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Why doesn't Springtrap's TP have a notification?

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Comments

  • Kaitsja
    Kaitsja Member Posts: 1,928

    Once again, it is called counterplay. The audio cue is there to provide counterplay. Without counterplay, there is nothing survivors can do.

    Instead of spending 2 minutes walking from one end of the map to the other and losing multiple gens due to a lack of map mobility, Sadako can teleport and push survivors off gens. It is by design that she has to then catch up to the survivors, because otherwise it would be a free hit 100% of the time and the counterplay would be non-existent.

    Teleporting is a means of mobility. It's not a chase power. Dashslop killers, as you call them, have chase powers. That's why they're popular. It's also why they tend to have higher killrates than their M1 counterparts.

    People don't exclusively want dashslop killers. They want killers whose powers have counterplay.

  • squbax
    squbax Member Posts: 1,750
    edited June 22

    Yeah we are on the same page tho, Im not saying teleporting is a chase power, specially those tps who cannot surprise anyone even if you pay them for it. Im saying while those powers you call chase, they also serve as mobility, why is billy/ghould and blight mobility good and sadako and dredge is cheeks? Easy cuz the former will get to you and will be able to start chasing you right away or can catch up if you prerun cuz of the tr. Meanwhile the movility tps offer just leave you to arrive and still catch up,meaning losing gen time and pressure or just have to give up the chase cuz the audio cue told survivors in advance the perfect way to avoid that tp.

    Yes absolutelly powers require counterplay, but we are seeing people need basically a way to make the killers power absolutelly useless. If trapper were released nowadays people would complain you cannot sabotage his traps and that they do not give a big neon red sign that lets you counter them before you step on them

    You can make a tp have an indicator, if fact I already showed ST has 3 of them, but no, we need a clear, obvious infallible indicator that will GUARANTEE the teleport cannot surprise anyone. One thing is providing counterplay like you say for example EMPs against singularty, another one is just being able to just ignore the killers power with a 100% reliable way.

  • Plu
    Plu Member Posts: 1,468

    It does, it's on the door, and you can hear him stomping around because he's loud.

  • squbax
    squbax Member Posts: 1,750

    Added to that, when he selects a door to travel to the door pannel of the door he will arrive at will flicker, the ambient sound around all map will be quiet, the door will play the door opening sound, and if the door is out of sight the door closing also plays.

    People really want a big alarm that tells you "springtrap is teleporting, he is going to this door specifically and you can now prerun accordingly, also here is aura too, might be harder to counterplay him without it, we would not want to make him too op"

    Meanwhile ghoul and blight can do EVERYTHING springtrap does better, faster and more efficiently.

  • Plu
    Plu Member Posts: 1,468

    Yeah exactly, the doomposting ever since this update dropped is insane.

    Also spot on about Ghoul and Blight.

  • TheMidnightRidr
    TheMidnightRidr Member Posts: 609
    edited June 22

    'cause he's sneaky

  • Nick
    Nick Member Posts: 1,286

    It actually does! The number starts blinking on the door.

  • Kaitsja
    Kaitsja Member Posts: 1,928

    Nobody is asking for anything that isn't already standard with every killer. Does Sadako's audio cue tell you which tv she's teleporting to? No. You get an audio cue telling you that she's teleporting. That's all people are asking for. Where you got it in your head that people wanted anything different is beyond me.

    Nobody's saying they want to know exactly which door ST is teleporting to. They want a map-wide audio cue, not subtle audio occlusion, that tells them "Hey, ST is teleporting". That's it. They're not asking for a big red neon aura showing ST's exact location.

    The difference between Blight and Sadako is that Blight's mobility is on-demand. Sadako's is linked to props that she can teleport between for map pressure. Being able to pressure multiple areas of the map at once is something Blight can't do. The teleport also means that survivors aren't going to pre-run as your terror radius draws nearer to them. They're going to pre-run once they see you, thus allowing you to start chase much sooner than a regular M1 killer.

    Survivors are going to pre-run when they see ST exiting the door. The audio cue's only purpose is to tell them that ST is teleporting. That's it. It's not going to change the counterplay, which is pre-running, and it's not going to make ST any weaker.

  • squbax
    squbax Member Posts: 1,750
    edited June 23

    Sadakos incredibly loud static audio when she comes out of the TV absolutelly tells you where she is coming from, you can exactly pinpoint it even trough walls. And I am sorry, sadako putting pressure all over the map? Lmao what pressure? Sure she can tp all around the map, and do what? She sure as hell wont down me or my team to get pressure cuz she has to catch up to us first, wasting her time, maybe kicking the gen is the most she can do and I can just go work on it again after she tps to another place. Blight can do everything sadako can and more, he can even be a better stealth killer if he uses unforeseen lmao.

    Also who preruns as soon as they see you, you can prerun actually faster than from a tr killer, you prerun the second you hear demos tp, see freddy sillouette, hear sadako static, you see the locker handdles vibrate, you hear the turret beeping getting closer, like you are gonna have a hard time trying to convince me people are clueless enough to be sitting ducks when they are given warning that lets them nullify the killer pressure?

    Also keep in mid you can prerun and the killer would tp to another gen an not yours, however you can just go back on the gen as soon as you dont hear the loud footsteps or the tr after the sound, you have a full flowchart on how to avoid tps for all those killers with a 100% foolproof.

