We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list

Actually Making a Viable Springtrap

BlooperReel
BlooperReel Member Posts: 127
edited October 2020 in Creations

IMPORTANT NOTE: Many people want Springtrap but are unwilling to flesh his character out to match the whole DBD thing. The purpose of this is to do so to the greatest extent that I feel is necessary. This isn't a full chapter, the best survivor would be a security guard (preferabbly Mike Schmidt as he's the OG and FNaF 3 never named names) and we don't have any appearances. No one wants an indoor map either. In short, this is just an in-depth fleshing out of Springtrap.

IMPORTANT NOTE: I racked my brain for ability ideas for ages, this draft was up for a day while I ran off to scan pages and pages for a good idea (most of the alternatives are err...poorly made) but I found a descent ability idea (that I have altered) on Reddit. The original concept and post can be found here: https://www.reddit.com/r/fivenightsatfreddys/comments/hinozk/springtrap_concept_as_a_dead_by_daylight_killer/

PLEASE NOTE: I am by no means a professional at this so I welcome your CONSTRUCTIVE criticism in order to help balance it out. I'll be giving my opinion of why I did blank by putting them in parenthesis.

Springtrap: The Machine

Terror Radius: 32m (I figure the average terror radius is 32m and as such I think that 32m is acceptable.

Speed: 4.6m/s


Ability: Waking Nightmare: (I have altered the name as I feel this is more fitting) Survivors feel the punishment of failure. Survivors that take a hit, enter a chase, fail skill checks or cleanse non-hex totems whilst a hex totem is present, earn a stack of Stress. Survivors that stun or blind Springtrap, heal or are healed to healthy, unhook, or complete a generator, lose a stack of Stress. Every 3 stacks a survivor increases in Stress.

Like Madness an icon on the right appears. This icon shows that the survivor is afflicted with stress (represented by lightning strikes) and displays between 1 and 3 chevrons depending on the level of stress. The bottom-left HUD displays survivor icons glitching (like FNaF 3 intro) becoming more intense as Stress grows.

Waking Nightmare I - Survivors affected by this breathe louder and there is a 33% chance a stress skill check appears. (I think something a bit like old Ruin with a good skill check not counting as missed but fizzling the machine briefly.) Springtrap's movement speed is 4.80m/s as long as at least one survivor remains in this tier.

Waking Nightmare II - Survivors affected by this (in addition to the previous breathing) do not see Springtrap's red stain and do not hear his terror radius until he is 16m away or closer. Stress skill checks have a 66% chance of appearing.

Waking Nightmare III - Survivors affected by this (in addition to the breathing) become oblivious and Springtrap's red stain re-appears smaller than normal. Stress skill checks still appear at the same rate as Waking Nightmare II, however stress skill checks may now randomly appear on the screen (similar to doctor's.)

(As previously mentioned SurrealSnooz came up with the concept. I decided to use stress skill checks as the alternative was blacking-out every 40 seconds for 1 second which, despite the short time, seems a bit annoying. I also decided to leave out the stalking part as he can already add stacks into Waking Nightmare by basically playing the game and veteran players would end the game even quicker than they could now. I changed "Stress II and Stress III" to fit the altered concept a bit more. Blacking-out was the main gimmick for those two, additionally it just seemed smarter. I went with every 3 stacks which gives a survivor the chance to take a hit, enter a chase, and go down, putting them into Waking Nightmare II. After being unhooked they must be healed to lose a stack and complete another generator or heal another to lose another stack.)


Perks:

Animatronic Jaw - When hitting a survivor you inflict the Physical Trauma status effect. Performing skill checks while the survivor suffers from this effect are slightly/moderately/significantly more difficult. Survivors must heal in order to remove this effect. Effects do not stack. (I did my best to search for a status effect that worked but mangled was the only result and I feel like a new status effect is fine, madness is a doctor only effect so...Physical Trauma applies a visual effect to your screen while a survivor is injured making it difficult to focus, this effect is one of the best alternatives to an off-brand Sloppy Butcher.) “His bite is far worse than his bark, don’t forget that.”

Phantasmagorical Performance - After Hooking a survivor your terror radius is increased to 46m for 10 seconds after which your terror radius will be reduced to 0 for 8/10/12 seconds. (I think having a killer seemingly just...disappear would be an interesting experience to say the least.) “One minute he’s there, but then you blink, that’s all it takes, and he’s gone just like that.”

