http://dbd.game/killswitch
Springtrap Seems... Not That Good?
Since the queue times were so long for killer I played mainly survivor for like 8-9 hours and most of the springtraps I faced were getting stomped. I stopped by a lot of streams to see if this was the case for others and the survivor streams they were all escaping pretty easily, and the killer streams were struggling a lot just to secure 1 kill even. (Even the good killer players I stopped by to watch).
What I don't understand though is why?
His stealth is great, and his map mobility with the door near gens is great. His two tap potential is even really good if you hit them with an axe from right behind them and then grab it out of their back. (Although you need to be like right behind them like bubba).
But he just gets ran forever at most jungle gym tiles, and considering that maps are generally made of these, it seems to be his biggest problem. The axe when in the ground does seem to take a while to call back and when he does he can't usually pull it up fast enough before I vault the window (especially from what I tested with having resilience on). I don't know exactly what he could use in his chase department, but maybe faster cooldown, or faster pull up or something could help.
Shack is probably the most painful of the loops I had from the matches I played him. You feel so slow, and so I threw the axe to become 115. But then you are just an m1 killer at shack, and so you see them go for the window vault and recall the axe but by the time it's back and you pull it up they are long over the vault. So was it even worth throwing the axe to get the speed in the first place?
In short of making him just 115 all the time I am not sure if that would make him to strong or not. At the end of the day he only has 1 axe that goes on cooldown so it doesn't seem like it would be that bad, trickster somewhat worked becoming a 115 ranged killer but he has to hit multiple shots to injure.
I do think though he comes out of doors a bit too fast given the fact that the doors can almost be touching gens, and sometimes he even is invisible (although I assume that's a bug). That was my biggest grievance against him as survivor.
Perhaps if they nerfed how fast he came out of doors in turn for a small cooldown buff to his axe power that could work best, helping out a bit for both sides.
Comments
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Ez buffs:
→ When he has undetectable, his footsteps are muffled (I would do that to any killer)
→ His undetectable lasts 40s up from 30s
→ His axe velocity is increased to be more of hitscan from close
→ Axe takes twice as long to be removed by either option
→ When the axe is attached, he gets 10 % haste
→ 115 % at all time, 105 % when aiming axe
→ Door battery depletes way faster
→ There will be icon on the HUD whenever someone is using door (like in Void event), making the doors more of risky to use
-16 -
Idk I think he feels pretty strong. Then again I prefer M1 killers so maybe that's why he feels strong to me. The only thing I want is more Deviousness score events. He only has 2 and they're very rare.
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Just like any other mediocre killers, he doesn't have as much lethality as chase killers, nor have as much slowdown as side-objective based killers
He is a bit of everything and quite lackluster for that
-3 -
But I've had mostly the opposite experience.
Seems a lot of downs I have seen are unfair seeing how there is pretty much no cooldown nor slowdown between throwing an axe and being able to land an M1 attack.
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He is at the mercy of RNG with his doors.
-5 -
I'm not sure, he probably needs time to settle and people need time to learn him.
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There's actually quite a decent amount of slowdown and cooldown when you throw the axe.
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I think he just needs more time. A lot of people have made theoretical arguments that Springtrap is a mostly better Demogorgon, Xenomorph, or Huntress. Those don't always pan out in real games, but just the axe on its own is would make a decent Huntress sidegrade, and that combined with map traversal + undetectable, I see no world where Springtrap's not ~B tier at the very least.
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he actually has a cooldown where he can't attack after he throws his axe. people just don't notice it since they haven't missed a axe throw at close range
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Genuinely what the hell are these suggestions he's already a great zoner
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He feels balanced which is novel enough compared to the other killer releases this last year that people are going to have to get used to the feeling.
I'd prefer if BHVR didn't touch him at all, it'd risk overshooting and making him less healthy than he is now.
