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Springtrap buffs/nerfs suggestion [Updated August 2025]

beerey
beerey Member Posts: 76
edited August 18 in Feedback and Suggestions

These changes are meant to incentivize Springtrap players to go for his most fun playstyle (in chase) and to disincentivize his most boring one for both sides. I'm not imposing the design/balance team over at BHVR to fully implement these changes, they are mere suggestions that would (in my opinion) be nice for the health of the character.

Buffs:

  • Increased the Fire Axe's maximum range to 18 meters. (was 16 meters)
  • Increased time for Survivors to enter a Security Door to 2 seconds. (was 1 second)
  • Increased Teleport time for Survivors to 6 seconds. (was 5 seconds)
  • Increased battery depletion for traversing Security Doors as survivor to -50 charges. (was -15 charges)
  • Decreased Recall duration to 1 second. (was 1.5 seconds)
  • Decreased Killer Enter Security Door interaction to 1 second. (was 2 seconds)
  • Decreased Killer Teleport duration to 2 seconds. (was 3 seconds)
  • Decreased Recharge time for missing the Fire Axe to 6 seconds. (was 7 seconds)
  • Decreased Recharge time for successfully hitting Survivors with the Fire Axe to 8 seconds. (was 10 seconds)
  • Decreased environmental collision to 0.03 meters. (was 0.05 meters)
  • The Animatronic is immune to being revealed by Security Cameras while carrying/hooking Survivors.
  • If the Fire Axe is aimed higher than a 45 degree angle from the first-person camera's initial position, the following benefits are given:
    • The Fire Axe's launch speed increases the higher it's aimed and its launch duration gets shorter, up to 2x and 1/2 of their respective amounts. (which would be roughly equal to 60 m/s and 0.125 seconds respectively)
    • The Fire Axe's survivor detection hitbox increases the higher it's aimed, up to a maximum of 1.46x of its initial size. (which would be roughly equal to 0.8 meters)

Keep in mind that the maximum benefits for aiming at an angle above 45 degrees can only be attained by aiming all the way up.

Nerfs:

  • Increased the cooldown duration for cancelling an Axe Throw to 1.5 seconds. (was 1 second)
  • Decreased movement speed for the aforementioned cooldown to 2.99 m/s. (was 3.68 m/s)
  • Decreased time to reveal The Animatronic through Security Cameras to 3 seconds. (was 4 seconds)
  • Increased range to reveal The Animatronic through Security Cameras to 24 meters. (was 18 meters)
  • Decreased battery reboot duration to 30 seconds. (was 45 seconds)
  • The Animatronic cannot use Security Doors while his aura is revealed by Security Cameras.
  • Teleporting as The Animatronic to a Security Door within 16 meters of a hooked survivor or 5 seconds after they're unhooked takes him 4 seconds (2 more seconds than normal if we account for the previous buffs).
  • The Animatronic's aura can always be seen even with the Blindness status effect when his aura is revealed through Security Cameras.
  • The Security Door that The Animatronic will come out of now plays a loud sound effect, giving Survivors better awareness if they're near Security Doors.

The Animatronic's Add-ons

Restaurant Menu (Sidegrade)

  • Reduces the Recharge time for hitting Survivors by 13%.
  • Increases the Recharge time for missing Survivors by 16%.

Streamers (Sidegrade)

  • Increases Teleport speed for Killer by 30%. (was 15%)
  • Increases Teleport speed for Survivors by 75%.
  • Grants unlimited charges to the battery for Survivors.

Bonnie's Guitar (New Effect)

  • Survivors who successfully reveal The Animatronic through Security Cameras by have their own aura revealed to The Animatronic for 12 seconds.
  • Decreases time to reveal The Animatronic by 50% for Survivors.
Post edited by beerey on
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Comments

  • beerey
    beerey Member Posts: 76

    I tweaked a couple of values when it comes to the nerfs section! Feedback would be appreciated.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Wow. So you want to make him an S+ tier killer. Interesting.

  • beerey
    beerey Member Posts: 76

    Thanks for the constructive feedback! I fully agree that mid-range zoners will never be that fun to play against (on the 1v1 side), but mitigating their zoning potentials while also buffing their more skillful playstyles would make them go in a great direction in terms of design (kind of similar to what the devs did with Xenomorph not so long ago). I'll conceed to the fact that my proposed nerfs are a tad too harsh (mainly the cancel cooldown nerf) so they probably still need some finetuning.

  • Ohyakno
    Ohyakno Member Posts: 1,499

    This stuff is way too overwrought to be implemented. They obviously wanted springtrap to be a medium complex killer and that doesn't entail them trying to lob axes at a particular set of angles for him to be playable.

    Moreover I don't think spamming orbitals and trying to hit axes with 2x the current hit boxes is more engaging than using it as a zoning tool.

  • beerey
    beerey Member Posts: 76

    Ok I made some tweaks to these suggestions, they're a lot more focused on Security Doors this time.