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Please look into restricting Springtrap's proxy-camp potential

SoGo
SoGo Member Posts: 4,238

Currently, when a survivor is hooked next to a door, it can still be used.

This creates impossibly fast saves, but more importantly, it gives Afton an extreme potential to proxy-camp and tunnel, likes of which we have not seen since the Hag.

Even she pales in comparison to him, as you could disable all the traps she sets up, but you can't stop him from using the door right next to the hook.

My proposed solution:

No one can teleport to doors in a 12 meter radius of a hooked survivor.

(This means, that you can teleport away, but can't go back.)

Comments

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited June 23

    that is not true tho?

    yeah, he can come back to doors, but unless he PREDICTS when the save happens, he takes time to arrive and survivors can leave the hook by that time.

    Sitting in doors near hook builds up AFC so unless you sit in there against solo q players, it's kinda useless and at this point it's a matter of AFC not being visible / telegraphed to other players without comms

    so just dont heal under hook or only heal if you have new buffed healing perks to reset in 2 seconds anyways and you're fine.

    and lodging axe into the unhooked survivor does let you catch up to them faster, but it's still even hardly as good let alone better than 2 taps other killers can do. Im not going to bring up like blight or nurse, but even same tier killers like deathslinger or huntress can tunnel off the hook so much better AND they can also make unhooking harder.

    slinger can spear survivor and HOLD THEM while their BT runs out, huntress can just hatchet-hatchet 2 tap, pinhead can do instadown through BT with original pain and so on.

    I think novelty effect of this killer is tremendously affecting this community's judgement of this killer.

    Post edited by SpringMyTrap on
  • Bad_Medicine
    Bad_Medicine Member Posts: 67

    I have gone against several Glitchtraps using Undetectable/Oblivious builds + Darkness Revealed with an RPD offering. I know map offerings aren't a guarantee anymore, but a lot of times we end up at RPD, and even if we don't? Darkness Revealed has a pretty long aura read with a relatively short cooldown. They just hook someone close to a locker, leave, proc Darkness Revealed, walk into a Security Door, and they can see the auras of Survivors passing by lockers to come to the hook for the save.

  • Razing
    Razing Member Posts: 6

    I actually think the fact he can just sit in a door is ridiculous. He should have to commit to the teleport like the rest of the killers. But on another note, a lot of killers have figured out "timings" of when people go get the hooks, so the fact he can teleport to the door right next to someone on hook without either a slowdown or straight up block is a bit unfair. I know he's supposed to be easy to pick up for tthe sake of new players, but he should still follow the same patterns other killers have in terms of coming back to hook.

  • WalterBlack
    WalterBlack Member Posts: 290

    Maybe just keep your eyes on the door then so that he doesn't surprise you, rather than whining for a nerf.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    that makes no sense. i dont see the logistics or viability of that.

    so you are saying they:
    1. hook

    2. LEAVE through the door

    3. Sit OUTSIDE of another door and near locker

    4. Proc darkness revealed

    5. Actually get lucky to reveal you with the perk because RPD has plenty of places with locker aura deadzones like main hall

    6. travel back through the door back to the hook (which takes about 5 seconds)

    I dont want to repeat myself, but what stops you from just leaving the hook after pulling the survivor? And while we're at it, what stops you from NOT unhooking immediately and just taking 30-40 seconds to do gens and then just go unhook and leave immediately?

    Worst, absolute wost case scenario you just 1 for 1 which is not ideal but it just resets the hook timer, giving your team more time on gens.

  • Bad_Medicine
    Bad_Medicine Member Posts: 67
    edited June 24

    As I said, regardless of map, they can still just hook in an area with lockers (there will pretty much ALWAYS be a door within handy distance for them). Darkness Revealed has a fairly long aura read (8 seconds) with a relatively short cooldown (30 seconds). I play orbital/snipe Huntress and keep it in my build at all times. I usually hate indoor maps, but if I go to RPD, I am eating good, because it is a relatively small map and the locker placement usually means I get an aura read on everyone every time I proc Darkness, and if I don't see them I know they're probably in Courtyard or Lobby.

