http://dbd.game/killswitch
Let's talk about Springtrap's zoning (comprehensive changes)
It's really unfun to go against and the most boring part of his kit for both sides. Not only is he faster than Huntress while holding a hatchet, he's also faster when pulling it down.
I have some suggested changes that would tone down his zoning potential, while buffing his axe in other ways. Rewarding and incentivising players to use his power skillfully.
1. First of all, he should have the exact same movement speed and cooldown as Huntress when holding and cancelling his axe. It won't fully remove zoning from his kit, but it'll be a lot weaker. It is way to strong as it is and shouldn't be one of the strongest things he can do.
(Maybe not the EXACT same speed, but slower nonetheless. I'll let BHVR decide.)
However, the reason zoning is so prevalent on Springtrap is not just because of how easy is to do.
At the moment my biggest frustration is the awfully long cooldowns, it feels terrible. Missing is extremely punishing, which greatly incentivises zoning. While hitting makes you an m1 killer for a whole 10 seconds, the only other killer with a cooldown that long is Dracula with his hellfire, but even he can switch to his wolf form. Worst thing is, that doesn't even account for the extra 1.5 seconds it takes to recall your axe. making your successful hit 11.5 seconds, and miss 8.5 seconds, or 6.5s with the brown addon.
With cooldowns this long, going for flashy throws is really risky. It makes zoning the best option in almost every scenario, it shouldn't be like this. My suggested (and insisted) changes:
7s on successful hit, 5s on miss, 1s axe recall (was 10, 7, 1.5)
OR (If axe recall stays 1.5 due to animation issues etc)
6.5s on successful hit, 4.5s on miss, 1.5s axe recall (was 10, 7)
Additionally, the cooldown between throwing the axe and using m1 should be the same as Huntress.
Springtrap: 2.25s
Huntress: 2s
These changes would make him feel SO much better and incentivise players to just send it instead of zoning. With that out of the way, the axe is really fun to use, and in my opinion, one of the hardest projectiles to master. However, it's potential is held back by not just cooldowns.
By far the most interesting and unique thing you can do as Springtrap, orbitals. We all thought they would be his flagship. But unfortunately, they just aren't worth it. The axe takes way too long to land, and even then you have to account for the survivors exact position with a really slim hitbox. (It seemingly being big is ping from the killer side, it's actually pretty small.) It being almost impossible if the survivor knows you're going for them. The only way you can make orbitals worth going for is by running a specific addon, which nerfs you way more than it helps.
3. My suggested change to make orbitals more viable would be to make Freddy's Hat basekit when looking above the maximum distance arc. This way you wouldn't lose throwing distance, and you can go for orbitals reliably.
As for the add-on, either keep it the same or make it so the axe travels with 100% less weight while looking above the maximum distance arc. (making the change unnoticeable while using it.)
Thank you for reading! I'm a huge fnaf fan and always have been. This chapter means a LOT to me.
As for the doors, that's a separate discussion. I need to do more testing on the survivor side to speak on that.
Comments
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I think before we talk about the brand new killer in the game and the aspect of his kit that's "unfun to go against", we address long standing things, on both sides (scary!) that are unfun to go against.
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Naturally the game has priorities but I can suggest changes for the newest piece of content. You may have misinterpreted this post because I'm not just whining from one side. He feels bad to go against in that particular aspect, and as killer zoning is the more effective play in many scenarios due to his clunkiness.
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I think one thing they need to do is make axe hitbox somehow bigger the longer it travels. They can visualize it with some kind of a shockwave or smth, idc
It's incredibly difficult to land to the point it's less about your precision / correct guess and more about survivor not dodging / running into it. Especially when it comes to orbital throws which are supposed to be a very big part of playing him because it's something you can actively utilize in chase.
I do agree the zoning is pretty free, it's incredibly boring to use or face.
Another thing I think they 100% need to address is the doors / cameras. They are dead on arrival. They are not worth playing around except a few limited scenarios in the match and when these scenarios happen, you cant do absolutely anything to counter them being used.
They need to be way more interactive and worth playing around.
It's incredibly boring how "the fnaf" killer has none of the "fnaf" stuff going on in the gameplay because the core design is broken.
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Yeah! I saw Scott Jund suggest this and I really liked it. The only reason I didn't include it was because it's more of a rework and they probably wouldn't do it.
