The Animatronic / Springtrap Issues and Improvements
Its been around half a year since Springtrap entered the Fog.
And he has had 0 Basekit changes outside of bugfixes.
He released with some add-on nerfs- then got 1 patch changing some add-ons, and that's.. it.
So i am just gonna list a ton of changes he could use, while also sometimes listing what the current problems are.
These changes go from simple changes (Number Tweaking) to small/full Reworks to some parts, and will be focused mostly on his Power and Add-ons.
[Simple] ideas are probably possible in smaller patches.
While [Reworks] would require some changes or coding.
[Major Reworks] would take more resources/time to do.
The Animatronic's Power: [Fazbear's Fright]
As a Power i think it actually has so much Potential, it has all the right ingredients, it just lacks seasoning, its the right recipe but it needs some more cooking, which is good cause now that he has been out for a while, most people have really found where the issues lie.
Fazbear's Fright has 2 Main Mechanics
The Fire Axe and The Security System.
The Fire Axe has 3 main Features, a Projectile, a Status/Grab, and the environmental interaction/bubble.
The Security System has 3 main Features, Traversal, Cameras, and Battery.
Flaws with the Fire Axe: Environmental Hitboxes, (Universal Problem) Long Cooldown, (10s on Hit, 7s on Miss), The Grab (Unreliable/Inconsistent)
[Fire Axe] [Simple]
On Hit CD 10s → 8s
Miss CD 7s → 6s
On Down 10s → 4s (Currently if you down someone with the Fire Axe, You are left with the same CD as landing a hit normally, this makes it extremely safe to pressure a Springtrap if you die near a pallet, cause he has no Power for 10s.)
[Grab] [Simple]
Grab Keybind M1 → M2
Currently the Grab is unreliable even though Springtrap was described as a Grab-based Killer.
Main Problems are the Grab has:
[Invalidation] The Grab gets invalidated sometimes, You press it at the Right time, but it Freezes your Character in place, but the Survivor keeps running and you lose massive distance, this needs to be fixed.
[Keybind] The Prompt is finicky and tends to disappear based on a lot of reasons like collision, survivor movement, or many other factors, this wouldn't be a problem if the Keybind was not the same as your basic attack.
[Fire Axe Status] [Simple] Currently the Fire Axe Status does not do much to use its mechanics to the fullest (Altruistic Fire Axe Removal especially has no Purpose, only takes 3s 'shorter' forces you to waste a teammates time, and stand still, inefficient in every way, i don't think there's a singular scenario its good)
(Finding an Image of the Altruistic Axe Removal was way too hard.)
Self Remove Fire Axe now leaves you Deep-Wounded. (Get a friend to help, its unwise to Pull weapons out of your own back)
Altruistic Fire Axe Removal 5s → 3s
Fire Axe Aura now Lingers for 1s (Currently 0) during Fire Axe Removal. (Currently you can Control the Aura it gives too well on Survivor with the instant aura snuffing when holding Removal)
[Security Systems]
[Traversal] [Simple]
Killer Enter Door 2s → 1s
Killer Teleport 3s → 2.5s
Survivor Enter Door 1s → 2s
Survivor Exit Door 2s → 1s
[Camera System] [Rework]
While the Cameras are thematically perfect.
This is one of the least important killer Objectives, as in it has no importance, Survivors not using them, or using them, doesn't change anything, they benefit either way, whether they decide to use the Aura to loop Springtrap on Shack or Main, or ignore it and just focus Gens and use the Doors to find Gens faster. (Every Door is near a Gen, free Teleport if Springtrap is in chase)
[Camera Changes] [Rework]
The Camera Revealing sound is now less painful to the ears of the Springtrap Player. (Please)
Camera Time to Reveal 4s → 6s
Camera Time to Reveal 50% Faster with Direct Line of Sight of Springtrap (Not Through Walls)
Camera Reveal Duration 10s → 15s
Springtrap can now see which Door the Camera that is Revealing him is on. (Not the Door that the Survivor is at, but the Door the Camera viewing Springtrap is on)
The Animatronic is easy to lose Track of, best keep an eye on him via the Cameras.
[Rework]
His Terror Radius will shrink 6m every 15s before becoming Undetectable after a Minute (-24m).
