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Springtrap's (The Animatronic) Biggest Power Flaw (Security Doors) and Ideas to Improve it

Security Doors:

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The most flawed part of The Animatronics kit for many reasons, from the Jumpscare mechanic being obsolete, to the Doors favoring Survivors more than the Killer, to an abundance of design flaws.

Most can probably agree that the Doors add more to the Survivor-side than the Killer side.
For Survivors they add Cameras, 4 Different Jumpscare POV's in the Office (8 if u count Glitchtrap having 4 others)
While for Killer its 1 Jumpscare POV in the Office, regardless of skin aswell, no Cameras, no Information, just a Movement ability with Undetectable slapped onto it so people actually use the Doors more.

Lets start with the raw numbers.

Springtrap Animations: 2s to Enter, 1s to Exit, 3s to Teleport. (6s)
Survivor Animations: 1s to Enter, 2s to Exit, 5s to Teleport. (8s)

Survivors take Slightly longer overall.

There is also a Stationary state, for when Survivors are using Cameras, and when Springtrap is waiting in a Door.

The problem lies in the fact that u can only Catch Survivors (Jumpscare) during either Stationary state or Teleporting state, meaning half of Springtraps animations have no Interaction with Survivors, allowing a lot of moments where you pass through eachother during Doors, which feels like either a Bug or a Oversight.

Which leads to situations where you are better off waiting outside the door to get a normal grab, due to the fact the 2s Enter animation on Killer-side makes Jumpscares almost impossible if they dont enter in your face, or you are camping in a door, losing the game.

Example of me Entering a door thats being travelled to, and seeing the Survivor exit after im already inside the Door: (U can see the panel flashing, i enter, then Weave + Franklins showing the Aura of the exiting Survivor after im already inside, passing through me, this is quite a common occurrence)

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Office Jumpscares are so horribly tuned that you would think all the effort that went into making that cool part of his kit was meant to be wasted, considering how you can go countless matches never seeing that part of his power.

To fix it, any Survivor/Killer exit/entering the same door should cause a grab interaction, them walking through each other is just.. bad design i dont know how else to explain it, it just feels awful, this has to be a massive oversight, cause the amount of Overlap the Survivor Exit/Killer Enter animations have considering they are both 2 seconds is massive.

The other problem is you cant even chase a Survivor who enters a door unless you are within 4 Seconds of walking distance, which causes Forgotten Ruins portal shenanigans, but inbuilt into your power.
Examples of Doors used out of reach:
Examples:

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(All of these did not lead to Jumpscares due to Springtraps Enter animation taking 2 Seconds, which means even if i reach the Door while they are still inside, i wont reach the Stationary phase before they reach their Exit phase)

And yes a Teammate can Bodyblock a hit to help another Survivor getting a Door Escape, Springtrap cannot use a door if a survivor is blocking it, so Doors are also a way of having built-in anti tunnel, for Survivors, and the Weapon Swipe/Axe 1s Windup + 2s Cooldown + 2s Door Enter make it very unlikely to catch anyone doing this unless they mess up the timing.
Examples:

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Global Ambience:
The biggest weakness to the Doors themselves is Pre-running.
Due to the Global Ambience when Springtrap is using a door, it does not matter where the door is, every Survivor can just stealth away the moment when a door is used, no element of surprise, and with the amount of time commitment a door takes you are just losing the game slowly everytime people pre-run you.

The Flashing Panel is good cause it requires LoS, paying attention to the door.

The Ambience just alerts everyone globally, so much for Stealth, when a door requires you to walk to it, and then 6 Seconds of Animation, its not even worth it in a lot of cases, you are likely to get a better chase just walking up to someone with 24m TR.

Battery Power: The Biggest Flaw

Barely Noticeable, Recharges in 45 Seconds, Does not affect the Game in any way apart from making Survivors unable to use it for just 45 Seconds.. Across over 600 Matches, 125 Hours, of The Animatronic, I dont think i have ever noticed it affecting a match, even slightly, apart from making annoying beeping sounds.

Firstly, its Obvious his Security Doors are mainly based on FNaF 1, Losing Power in FNaF 1 is tantamount to a Game Over.

Of course it shouldn't cause survivors to lose, but, it should be a threat to run out of Battery, as it is in FNaF.

What other Killers have Powers that apply a Temporary increase in Threat when Certain Conditions are met?

Let me pull out some Killers i wanna pull inspiration from.
Dredge: Nightfall
Myers: Tier 3


To fix the threat of having 0 Power, The Animatronic would enter a mode where he can grab anyone he gets close to, without the axe, for the duration. (M1 Prompt) (This would Require a new Grab Animation) (Myers inspired)

The other part that i wanna change is the Doors, when there is 0 Power, the doors will remain open like when Power runs out in FNaF 1, but only to The Animatronic, therefor there will be no warning from Teleports, along with Faster Teleports, Something like 1s Enter, 1s Exit, 2s Teleport. (2s Faster than Base) and if they wanna make it a bit scarier, darken the map a bit during power out. (Dredge inspired)

Now the main issue is, Power still wont Run Out, due to multiple factors, people either wont use the Cameras/Doors, and even if they do, they can just leave it at 1 Charge.

Solution:

Lower Charges, Charges will Reduce over time, so it will happen eventually regardless.

A big Flaw remains.
Camera System: No real Incentive to use, and while the Doors work fine that way due to a present risk and reward deal, Cameras just kind of.. exist.

