Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Small QOL Buffs To Springtrap

One thing I have noticed the most while playing as and against Springtrap is the axe hit box. There are countless times where the axe brushes my hair and lands right next to me as survivor and I'm like "How did that not hit me?"

It seems because of this small hitbox it is incredibly unreliable to hit the orbital shots mid chase, and as I have tried probably 100-200 times now I have only hit about 6-7 of them. Now that I am a lot better at it, I I will say the shots land INCHES from the survivors and I see the killer instinct on every single shot. I even asked some of them and they say it "hit their pinky toe".

It seems the axe hitbox could use a small size increase at least for survivor hitbox detection if you want these fun trickshots to be reliable instead of nearly impossible and mainly for clip farming instead.

Kind like how Houndmaster's dog Snug got a hitbox increase from 0.5 meters to 0.65 meters and she became much better. (Not saying to increase the axe hitbox by that much though at all).

Secondly the other small QOL buff and the main ask, is for the axe retrieval be reduced down from 1.5s cooldown to 1s. (This is not his cooldown after throwing or hitting a survivor, it's simply the axe returning to his hand from calling it back from the ground).

With him being a 110 killer made into a 115, it seems the intended playstyle is to keep the axe off of you and only use it for when you need it. However with the retrieval being so long it makes is so you can't grab it and then pull it up and then launch it as it simply takes to much time in loops where you only have a 1 or 2 of line of sight.

This ask is much smaller but I think would help a lot.

Comments

  • Elan
    Elan Member Posts: 1,447

    To be honest he needs more. He is extremely weak, and only gets kills because he's bugged atm (invisible when leaving door, sounds misdirections).

    I'd like to see:

    → Make him 115 % base

    → AOE of the axe will cause damage

    → Remove option to self-remove axe for survivors, there is no point why he can't choose whether the axe is removed or not. Aura of axe might give jhim some decent antiloop.

    → Massively reduce time he stays shown to other players (This is seriously bad, giving free long lasting wallhacks mid chase for price of one person not doing gens)

    HIS PERKS:

    → Haywire - make it so gate starts regressing always and always regresses to 0

    → Help - make cooldown 40 % to being alternative to STBFL

    → Phantom - aura is revealed for 6s (Scene partner is 6s, no reason for this perk to be 2s)