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Springtrap is The Worst Licensed Killer Adaptation in DBD

Incredibly disappointed DLC, this was supposed to be DBDs biggest chapter ever and they fumbled it completely. Springtrap is one of most boring, unoriginal, and uninspired characters to ever be added to DBD. To start off though I will say some positives about the chapter. The one positive thing I will say is that the visuals are all fantastic. Springtraps model in DBD might be the best model we've ever seen of the character. His music, weapon, voice lines, skins are all perfect. Even the main building of the map is really cool and I love exploring it. I just wish they would have made a location an entire indoor map instead of another map on Withered Isle.

There are three aspects to his power...

The Fire Axe: This is around 90% of his power and it's awful. For starters it does not fit the character whatsoever, never once in all of FNAF did Springtrap use a fire axe, let alone throw it at people. "Yes I know it is a common fan theory", but to adapt that into his entire power is just lazy and shows they didn't understand the character. On top of it being unfaithful it is just terrible. Survivors are now understanding that the axe is probably the easiest projectile to dodge in the entire game. Everyone thought that this killer was going to be so good because the axe has a arc that you can use to throw orbitals. Orbital shots are not a realistic expectation, it is entirely in the survivors control. If Springtrap isn't right behind you and begins holding up his axe "which you can hear btw" just move slightly out of position and he will miss every time. So most Springtrap players will be forced to try and backshot you because it's the only reliable way to play, but the axe has such a terrible hitbox that if you move slightly out of the way it will miss entirely. Now I will say the one cool thing they gave the axe is the jumpscare after grabbing someone, but most of the time it's more worth it to just down them and I go out of my way to get it most of the time.

The Doors: Now unlike the axe, the security doors are actually quite faithful to the character. The idea of going into a station to teleport across the map has been seen before, but it's fine. It's also a smart way to give Springtrap a "stealth" power as exiting gives him undetectable for 20 seconds. However, although good in concept this also has so many problems. For starters Springtrap by default is incredibly loud. So unless you pay for the Glitchtrap skin that makes no footsteps, survivors can always hear you coming. Survivors can also tell whenever you are going through a door, this is a good thing in concept but again it's executed terribly. On the face of the door is a tiny monitor, if that monitor starts glitching someone is coming through the door. This is an issue since the door spawns are complete RNG. So your pressure is entirely determined by these RNG spawns; near gens but they can see the front and will know when you are coming allowing them to prerun across the map, or it spawns near a gen but survivors can't see it so you get a free TP. All of this RNG just makes for a really boring experience as there is nothing interesting about this gameplay, you either get a free hit or you don't. BUT another major problem with the doors is that survivors can also go through them. Now tbf if you catch a survivor going through a door and you follow them you will jumpscare them in the security office, which is cool. But as time has gone on survivors now understand to never go in the doors unless someone is in chase, which means that this already weak killer now allows survivors to teleport across the map for free and you'll never see this FNAF like aspect of the power.

The Cameras: Finally the doors have a unique feature for survivors where they use the cameras on the doors and if they can scan Springtrap he will be revealed for a couple of seconds. At first everyone thought these would be completely useless, but once again SWF have found away to maximize them as they can communicate to their team what door they are at and allow them to get free wall hacks... Springtrap can disable cameras by throwing his axe at the door, but the cameras can scan you through walls, and doing that loses you pressure.

I really just don't understand why they gave an already weak character all these hiccups and restrictions.

Overall I'm really disappointed with this chapter, which sucks because this was my dream chapter and what I thought was going to keep me playing DBD forever. Over the last 12 months every single license killer they've ever added have been thematic masterpieces "I know Ghoul was annoying but the power still fit the character", and they were all decently strong. I was expecting the same with this chapter, but instead they released probably their weakest killer since The Dredge, and gave him a kit that is not only boring but doesn't feel like the character at all.

REWORK:

Before I go on I just want to say that this is my concept of a rework. If you don't like it that's okay!

STUFF TO KEEP:

Although I do have some issues with them, I am going to be keeping both the security doors and the cameras for this rework. The cameras will work almost exactly the same, however they will have a massive impact on the new power that I'll talk about later. The security door teleport will also be staying the same, along with the undetectable as it gives the killer a fair amount of map pressure. The one change I am going to make is how survivors learn someone is coming through the door. Once someone, whether it's a survivor or Springtrap is half way through a door an alarm will start playing on all doors on the map. This completely removes the element of RNG of the where the door is facing, while also giving survivors a fair amount of time to prerun if they think the killer is tping to their door. But this also doesn't remove the playstyle of Springtrap tping to a nearby door and sneaking up on survivors.