    Post edited by squbax on
  • Kaitsja
    Kaitsja Member Posts: 1,928

    You keep bringing up pre-running as if you're making a point. Again, what else are survivors supposed to do?

    Until you have an actual point about the audio cue, we're done with this discussion. You can't keep falling back on pre-running as a counterpoint when literally every killer has to deal with it.

  • squbax
    squbax Member Posts: 1,750
    edited June 23

    My point is the audio cue is what makes this killers bad, it id an obvious indicator and something even someone with 4 hours in the game can rely on to guarantee denying the value of a tp in a reliable way.

    Yes every killer has to deal with it, but the actual strong killers can deal with it easier, see any good killer in the game, and it turns out they can do so, most of them do so by dashing, hence why dash killers tend to be strong. The reason we do not have any high tier tp killer (bar singularity and even then his tp is more of a chase tool) is because the whole phylosopy behind dbd designing teleports is to make them useless against a player who can count to 3.

    Also I dont know why you didnt adress the fact that yes you can absolutelly tell where sadako is coming from without a doubt.

  • Kaitsja
    Kaitsja Member Posts: 1,928

    I didn't address the fact that you can tell where Sadako is coming from because you don't know she's teleporting to a specific tv until she's already in the middle of the animation.

    Dash killers are strong because their powers are chase-oriented. Killers like Sadako are weak because their powers aren't chase-oriented. The point of having multiple killers is not to have them be on par with each other in terms of strength, but to offer diversity.

    Sadako isn't weak because of the audio cue. The audio cue only plays after she teleports, not before. Sadako is weak because her power is weak in chase. She has no anti-loop and no ranged attack. Her gimmick is that she can demanifest to avoid body blocking and pallet stuns.

    We don't have strong teleport killers aside from Singularity because teleporting is extremely strong. Done wrong, it can create a miserable experience for survivors and be nigh-unbeatable. It's important for both sides to have fun. Without survivors, killers don't get games. Without killers, survivors don't get games.

    It's in everyone's best interest that we don't get a killer like Nurse that completely ignores counterplay. Teleports are not meant to grant free hits. They are not meant to be a chase tool. You are not supposed to catch survivors with your teleport. It's a tool for getting around the map. Singularity is the exception to this, but the counterplay there is EMPs which can completely disable his power, and breaking line of sight.

    The advantage of the teleport is that, with killer props being adjacent to generators now, you're right ontop of the survivors instead of them having a massive headstart. As I've now more than adequately established: An audio cue does not make killers with a teleport bad. The lack of anti-loop and/or ranged attacks does.

  • SoGo
    SoGo Member Posts: 4,255

    BTW, for those who don't know, there actually IS a sound queue (or a sudden lack of ambient noise) that tells you that he is travelling to you.

    But it's so faint you have to try hard to hear it even without other obstruction sounds.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    It's probably a bug. There's probably supposed to be an audio that plays there (which is why audio gets muted), but the killer is so bugged right now that not even that is working properly.

  • Toms4098
    Toms4098 Member Posts: 7

    The generator goes quit as well, literally everything goes quite. You can't miss it if you know about.

  • DragN_
    DragN_ Member Posts: 32

    Imagine nerfing a killer that already got pre-run 90% of the time when a door is facing a gen.

    That's kind of funny.

  • OrangeBear
    OrangeBear Member Posts: 3,483

    Because other stealth killers are ######### ######### and new killers shouldn't match their level?

  • LockerLurk
    LockerLurk Member Posts: 1,683

    … But he does make a noise. It's the sound of the door opening. He also unless playing as Glitchtrap has loud clanking footsteps. I'm not sure how that's not enough of a notification given Demogorgon has the same tells and does the same thing and yet it's not considered an issue.

    If it's really that hard to hear, just make the sound a bit louder perhaps.

  • DragN_
    DragN_ Member Posts: 32

    Surv already hear him through wall like old dredge, if they can patch this sound issue on him too.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    It's funny. People are legitimately complaining that Stealth Killers are too hard to hear and see coming now and thus are "OP", when before it was "Stealth Killers are super weak and bad at their gimmick because they always have a tell you can hear/see before they attack you, if you pay attention." People will outright in one breath call Stealth Killers "weak" and "a joke" but then in the same breath say they're too hard to see and hear coming, so I guess maybe they're not weak and a joke after all because the stealth part of their kit seems to be working, right?

    I guess not many Survivors pay attention anymore. I still do, always, every time I know it's a Stealth Killer. I haven't been sneak attacked by a Stealth Killer since I was 200 hours.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Arguably because Stealth Killers are sneaky, if the player is good enough, they're the best Killers at dealing with prerunning because they can catch a Survivor off guard before they know the Killer is there and they need to prerun.

  • jmwjmw27
    jmwjmw27 Member Posts: 813

    His doors have multiple notifications.

    1: obviously, you can see it open, and a noise plays when it opens.

    2: if you have vision of the door panel, you are notified the second he starts to tp to that door as the panel will flash, giving plenty of heads up.

    3: certain ambient sounds are completely muted while he is inside a door or traveling in a door. If you listen you literally cannot be caught off guard, just move away and wait to make sure he didn’t TP to you.