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NotGabriel

NotGabriel

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NotGabriel
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  • its crazy that this thread got as much attention as it did, I was expecting to get very little attention outside of trolls but it warms my heart knowin some of y’all like my idea! Even popping back on the forums all this time later I can see this aged well!

  • its crazy that this thread got as much attention as it did, I was expecting to get very little attention outside of trolls but it warms my heart knowin some of y’all like my idea! Even popping back on the forums all this time later I can see this aged well!

  • @InsecureCheerio said:

    Although the ability to immobilize survivors with no way of them knowing that a trap is placed there I do like the general concept, I also feel like the perks could be a bit more offensive and unique I do like the first perk I also like the blind spots ability but feel as if it could be a bit tough to deal with when the camera gets flicked by a possible phantom making their camera turn and allowing springtrap to appear in front of them

    Looking back I do think I’d like to redo the concept as it’s outdated and my thoughts have changed, it’s pretty crazy that this post from January is still getting love and honest feedback. Thanks mate!

  • I want to believe that ever since they reclaimed Freddy to the Wes Craven estate and Englund’s interest in playing Freddy one last time, that they could possibly negotiate some kind of deal. I think what could happen with time is they change Freddy entirely (kind of like what they just did with Bill). Would be cool if there was new voice clips recorded, I believe the devs said before when asked about talking killers is they’s only do it if it was necessary.. I think getting some classic one-liners from Robert is almost required!

    also if that hypothetical deal does happen then there’s also potential for cosmetics. I’m talking the power glove, or the syringe glove.. OR EVEN SUPER FREDDY!

  • @Treguard said:

    I'm also a Five Night's fan (especially of Help Wanted!), so much so that I wrote a fiction for the Discord fiction contest on the notion (go check out "It's Never 6 AM Here" on FF.N if you're interested).

    I must admit, though, I'm not actually a fan of "Never Ending Fear" - it almost meshes too well with his "Blindspot" mechanic, but I don't see any other killers using it (eg, it's completely worthless to Huntress or any stealth killer). Instead, I'd like to propose "Stop The Clock" -- after you personally break a Generator, it becomes blocked by the entity for 5/10/15 seconds, after which it begins regressing normally (it does not regress while blocked, though Pop Goes the Weasel functions normally).

    On the other hand, I love the Phantom Traps that feel straight out of Fazbear's Fright. You're getting what you want: Fear, each time the Survivor tries to interact with an object. As the Doctor says... "It's a trap, but it's a trap you must step in." This makes it sufficiently different from the Trapper in my eyes.

    As for Springtrap fitting in... well, the guy's got a body count that includes his own family. I'm sure The Entity would be interested....

    Haven’t touched this thread in a long time, super cool seeing people still like the ide. Thanks for the feedback and nice words!

  • @GeneralV said:

    As a fan of FNAF, this is amazing! You did a pretty good job with this chapter. There are just 2 things that I would change:

    1-Phantom Traps disarm: That should not be possible, since it would ruin the scary aspect of a trial with Springtrap

    2-Springtrap's movement speed: He should have a normal movement speed, since Blindspots has a locked cooldown.

    But I loved this so much, that I hope it becomes the next chapter for our beloved game. Thanks for making this!

    Thank you for the kind words about this project! I originally had them unavoidable but the feedback was basically they’d be frustrating and have no counterplay which I didn’t like. I felt the need to lower his movement speed because of his potential to both be across the map quick and get someone stuck with a trap. He’s like a mix of Spirit and Hag at core who are both lower speed and can preform well!

  • @Semimatic said:

    https://us.v-cdn.net/6030815/uploads/238/M8TCFX9294I2.png

    I know this is floating around, but he really has to look like this to fit in DBD. Scott would easily give them license and even a modified model/let them modify or make one.

    yee That concept is really cool too!

  • @thefallenloser said:

    I seriously don't understand the backlash with having a FNAF character in game because they "aren't scary", and yet we have Clown, Legion, Oni, Bubba... actually... none of the killers are actually scary after like a few hours of playing other than Ghostie and Myers since they get jumpscares. The animatronics in Nightmare form might be the scariest looking killers and yet people are opposed to it... because a lot of younger children like it.

    Anyways, onto the post:

    This is actually really good! There are a few tweaks I would make though.

    I think keeping the Fazbear traps available to all that you mentioned would be pretty fair if you reduce the total number of traps that can be placed. 7 sounds fine.

    I think that instead of taking away the immobilization, replace it with survivors being Hindered for 3 seconds (or until injured) and lower the Oblivious effect to 20 seconds (or until injured).

    Springtrap should start the trial in Blindspot mode without notification to the survivors. He should also be able to place traps in this mode, so maybe he can get some set up for easy hits when he finds his first survivor.

    I think the speed in Blindspots should be reduced. Maybe he's like 4.9 m/s instead of max speed Spirit, as that may be a bit too much. Also, I think the Undetectable effect should be cut in half, same as Demo, 3 seconds.