This will reset if The Animatronic is marked via a Camera.
Teleporting to a Survivor on Camera
(Currently if Springtrap Teleports to a Door someone is using Cameras on he just clips inside of the spot the survivor is currently standing and they scream, its pretty lame, especially the clipping inside of each other for a bit.)
[Major Rework 1] (This change is Unrealistic due to requiring new animations, but ill list it anyways, the current interaction is extremely lame personally)
The Animatronic will now grab the Survivors Arm from Inside the Door as it Opens and Scream at them, before letting them go, leaving them hindered a bit away from the door and exiting after them.
(Rework 2)
Could also go for a simpler change and make it make a Phantom Jumpscare on the Survivor on the Camera the second Springtrap teleports to that door, Kicking them off the Camera, leaving them Hindered and having Sight of their Aura for a bit after exiting.
(I think Making it a full Grab if you teleport to a Door someone is using Cams on it would not be a fair interaction, unlike the Doors where it works, even if though changes are weaker than the current just walking through them and then M1ing them instantly, they are meant to be more interactive and fun, even if its technically a Nerf.)
[Battery] [Major Rework]
This is the most disappointing part of The Animatronics Power, in fact its barely noticeable currently and would make no difference if it didn't exist, this is a problem.
How do you fix this? Well i have quite a fun idea for both being thematic, and spicing up the average Animatronic Match, this also ties somewhat into the Cameras.
Problem 1: Battery is too hard to Empty.
100 Charges Maximum, but recharges +5 c/s, meaning if you go down to 5, it would take 19s to refill.
Problem 2: When the Power goes Out, nothing happens, Survivors already don't use them enough to empty it, so if u go into a custom and force it, it does nothing, other than Disable a mechanic Survivors barely use, for only 45s.
Problem 3: Its not Thematic at all, Battery is one of the biggest Priorities in FNaF 1 but in DbD its barely noticeable and has no consequences for doing so? Not to mention the Doors remain closed.
[Battery Rework — Power Outage] (Based on FNaF 1)
Battery no Longer recovers Charges over time, it will only recover if it reaches 0.
When Battery hits 0 a Power Outage starts.
Power Outage duration 45s → 60s
Camera Usage Consumption 7 c/s → 1 c/s (They are more necessary now and Battery doesnt recharge over time)
Survivor Door Traversal Consumption 15 Charges per Use → 8 Charges per Use
Battery Upon Rebooting 50 Charges → 100 Charges (Full)
Battery now Drains 0.2 c/s this means if Doors aren't used at all it would take 500 Seconds to trigger Power Outage once, which means probably once a average match if they're ignored, or twice in a very long match.
When a Power Outage starts, all the Doors slam open revealing the void inside, the map darkens somewhat with a slightly blue hue (Think a Mix of Freddy Dream Filter and Nightfall from Dredge, or similar to the image Below)
Bonus points if it has some good ambience and the Toreador March.
During a Power Outage, the Doors are still accessible to anyone.
Traversal Changes During Power Outage:
There is no Longer a Door Panel to Warn its being Used.
Killer Enter Door 1s → 0.3s
Killer Exit Door 1s → 0.6s
Killer Teleport 2.5s → 1.25s
Survivor Enter Door 2s → 1.2s
Afterwards, the Battery Power would Reboot and Flicker a bit before ending the Power Outage, and returning to normal.
This would Spice up the average Springtrap Map and make use of the wasted Battery mechanic.
[Add-Ons] Springtrap has pretty Solid Add-on Design overall, but it has some issues, where it has great Add-On design like Access Panel, and Loot Bag (His Very Rare Add-Ons are his best Designed ones)
It also features a lot of Useless or Meaningless Add-ons that have no practical effect. (Rotten Pizza, Office Phone, Greasy Paper Plate, Chica's Bib to an extent and Iridescent REMNANT (One of the worst Iridescent Add-ons in DbD both in Design and Strength.)
[Iridescent]
Fazcoin [Rework] A fun Add-on, but removing any potential synergies by forcing it to be always 24m and not trigger any TR Perks is a shame. Make it Synergize by counting as a Real Terror Radius, and make the 24m TR Size only its Minimum, therefor it can synergize with Distressing without being bad with stuff like Monitor and Abuse.