Automatonophobia  - Survivors that leave your terror radius after 6 seconds have a 30/40/50% penalty to generator repair for 12 seconds. (Initially I was gonna steal Coulrophobia and change it to gen progress but I feel like this is a more interesting way. The effect won't apply however to survivors that leave your terror radius before the 6 second timer, let me know if you think this needs changing.) “He’s a terrifying monster and worse yet he doesn’t know the half of it.”


Addons:

Spare Parts (common) - Stress skill checks have a 2% increase in appearance rate.

Extra Batteries (common) - Your terror radius is reduced by 2m.

Pizza Slice (common) - Your red stain is reduced by 4m.

Party Hat (common) - Slightly increases the speed normal skill checks rotate at.

Balloons (common) - All Stress skill checks shake.

Springlocks (uncommon) - Survivors that fail Stress Skill Checks (outside Waking Nightmare III) become oblivious for 4 seconds.

Gas Canister (uncommon) - Stress skill checks have a 3% increase in appearance rate.

Children's Art (uncommon) - Your base move speed is 4.8m/s as long as a survivor is affected by Waking Nightmare.

Freddy Mask (uncommon) - Stress Skill checks rotate slightly faster.

Paper Pals (uncommon) - moderately increase the speed normal skill checks rotate at.

The Monitor Screen (rare) - You become Undetectable during Waking Nightmare II.

The Music Box (rare) - Stress skill checks rotate counter-clockwise.

Freddy's Microphone (rare) - Stress Skill Checks always appear randomly on-screen regardless of what tier survivors are in. (Does not affect appearance rate.)

The Cassette Tapes (rare) - Stress Skill checks rotate moderately faster.

Chica's Cupcake (rare) - Stress skill checks have a 5% increase in appearance rate.

The Night Guard's Badge (very rare) - For every pallet a survivor drops, an additional stack is added to that survivor.

The Phone (very rare) - Survivors that have lost a stack whilst in 36m of you become unbroken for 12 seconds. (This effect is ignored by perks like Second Wind (meaning after 30 seconds you are healed.))

Metal Fan (very rare) - Stress Skill Checks ignore any survivor perks that affect normal skill checks. (Does not apply to conditional perks like DS.)

Missing Persons Poster (ultra-rare) - Survivors affected by Waking Nightmare III can be instantly put into the dying state but are set back to Waking Nightmare II.

Foxy's Head (ultra-rare) - Survivors in Waking Nightmare III see your red stain fully restored and stress skill checks are no longer randomized for them. However, you become Undetectable and Survivors suffer exhaustion for 20 seconds after entering Waking Nightmare III.


EDIT: In my day-long draft, sleep-deprived, last minute, caffeine fueled, writing, I forgot to mention that said Stress skill checks are possible for all things with skill checks with the exception of things like DS and other specialty skill checks (kinda noted in the Metal Fan addon.) That being said, you could find them whilst healing AND whilst repairing generators (as well as any non-conditional perks requiring survivors to hit skill checks, such as for example, a perk that forces survivors to hit skill checks on the hook (this is a poor example but gives you the right idea))

Post edited by BlooperReel on

Comments

  • Shymare_11
    Shymare_11 Member Posts: 494

    Wild impossible skill checks and stealthy type killer? I actually like this but as a person who STILL struggles with skill checks, I am afraid.

  • Unknowninsanity
    Unknowninsanity Member Posts: 68

    The survivor could be the girl in security breach

  • Moundshroud
    Moundshroud Member Posts: 4,458

    I don't know that "many" people do want Springtrap. These threads pop up now and then and always have a very weird synergy to them. It is like a guerilla advertising campaign, created by the owners of the rights to Springtrap to try and get DbD to come make them an offer. I could care less about Springtrap one way or another. I'm just saying I've read all these threads and I never get the impression there is truly a lot of people that want this. I hear a lot more people asking for Chucky, Pinhead, Sam (from Trick'R'Treat), etc. And of course everyone wants Jason Voorhees. I'm not the only person who has had this reaction to these posts either.

  • QwQw
    QwQw Member Posts: 4,531

    I think Henry could also work as a survivor. I feel like if the devs do make a fnaf chapter the new killer will probably be Vanny from Security Breach seeing how it's really hyped up as the new game in the series, I would prefer Springtrap though as he is the og.