    Hmm... interesting proposal I have. Instead of hard-locking Springtrap's Blindspots to 30 seconds, make it 45 seconds, with each trap still in your arsenal reducing 3 seconds. Will all traps still being held, you can get down to 24 seconds of cooldown!

    This is a really good concept, and I was excited to see it on the homepage! Keep up the good work!

    Thank you so much for the positive feedback, suggestions, and support! I really like these ideas specifically the Blindspots changes, with the exception of holding traps for reduced cooldown. I think that kind of perk would encourage not using the traps at all when I believe they should actively be used.

  • I’ve decided I like the way the Springtrap functions currently with all changes included, so I won’t make anymore edits to the design. I will be later rewriting this post with all the changes included, as well as crediting the peeps who gave me the great change suggestions! Thank you!

  • I like the perks but feel the power is a little weird, I’d rather a power that better represents the gameplay of Fnaf 3. Great job nonetheless a lot of work was put into this!

  • The mentality that a horror characters don’t belong in a horror game is pretty funny to me. Idk where the Fnaf hype started but I’ll ride the hype to the end!

  • @ADirtyNea said:

    https://forum.deadbydaylight.com/en/discussion/118732/the-springtrap-a-killer-concept

    I mean it's a good concept but I don't think I'd be scared of a man dressed as a bear and his animatronics, just saying lol and also it kinda feels like a combination of the hag and the wraith which would be too op in my opinion. Maybe removing the undetectable status and the oblivious as well would make him more balanced

    I don’t agree. A killer is allowed to be good, and without stealth he wouldn’t represent the games well. And for the record Springtrap is a rotting corpse in a rabbit costume. Thanks for the feedback!

  • @ruler33 said:

    i feel like you should change it to where it doesn't give the oblivious effect you could also i think you should reduce the number of faze bear fright traps you could get to like eight or six

    Thank you for the feedback. I feel like oblivious is a worthwhile effect to give as it adds more jumpscare potential to the kit which is what Fnaf is all about. Plus without it all the traps would do is alert the killer and basically be clown but with traps.

  • @Alice_pbg said:

    Did you seriously made in more broken?

    "Blindspots now has a cooldown of 30 seconds and cannot be affected by add ons."

    Dude... this is like, reverse behaviour.

    Also... the trap part is still just trapper with a new paint job. Make the killer unique.

    There's no reason for him to be 110%.

    Don't give survivors flashlights. That's silly.

    I’m happy with changes made and will see what others think before making further changes.

  • @MysticAdvisor said:

    I like The idea overall but I think 110% movement speed is a death sentence especially now since ruin has been redone.

    maybe you’re right, but I feel as though Blindspots is the bulk of his kit, giving stealth and mobility like no other, which is why chase speed feels fair. It’s why Hag and Spirit move slower because of their high mobility powers, they still ended up being pretty good I’d say. Thank you for the feedback nonetheless!

  • @Alice_pbg said:

    Sounds like a furry trapper. I really don't see much difference in their powers. Set trap, survivor falls for it and stays incapacitated for a while. The characters would play exactly the same.

    His other power is bs broken. It's way too good. Full invisibility and undetectable that lasts for extra 6 seconds? That's a garanteed hit on pretty much anyone. And that's without mentioning the bs speed.

    Like the perks. Second one seems pretty pointless but interesting nonetheless.

    Thanks for the feedback! I’ve already implemented some changes so refresh and tell me what you think. I think it should be noted that the survivors all get a very obvious notification when he’s vanished that can be prepped for. If you know the killer can just show up why keep doing a gen you know?

  • @HexMoriMeMommy said:

    no.

    Just.

    No.

    I don't care for FNAF but dbd is not a place for Fnaf.

    Please stop trying to make this a thing.

    What exactly makes Fnaf not a place for Dbd? The game was and arguably still is wildly popular, and has proven itself very impactful towards the horror genre. Your opinion is yours but I highly disagree

  • @Kimura said:

    Yeah, I like the idea but Springtrap's power is way too OP. Being able to completely immobilize a survivor for nothing, especially during a chase would be extremely OP, with no counterplay other than moving to the next pallet/loop, and then Springtrap could just place more phantoms and the cycle continues

    Yea the more I thought on it the more the phantom traps seemed way too powerful. I’m thinking of ways to balance it. Thank you for the feedback I wanted to get a response before editing it and making a bad killer concept.

  • @WhTe_Tygre_DBD said:

    I'd love it, sounds cool aswell. I'm a big fan of FNaF

    Thanks a lot! I poured my heart into this to try to be as faithful to the series as possible

  • I don’t understand the hype around everything. The nerfs are nerfs but it’s not gonna stop skilled players from doing well with her it’s that simple, so chances are she’ll remain top tier. It’s just like the Nurse rework but even less punishing to the skilled player lmao

  • @PolarBear said:

    I honestly don't get the fact that the challenges get harder but the rewards stay the same.

