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Wait, survivors on cameras do NOT get grabbed when Springtrap teleports to them?

Malkhrim
Malkhrim Member Posts: 1,193
edited June 28 in General Discussions

Getting a grab as Springtrap is already quite rare, but I thought some of those I got where for teleporting to doors survivors were using to watch the cameras. When I noticed a survivor was touching a door and teleported there, I would either grab the survivor or notice they had ran away in time… but apparently all the grabs were for teleporting survivors, because I just noticed you only make them scream when coming out of a door they are interacting with but not entering.

That makes even LESS likely for door grabs to happen. Survivors already have no incentive to touch doors, but not only that, touching doors is not enough and for a grab to be possible they need to actually teleport through them, something the imense majority of survivors simply chooses not to do because it's not worth the risk.

I thought it would be like Dredge, who grabs survivors who are just trying to lock the locker it's teleporting into, and also gets a grab if they touch a locker he's already in. But no, this doesn't work for Springtrap, it only works when they are actually going inside the security room. This is like if Dredge could only grab survivors who are hiding inside lockers and in no other situation. So they made cool jumpscare animations and made them required for an achievement, but also locked them behind an interaction that will NEVER happen unless a survivor tries to do something they shouldn't even do? Yikes.

Comments

  • Mr_K
    Mr_K Member Posts: 10,346

    I thought that too at first. A friend and I played a custom match to test out the new killer and they just pop up behind you. Was confusing because the power said they would grab you. It wasn't until we both entered the door that it became apparent.

  • Malkhrim
    Malkhrim Member Posts: 1,193

    Yeah, the power says "moving to a door already in use by a Survivor will cause The Animatronic to grab that Survivor". That is a bit misleading, as a survivor watching cameras is using a door as well. And it's actually easier to picture THAT as a door "in use by a survivor" than a teleport, as the door only has a function at the start of the teleport while the survivor is in the security room during the rest of the animation.

  • cogsturning
    cogsturning Member Posts: 2,182

    I didn't know that and kinda prefer it. I feel like no one is interacting with the doors because they don't want to get grabbed. The whole point was that survivors can use them too, but most games no one touches them.

    Survivors should be able to temporarily lock them, much like Dredge's lockers. Then they'd interact. It would also, from what little I know about FNAF, make sense for the character.

  • DarKStaR350z
    DarKStaR350z Member Posts: 906
  • Abbzy
    Abbzy Member Posts: 2,197

    You can grab them from what I saw but you need to be behind them like they would be on gen,totem etc., Unfortenetly you cant garb them from coming out of the door thats it and grabing inside the door isnt as strong and consistent as it sounds too.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited June 28

    The problem is that it would be a massive overkill without compensation buffs to Springtrap.

    The mechanic is incredibly survivor sided as is, it is not utilized literally because there is no need to use it most of the time. Survivors get by without it just fine.

    It's also incredibly situational because it's useable strategically and way less often than gameplay loop occurs.

    Like, compare it to xenomorph's turrets or EMPs that survivors constantly need to use because the designs of both killers REQUIRE THEM to do so - without turrets xenomorph jumps out of tunnels completely unexpectedly and is extremely oppressive in chase while singularity without EMPs has unlimited map mobility. There is a very clear element of their power budgets having very otherwise oppressive and overtuned elements that are meant to be kept in check with these mechanics.

    Meanwhile nothing Springtrap has genuinely warrants using cameras / doors. He cannot do anything to create situations where survivors need to constantly move across the map and his undetectable/door traversal has a decent amount of warnings that render cameras obsolete.

    Sure, one could argue he takes like 3 seconds to travel through doors (though its actually 6 or 5.4) and that makes him really oppressive but that isnt really the case, that just makes him annoying. And neither cameras nor ability to teleport through doors really make up for that, they just exist in a different space.

    Same goes for undetectable. Yeah, it's crazy how much it powercreeps poor outdated demogorgon but it's hardly crazy on its own, it's just good and is more a matter of demo being bad at what he does. And when you take into account how loud Springtrap is, it's not even that good. And, of course, neither cameras nor doors are needed to combat that.

    These mechanics just exist to additionally buff survivors in certain situations without really creating unique gameplay/interaction between either sides. Or baiting survivors into throwing the game which is already barely happening.

    If devs, unironically, removed survivor's ability to interact with the cameras and doors, nothing would've changed. I doubt Springtrap would even jump a tier in community's perception because just how little that would change things with how people just play out games with him while barely using any of that anyway. Can you imagine if they deleted counteritems for xeno, sadako, singularity or wesker/nemi? That'd be a disaster, but here, nothing.