Iridescent Remnant [Major Rework]
(This Add-on is bad for many reasons, currently it activates the second you Teleport, which takes 4 Seconds to finish, meaning 4/12s are wasted and reveals your action instantly, but even if they fixed this, it would still be EXTREMELY boring, for both sides, as a Iridescent it should be more interesting.)
Iridescent Add-ons need to be either powerful, unique, or fun, Remnant is none of these.
I don't know exactly how it should be reworked, ill just list some various ideas, don't take them too seriously.
But honestly ANYTHING would be an improvement, please tell me any ideas you have if you read this part, im sure people can come up with much better ideas than me.
My Examples:
REWORK 1 [Simple] Orbital Fire Axes now Insta Down (A bit Boring)
REWORK 2 [Rework] Orbital Fire Axes now have an AoE (Similar to Trickster's Edge of Revival Album Add-on with the AoE Knives)
REWORK 3 [Major Rework] If you Recall your Axe it will fly back towards you from wherever it is embedded, passing through walls and injuring anyone in the way, but The Animatronic is slowed by 80% while Recalling and cant do any actions during it. (This was made with 2 ideas, firstly Kratos, duh, secondly, the idea of Iridescent Remnant going into the Fire Axe and giving it some life of its own, and simply cause its cool, i mean come on.)
REWORK 4 [Simple] Every Survivor within 40m of The Animatronic Screams after an Axe Grab occurs, triggering a loud noise notification.
[Very Rare]
Access Panel [No Changes]
Celebrate Poster [Buff] 12% Haste → 15% Haste (PtB Poster is probably one of the Funniest add-ons in the game, but after the release nerf it isn't nearly as interesting, finding a sweet spot between similar to current Foxy's Hook would be nice.)
Endo CPU [Buff] 5s Linger → 6s Linger (To line up with other AoE Add-ons - Bib/Hook)
Loot Bag [No Changes]
[Rare]
Bonnie's Guitar Strings [No Changes]
Chica's Bib [Buff/Rework] 5s → 6s Exhaust, Survivor with Axe Embedded is now Exhausted. (Currently an Add-on that only benefits in Niche scenarios and only when you Miss)
Foxy's Hook [No Changes]
Freddy's Hat [Buff/Rework] (Cutting your Range in Half for no real benefit except better orbitals on some tiles isn't great) (It needs a benefit to make up for basically making your power Close Range, so it would work more as a side-grade)
Purple Guy Drawing [No Changes]
[Uncommon]
Office Phone [Buff/Rework] Statuses now Linger for anyone leaving the Radius for 20s, Makes the Survivor with the Axe Embedded have a Local TR on top of them, that only they can hear.
Party Hat [Buff/Rework] Add Rotten Pizza's old Effect to Party Hat. (+100% Killer Instinct duration)
Ripped Curtain [Buff/Rework] 60s Duration Remains, but Activates when the Axe is removed by any means.
Security Guard's Badge [Buff] 25% → 50%
Streamers [Buff] 15% → 20% (2.5s TP → 2s)
[Common]
Greasy Paper Plate [Buff] 15% → 50% (8s -> 9.2s to 8s → 12s to Remove Axe action)
Help Wanted Ad [No Changes]
Restaurant Menu [No Changes] (If staying while Basekit works out) or [Rework] (If making it Basekit makes it Unnecessary) (20% Cooldown Reduction on Miss → 20% Faster Projectile 30 m/s → 36 m/s)
Rotten Pizza [Reworked] + 2m to Axe Range (16m → 18m)
These last 2 are for people who wish the axe was Slightly faster or had Slightly more Range.
And a final change
[Perks]
[Haywire]
Haywire now Explodes the Exit Gate Switch when it reaches 100%, Bringing it back to 50% Once per Switch, making a Loud Noise Notification and making the Exit Gate Lights Flicker for a while.
This solves the issue the old version had of it being able to hold Exit Gates forever on Singularity, while being a solid Endgame Perk with some good Synergy and potential, it would keep its Function as the anti 99 punishing Perk, as if anyone 99s gates against this they are in for a rude awakening, and its still somewhat viable to give some time and info if they just rip ehm open.
I think this Perk was treated quite badly to be basically gutted on release and left in this state for half a year and counting and deserves some redemption.
