Springtrap's security doors changes

jasonq500
jasonq500 Member Posts: 486
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the changes they gave to security doors are such a nothing burger, number tweaks alone will not incentives survivors to be on camera when they can just be doing gens instead

Comments

  • Defnotmeghead
    Defnotmeghead Member Posts: 408

    Honestly, the battery consumption did infuriate a bit, because just using the doors once properly meant 22% battery consumption assuming your camera was instantly on the door you wanted. 29% if you needed to switch.

    This makes it 18% at the least and 24% if you need to switch. Giving you 4-5 door movements instead of 3-4 per battery.

    It also ups the camera usage from 14 switches to 17, which means overall its easier to reveal Springtrap using the cams. Which is genuinely great to do when he chases someone.

    So while this wont make people more likely to use camms overall, it makes it much better for those who do.

  • hermitkermit
    hermitkermit Member Posts: 1,096

    Yeah, looking at the value doors are competing with which is gen value, they just aren’t equal. It’s not really worth it to hop off a Gen run to a door, get on a camera and cycle through until you find him just for a short reveal for someone else vs saving that time and putting it to work on a gen. I’m all for making the doors having more of an important role but there’s just not enough value to do it over a gen.

  • Xray
    Xray Member Posts: 485
    edited April 28

    The changes are a classic example of BHVR missing the mark and not knowing WHY people dont use them. BHVR seems to think because they are weak they must be changed, while not even considering why people think they arent worth using. They arent worth using because A. The aura reveal is not worth it. And B. The amount of gen time you lose by doing what you said, going to a door and looking for him takes so much time that you could do a quater of gen instead of looking for him at the doors. BHVR needs to consider how to make the doors worth it instead of ignortantly buffing the battery and hoping it does something.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,559

    you have an hour until the server closes; having 2 survivors do gens unimpeded isn't much difference from 3 survivors doing gens unimpeded.

    sure, you can measure the time difference but no stick can measure how useful the auras were.

    I'm not even trying to argue that I'm a genius because even I can't say for sure if the doors will help..it's more of a hindsight thing. if a survivor goes down within 20 seconds of a reveal it was probably a waste of time.

    the doors save, but they kill. They kill, but they save. We had to pull teeth from BHVR just to get them to delete Object of Obsession so offering that as base counterplay can't be terrible. give me first chase with springtrap while someone else is on cams and I'd be a happy duck.

    I just would have given the cams an extra meter or 2 of range to minimize my downtime because honestly the battery only comes up if an fnaf enjoyer is in my lobby.

  • Defnotmeghead
    Defnotmeghead Member Posts: 408

    So, if we're not talking about SWF, the aura reveal can, in-total, buy more time. Assuming its done on tiles with high walls. It gives you the ability to perfectly counterplay, which can buy 10 seconds in chase, which means 20 charges for teammates before anyone gets forced off any gens. while you maybe sacrificed 5-7 charges to pull it off. Giving you a nett total of 20-30 charges depending on how far away that door was from your nearest gen

    So it definitely can have value, its just that on average, revealing the killer's aura doesnt mean the survivor being chased knows what to do with that info

  • Abbzy
    Abbzy Member Posts: 3,366

    Sitting on gens is number 1 priority and very few things make it number 2 and if they do its only for short time because after that action lets say unhooking teammate so he doesnt die gens become number 1 priority again.

    Nothing beats sitting on gens in terms of giving you win as survivor and I hoghly doubt any killer power changes that.

  • Mikeadatrix
    Mikeadatrix Member Posts: 947

    God, I wish they made the doors a mandatory part of countering him. It's been done to death but the gradually decreasing TR if he isn't monitored is such a good concept and true to FNAF3.

  • Defnotmeghead
    Defnotmeghead Member Posts: 408

    I mean, that wouldnt work in the modern meta due to heavy gen regression.

    If you demand survivors to interact with killer powers, then you need to demand killers to interact with gens to regress them too

  • Mikeadatrix
    Mikeadatrix Member Posts: 947

    I'm not following. How is this any different than Plague fountains, Sadako's tapes, Amanda's Boxes, Vecna's chests, Freddy's Clocks, etc etc etc etc?