    With the speed of Springtrap's teleport (it's 3 seconds, not 5) and his lengthy basekit undetectable (and the Glitchtraps I've played against like to use Badge to extend it to 30 seconds) they just hook, immediately leave, give it a couple of seconds, and then proc Darkness and enter a Security Door. You don't even get a chance to reach the Survivor to pull them most of the time. You get aura read on your way there and Glitchtrap shows up to ambush before you can even even reach the hook to be forced into a trade. It's an incredibly scummy tactic but with his quiet footsteps and the right set-up, it works really well, which is almost certainly why I've encountered it multiple times.

    So yes, I'm saying do exactly those things, only it doesn't require luck when you intentionally hook someone in a place with a bunch of lockers so that anyone coming to save them or otherwise near the hook is going to get read for you to show up in plenty of time to get an easy down.

    Addendum: If they don't catch someone coming for a save with Darkness, then they just spam teleport to the door nearest the Hook or otherwise proxy camp it with their Undetectable until Darkness comes off of cooldown, and with Badge, they are Undetectable that entire time. Then they just rinse and repeat with the aura read to look for returning Survivors with an ambush teleport.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    again, this relies on a very specific timing to work and is just a worse proxy camping with extra steps.

    i mean, anything works vs bad players because they'll fall for it but at this point why bother? if anyone thinks they need to play like this, they're only making things worse or memeing

    you have not convinced me.

  • Bad_Medicine
    Bad_Medicine Member Posts: 67
    edited June 24

    >Can spam teleport back and forth to the area around the Hook or otherwise proxy the Hook with Undetectable during Darkness Revealed's ENTIRE COOLDOWN so they're JUST THERE but out of view and cannot be heard.

    And that's only taking into account his basekit Undetectable + Badge (and usually Faz-Coin), not Trail of Torment, Unforeseen, and Plaything, which are the three perks I almost always see these people combine with Darkness.

    Their favorite place to do it is the hallway upstairs between the Chief's Office and Art Room, where they have access to multiple doors, there are lockers everywhere, and they can just patrol the rooms around the hallway, especially if they have two people to camp, with a Hook at either end of the hallway. Has already happened at RPD at that exact spot with that exact build four times (no, not the same Killer players), and though it works best at RPD, it's still a very strong and obnoxious strategy elsewhere.

    And you can say, "Bad players," all you want, but there's only so much you can do playing solo q or even a duo when you can only talk to one of your teammates or none at all to let them know he's come back again to patrol by your Hook, but never long enough to fill the anti-camp, just long enough to see if there's someone there for a save.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    yeah, again, this relies on the fact survivors are actually going to play into that and not like just gen rush a killer that wasted the entire build on a camping strategy.

    and even if they do, it's hardly efficient.

    for a camping strat, you make your whole build around, to be efficient it needs to do better than just letting you go back to the hook

    it's like trying to claim demogorgon is a broken 3 gen killer because he can place portals on gens and camp them really hard with correct perks yada-yada. yeah, technically he can, doesnt mean he should, it's not efficient .

  • Bad_Medicine
    Bad_Medicine Member Posts: 67

    People staying on Gens and clearly not going for a save? Then they just use the aura read to ambush someone on a Gen. They're probably Plaything'd by that point, and if that person manages to run in time, then the Killer kicks the Gen, applies Trail and Unforeseen to it, and now they can go back and forth between that Gen and the Hook/s to patrol for someone going for save AND someone going to un-Trail the Gen.

    Just say you'll blame Survivors no matter what to deflect from legitimate criticisms of a broken design that needs tweaked, and enjoy your ever-lengthening queue times.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited June 24

    i am going to blame survivors because this is in fact not broken and is just an overcomplicated way of doing something you can do with agitation and hooking in a good spot.

    what you describe is just going back to hook with extra steps and fail factors and a whole build around it.

    you're however try to paint it like its a new coming of basement bubba.

  • tubalcane
    tubalcane Member Posts: 211

    There is a counter to camping called "doing gens". Insanely sophisticated, I know!

  • SoGo
    SoGo Member Posts: 4,238

    Tell that to the Mag screaming her head off in the endgame chat, not me.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,365

    It is true.

    "yeah, he can come back to doors, but unless he PREDICTS when the save happens, he takes time to arrive and survivors can leave the hook by that time."

