeshots or for breaking pallets), put black strap addon, and play him in the most casual way. For me this change killed every skill expression on him…


    And the funniest thing, cause I’m maining him usually I get high mmr lobby. 5k, 7k, 2k, 100 prestige or more likely (against my 600 hours, just because I’m playing few killers only). People on this level usually knows that without flicks he is mid killer with poor map pressure and that his power easy to dodge. I still get matches with 4k despite broken flicks, but now I more inclined to tunnel or play through boring m1. I… don’t like it. That why I called him braindead now.

    Btw seems if u play with green tape addon and somehow finds golden middle in your dpi, misaligned flicks will bothering u less

    Ah I see, I haven't experienced his power cancelling yet so I'll have to keep playing. The flicks need to be fixed though, he's painfully B without them.

  • @Jay_Whyask said:

    You're first mistake was going to Reddit for anything other than memes.

    You're second mistake was assuming what people want based on the loud minority.

    Actually reasonable people only care about the kidnap tech & power cancel into M1 being too generous.

    Those two hiccups aside, Ghoul is basically perfect.

    Agreed, but his cancel shouldn't be nerfed. If anything it should be incentivized, It's much more engaging than boring vault gameplay. It's damn annoying in the open but that's his strength. He forces you to position correctly and have a solid plan.

    very cool.gif

    I mean look at this. You could argue this clip in particular would've still been possible with a harsher CD, but that depends on the loop and how the survivor paths. I've hit many cool trickshots that would've missed if I were waiting any longer. (not my clip)

    What Ghoul needs is a fix to kidnap, reduced injure range (8-10 meters, was 14)
    And an increase to his environment range (revert nerfs including range addon)

    His ranges should be separate, currently his injure and environment ranges are unified.

  • I can vouch for the first one, his flicks are very broken. (please fix)

    Also, can you clarify the last point?

  • @Nobody_TM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960577#Comment_3960577

    I get the fnaf bias but no.

    He goes to 115% when he does not have the Axe, which means hit or miss, his power is always subsidized. He should suffer slowdowns or penalties for misusing his powers like everyone else in the game, or alternatively, his axe should not recharge in chase. As it stands, his kit already has enough advantages without subsidizing his already generous hybrid ranged abilities.

    So you want him to be a 110% m1 killer for the entire chase? What?

  • @Nobody_TM said:

    He's rewarded for misusing his power by getting a speed boost, the cooldown if anything should be longer.

    I get the deathslinger bias but no. And when does he get a speed boost? Regardless, that's not the topic of this post. I agree Springtrap could be slower in ways but his cooldown needs to be shorter.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/450687/springtrap-needs-a-lower-cooldown

    These numbers just seem way to fast in my opinion. I would have to see it in action before making an official call.

    Also, I've adjusted some of the numbers

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/450687/springtrap-needs-a-lower-cooldown

    These numbers just seem way to fast in my opinion. I would have to see it in action before making an official call.

    7s is unknown, and 5s is a bit more than houndmaster. 5.5 and 3.5 sound really bad but they arent the full CD

  • @EternalLord said:

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

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

  • @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

  • @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.

  • @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 see a post like this every time there's an event queue. They should honestly just ban this topic, dbd will ALWAYS be toxic and some people will ALWAYS be sweaty for no reason. I get it's frustrating but there's no point in posting stuff like this.

  • @TransverseCaster said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948249#Comment_3948249

    Springtrap is a direct upgrade over every other ranged and teleport killer in the game. He's Hag if she had a throwing weapon that could cause broken,could insta grab, and whose teleport is as silent as Hags iridescent add on, since they both have the same terror radius.

    Springtrap has a better version of Freddy's teleport,but again can secure a chase by throwing axes as soon as he comes out of doors. He also has less base terror radius than Freddy. His teleport doesn't come up from obvious generators but instead silently behind every one, usually facing your boon he's about to snuff along with your teams hopes. His doors are usually facing away from the center of the map where you want to look.

    Springtrap is a better Huntress because unlike that pathetic illiterate forest peasant he can automatically reload, cause broken status, fire another one as soon as he gets it back, and suffers no penalty to chase time because aiming down sights doesn't slow him and again he doesn't have to pilfer lockers like some poverty stricken second rate axe tosser. His axes are elite, bourgeoisie axes you see: they can hit over obstacles hers can't like the rocks on Ormond. And they have an area of effect just in case they miss. His TR is about half of Huntress' hymn radius. He can teleport unlike her. Sad.

