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The Problem with Springtrap Security Doors

Playing the Haunted by Daylight Gamemode a ton as both Survivor and Killer has made me realize that the Rift Portals are just better Springtrap Doors on any Killer, had a game on Trapper where i held a crossmap 3 gen due to being able to cross the map with Portals faster than Springtrap Doors while playing Trapper, and i saw a Clown i faced have a cross map Portal placement he used to catch someone Unhooking like 8 Seconds after Hooking someone on the other side of the map, its basically like everyone has a far better version of Springtraps doors.

Lets Compare:

Rifts: The Killer enters MUCH Faster than Survivors, The Killer is Notified when any Survivor uses it no matter where they are, There is no Sign when the Killer is about to leave a Portal or when they are Inside of the Rift.

Doors: Springtrap Enters Doors slower than Survivors (2s for Springtrap, 1s for Survivors), Springtrap gets no Information about Doors being used unless he is also sitting inside one, Springtrap has a 4 Second Warning when he is going to be leaving from a Door (3s TP, 1s Leaving the Door)

I know its a Event gamemode, and anyone who plays Springtrap already knows the Doors are horrible, but the global event power just being a MUCH better version in every way kinda puts it really into perspective why the Doors are the worst Mobility power in DbD.

Springtrap:
No Info, Slow, Stationary (Has to Walk to a Door), 4 Second Pre-Run warning, Survivors can use them aswell, Gives Undetectable but Springtrap is innately bad at stealth (Super Tall, Loud).

Xeno:
Stationary (Like Springtrap), Gets lots of Info from Echolocation and Killer Instinct when leaving, and Refreshes his Power, Less Pre-Run Warning, but Flamethrowers Exist.

Dredge:
Can use it from anywhere and a Locked Dredge locker is about as Pre-Runnable as the Doors, improved during Nightfall (Springtrap Doors are not Improved when Battery runs out, would be cool to have something like that but does anyone even notice the battery can run out and they coded that mechanic for 0 reason?)

Dracula:
Can use from Anywhere, Limited Range, not only Upside to Batform (also super fast by itself)

Sadako:
Faster, Can use From Anywhere, Inflicts Debuff that can Lead to Mori.

Hag:
Much Faster, Limited Range, Downside: Is Hag.

Demogorgon:
Faster, Can be Placed but Removable by Survivors, Usefulness varies.

Singularity:
I mean i dont think i have to explain this one right?

Unknown:
Can be Used from Anywhere, Instant, Can be Placed but Removable by Survivors.

Springtrap as a Killer is Entirely carried by his Chase Power the Fire Axe, his Doors drag his Power down alot, i see alot of Springtrap Mains, myself included, dont use the doors much, sometimes not even once during a match, his Doors are very slow, the only plays you can make via them is going crossmap on a larger map to save a meager bit of time and activate undetectable, or go kick a generator, there is no cool play where you can cut off someone by using a door as that would require them to be both: faster, less predictable, and not having to have 1 door nearby during a chase and another in the direction they are running, and being extremely easy to stealth around due to not having any Information like Xeno leaving their Tunnels.

The Doors are the most Dry- Boring Mobility Power in the game, as far as what uses they have go, which sucks, cause they are the most thematically cool, and also being the first killer power to have included Survivor Gameplay that isnt interact with object, use item.

There isnt really a wrong way to play around Springtraps doors, you can use them against him, you can stealth around nearby when he is teleporting to them, you can prerun to extend the chase massively, they are basically weak to everything, its like if they fused Dredge Lockers and Xenomorph Tunnels, but with none of the upsides, he can TECHNICALLY catch Survivors like Dredge, and they Function basically like Xenomorph Tunnels, but with none of the good parts of either, and survivors can use them.

How to Improve Doors:
I think they have potential to be extremely thematic and cool but currently they fall flat, they have alot of mechanics i will list that do basically nothing right now.
Battery: Useless due to no Survivors using the Doors enough to exhaust it, and it isnt noticeable nor impacts the game if it somehow did occur in a real match.
Cameras: Useless due to no reason to use them outside of Coordinated SWFs being able to use them to run laps on a Springtrap via Permanent Aura read.
Office Jumpscare: Useless due to the gap you can realistically catch a Survivor using the Doors being extremely small ontop of 99% of survivors being too scared to use the doors, (If you know Springtraps limits you can use them safely in a chase, as long as u can Enter the Door while Springtrap is 4 Seconds away, as he takes 2 Seconds to Enter, so if he is a couple seconds too far of walking distance he physically cant catch you, very abusable with alot of perk combos to make temporary distance and then lose him via a door)
Theres a reason the 15 Jumpscare Achievement is so hard to get, its a innately flawed gimmick, which sucks cause they clearly put alot of effort in with 4 seperate versions on the Survivor POV.

Battery Improvement
Thematically cool, but HORRIBLE execution, why do the doors stay closed at 0 Battery?
(Based on FNaF 1 Power Outage)
Rework: Battery no Longer recharges over time, when it reaches 0, all Doors now open to a black void, the map gets slightly darker with some ambience, anyone can still use the Doors, but Cameras are unusable, Springtrap has his Door Enter animation sped up massively, as there is no Door to Open, there is also 0 Warning from where he can come from due to the door being missing, he moves through Doors slightly faster running a bit more in the animation.
Survivors using the Doors during this period will alert Springtrap via both Doors Aura Turning Red.
After 60 Seconds, the Doors will power back up to 100%

Camera Improvement:
No one will reach 0 Battery if no one uses the Cameras, so lets make them a necessary part to the gameplay loop of facing Springtrap.
Springtrap no longer gains 20 seconds of Undetectable when leaving a door, reduce it to 5-10 Seconds, buff Security Badge to adding a raw 5 Seconds ontop of that.
He starts at 24 Meter Terror Radius as always, but every 20 Seconds, his TR is reduced by 8 Meters, at 0 Meters he gains Undetectable.

Overall Door Improvements:
Any Survivor using a Camera when Springtrap is teleporting to their Door will be Jumpscared by a Phantom and Hindered by 5% for 3 Seconds, they will be kicked off the Cameras.
(Currently its the lamest interaction ever, try it out if u wanna know, he just spawns ontop of them and they do a basic scream while their models are clipping together until one person moves, but i didnt want it to be a grab like Dredge when u lock a locker and he tps to it, as that would feel unfair to play against)

Basic Number Change Ideas:
Springtrap now Enters Doors .5s faster (1.5s post Change) Springtrap Now Teleports .5s faster (2.5s, he still takes 1s to leave the door after the Animation, ontop of the time to pick a door, his current overall speed would go from 6s to Teleport (not counting time to pick a door) to 5 Seconds.

Been a while since my last in depth post about how to improve The Animatronic, tell me what you think.

And ill just mention, make the Grab prompt M2 on Axe Grabs, it would make his grab so much less unreliable and clunky, for a 'Grab Based killer' that Grabs less than Wesker.

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