And that's all, i don't believe all my changes are perfect ideas, it is basically a MEGA-compilation of every idea i have that could improve The Animatronics Kit.
If even one of the Ideas seems good to you let me know, and let me know the ones you dislike as well of course, i cant come up with perfect ideas.
I would love to discuss so please let me know your thoughts.
Thanks to anyone who read this far, cause its quite a lot of text.
Comments
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I like a lot of what you have suggested for the power I would say that springtrap should gain some kind of buff during the blackout like undetectable in the same vain as dredge or de-buffing the survs in the way of Freddy either of the two.
Also an addition to the power, adding in the phantoms from Fnaf3 would be cool as most of them is already in the game with the Haunted by Daylight ghosts and can either be a strategic mechanic to place down or just random with either a hinder or power draining effect which can be mitigated by staring them down for a few seconds (like 3) something that would not get you if you pay attention but if your distracted would get you.
As for the add-ons I like most of them but I think.
- Access Panel should always have the axe go to the door with the surv next to it as its inconsistent due to do without interacting with the door you have to hope that the doors link up, so it should just always go to the door with a surv on it as right now its more of an info add-on.
- Endo CPU should give your axe back immediately after breaking a pallet under its effect so you can still keep up the pressure.
- Celebrate Poster should just go back to PTB version as the haste for everyone is chaotic and fun but its not as effective as before.
- Chica's Bib is still a bit meh as you still need to land the axe meaning it will not stop most exhaustion perks except Dead Hard so I would change it to be applied on exit of a door in a 6M radius.
- Foxy's Hook should be buffed in either two ways, one make it 10% extra haste as it is just not enough on a lot of loops on its own or keep it as is but make it so only spring trap can gain it as right now its too risky to use on a lot of loops due to this unless you tech it at a window vault.
And that's it for add-ons.
For perk I think Help Wanted should be changed as compromised perks in general are not good as sacrificing a gen for small buff is rarely worth it, so something like when its kicked it gives a buff straight away like Trail of Torment while highlighting the gen so 25% - 30% faster M1 Cooldown while highlighted but when no longer regressing it goes away as it would be far more useful that way (has to be a gen kick tho so no ruin or Pain res).
Other than that I think everything you listed would be great.
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Amazing stuff, glad to see more voices on springtrap. I love him so much, but he's so frustrating at the moment.
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I wanted to the Power Outage to be simple in concept as i didnt want it to do TOO much, and as for the Undetectable he would gain it over the 60s as he cant be marked by cameras during the Power Outage, so they would have to reveal him afterwards.
I agree alot of Haunted by Daylight void mechanics are similar to Springtrap ideas, the Portals are similar to Doors aswell as both sides can use them, i would even say theyre stronger than the doors cause the Killer is told when theyre used by Survs, but the Killer uses them completely silently.
1. Access Panel is already solid for the info, and you can link Doors by travelling through them to the door you want, it does take some time, but its extremely cool when you pull off the setups, it also helps to stop anyone using doors if u cant reach the door in time u can just toss the axe through it to hit them.
2. Endo CPU doesnt really need another big buff i think, it got a pretty massive one, it doesnt benefit Survs like foxy's hook, but i would increase its linger slightly by 1 second so it lines up with Foxy's Hook at 6 seconds.
3. Celebrate Poster was very fun in PTB, but i dont think they would revert it to 20%, i think a middle point like Foxy's Hook at like 15-18% is more realistic.
4. Chica's Bib working on hit would stop not only help against Deadhard, but also sometimes Lithe, Dramaturgy, idk about Overcome, depends on how it interacts, but i think more Perks affecting Door Teleports is a good idea, only really have Security Badge, Streamers and Remnant interacts with the teleports right now, and none of them are good.
5. Foxy's Hook is pretty okay after the recent buff, i dont think it needs another as it really isnt that bad at making some loops alot easier to play around via positioning for it and making sure the surv doesnt benefit aswell, but it definitely can punish missed shots.
I agree Help Wanted is pretty bad, his only Good perk is Phantom Fear, but atleast Help Wanted does something unlike Haywire right now, and most of its issues lie with the Compromise perks in general.