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true. if they dont want to do it, they could just buff the axe's cooldowns at least.
it's another thing i personally hate about springtrap's design. he PUNISHES you for landing a hit with the power because you basically lose it and are forced into being trapper for longer than if you MISSED it. And it's not like it's missed CD that is the problem, it's the outrageous 10 second CD for SUCCESSFUL hit.
In countless situations where other similar killers can get a hit and immediately go for the other, Springtrap just awkwardly waits the cooldown because survivor is safe enough to not get grabbed or even m1'ed and you cant really access the axe back.
they could make it so that you can always retrieve your axe back but it would induce a much more punishing slowdown if you do that before the cooldown runs out.
Like, if you retrieve the axe after cooldown, it just slows you down to 4.4 and thats it, but if you do it prematurely, its more like slinger's reload - animation is a bit longer and it significantly slows you down.
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Yeah it shouldn't be like that. But this way of fixing that would hurt retrieving his axe outside of chase when you want to be 115% or something. I think reducing the cooldowns overall would be enough, the numbers I suggested in the post ideally
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I mean, with my idea worst comes to worst you'll just play like you used to before, im just suggesting to give him an extra option.
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He's not that good, but what makes him decent is unhealthy
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I really doubt think he needs the changes and his zoning is fine. Having the cooldown be any shorter will make him to much like Huntress able the rapidly throw his axe without ever having to reload.
As for the zoning I still can't understand how people claim he's so strong at it when we got other killers that are potentially stronger at zoning given the situation. Huntress, Demo, DeathSlinger, Clown, PyramidHead, Artist, maybe a few others I can't remember.
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I don't think he needs changes at all.
The problem with making comparisons to another killer about how a different killer should work is that the killers are meant to be unique. If you make Springtrap work more like Huntress you make Springtrap less Springtrap. Like should he also have 7 axes to throw and have a lullaby?
Like Huntress can afford to be slowed that much while readying the axe cause she has 6 more to throw and they are longer range. If anything I think she could use a few less hatchets but that's just me.
Yeah you shouldn't be going for orbitals all the time but tbh you aren't punished that much for missing so going for them occasionally is still fun even if it isn't optimal. I don't think orbitals need to be made core to his gameplay because then getting them becomes less special. They would go from being "this cool thing you can do if you are good at Springtrap" to "that thing Springtrap does."4 -
And this is meant to be somehow worse than zoneslop gameplay? Yes please, make orbitals less exciting and happen more often if that means this would be a more common thing you'd be encouraged to play for instead of boring m2 holding.
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You will never be able to make them more optimal than just using them normally. Just like how you will never be able to make orbitals on huntress more optimal than using them normally. Those things will always be a gimmick no matter what. Fun to go for and cool when you get them but nothing else. Like going for shots through holes with Deathslinger or Trickster. Is it cool that they can do that? Yes. Should that be what their entire powers are about? No that would be boring and untenable.
and zoning is a perfectly fine way to play the game. I don't get this trend of attaching the word "slop" to the end of anything you don't like as though it means anything.-1 -
if seatbelts dont provide 100% safety in car crashes, we shouldn't even bother. that's the kind of reasoning you are using.
just because nerfing lazy and optimal strategy while buffing skillful and less optimal (due to high risk) strategy wouldnt make lazy strategy stop being optimal, doesnt mean it wouldnt make lazy strategy less viable and skillful strategy more viable, resulting into more reasons to use the latter.
zoning is not a perfectly fine way to play this game because it's miserably boring. there is nothing interesting about holding m1 with unreactable attack and just waiting till survivor gets predictable with their juking. I will keep attaching the word "slop" to it because that's what it is.
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You can't just call everything in the game unreactable
I have literally dodged so many axes since Springtrap was released lol2 -
you factually did not dodge a single axe he has thrown unless he tossed it at max-long range at which point he is not going to throw it unless he feels bored or you lock yourself in animation.
what you are doing is reacting to the animation of the wind up and then guessing when he chooses to commit to a throw while you frantically run back and forth in circles trying to make HIM miss the attack until you get predictable or he cancels the attack.
so yeah, zoning is boring and lame which gets progressively worse with the ability getting bigger range and they need to get rid of it and buff the killer elsewhere.
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