NEW POWER: FAZBEARS FRIGHT

First of all, the axe will no longer be apart of the power…

Survivors will spawn in the trial with a "Fear Meter", that will work similarly to Dredges Nightfall meter. This meter will go slowly go up passively, but can also increase faster with certain actions. These include coming out of a door next to survivors, survivors screaming, injuring survivors, and finally the way to fill the meter the fastest is by using "Jumpscare" on survivors. This will be one of The Animatronics main abilities and will work similarly to the current axe grab we have, where when you are close to them you will grab them and jumpscare them.

Once a survivors fear meter is full the Phantom Animatronics will begin to spawn on top of them. The Phantoms will do everything from grabbing survivors, holding them in place; jumpscaring survivors, blocking pallets and vaults etc. The longer the fear meter is full, the more aggressive the phantoms become. Survivors lower their fear meter by staring at The Animatronic on the cameras. The longer survivors stare at him, the lower the meter goes. (I thought it would be a fun idea to incorporate the cameras into the core gameplay for survivors, while also keeping the same battery limit we have in the current version so they can't be spammed.)

SPECIAL POWER: NEW HOSTS

If a survivor gets downed while their fear meter is full, The Animatronic will gain access to a unique way of hooking survivors by stuffing them into a suit (similar to Pyramid Heads cages). A fast animation will play where a random FNAF suit will spawn and The Animatronic will stuff the survivor into it and it will get transported across the map. Using these hooks will not activate any hook or unhook perks from either side (DS, BT, Pop, Pain Res etc). If the survivor is on death hook and put into the dying state with a full fear meter, The Animatronic can activate a special mori animation where the survivor gets stuffed into a springlock suit and gets springlocked.

There's my idea for a rework. Overall I feel like it keeps the identity of the character while removing many of the RNG aspects people find annoying. No hate to either BHVR or Scott but I just feel like they played wayyyyy too safe with this chapter, and hopefully the killer can get some changes soon.

Comments

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    big issue with his adaptation / gameplay is how utterly irrelevant doors/cameras gameplay layer is.

    the counterplay / countermechanic exists parallel to springtrap and is very uninteractive for both sides.

    survivors have way too much basekit counterplay making cameras obsolete and to add insult to injury cameras suck at doing their primary job - countering stealth, warning mapwide TPs.

    Same with springtrap's part of counterplay - he has no idea where survivor using cameras is so he has no way to properly act upon it, he has no idea if survivors use the doors / cameras unless he camps inside so most of the time he just doesnt interact with the survivors there.

    the power has all the assets needed for really fun and unique gameplay but its so safely balanced that it's just not relevant.

    it's like if xeno's turrets could not break xeno out of crawler mode, the beeping thing was inside control stations and xeno couldnt break turrets. they just briefly slowed it, not enough to make a difference most of the time, but enough to be annoying.

  • CLHL
    CLHL Member Posts: 429

    And you forgot to mention the free escape that any coordinated team has. You enter a door, a second survivor steps in front to body block and the survivor you were chasing can now be anywhere on the map, creating a situation even worse than the portals on the D&D map.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,775

    all I can say is...playing against Animatronic makes me feel like I'm playing fnaf so it's a success to me. the gens next to the doors reminds me of rebooting the computer next to an animatronic in Sister Location.

    love them or hate them, but bhvr did an outstanding job adaptinf both the Fnaf and Tokyo Ghoul licences, balance aside.

  • BlackRabies
    BlackRabies Member Posts: 1,325

    SpringTrap has a similar problem to Pyramid Head that both of them has never once used any sort of power or ability from their respective games so they have to be given an original power for DBD that fits them. The fire axe being mostly a fan concept as a main choice of weapon might have been a better more simple choice than phantom animatronics that he never had control of. I really prefer the the enchanted fire axe as it has the Entities burn marks all over it possibly indicating that it's a gift from the Entity. Everything else I feel is really spot on.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    you know where they went but yeah, its a massive headstart they could get with minimal teamwork

  • Sam_Samson
    Sam_Samson Member Posts: 6

    In terms of visuals I completely agree, but for me dodging a fire axe just doesn't feel like FNAF or the character whatsoever. If it does for you then I'm happy for you!

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited July 19

    Killer ain't that strong but he's fun. Killers do not have to be strong if they are fun. He's fun to play as and against, he's got the sneaky jumpscare elements, he's got something for everyone with his kit and the license and cosmetics definitely feel faithful to FNAF in my opinion. Great Licensed DLC.

    11/10 would springlock again.

  • GentlemanFridge
    GentlemanFridge Member Posts: 6,460

    I mean, I think that honour still goes to Nemesis. Possibly Freddy.

  • ObsidianButterfly
    ObsidianButterfly Member Posts: 211

    I find him incredibly boring to play as and play against. So no, he doesn't have something for everyone. He is just ANOTHER repetitive projectile killer.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Opinions are like noses, friend. We all have one.

    I disagree with yours and it appears there's enough others here who disagree too. Not sure why you singled me out.