http://dbd.game/killswitch
So... Springtrap can turn almost any gen formation into a 3-gen?
I've been playing Springtrap and, while I've found the axe just a less fun version of the Huntress' hatchets most of the time, the security doors are pretty nice because they allow you to move back and forth without a cooldown, and they don't require you to run a distance like the Xenomorph, the time it takes between doors is always the same. But there is a problem with that: with the positions the doors often spawn, you can just keep checking gen by gen really quickly and then go back into the door. On the final three, you can keep cycling between as long as you want. It feels like protecting a 3-gen formation, except you can do it even if the gens are all on opposite sides of the map.
There are a few maps and specific spawns that make this harder, specially when the gen is near the wall of a building or under an upper floor (The Game is probably Springtrap's worst map because of that, the doors keep spawning behind walls and on different floors), but if you're on a map that doesn't have much of that, oh boy, you can make matches last for REALLY long. I just had one where I had already depleted all my uses of Pain Resonance and had NO other gen-related perk besides that, the final 3 gens where spread around 3 far corners of the map, and even without the help of perks I could hold the gens for so long the "abandon" option became available.
Comments
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Honestly it almost seems like his main power is the doors with his secondary being the axe. You could forgo using his axe and rely on just the security doors. Attempt to use the axe and forgetting the doors though?…
The devs need to realize that cross map traversal with more upsides than downsides is often more important than any chase power
Pro
- Can use doors immediately upon starting a match
- Has no cooldown on using the doors
- Isn't forced to travel upon using a door, can kick gen, go in door and come back out as you start to tap the gen. Both to draw out a survivor he couldn't find or couldn't catch
- Gets a whopping 20 seconds of undetectable when using a door
- Free gen pressure due to doors WANTING to spawn next to gens
- Can hit and run in record times due to doors
- survivors not only have to watch the doors right next to their gen, but have to watch and make sure he's not just walking up to them with 20 seconds of undetectable
- even if he might not be able to grab you off of a gen he can always throw the axe as he's undetectableCon
- Survivors Caaaan use doors, but with the doors being the most important part of his kit, you'd be hard pressed to find the 5 seconds to walk through one safely.
- Survivors can use the cameras to reveal him (also countered by him just going through a door), but isn't incentivized as it takes too long, and runs the risk of him coming out of the door you're using almost completely guaranteeing a free hit where at least if you were on a generator you could sprint burst away from the door before a M1.1 -
IMO the first thing they should do (and this can and should be done rather quickly) is to nerf Bonnies Guitar Strings. Showing the Gen Progress via Aura-Read while having a map-wide teleport (especially with Doors being VERY close to Gens) as an Add On is just too strong. They should completely rework the Add On.
At least then the Killer would need to use a Perk like BBQ to find Gens which are being worked on. Which is a bigger investment than just an Add On.
This should be the first step, ideally in Hotfix 1 or 2, because you really dont need to study rocket science to see that this Add On is problematic and will probably be overused. If other measurements are needed, they can do them later, but reworking this Add on should be the first step and it would be a somewhat mild nerf compared to changing anything basekit.
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They need to nerf this overpowered killer already. The fact that the doors are closely located to generators and exit gates is just stupid to me. He got too much in his kit which make most killers obsolete.
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