    I know right? It makes no sense.

  • A proper Robert Englund Freddy would be great, and I’d love to see the Wazzup mask for Ghostface, the mask is on Fun World’s site so I can totally see it happening.

  • @Acesthetiic said:

    https://us.v-cdn.net/6030815/uploads/718/CK3VXTZB0SOC.png

    Just a few notes for each tier starting from S: (REMINDER!! This is an opinion! This is based off RED RANKS)

    S: Spirit is now crowned the best killer in the game. Hag is so close... and might even be better than Spirit ?. Nurse is still a god tier killer, but has dropped two spots due to lowered pressure overall which is now less than Spirit and Hag (not by a whole lot.)

    A+: Billy and Huntress have the ability to destroy many teams. They can be ran around in some circumstances however, hence the potential tier.

    A: Freddy is close to that “god tier potential”. Just doesn’t have that snowball effect as the others above. Ghostface has so much flexibility.

    B+: Myers struggles early on in a lot of cases, but does have many strong builds and decent snowball effect in SOME cases. Don’t see him quite on the Great scale that Freddy and Ghostface are on.

    B: Plague is now in her rightful place unlike last time (D tier). Demogorgon spot could change come next chapter, but I’m comfortable with this for now.

    C+: I feel like this is too low for pig, but it’s so difficult to rank her!

    C: I love these two with a passion!

    D+: Please rework them!

    D: Ugh. Kind of a chore to play these killers at times. Especially Leatherface (sorry LF mains) and Clown.

    F: None.

    Critique as you may!

    I feel that every character (except Clown tbh) has a build that can ascend them to crazy levels, take Bubba for example. The “Bubba Train” build popularized by Otzdarva really boosts Bubba’s pressure and lethality immensely because of his resourcefulness with PWYF and anti tunneling nature of Furtive Chase,

    or a injure build on Legion that relies on making full heals take super long and relying on the informational value of Legion’s kit.

  • @Jacoby2041 said:

    I was thinking it'd be cool if it was something like this:

    There are X amount of plants scattered around the map, which will grow and gain serum over time. They start the match with a small amount of progress already. The longer they've been left untouched, the more serum you can extract from them. Once extracted, they will continue to grow back over time. You can hold a certain amount of serum and different actions use a different amount.

    You can inject yourself with a dose to gain a boost of some sort (idk what) or you can inject survivors to cause them debuffs (since they don't have a tolerance for it like you do). If you have a large amount of serum, you can "Overdose" which will use up all of it but give you a massive boost of some kind, but when it ends you'll be debuffed for a little while (move a bit slower and maybe shorter lunge or something).

    However, survivors can also extract serum from the plants. They can't do anything with it, they just drain the plant so you can't use it. It will still grow back though, and it takes survivors much longer to extract it than it takes for you (since you are familiar with the plants and have proper tools). This will give survivors the choice if they want to spend time to reduce your potential or ignore the plants but risk you becoming extremely powerful or poisoning them. Keep in mind, there are numerous plants and the survivors would be hard pressed to keep them all empty, so they can't completely deny your power no matter how hard they try. And even if they do try, they aren't getting gens done and you can catch them at your plants.

    There's another part I just thought of but not sure if it'd be a good idea or not. I was thinking maybe you could also inject crows with a bit of serum, which will turn them into aggressive blighted crows. When a survivor gets near a blighted crow it will fly directly at them (no damage) and cause them to scream (no noise indicator, just the scream itself, like when someone gets hit by a clown bottle) and slow them by 50% for 3 seconds. After that, the crow flies off and will no longer be blighted unless you inject it again later. I wasn't sure if it'd be good since some maps are much more crow-abundant while some have hardly any. And maybe he would already have enough abilities already and it wouldn't be necessary, but I thought I'd mention it anyways. No killers really incorporate crows into their power, and they are a creature of the Entity as are the plants (I think?) so it'd be a neat combination. Oh, and with Calm Spirit the blight overrides the crow's comfort with the survivor and they attack them anyways, but it'll still prevent the scream.

    Those are some cool ideas! Some early concept ideas I had was that you could inject survivors with blight to make them louder and bleed more glowey blood, which makes them exponentially easier to track, the way they got it off was to have a Pustula basically stab them to suck the blight out. I was worried mechanics like that would be too similar to Plague though.

  • @Financial_Stability said:

    I'm not a fan of the perks tbh. The first two are neither fun nor effective, making them pretty much dead in the water. The last one seems interesting, but just that.

    The actual power of the Alchemist is cool, just some specifics I'm questioning like how often does he get to use his power and such, and does he have a max limit like myers. Good overall.

    Yea perks were hard for me to come up with. The power is very limited forcing you to be resourceful with the use of it. The amount of Pustulas on the map is the amount of times you can power up, and I’m not sure for how long each go. I’m thinking if he should have a secondary power of some kind to make him not a total M1 killer, like how Pig crouches or Demo Shreds