With every Killer objective there is a real threat to need to use them, except Cameras.
Which means its the only killer power where Survivors arent spending time off gens cause its less important.
Pig: You NEED to remove the Trap or else you die.
Infections: Not removing leads to you being an easy target.
Xenomorph: Survivors have to spend Time setting up turrets.
Dredge: Important to lock Lockers.
Freddy: Important to wake up.
All of this is time not spent on Generators.
Springtrap is almost the opposite, not only are people always on Generators, they will also be extremely hard to track cause whenever they know your position they can just relocate to any part of the map at no risk using 'YOUR' power, meaning any form of locating survivors becomes harder.

To Fix this there needs to be a looming threat to not Discovering Springtrap via Cameras, this would also contribute to a constantly draining battery, and some Pressure off gens, cause currently Springtrap is probably the killer with the worst built-in gen pressure, due to literally allowing survivors faster map traversal for free.

What would this Looming Threat be?

Well, it could be anything.

Stealth: A decreasing Terror Radius until he is Undetectable, reset upon being Spotted. (Simple)

Phantom Hallucinations: Survivors could slowly hallucinate Phantoms and other stuff if they dont Spot him on the cameras to reset it, along with fake Phantoms/Springtraps appearing on Cameras that if scanned would Jumpscare the Survivor and drain the Battery by a bit. (Would require alot of dev work)

If the Cameras get a real reason to use them, perhaps also make him a bit harder to Mark via Cameras, so you cant do it completely through walls, but maybe make it take longer to regress so it saves the Camera Progress,, so they have to jump through all the cameras to spot you, instead of just finding your rough location and X-Raying you with them, currently there is not much u can do to avoid Cameras, they can mark you through walls but u cant throw an axe through walls to disable the door.

Also pretty sure there is a bug where you can Mark Springtrap while he travels through Doors due to marking his teleporting Character, I sometimes hear the Static of being Spotted while Teleporting.

Not too sure on how to add a threat to not spotting him, just throwing some ideas out here, would love to discuss, but it has to be done somehow, people will never consistently use his Camera dynamic against him without a real reason, its just how the game is designed.

Final Notes:

I could keep going but i dont want it to be so long that no one reads it, thank you if you read this far.

This is a month post-release, Springtrap will only get worse as it stands, even when no one knew how to play against him he was Mid Tier, and he will only fall further as more people learn to abuse his Power against him.

Lets Compare to Dracula, by the same Killer Designer, who has a Projectile option, a Dash Option, a better Teleport option, and is constantly 4.6m, or faster with Bats, or Wolf Haste.

And i dont wish Springtrap to be a top 5 Killer, but when his peak of Strength, puts him at the Weakest on release in possibly the past 10 Killers (Unknown debatable, but Unknown isnt known to be Strong either)

If Pyramidhead and Vecna (Already Solid Killers) can get these great Patches that are well received i dont think its too much to expect some Love for Springtrap.

Cause i think playing it too safe has been the biggest flaw with this release, both on the power and balance.

Kaneki had a pretty buggy PtB, and was really Strong, but he got some feedback to get his sliding addon to basekit, simply due to the fact people found it too fun to use.

Meanwhile Springtrap a much weaker Killer, had his most popular/fun addons nerfed from PtB → Live (Foxy/Celebrate)

And Springtrap has not had a singular basekit change, a month post release.

People have stated how his Office Jumpscare and Cameras are basically useless since the PtB but no concerns have been addressed

Or the very obvious fact that Survivors and Killers can walk through eachother eachother in the Doors due to no Interactions with their Exit/Enter phases of the Doors.

This is my 2nd post about a part of Springtraps power, might go into his Perks next, why they are Underwhelming, which also kind of ties into the fact most Recent Killer perks have not been great.

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Comments

  • Ragna_Rock
    Ragna_Rock Member Posts: 205

    Love all of this, especially a FNAF1 style black out at certain parts of the match would be amazing.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329
    edited July 21

    As a fnaf fan, I approve of these ideas, but you forgot to mention 1 thing between xeno & springtrap

    Xenos built-in counter, is a literal FULL counter to all of his power, from tunnels/undetectable (motion trackers) to losing the special attack,

    We don't want another counter for a killer that completely makes them a worse legion, reason im saying this is bc with the motion trackers going off even when xeno is undetectable, that make like 40% of total killer builds useless, the undetectable gained from tunnels useless, and basically no power when it comes to double turrets or effective turret placements, this has been a known problem that's been happening ever since his major nerf since his initial release, and, like springtrap, this is something that NO ONE talks about either, I just don't want another killer to get a complete gutting due to their build in counter.

    I do agree with these ideas tho, I just hope that behavior doesn't make it a Xenomorph situation where it counters the majority of builds, and almost everything that is apart of said killers power

    Post edited by KingOfDoom55 on
  • not_requested49
    not_requested49 Member Posts: 1,981

    i love the idea of phantoms, and the power outage. It would make it feel a lot more like fnaf, especially if the fnaf 1 power out song played as an audio timer for the outage to end

  • chknTM
    chknTM Member Posts: 92

    Yeah you are right, i didnt really go in depth on Xeno, i mentioned the Turrets due to the fact they're a powerful counter to his power, which makes them see consistent use in every match.

    Cameras are basically optional, due to the fact that sitting on a generator is more optimal in 99% of scenarios, there is no real Objective or Threat from not marking Springtrap with Cameras, the Doors already give away enough signs so its not like he's hard to track.

    It feels like they tried to add alot of stuff but forgot to give them a real purpose in the kit, the Cameras and Battery systems are cool thematically, but gameplay wise they add very little to no effect, Cameras are cool and just lack a real objective, whilst Battery is completely unnoticeable as a mechanic.

    Most of the only times i actually even see Battery ever even reach 0 is due to the fact the Survivors are just messing around and not playing to win, like a Steagull squad who just keeps Spotting me via Cameras and using Doors infront of me.

  • chknTM
    chknTM Member Posts: 92

    This would be so cool, its such a wasted mechanic with so much potential.