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The only issue I've noticed so far is that security doors tend to spawn way too close to generators leading to free hits on survivors who do not have material time to move away.
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He has some really weird takes, possibly ragebait.
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I'm sorry, is silently teleporting three steps away from you with no warning "balanced" now?
-1 -
…yes?
- It's not silent
- He's not silent either
- The doors literally have a visual cue to show that he's using them
Do you think dredge teleporting to an unlocked locker is the most OP thing in the entire game? Just to get a read on the type of balance we're lookin at here.
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- You're right. It's not "silent." But unless you're wearing headphones with the audio all the way up, you're not hearing the "hisssss" of the doors opening.
- If you're hearing his steps, he's already on top of you.
- Doesn't work when the door is facing at an awkward angle.
But if it's soooooo obvious already, then I'm sure you'll have no problem making it obvious to all survivors at all angles from the door with a big red light on top and a loud buzzing sound as the door opens… right?
-1 -
The new players get stomped if the survs have some experience.
I got some good Springtraps and they were pretty strong - if you have the axe he has a wallhack that makes mindgames impossible.
That you can claim back your axe to throw again in chase is very strong. He is for some reason (some say there are bugs) very often undetectable and fast.
Didn´t play many games but we had a dc one as he was looped until we were already at the last gen. Or all dead at 4-5 gens.
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Yeah he's not that good, although i don't have issues getting kills with him ( So far i have 2H on him and a 84% kill rate), i still definitely notice he has a bad time at some tiles, like you said some jungle gym completely destroy him and at times you are forced to chase as a 115 M1 killer.
He's really good at punishing mistakes, but if survivors do very little of them he can feel pretty useless (Which honestly isn't a Springtrap issue but an issue with the game itself and half the killer roster in general)
You can kinda "zone" them at Shack if they get caught at the vault + pallets to either get an easy M1 or an axe hit if they panic and anim lock themselves at the window or pallet, but good survivors usually avoid getting themselves in this situation to begin with, which means that it's usually just better to leave Shack and chase someone else.
I definetly wouldn't mind some buffs, i'm really curious to see how he would work as a full on 115 killers even with the axe on.
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Oh, my mistake. I didn't realise you just wanted to sarcastically complain. I figured we were having an actual conversation. Sorry for the inconvenience.
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My matches against him have been 50/50 either im looping him very long, or he catches me quickly. Also i played as him twice and had 3 kills, with 1 barely getting out a gate, and then 4 kills for the adept. Id say its mostly skill issue so far as his axe is a very tiny hitbox and requires knowing exactly where its going to hit and good accuracy. Like huntress hatchets are like throwing bowling balls and his is like shooting a small arrow that can even brush past someone by a millimetre
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The wall hacks on the axe are only if you aren't actively trying to get rid of it. It works like Artists crows were it's visible while not repelling, but invisible while they are
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Yeah considering we have ranged killers like Nemesis, Dracula Hellfire, Trickster all be 115, I don't understand why Springtrap can't be considering he only has 1 shot with a longer cooldown then nemi whip and considering it's his only chase power I think it's fine with him being 115, especially if dracula can be and he has 3 different chase powers
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Ragebait? Wanting so iconic killer to be at least good is rage bait? This is forum to discuss, so if you don't agree with my suggesttions, whatever.
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HoHonestly the thing that makes him bad is his throw Recovery into full speed is to much and needs tweaked. His movement speed needs buffed. This Killer has the highest skill Ceilling in the game. People have stated he is thr hardest killer to learn by fare. I'd say let's give players time to learn there play styles before doing any buffs or nerfs because I'll throw them off. He's strong with Players who no him but with someone new there gonna struggle. The best thing to do is to let them learn and be respectful to Springtrap Players because you dont know if there just learning him or not
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You are free to comment. If you truly mean these, then sorry I offended you.
But!
Takes of similar weight to yours are often used as a means to get attention by making everyone question you. People use takes like these to ragebait.
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