Even small changes would be nice, i dont think Springtrap needs a major patch on his chase power, its pretty well rounded, but the Doors could be alot cooler i think.0 -
He can be pretty punishing when you miss, his hitbox is very precise, and when his axe is on CD he doesnt really have a power, as well as being super weak to pre-running, i dont think he is terribly weak, but hes in a rough spot, and could benefit greatly from minimal changes, like his Grab being fixed and changed to M2, and Restaurant Menu being so required is a good example that his Cooldowns are a bit rough, and should be lowered, it doesnt even lower his longest Cooldown (On Hit being 10s) But just going from 7s to 5.4s on Miss is a big difference.
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Also thinking about other ideas, Incapacitated is a underused status effect that used to be on Loot Bag in the PtB, but i do think it would be pretty strong if it was on the Fire Axe, but i wonder if it would be too much, or unnecessary.
But mostly i wanna talk about Doors and Jumpscares.
There's some issues like passing through each other in Door Teleports, Visual Example:This happens due to how the Doors/Jumpscares function:
The Jumpscare Happens if both 'Teleport' Durations Overlap on the same Doors.
But Exit/Enter dont have any interactions, so if you enter during their Teleport and they Exit before your Enter finishes you pass through eachother, im unsure if its a 'BUG' persay, but its probably not intended.
This sadly makes the most optimal play when near a door thats being used to just stand infront of it and grab them during the Exit animation from outside, which makes the Office Jumpscare even more gimmicky.
I was also thinking of if it would work if Springtrap could see Doors that are in use highlighted with Yellow within a short range. Visual Example:Similarly to how Doors show Yellow when used if inside of a door.
Another thing i wonder about the Office Jumpscare being limited to 1 Version for Killer POV but has 6 Versions from Survivor POV, on top of the Glitchtrap skin having a new animation in Surv POV, it definitely feels like a lot of effort was put into it for how Gimmicky and Rare it is.
I didn't go much into the Office Jumpscares or Doors in the main post, but i do think they could use some tuning and fixes.1 -
I always wanted Springtrap to be a decent killer with insane power but right now his power feels so punishing, like no matter what you do, you have a cooldown for something, it's kinda frustrating sometimes, but this doesn't prevent me for playing with him, I alywas will have fun with him and no other killer makes me play killer more.
I still cannot stand the fact BHVR nerfed streamers to 15%, in just 2 weeks of his lifetime…
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AWESOME!!!
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Atleast it didnt get the Knotted Rope treatment, 10% → 2%, but yeah it was a weird change.
But yeah the reason Springtrap feels so punishing is cause his Throw Endlag is 2s, but that 2s only starts after the throw animation is finished, so its Throw → Wait 2s, then you can Attack.
So ALOT of the time its better to just cancel the projectile in close range (Takes 1s) and M1, then u keep your axe aswell.Post edited by chknTM on-1 -
My main problem with Springtrap are the doors spawning right in front of a generator
Especially on Lery's
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I wouldn't hate some buffs to afton, but he is the pinnacle of balance. Qol would be nice like the loud reveal sound, but I would leave his power as is, especially not even further reduce incentive to use the camera system.
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Changing this would actually buff Springtrap doors, cause if it isnt close you cant hear the door or see the panel, so them being in sight lets u get more pre-run distance.
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Its not really about his Strength, i don't really mind niche characters (I like playing Trapper), but Pinnacle of Balance is a bit much, i don't entirely disagree with the notion, but i think rather than is, i think he has the Potential to be, but isn't right now.
His Power has the Groundwork, a well rounded chase power with a astronomical skill ceiling, fun gimmicks, and the most interesting in-depth Killer objective in the game, a Objective that isn't just 'Open Chest' / 'Interact with Item', Xenomorph and Singularity are probably the closest to this, but quite far from it, the Problem is simply the Objective, regardless of cool it is, does not see use.
I am SO glad he didn't release in a strong state, his release is Surrounded by Ghoul and Krasue, who are both S tier on release, having a weaker Killer is such a breath of fresh air, and having a strong release permanently stains a Killers reputation, so him being well liked can be attributed to the fact he isn't that strong.
But theres a difference between Balance and Power-Design, and his issues arent in Strength but Power Design, many Elements of his Power dont compliment or add to his kit, and lack purpose or have design flaws.