    There is no predicting in this situation. Springtrap usually just waits in a door. Sees the save on the HUD and what do you know…He's at the hook ready to throw it at the person that just got unhooked only to grab them, and throw them back on the hook. Its very simple actually.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited June 24

    yeah, cool, he still takes a lot of time to come back.

    you dont seem to understand this is a lot of effort for a low efficiency strategy.

    efficient camping is when you get survivor to lose 2-3 stages for the price of one or at least when you make them trade for every unhook.

    when you patiently wait near /inside the door to go back to the unhook notif when they pull for free, you are not camping efficiently, you're just trolling.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,365

    How does it take a lot of time to come back? You are making this way harder then it needs to be.

    Hook Survivor. Walk away. Go to a door. OH I heard the notification for the survivor being unhooked. Teleport. You are there.

    Not sure why you think this takes a long time. I have played springtrap. This is a broken Strat. Those doors should be off limits.

    If I am saying that as a killer main then you know this isn't exactly fair.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    do you understand it takes time to teleport back which gives people enough time to get away?

    it takes about 3 seconds to go back to the hook + 1 second exiting animation which is an insane headstart for survivors when we're talking about getting value from camping.

    again, you dont camp just so you can get back to hook to keep chasing the unhooked guy after he was unhooked FOR FREE, you camp so that you can trade the unhooker or, best case scenario, just kill him without an unhook happening which is often game ending. That is how and WHY you camp.

    If your camping strategy at any point involves doing virtually nothing (sitting besides the door) and waiting for the survivors to get the unhook FOR FREE so you can try to tunnel the survivor, you are camping WRONG and anytime this works is ENTIRELY on survivors who let you get away with such terrible performance.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,365

    "do you understand it takes time to teleport back which gives people enough time to get away?"

    It takes 1.5 seconds at most. If you are using the addon even less. Lets be so for real.

  • terumisan
    terumisan Member Posts: 2,171

    we can just rush gens if it's that bad we can use reassurance at worst you can just let them get 2 stage and use shoulder so they don't get tunneled immediately

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 478

    Reassurance is a trash perk

  • MechWarrior3
    MechWarrior3 Member Posts: 5,365
  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    yeah, 4.4 seconds, whole 4.4 seconds more than if you were camping like a normal person standing within the range of the hook because you would be trading the unhooker for the actual pressure.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    you dont seem to understand what I am proving.

    if ever, at any point, in your coordinates system ,the "camping strategy" of leaving the hook only to come back to with a delay long enough to let survivors unhook for free and make distance becomes "viable", you are playing against terrible survivors because you are giving them every chance possible to shut down your strategy and they fail to use it.

    if you are actually thinking sitting near another door, waiting for the unhook notification only to go back to the hook with a delay long enough for survivors to make distance vs a killer who is shut down by shift+w key is even remotely viable, you are facing people that would lose to anything.

    and since you clearly think that and you do not seem to grasp this basic idea that camping hooks should make unhooking into a pressure surplus for you, I`ll just wish you a good day and suggest to keep abusing this OP strategy until something clicks for you.

  • Xandrite
    Xandrite Member Posts: 18

    Oh yeah, of course, I should set up a second viewport in game aimed at the door around the corner. "Just look at the tiny panel" so when the door is facing away from the generator, or it's behind a wall/jungle gym corner, I guess that's MY fault for not IP tracing the Killer's packets allowing me to know when that door is going to silently fly open.

    Sure, Dredge has silent teleports, but at least they need to spend tokens. Sadako has TVs that shut off when she uses them for a period of time, and there's a mapwide SFX. Demo ALSO has a mapwide SFX, with a silent exit, but there's counterplay. Animatronic is the only teleporting killer with no cooldowns/counterplay.

    Oh did your TWENTY seconds of undetectable run out? Just hop back in a door! No need to actually walk through the security office, just walk in and out! Wraith WISHES he had something like this.

  • WalterBlack
    WalterBlack Member Posts: 290
    edited June 25

    Sorry for being an a-hole. Had a horrible day when I wrote that. Though I do still stand by the opinion that, if Springtrap's teleport gets any more telegraphed / hindered by a hooked survivor, his power level diminishes substantially.