http://dbd.game/killswitch
Springtrap Needs a Lower Cooldown
His axe's cooldown is longer than Dracula's hellfire when he has a second m2…
Currently, the axe's cooldown is 11.5 seconds if you hit, and 8.5 seconds if you miss. That includes the 1.5 seconds it takes to recall the axe.
Cooldowns this long incentivize zoning and punish you for successfully hitting your power. I'd love to go for crazier shots and use my power more often, but it's just too risky.
All these numbers are interchangeable. If you disagree thats fine, we'd have to see it ingame. But he needs shorter cooldowns nonetheless.
7s on successful hit, 5s on miss, 1s axe recall (was 10, 7, 1.5)
OR (If axe recall stays 1.5 due to animation issues etc)
6.5s, 4.5s, 1.5s axe recall (was 10, 7)
Comments
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These numbers just seem way to fast in my opinion. I would have to see it in action before making an official call.
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7s is unknown, and 5s is a bit more than houndmaster. 5.5 and 3.5 sound really bad but they arent the full CD
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He's rewarded for misusing his power by getting a speed boost, the cooldown if anything should be longer.
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Also, I've adjusted some of the numbers
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I get the deathslinger bias but no. And when does he get a speed boost? Regardless, that's not the topic of this post. I agree Springtrap could be slower in ways but his cooldown needs to be shorter.
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I get the fnaf bias but no.
He goes to 115% when he does not have the Axe, which means hit or miss, his power is always subsidized. He should suffer slowdowns or penalties for misusing his powers like everyone else in the game, or alternatively, his axe should not recharge in chase. As it stands, his kit already has enough advantages without subsidizing his already generous hybrid ranged abilities.-1 -
he literally gets a longer cooldown if he HITS the survivor.
he gets speed boost regardless of hitting or missing.
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Yeah as I said the cooldown should be longer. His cooldown for missing should be equally as long as for him hitting. The speedboost regardless is subsidizing his power no matter how he uses it. Imagine if artist gained a 5% haste effect every time they ran out of birds. Its just silly and no amount of shilling will change my mind.
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the cooldown for both hitting or missing should be 7 seconds.
it does not need to be any longer than it is already.
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Nah, it should 11.5 seconds for both for reasons already stated.
"Imagine if artist gained a 5% haste effect every time they ran out of birds."
Looks like were at an impass!-1 -
when im in false equivalency competition and my opponent is an dbd forum user:
artist is 115% at any time btw, not 110% while her power is up.
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"But I did eat breakfast this morning!"
I'm asking you hypothetically speaking, to imagine a world where she moves at 120% every time her birds are recharging. You'd probably call that silly, or ridiculous. I say a 110% ranged killer with stealth and teleporting mechanics getting to be a 115% for doing what they already do and wether they do it well or not, is equally as silly.
And its for that reason I think the cooldown should be 11.5 across the board. Looks like were at an impass!-1 -
okay so now we're making stuff up because we dont have anything of value to add to the discussion, have a good day
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How would you feel if you didn't eat breakfast this morning?
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👍️👍️👍️👍️
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Ah so you do understand hypotheticals, you just wanted to post a zinger/last word that in this context now makes no sense.
Your killer gets a speed boost (or if you prefer a "change") on their kit any time they use their axe, hit or miss. They are rewarded either way, or if you'd like, have their mistakes or misuse, subsidized. Other killers, are slowwwwwwwwed dowwwwwwn for misuing their power or missing. Nemisis, Pyramid Head, Cenobite, Trickster, Deathslinger, Huntress, etc. Those that have less penalty for missing, have to go somewhere and reload, or are giving a reaaaaly long slowdowns instead. Your killer, speeds up! That means, his cooldown should be looooooong… like way loooooooooooooooong…like loooooooooooooooooooonger than they even are now realistically.
You can't have it all, fnaf fan.Post edited by Nobody_TM on-2 -
An add-on that removes the KI bubble (so you can't spam something like Foxy's Hook) and/or keeps him at 4.4 m/s in exchange for significantly shorter cooldowns would be neat. Or an add-on that explicitly buffs orbital attempts. Otherwise I think it's fine as-is.
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So you want him to be a 110% m1 killer for the entire chase? What?
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Unknowns power doesn’t injury you upon first hit. The dog getting a grab doesn’t injury you either. Plus the dog can be counterd heavily by pallets, or a survivor making him go away.
Spring traps axe injuries immediately and then becomes faster.
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