    This would be a risk/reward play that lets Survivors choose whether or not they want to let Afton get more powerful via stealth in favor of forgoing gens for 10ish seconds. People already don't cleanse Hex: Plaything or cleanse against Plague, this is such a nonissue killer buff that would not pull Survs from gens long enough to make a meaningful dent in progression. Plus Afton is loud as hell with those robotic footsteps lmao

  • cogsturning
    cogsturning Member Posts: 3,253

    Amanda's boxes are not a choice, so that's not a good risk/reward comparsion. You do them or you die. Freddy's clocks take no time to do, Sadako's tapes you can just grab and do a gen, Vecna's chests can be completely ignored if you choose, and are almost all reward without risk.

    Henry's clocks are a better example. If you let him stay in power the full time, you're basically cooked, but he also has to earn said power by doing more than just existing. He also can't snatch you by emerging from clocks. The doors would need massive changes if you constantly had to stop and reveal him. It would have to be like Freddy's clocks or Dredge's lockers, where you just occasionally tap a door at a set time, no lengthy locating.

    And he's not loud with the ptw skin.

  • Defnotmeghead
    Defnotmeghead Member Posts: 408

    Because except for Amanda's boxes, you do not have to interact with any of those. You dont interact with Plague fountains unless you're about to die. You dont really have to interact with Sadako's tapes other than maybe turning TV's off unless she's trying to go for a mori without any hooks (in which case, she HAS to interact with gens)

    And even with Amanda's boxes, you dont have to do any of them untill you finish a single gen, at which point you can 99 all gens, at which point Pig is forced to interact with gens. Sure, you still HAVE to do them even if you finish 5 gens over the course of 10 seconds. And good teams will be able to finish 3 gens before Pig gets 1 mask, at which point, they can probably 99 the 4th and start pushing the 5th together, especially if Pig starts to tunnel there. And while that is a stretch to ask on average, that is how people play in high MMR.

    The more you have to interact with a killer's power, the weaker that killer should be overall, or the power interaction needs to effectively disable the killer's power. Its probably the biggest reason I dislike the clock mechanic from The First, because you have to interact, but interacting only matters if you can dodge the power, which you cannot as it's quite ping dependend.
    Nurse already has a gameplay issue where she hits you before she appears due to ping, but at the very least I can argue there that in 99% of the cases, she would have hit you anyway and to your team it doesnt really do too much. Where with The First, at least 40% of the time, I can tell you that a survivor should have dodged the attack based on what was on their screen, yet it was registered as a hit and now the entire team is vulnerable because of a ping desync. And thus the ping desync actually changes the outcome of the game.

    Which is exactly why if you HAVE to interact with a killer's power(aka, secondary objective), that interaction should either require the killer interacting with gens, disable the killer's power (aka, make them an m1 killer temporarily, Trapper is an extreme version, especially as he needs a few mechanical changes), or the killer needs to be weak overall.

  • MDRSan
    MDRSan Member Posts: 793

    Sometimes I do go for the aura reveal just because it's something to do and I'm not necessarily an efficiency robot in every match and even then most of the time I do bother with it he's not in visual range of a door anyway so it's purely wasted time.

    There are layers to why camera interaction isn't worth it. It makes you vulnerable because you have your face in a camera rather than your surroundings, it may not even pay off if he's not in range of a camera, and even if you do get an aura reveal - the benefits of that are situational at best.

  • SweetbutaPsycho
    SweetbutaPsycho Member Posts: 354

    They should honestly just rework the entire security door mechanic. The teleport is absolutely not worth it for survivors. Almost no reward for the risk and I think I've almost never seen anyone use it on purpose.

    Also it makes the springtrap achievement to grab 20 people out of the office an absolute drag.

  • crookedAbe
    crookedAbe Member Posts: 23

    A Springtrap travelling to a door with someone using the cameras does not cause them to be grabbed, so idk where you got that from.

    Also glitchtrap got his footsteps nerfed patches ago and is not as quiet anymore.