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Springtrap in DBD

Over the last couple of days i have heard a lot about "what if the next killer is Springtrap from the FNaF Series" and it honestly spiked my interest. i had talked to some friends about their opinions on it and i've also seen a lot of mixed feelings on the forums regarding FNaF being in DBD. This was all too interesting to me to the point where i had decided to spend a couple hours of my day coming up with a Springtrap concept. What kind of killer would he be, what type of powers would he have, what perks would be introduced to the game, etc. The information below is something i am personally proud of, i felt i had a unique idea to introduce how Springtrap would function in a game like DBD.


The Attraction (Springtrap) (110% killer)


Backstory: William Afton had it all going for him. He had a family, a daughter which he was obsessed with, and was co-founder of Fazbear Entertainment. He even helped create the technology for the animatronics found in the Fazbear Entertainment locations. Everything went well until one day he decided to murder his business partner's daughter and eventually multiple children. He would always find a way to bypass the security cameras and lure the children into the restaurant, one by one while wearing an animatronic suit. Things kept getting worse for William. The spirits of the very children he had murdered had come to haunt him. He fled to a backroom, donning the very suit he wore to kill them, in an attempt to hide from them. He thought he was safe, laughing as he felt he was free. Unfortunately for him, the suit malfunctioned. The spring-locks keeping the suit together had suddenly collapsed, crushing and penetrating William's body. 

The police came to investigate the restaurant after hearing all the rumors that an animatronic could have killed those children. However, they were too late. There was no traces of anything left behind in the restaurant. Where are all the missing children? Where did William go? 


As he came to, the man behind the slaughter saw himself in a different realm. A new reality. A new body. A new purpose.



Primary Power (Terror Incarnate): The evil within you allows you to be anywhere that your future victims could be hiding. Gain the ability to see all lockers within 87 meters and open lockers 20% faster. Press the Primary Power button to mark a locker. you can mark up to 4 lockers. While standing still and in plain sight from other survivors, including when you are in a locker, press and hold the Primary Power button for 3 seconds to teleport inside a marked locker. Press the Primary Power button while directly in front of a locker to hide inside it. Going into a locker this way has a cooldown of 15 seconds. Press the Primary Power button while in a locker to get out of the locker. If you teleport to a locker next to a survivor, press the Primary Power button to IMMEDIATELY BURST out of the locker, activating Jumpscare regardless of its cooldown and forcing a failed skill check if a survivor is on a generator. Teleporting to a locker has a cooldown of 20 seconds.



Secondary Power (Jumpscare): Press the Secondary Power button to mark a generator.

When a survivor is on a generator, hold the secondary power button for 2 seconds to cause a jumpscare on their screen as well as a skill check. If the generator is near a locker, activating Jumpscare causes a phantom Springtrap to exit from the locker and re-enter it instead. If the survivor fails the skill check because of Jumpscare, the generator is regressed an additional 7%. Jumpscare has a cooldown of 15 seconds. Jumpscare can also be activated while in a locker.



Perks:


I'm Watching You: Tormenting your previous victims has taught you to analyze their actions as they try to escape your grasp.

When a survivor in your direction is facing away from you within a 36 (45, 50)meter range, I'm Watching You activates. While I'm Watching You is active, survivor speed while repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening gates, and searching chest is reduced by 7% (11%, 14%). I'm Watching You does not show survivors a decrease in their action speed. I'm Watching you deactivates when within 7 meters from a survivor.



Unrelenting Rage: Being trapped in a game you are forced to play has caused you to seek revenge.

You become obsessed with only 1 survivor for the remainder of the trial. When your obsession stuns you, or you are blinded, you gain a token.

1 token: You gain 20% (35%, 50%) resistance to stuns/blinds from the obsession.

3 tokens: When chasing the obsession, they are afflicted with the oblivious status.

5 tokens: Gain the ability to kill the obsession.



Purgatory: You and The Entity grow impatient as the trial progresses. You gain a token every 6 (5.5, 5) minutes.

1 token: decreased basic attack cooldown by 3% (4%, 5%)

2 tokens: increased movement speed by 3% (4%, 5%)

3 tokens: Survivors suffer from the Exposed status effect for the remainder of the trial.



Common Add-ons:

Old lens: A spare lens found in a container of Fazbear's Fright. Slightly increases the range at which you can see and mark lockers. (+5 meters)

Speaker Upgrade V.1.1: A new upgrade to your speaker, allowing you to be heard by others more clearly. Slightly increases the sound of Jumpscare.

Rusty Screws: Rusty screws found in a container from Fazbear's Fright. Slightly decreases cooldown of Terror Incarnate teleport. (-1 second)

Rusty Bolts: Rusty Bolts found in a container from Fazbear's Fright. Slightly decreases the cooldown of Jumpscare. (-.5 seconds)


Uncommon Add-ons:

Refurbished Parts: A collection of refurbished parts from other animatronics. Slightly increases the speed at which you get out of a locker.

Modified Socket Schematic V.1.3: An old schematic found in a locker at Fazbear's Fright. Moderately increases the range at which you can see and mark lockers. (+10 meters)

Speaker Upgrade V.1.3: A newer speaker with better quality sound. Moderately increases the sound of Jumpscare.