    Springtrap is a better Alien. His teleport is better because there's not a cue. They have the same terror radius... But poor alien loses his short ranged tail swipe if he gets too close to a flamethrower and they constantly track his distance. Springtrap is silent as a broken bell after teleporting and his ranged weapon never runs out,goes further, and has all the benefits mentioned above. His counterplay? You have to spend time looking though cameras and hope you don't give him a free hook state. Jokes on the survivor for trying this time, guess they should have brought flamethrowers.

    He's Springtrap- and he's just better than you.

    Yeah most of those things are true, he's a newer killer. But why does that have to mean "nerf springtrap nerf springtrap"
    I think a lot of the killers you mentioned need buffs. Modern killers will eventually power creep older ones. Doesn't mean they are to strong or need to be nerfed, Springtrap will be A- at most.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948249#Comment_3948249

    Artist has to hit you twice with her projectile in a very short period of time, and Singularity's teleport can be taken away… and STILL has a warning that he's using it.

    ST needs a warning that he's teleporting. Literally every other killer with a teleport has one for a reason.

    It is literally not that big of a deal. The door has tells its being teleported to, yes you can't always see it but that would mean the door isn't touching the generator which would give you time to react to the sound. Sound too low? Sure, increase the audio of the door opening.

    If they add a TP notification not only would it defeat the purpose of a jumpscare killer but it would also take away a part of springtraps identity, it would also be announcing to the entire match that he's undetectable. Can we not live with some fun jumpscares, or maybe pay a little more attention?

    If you aren't in a SWF there's signs he could teleport too, nobody in chase? Watch out for a TP. Recently hooked? Watch out for a TP.

    And I don't get the "everyone has a notification why doesn't he" argument. Killers shouldn't be consistent. And most of those with TP notifications don't even need them.

  • This was a rude comment before I edited it. Sorry about that. The point I was trying to make when replying to the person who said his power was better versions of existing killers was that it is simply not true.

  • Can't have a jumpscare killer can we, what else should we remove?

  • @BlackRabies said:

    Disagre, he needs that nerf since he can fly much farther and faster now there has to be a larger window for survivors to have a chance to do something.

    His fly is really obvious, if you're out in the open or on a gen even with the nerfs they would be taking a hit. The problem is, these nerfs deny him a part of his looping power. At the very least make Potion of Speed usable, 0.1 renders the addon non-existent.

  • @Memesis said:

    I think I would just remove injuries from grabs and then revert the other nerfs. Remove the speed boost survivors get from the grab and reduce the grab vault speed.

    Could work honestly, but thats something we'd have to see

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/446975/the-one-change-ghoul-needs

    Imo he needs 2 other ones aswell,

    1. Enrage vault should be slower, it should be a tool for god pallets/save pallets like wesker vault.
    2. Minimum leap distance needs to be 3 meters instead of 5, this makes the power feel clunky on indoor maps and when you are trying to body block in loops.

    https://us.v-cdn.net/6030815/uploads/LEMJSU1ZFIY7/1000025880.gif

    Those are very valid points, especially the minimum leap distance. I forget how AWFUL it can be.

  • @Adriana_ghoul said:

    His power cooldown should also be reduced, but alongside a vault nerf.

    Per token CD should be 3s from 4s (not enraged) and 2s from 2.5s (enraged), and the base vault time should be 1.35s. But the grab vault should be nerfed to 1.2s. And kidnap patched out.

    I don't really mind his CD in general, it just feels REALLY long when breaking pallets and vaulting windows. The vault CD is fine with how strong it is though. (if they dont change it)

  • @ftwleon said:

    I like this one because it wouldn't weaken the ghoul mobility, hopefully Bhvr will consider it.

    Yeah thanks! Unfortunately, the way BHVR chose to address this issue affected his mobility.

  • @Stibfa said:

    As a ghoul main myself that tries go for bodyblocks

    https://us.v-cdn.net/6030815/uploads/TA5XO3NCVD3T/1000025879.gif

    I wouldnt be against any of your changes, i think 2 sec swipe fatigue is not really needed because you can already body block the pallet or window which is harder to do then the swipe. Other then that these are some healthy changes!

    That clip is REALLY impressive btw

  • Also, unsure if this is a bug but springtrap's eye is a little weird, it looks very disconnected

    in replaced Comment by Jspect
  • Yeah I said something about this and many people disagreed, the vault was WAY too fast before but now its completely worthless

  • It's messed me up MANY times

  • Nerf the wrath!

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