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Yeah it's a Springtrap Killer concept, how original. (I did include add-ons tho)
I didn't include his backstory because it took up way too much space and I'm bad at writing so literally anyone else can do that instead of me.
The power and 2/3 perks are tweaked versions of the ones made by Ghostyboi on Youtube.
One of the main changes I made was removing the inability to be attacked when inside a Springlock Suit (I felt it was confusing and could be abused easily)
As stated in the title, I made a bunch of add-ons which I tried to balance around each other and remove particularly nasty stacking potential. Most of these are based off of in-game lore things and even some fan content, so if you know what all these are referencing then you officially have just as little of a life as I do.
I know Springtrap is a beaten horse at this point, but I made this out of lockdown boredom and wanted to share it with some people.
EDIT: yeah including permanent Broken is a horrible idea so I've decided to remove it. Because Rusty Springlocks was only really effective after removing the suit (unless you paired it with Michael's Guts) due to the Broken status effect, now that that's removed its a lot more useful and thus doesn't need the extra 60 seconds of Mangled after removing the suit.
I also really liked the suggestion that placing a survivor in a suit will teleport them as far away as possible similar to cages of atonement to prevent tunnelling, but I'm not sure what state the survivor should be in. Should they appear on the furthest hook but in a suit? should they appear in the furthest locker and only be injured? should they appear just on the ground dying? I'm not really sure, but I'm more partial to the locker idea as remotely hooking someone across the map or just making them appear on the ground both sound kinda jarring.
If anyone has any better suggestions for how to prevent tunnelling after suiting a survivor, please share!
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The beaten horse that is springtrap;
Edit: also you place a survivor inside a suit which makes them broken, so what's stopping you downing them instantly, or tunnelling them straight away? And instantly dying for failing skillchecks means that either it's going to be laughably easy to do them and it'll be like 4 "snap out of its" a match, or actually difficult and just instakill new players.
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I mean, almost any killer can use their power to tunnel and idk how to balance a power specifically to stop tunneling. As i said, I really just made this out of boredom and I don't know how balanced it is.
As for the skillchecks, they're as easy as gen skillchecks, so nobody is gonna be dying to them very often but taking up survivors time by forcing them to remove the suit/find someone to remove it for you is it's main purpose.
Also I think it'd make looping scarier since you have to complete a skillcheck while getting chased after vaulting or get one step closer to death. The rushed action skillchecks might trip up new players, but i dont think anyone of any skill level is gonna fail the manual removal checks unless they get interrupted (which is their own fault if your attempting to remove it while the killer is nearby)
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Oh look, another fresh account talking about fnaf...
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Pretty simple, just don't make the power make someone who's just been 'hooked' actively easier to kill. Look at pig's traps, people already ######### about them just because they make you go to a different place, can you imagine how much people would hate that if they made you broken?
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Maybe it would work Like PH’s power where it teleports the survivor to the other side of the map.
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Cool.
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Ignoring the fact that Springtrap DBD ideas are more beaten than a dead horse, this is kinda a neat thing all things considered.
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Yeah, his addition would be cool and I'd be on board, but it has been beaten to death. Hey, still neat as you said.
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You clearly put a lot of love into this, but I don't know how the devs are gonna react to seeing all these Springtrap concepts. I dunno man, it's a good concept you got here, but there's SO many Springtrap concepts.
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