I think his Fire Axe (Chase Power) is mostly fine, its arguably the best designed projectile ingame, thats why its such a small part of my post, and only listed small changes, main issue is the Grab being just buggy, clunky and inconsistent.
Battery Mechanic is redundant, so is Altruistic Axe Removal.
I believe Altruistic Axe Removal is the perfect example of Design Flaws he has, it is technically 'faster' stat-wise (8s to 5s), but infinitely less efficient than doing it normally, 2 Survivors need to meet up, and then stand still for 5s, compared to 1 person taking 8s while moving at full speed, which is better in every scenario, an entire Animation to help a Teammate remove it, that was animated, coded, and put in, but it just has no purpose, simply due to flawed design.
And as for the literal MAIN mechanics, Cameras are too niche if you aren't in a SWF, They aren't bad, i mean Looping Shack, or another strong building with a door, with permanent Aura read on the Killer is fun, if you can tell your Friend ahead of time and get him to reveal Springtrap, forcing Springtrap to Drop Chase or have a game ending chase, it also wont run out of Battery cause u can hop off the Camera for 10s after every reveal and it recharges, the Battery mechanic is THIS flawed.
And Doors are barely used even though they are very strong, cause most Survivors don't understand them, this is also why i barely changed Door Teleports in my post, they're the best designed part of the Security System all-around.
Currently as a Killer Springtrap is at his current Prime, he will never be stronger than he was on Release due to how he is designed.
There are so many coded mechanics that provide no value to his Kit, the Cameras are entirely Ignorable, they're basically entirely 'extra' you can use them for benefit, or ignore them and use that time on Gen time, it feels like the Undetectable when using a Door was put on just so they had a niche 'use'.
It isn't Vecna where the Chests are always used every match cause they have a better balance as a Killer objective, they are appealing and its a bad idea not to with the benefits, with some downsides to Legendary items and the slight mimic risk, its simpler but the balance is there.
If you are against Wesker or Nemesis and u ignore the cures completely, that's a bad idea, as there's the Carrot of getting rid of your Infection, and the Stick of the Infections downsides.
Or Pig which probably has the most severe Stick in the game, of literally you die, so probably best to remove the RBT, dying is bad.
A Good Killer Objective should have both the carrot, and the stick, for the Cameras there is a nice carrot, but no stick exists, and therefor the entire Mechanic can be ignored, and when the Cameras are ignored, it also makes the Battery have even less purpose.
Some Killers that are Similar to Springtrap but lack these issues: Xenomorph (Turrets), or Unknown (Hallucinations), both have Objectives that are not ignored, and if they are, it benefits the Killer in question, if there's no Turrets, Xenomorph is very strong in chase, and if there's Hallucinations, The Unknown has great Map Pressure via them, and having Survivors use time on these Objectives keeps them off Generators, even if its only a few seconds, and these Killers could still use changes even with that, Turret Stacking is rough for Xenomorph, and Unknown is nicknamed The Harmless but also constantly compared to Springtrap both in Strength and Similarities, Unknown isn't a weak Killer, but he is a High Skill Ceiling Projectile Killer with a boatload of Counterplay and could really use some changes to be less punishing.
I HEAVILY disagree with stuff like making him 4.6m/s always, it makes him stronger, but its just a SUPER boring way to buff him that doesn't fix ANY of his issues and makes him more boring, and i am just interested in making him more fun to play, while keeping him as interactive to face, and also the Battery mechanic was such a missed opportunity to be super thematic and interesting in my opinion.
If you could say where i reduced incentives to Cameras in my post that would help, cause i am trying to give incentives to use the Cameras, and even increased the reveal duration from 10s to 15s, to match the Stealth mechanic intervals, i would like to hear your thoughts on it so i can improve it, i try to improve the post when i can.0 -
pls devs
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What I was referring to there is that you want there to be a set of changes that make power outages occur more often (and even occur entirely without survivors using the doors at all) and apply a new effect that is quite negative to the survivors. This would make using the doors worse to interface with. Survivors would probably never interact with the doors, despite the killer gaining undetectable over time. Springtrap already has lengthy undetectable that survivors are used to it by now and he makes loud clanking footstep sounds to balance this out.
