Do we enjoy VS Springtrap?
Comments
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Yes
Its kinda like looping a huntress with 1 occasional hatchet thats slightly harder to read - mixed with a stealth killer you have to pay attention to your surroundings for. The killer needs skill and accuracy to catch you as the hitbox on that projectile is very small and fast compared to other ranged killers. It also adds a new method of transportation and teamwork with the doors giving a slight feeling of more to interact with than just totems and generators.
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No
2 days of only spring trap. and as if we're not burnt out on him already, we've got to deal with the killers playing dirty, tunneling us out and/or slugging at 5 gens. this is worse than when kaneki came out. then everyone is so shocked at killer queue times..? because nobody wants to play as survivor while every update is killer sided. the new crows system is bs, why am i getting crows in the short time it takes me to find a totem? i need a break from dbd i think
-3 -
Yes
Most fun interactable killer prop in the game, i feel like you could actually get skilled with it, when other killers props are pretty straight forward.
Fire axe doesn't feel too bad to play against either.0 -
Other
Overall, I think Springtrap offers a fun and fair experience… especially when the killer knows how to use the axe properly. Scoring downs across multiple tiles with a clean throw actually feels earned, not frustrating.
That said, there are still a few issues that significantly affect the experience:
- Sound bugs after door interaction: Once you interact with a security door, audio positioning breaks entirely → generator hums, footsteps, terror radius... all get misaligned. I’ve started avoiding door use altogether because the tradeoff just isn’t worth it right now.
- Hook proximity abuse: Some security rooms spawn far too close to hooks. I've seen killers wait inside, ready to tunnel the second a survivor gets unhooked… effectively bypassing the anti-camp system. This feels like an oversight and should be addressed.
- Axe stuck = no unhook: If you get hit with an axe while trying to unhook, the axe removal animation overrides the action. The killer can then grab you instantly. That interaction needs a second look.
Aside from those (hopefully temporary) issues, the core of the chapter is well-designed and fun. With a few tweaks, it could be one of the better killer releases in recent memory.
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No
I'm waiting a little while before I play survivor because I want the popularity of him to die down a little bit, I don't want to verse him every match, I'm sticking to Killer for now.
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I do enjoy him a lot. It will be SO much better though when I can use the Doors/Cameras without a huge audio issue.
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Yes
They're fine, I consider them a stealthy version of huntress. Be aware of your surrondings and listen for the clanking and Dodge the axe and you're mostly okay. I completely ignore the doors tbh the mechanic is very fun but they seem like a time waste trap.
There's for sure way more frustrating killers to go against.
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Yes
Fix bugs and buff add ons
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Yes
Fix the invisible bug + the weird hatchet holding animation bug and yeah I quite enjoy vsing him a lot.
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No
While I like the Freddy Fazbear's Pizzeria building and the killer designs, the killer and map have loads of problems.
- Killer has too many perks/abilities, incl. 1) a ranged axe attack that has an 2) area of effect AND 3) debilitates the survivor, 4) doors that let the killer teleport across the map to several locations, and 5) cameras that let the killer monitor the map in all directions. Either stick to the doors or the camera, but get rid of the rest.- Map is too small for a regular map, and especially with several doors (teleportation) and cameras on the map. Also, the map is a retread of the cinema map. given the perks and abilities of the matching killer, the map should be the largest in the game.
-1 -
No
If they rework the doors so they're not right on top of the gens and so survivors can temporarily lock them, I'd be okay with him.
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No
I find him rather boring to go up against.
- Stealth
Ghostface does stealth right. Players look around in all directions and feel a sense of foreboding. When playing against the Ghostface, it's his primary tool and there's a fun "hide and seek" aspect to trying to sense where he will be coming from and trying to unveil him. Springtrap is undetectable sometimes and it is not consistant. So you just wait until you hear the stompy stomps and run away from them.
- Doors
The doors are right next to generators, so you just have to be playing the "how long until I blink" game with the door and run away at the first sign of trouble. It's not tense, it's just mildly annoying.
So as a survivor, you just stare at the doors and dont engage with them. Sure you can jump across the map pretty quickly, but it's awkward and unreliable AND can get you killed! If Springtrap enters a door while you're in there - dead. If you pop out and didn't know Springtrap could see you, dead. If you're messing around with the doors and Springtrap catches you unaware - Dead. There is this funny camera minigame they have - but it is such a horrible waste of time that there's no reason to get off of an objective and engage with it. Survivor wise, just stay away from doors unless it's an emergency and you're confident he wont use it.
That is - if he even uses them. It takes about 8 seconds to use a door: ~2s to walk up to the door, 1s animation to go inside, 1s to choose where you're going, 3s office animation, 1s to emerge. You can argue it takes closer to 10s in certain circumstances.
Moving at 4.6m/s - if the target location is within 36m, you might as well walk.
That's right, it's faster for spring trap to WALK to a location that is 4-5 SHACKS away than it is to teleport there. So, in the majority of circumstances, it's a power best used when at the very furthest option away.
So, for a survivor - the better your springtrap is, the less he will use the doors the less you will use the doors and the more the doors become a credible threat when the Springtrap is on the opposite side of the map from you and finished the objective.
So instead of engaging with doors and drawing the Springtrap away from your team on the other side of the map - you actually maximize value when you go down about 36m away from your friends repairing a generator.
Boring.
And nobody likes an underserved "lmao you're dead" jumpscare where they don't pay attention for half a second (Because their Discord friend did a funny or something) and go down because the Animatronic emerged in a 1s animation and is now upon you.
- Axe
I would say this is a fun aspect, but it really isn't. The weight of the axe and poor hitbox that is expeirenced after you play it make the near misses more pittiable than not. Yes Huntress hatchets have icecream truck sized hitboxes, but evading them feels good and takes skill. This depleted uranium axe with the weight of a dying star has such an unreliable hitbox that dodging it into a near miss feels less like an act of skill and more of a fluke of poor hit detection. I for one don't feel GOOD when an axe misses me by a hair. Worse still, I don't have to mind game anymore - I can rest confidently that the Springtrap doesn't have his axe anymore and won't for some time, so I can keep that in mind during my loops. Hit the snooze button.
When the axe does land it's almost never due to a skillful shot where he threads the needle between cover - or arcs it over a wall - or gets a cheeky hit in the midst of a loop to catch you unawares. Almost every time you get hit it's because you're locked in an animation or he baited you. That doesn't feel super good either.
All in all I'd rather play against Springtrap than Tokyo Ghoul or Skull Merchant but that's not saying much. I just feel like after the first few lmao lol matches the novelty falls off.
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No
Preach it brother - lurking in the doors by the hook to camp without penalty is very annoying.
The strange thing is they already solved this in the Alien DLC - where emerging from a tunnel nearby a hooked or recently unhooked survivor takes much, much longer - giving survivors ample time to make their getaway. The 2s animation or so turns into a 5s one or so.
If they did this with Springtrap - eliciting a 4s+ animation that warned survivors it would be balanced as before.
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