http://dbd.game/killswitch
4 changes that bhvr could make to springtrap that wouldnt make him weaker but fun to play against
1. Give his teleport a starting cooldown. Now he can from the start of a match straight up teleport to the other side of the map and find 4 survivors. He doesnt even need deadly pursuer to do so. Bhvr has made that specific change previously with sadako, so if he wont get a general cooldown for the teleport, at least give him a starting cooldown.
2. [Removed]
3. Make him visible during his exit of a door. Im not asking that he has an entire animation for the full duration of the teleport, like demo has. Obviously bhvr went with more of a dredge approach on that. But the fact that he comes out invisible and can hit people right infront of a door while invisible for 2 seconds after exiting is weird.
4. Either nerf or remove his undetectable. This is more of a personal opinion because i main demogorgon but the fact that this killer with no teleport cooldown can teleport and have 20 seconds undetectable while also being able to have an insta grab during teleport is just too much. And unfair for the puppy.
Of course they should also fix the god damn headset audio for his doors but thats a know issue.
Comments
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1. Give his teleport a starting cooldown. Now he can from the start of a match straight up teleport to the other side of the map and find 4 survivors. He doesnt even need deadly pursuer to do so. Bhvr has made that specific change previously with sadako, so if he wont get a general cooldown for the teleport, at least give him a starting cooldown.
This one is interesting. I totally get where you are coming from. Sadako has a 20-30 second cooldown before she can Teleport. Dredge has 8 to 12 second cooldown. Animatronic can use it as many times as he wants with no cooldown. While I don't necessarily have an issue with that but if that's the case Sadako should be able to TP to OFF Tv's but it wont give condemn from any tv if its off.
Yeah, he definitely is miles better than Demo sadly. At least demos portals are a slowdown for survivors when they cleanse them which is cool but I see both sides for sure.
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The invisibility and audio issues are bug specific issues. They are also a counter to his undetectable because he can be revealed for quite awhile with the cameras. There is no telling which door a person is using unless he has a specific add-on. His undetectable is a part of his identity and is a core element to bringing the Fnaf experience to dbd. Springtrap disappears a lot and is fairly difficult to keep track of in the games unless you're using the cameras.
In terms of the other parts of his kit, I would say its somewhat touchy to nerf any aspects of his traversal minus the bugs. It feels good to use and makes him a very exceptional killer. Limiting that would make him extremely weak if done wrong. I believe he should be slowed down when using a door near a hooked survivor since he easily bypasses the camping meter and can tunnel fairly easily.
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Not being able to tell which camera a survivor is ising is good and all, but if both killer and surv teleport springy gets a grab no matter what door was used so thats a moot point. His undetectable being removed is nice and all, but stepping inside a door and leaving it again cancels the aura while teleporting resets the undetectable. But i agree that the full blocking of his teleport is a bit much so i remove that.
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Small misconception. Springtrap has to actively target the door the survivor is using to teleport or the door they're teleporting too. Fun fact, if a survivor teleports while Springtrap is using the doors, those doors are highlighted yellow which means he knows exactly where to go to intercept. That's why its not recommended to use the doors at all unless another survivor is being chased or carried.
BBQ & Chili is very popular in him right now as well. I saw a survivor going towards a door on the other side of the map and used the opportunity to grab them. Basically, don't use the doors unless you know its safe.
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I apologize. It seems i wasnt clear. I didnt meant that springtrap can teleport to a camera user regardless of door, i meant that he can insta grap a teleporting survivor in the security office regardless of which door the survivor entered or intends to exit.
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Everything in this post is pure nerf, he 100% will be weaker
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But not noticably so. A start cooldown is on par with every other teleport killer, the visibility is litterly a bugfix and several people have tried to argue that the undetectable isnt relevant anyway. So whats the harm in removing it!
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4. why nerf killer just because there exists a worse version on not really strong killer?
Would make more sense to ask to buff puppy instead…1 -
If undetectable is not relevant, then there is also no reason to nerf it…
It's already weaker than any other stealth killer, simply because how loud his walk is. I can see reducing duration a bit.2 -
Imagine asking for nerfing D tier killer.
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We are 100% on the same page.
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So by your opinion Kaneki is F tier killer and Springtrap D tier killer… Suuure
I guess your tier list is all the way to Z, otherwise I have no idea how you got this outcome.3 -
Springtrap has more map mobility and good antiloop along with quick 2 tap option, so yes. Springtrap is defienetly stronger than Kaneki yet not stronger than 75 % of the killers.
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I played against Kaneki a lot of times and it was cringe ez to escape those matches. Every game ended by him facecamping hook with 2-3 hooks in possession, yeah… 100 % how games against SSS tier killer would look like.
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Mobility is most likely best thing you can have with killer, there is a reason why all top tier killers have good mobility.
Both Kaneki and Springtrap have decent mobility. I would say Kaneki has it way better, because he is not limited on where he can use it…
So just based on that they simply can't be low.
I don't think Kaneki is S tier killer, maybe like low A, but he is definetly one of most boring to play against in my opinion.
Springtrap has one of highest skill ceilings, so hard to tell, but definetly not lower than high B imo, but also not S.1 -
Disagree. Kaneki is very fun to play and extremely fun to play against when he is so weak now. The only killers I'd agree being boring to go against is Knight and Skull Merchant. Other than than it's just whining.
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Damn, I would love to see your chases against Kaneki… Like what are your tips to play against him?
Hold W doesn't work, safe pallets doesn't work, windows in most cases doesn't work (Bamboozle/addon)…
Only fun thing I know is basically try to vault back on pallets through him, which needs good timing otherwise it downs you by default.1 -
This is pretty complex, but I can give you some tips. You just need to understand what tile you are in and if the ghoul is charging power or not.
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What I have found out, it's very easy to basically stand under pallet and wait if Ghoul used his leap to get there, because delay between M1 and cancel is pretty high. It doesn't really work if he just pulled his power, you can't greed because he is not slowed down much a there is very small delay after cancel, so not something you can do on reaction reliably.
Safe pallets if he can vault you are just dead, if he has power ready and you won't manage to vault back. Nothing to do there other than predrop.
Windows if get blocked are also out of my power to do something about it.
My big issue is not even double back works, because he can fully cancel his slide after dash…
Interesting topic, you think it's better to stay injured or always heal? I am personally on injured team…0