There's really no easy solution so I see why his power ended up the way it is. If you implement a system to force survivors to use the doors, they will hate it. Currently the doors are not required to use them, and as a consequence Springtrap can get decent value from his undetectable as he pleases. I think it's a happy medium. The power limit is probably there only as a means to prevent wall hack abuse. I mean, there's a reason everyone loves the guy, his design is just that good. I just wouldn't want something fixed that really isn't broken. Again, aside from some nice qol points you brought up.
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They don't really occur more often, its more that they occur, at all, and even if it does, it does nothing, but i reduced all the other drains by a lot, as for the passive drain its at the same rate that Oni gains blood passively, which is also 0.2 charges per second out of 100, but its too slow to matter, but in this sense its slower, but also inevitable, so its more about battery efficiency and not overusing it.
But i wont claim the numbers are well tuned, as its more of a concept or idea, i can't test this in a game setting as its simply something i thought up, and the entire Power Outage mechanic is only involving the doors, as i mostly want it for the thematic/immersive effect rather than making him stronger in anyway outside of buffing the Doors temporarily, if you are in a chase and a Power Outage happens you wouldn't really benefit much, unless you down them within the minute or simply drop chase to try and make a play, it also makes axing Cameras a bit less of a meme, cause currently if u are being revealed in a chase, you never waste your entire power to disable a camera, cause that just gives the person you are chasing so much free distance and time.
Currently 2 Survivors on Cams = Full Drain in 11-12 Seconds. Cause Every Camera is -7c/s, and you regen +5c/s, so 2 Cameras = -9c/s meaning -99c at 11s.
If it was -1c/s per cam + -0.2c/s it would be -2.2c/s with 2 cams active, meaning it would take 45-46 seconds.
Seeing as it could take 4-6s to reveal him, but it could also take a bit longer, every minute and 10-30s you would need to spend maybe 5-15s of Battery, which is -1.2c/s meaning —6c/18c / 30-90s + 60-90s of match time every 30s is -6 Charges/100, so like -36/100 on the higher end of time and like -18/100 on the lower end, there's so many variables and stuff.
Could even make it so it drains a bit when you Reveal Springtrap, instead of the passive drain with Cameras open, even if its a bit less game accurate, just an idea.
The numbers could be anything, it could be half of what i posted, 30s Power Outages, like -0.1 c/s passively, -0.5 c/s per Camera, and -5c when Doors are used to teleport by Survivors, but its just an idea and i cant really fine tune it from concept to gameplay, like you gotta remember there are 4 Survivors, 1 of them taking like 10s to Reveal Springtrap every minute or so, and how long the average time till a Power Outage is, how many Power Outages happen in a match on average, are Power Outages too long, can't really test any of that for an idea that exists only in concept.
Regardless the concept is just an idea to incorporate the Batteries/Cameras into his gameplay a bit more, on top of making it more game accurate.
Overall the mechanics and interactions could synergize and function together in gameplay a lot better, there is so much potential with the Doors.
And as for the 2nd part of your post
I disagree that there is not an easy solution to the Doors, somewhat, maybe not EASY, but there is room for improvement, i mean every other Killer Objective is an example of the Carrot and Stick, add a Stick and people will interact more with them, Cameras are not necessarily a Bad carrot, and they're fun to use, but the average player will pick the Path of Least Resistance and simply sit on gens, maybe use a Door after that Gen to get to the next Gen if a survivor is being chased to gain bonus gen efficiency, and that's the depth of that interactivity, i think the Doors aren't fun just cause they are optional, but because they are the only and first Killer Objective more complicated than Hold Button on Object or Hold Button on Item.
The Battery Limit also currently does not prevent infinite camera revealing, as i stated in last message, cause you will never run out of power when u can just close cams for a few seconds after every reveal and it will regenerate faster than you can drain it.
But genuinely speaking i am not expecting much, nearing 6 months with no changes, i just hope they improve the Grab (M2 grab please) at the very least wish that was consistent, some add-on reworks and changes would be nice as well (Remnant bad) this Post is mostly just me throwing a ton of darts (Ideas) and hoping some land, personally think his Chase is mostly fine but the Doors could use the most changes.
Glad to hear opinions on it though ty.1