Spare Screws: Spare screws found in a box next to other animatronics at Fazbear's Fright. Moderately decreases cooldown of Terror Incarnate teleport. (-2 seconds)

Spare Bolts: Spare Bolts found in a box next to other animatronics at Fazbear's Fright. Moderately decreases the cooldown of Jumpscare. (-1.5 seconds)


Rare Add-ons:

Spare Parts: Parts that haven't been used at all. Moderately increases the speed at which you get out of a locker.

Modified Socket Schematic V.1.7: A schematic found in a locker at Fazbear's Fright. Considerably increases the range at which you can see and mark lockers. (15+ meters)

Speaker Upgrade V.1.7: A much higher quality speaker with higher quality sound. Considerably increases the sound of Jumpscare.

Brand New Screws: A box of new screws delivered to Fazbear's Fright from an unknown source. Considerably decreases the cooldown of Terror Incarnate teleport. (-2.5 seconds)

Brand New Bolts: A box of new bolts delivered to Fazbear's Fright from an unknown source. Considerably decreases the cooldown of Jumpscare. (-2.5 seconds)


Very Rare Add-ons:

Golden Parts: Golden parts found in a hidden safe at Fazbear's Fright. They somehow enhance the animatronic's movements. Considerably increases the speed at which you get out of a locker.

"How can i resist, a promise such as this?" -Springtrap

Artificial Eyes: A set of eyes that almost resemble real eyes. Wearing them makes you feel alive somehow. 

Tremendously increases the range at which you can see and mark lockers. (20+ meters) "You may not recognize me at first, but i assure you, it's still me" -Springtrap

Golden Springlocks: Golden springlocks that seem flawless in their engineering. If only these were introduced sooner to the animatronics.

Tremendously decreases the cooldown of Terror Incarnate teleport and moderately increases Jumpscare cooldown. (-3.5 seconds, +1.5 seconds)

"In case that the spring lock comes loose while wearing the suit, please try to maneauver away from populated areas, before bleeding out, as to not ruin the customer experience." -Phone Guy

Megaphone Schematic: A megaphone schematic found in a hidden safe at Fazbear's Fright. It seems its purpose was to make the animatronics perform as loud and clear as possible, while being able to take in other sounds.

Tremendously increases the sound of Jumpscare and slightly increases Jumpscare cooldown. (+1 second cooldown)

"It is not your flesh that sustains me... it is your fear!" -Springtrap



Iridescent Add-ons:

Thermal Optic Enhancements Schematic: An old schematic found stored away in Fazbear's Fright. Why an animatronic would need such enhancements is beyond comprehension.

You can see the aura of all lockers in the map. If a survivor enters a locker, the locker will be highlighted by a yellow aura. Survivors cannot leave a locker until 8 seconds have passed since entering one.

"Bittersweet, but fitting." -Springtrap

Internal Map Layout: The Entity has granted you access to the layout of his chosen battleground. You can mark up to 6 lockers with Purple Incarnation. Survivors entering a locker suffer from the Exposed status. Terror Incarnate teleport cooldown is tremendously reduced. (-5 seconds)

"Hide if you want. It did not save the others. It will not save you!" -Springtrap


Mori:

Springtrap approaches the survivor on the ground and slams his arms on them multiple times, breaking their bones. after about 7 slams, he picks their lifeless body up by their heads and throws them to the side.

"And now, you are mine." Springtrap


Special notes: When playing as Springtrap, all lockers in game become much larger to accommodate his size.

Since Springtrap is an animatronic, his movement will sound as such.

When a survivor opens a locker and Springtrap is in it, he will immediately grab them and put them in the dying state.

Credit to Youtuber Semimatic for the name "The Attraction" as i had not even come up with one but this seemed perfect.

I tried making the perks make sense to other killers when being used by them so i tried to avoid including any information that would only pertain to Springtrap.

I am also not much into the FNaF series so i apologize if some things aren't spot on with the history and concept of Springtrap.

I tried making his powers relevant to one of the things the FNaF series is most known for, and that is the jump scares. His playstyle is all about being everywhere at any time, and it is up to the survivors to figure out whether Springtrap really is in a locker or not along with being able to commit to a generator despite a jump scare on their screen or despite seeing a phantom Springtrap come out from one of the lockers if they are repairing next to a locker.

As for what the jump scares can be besides the fake Springtrap coming in and out of a locker, i was thinking maybe a phantom Springtrap shows on one corner of the survivor's screen or miniature versions of the original cast (Freddy, Bonnie, Chica, Foxy)

At the end of his Mori, Springtrap will say the quote i wrote below it.

i had written all of the information below pretty much blindly, without having seen any similar ideas that i have seen now. The only reason i even made an account here was to post my idea and hopefully get people into it, wanting constructive criticism, and hopefully being put into the game.

And that concludes my Springtrap concept. it was really fun to come up with ideas of "what if they added Springtrap as a killer." i loved talking about it with my friends and they gave me advice on what things can slightly change for balancing purposes. Please let me know what you think, and hopefully the developers see this! thank you!

Edit: I also wanted to include a bigger role for lockers. Right now there is only 2 purposes for lockers. For survivors to hide, and for Huntress to get her hatchets. I wanted to incorporate a new purpose for the lockers and i felt this would spice the game a bit.

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