My idea for Springtrap is to make him like GhostFace where he goes into a stealth mode. It even makes his footsteps quiet. Instead of stalking for making survivors expose, it summons a phantom from fnaf 3. When a phantom is summoned they can chase a survivor and when they touch a survivor they don’t harm the survivor but give them obvious and a random debuff.
@@springwood_slugger2197I mean he could use sound illusion disk to create an aoe area that summons false data like phantoms and possibly false gens and survivors that cause a jump scare when interacted with granting oblivion and possibly blindness while screaming the survivors Idk I just seem as the illusion disk allows for false information which I always found interesting having fake gens , fake downed survivors ect to cause confusion and suspense Another idea is similar to pig just with the spring lock suits but grants a new effect which stops survivors from interacting with each other and gens and rapid movements increase the death timer as in the lore fast movement and moist condition triggered the springlocks Pretty much I have two idea one similar to pig just which a unique effect but with a lot longer duration for the death timer and maybe less traps idk just an idea and the other one is pretty much like the shapeshifter concept that was going around back when resident evil chapter 1 released mixed with some Freddy concepts
I like your idea But I wouldn't say he can go stealth because he is a animatronic. Maby like a rush ability for a quick sec like the demo His second power instead it being similar to the knight, it can be like a trap. Trap the ground, pallets, windows and gens with a jump scare of phantom animatronics and at level 3 it gives an exposed effect and with certain add on it can make the exposed effect longer. It builds up like a meter for survivors like ghost face and over time if you not hit by it, it drops down to zero. Add on can make it last longer or infinite just the ability have a longer cool down. Level 1 "do you feel fear": can cause blindness or exhaustion, a reference to fnaf 3 when you get jump scared by a phantom you hallucinate. Level 2 "I always come back" : he can see where you are for few seconds after you been jumped scared. Instead of a noti at this level he can see you. Level 3 "burn with me" : gives the exposed effect and the killer a small speed boost. Kinda like the fire up perk that Freddy has. Level 4 " the bite of 83": mori, when a survivor is on the last hook, if the survivor gets hit with all three levels the killer will be given the option to kill. The killer also will have a slight boost in speed and power. Able to break pallets faster, vault faster and lunge a bit longer. He'll do what ever he can to get his revenge. The mori for this can be his jump scared from fnaf 3. So kinda like primid head and the ring for this. And cool thing this can have is each level gives out different jump scares, it can be Bonnie, chika, Foxy, Freddy, golden Freddy or the puppet.
I feel the other animatronics locker open would just have the survivor go first person as the animatronic jump scares them, then they disappear and it gives spring trap control again leaving the survivors with exposed (and still in the locker)
One of the Iridescent Add-ons definitely should be the Security Badge from the movie that Vanessa gives to Mike. And then another could be the Animatronic Mask from the second game
@@Platinum199 Lore wise? Not really. But it could be a little reference to how you get the Happiest Day/good ending in Fnaf 3, by playing minigames. Or a reference to how you unlock one of the endings in Security Breach.
I like the idea of springtrap be able to control the animatronics that would be amazing like a knight pig combo killer that would be so much fun I also like your ideas in Dead by daylight. I just also like the idea of being able to control the other animatronics in the game.
Add on idea: Sound illusion disc, which at the start of the match, which disguises you as another killer with similar movement speed, until about 10 seconds into the match.
I love how Behavior probably thinks springtrap would be to silly but they got naughty bear, the legion bunny skins, and the purple elephant Clown. Oh also they got chucky who says one liners every minute.
this is a really well made and thought out video for such a smaller channel, and it seems like it would be somewhat balanced and fun to play! i hope there will be more attention brought here in the future (if the creator wishes that as well!)
Appreciate the kind words ! I plan to revise this concept further, id like to make more of these videos, and incorporate viewer input into follow up videos.
Would love if the chica cupcake only does an AOE scare if it doesn’t hit anyone and does a basic attack if it lands on an enemy, but it can’t down an opponent and if it hits an injured opponent a terror radius is attached to that target until they do a victor like interaction to remove it. And springtrap has no terror radius until the cupcake is dealt with. Also Vanny legendary skin with the SB animatronics
I really like this concept but I think it should be the other way around‚ Springtrap from FNAF 3 as the base design and the design from the movie as a cosmetic.
I would make the exposed effect last until the spring-trap ether: 1. Begins a chase with the exposed survivor but loses them in chase (the chase ends without the killer preforming a successful basic attack.) 2. Lands a successful basic attack on an unexposed survivor. Why? Because unless the springtrap takes the place of the animatronic after a successful animatronic jumpscare is preformed, then I see no world where the springtrap would be able to catch up to the afflicted survivor in 30 seconds, never mind the very unforgiving 10 seconds you suggested in the video, for the same reason that you mention the twin’s power being unfun to go against or play with. That reason is that it takes way too damn long for the killer to get to the survivor in order to secure the hook stage after using their power to chase a survivor. That is why twins feel like a slug fest to play against even though they are hauling ass to your location, and that is why in its current state the animatronics would be completely useless to the spring trap.
i really like this concept, honestly i’ve always imagined springtrap with a chase power just like this, with animatronics deactivated across the map like nemesis zombies, each generator activates an animatronic so the gameplay ramps up in difficulty over time like the fnaf games do. Animatronics wouldn’t damage survivors but would slow repair speeds if they got too close and would passively reveal survivors with killer instinct. idk something that has them in the trial with springtrap himself would be cool. but i really liked the idea that he uses remnants influence in a way that thematically matches the movie and game series
Sounds like a good i dea, one thing id like anyway is the ability to deactivate jumpscares. I take bloodpressure-adjusting pills and get nightmares pretty easily since im suffering depression. I DO watch horror videos n stuff, but i turn em off when i notice im not good anymore. Same thing goes for sadako, im a killer main and wanted to buy her, i ended up not doing it, why? Jumpscares. Same thing goes for the current event, i dont want to be forced to play with jumpscares simply for health reasons. William having a built in jumpscare would render playing survivor impossible for me.
Make it involve the cameras somehow where survivors need to juggle cameras and batteries and if they fail he gets killer instinct on the survivor who failed while also gaining undetectable for some time. Honestly since FNAF is a mechanic based game, he’d be so creative and easily integrated into the game. From his mechanics, to his map and the obvious plethora of SKINS AND MERCH, I’m surprised he isn’t in the game already
Here's my idea for Springtrap His weapon is a kitchen knife and he can charge towards a survivor which will instantly down the survivor. (Kinda like in the FNAF Movie when he charged towards Mike before beating the shit him) He can place 4 different phantoms on the map, Phantom Freddy for lockers, Phantom Foxy for generators, Watermelon Chica for pallets and Phantom Bonnie (if he was real) can be put anywhere on the ground. When a Phantom hits a survivor, the survivor will be jumpscared and will become slower, stop hearing and his location will be revealed to the Springtrap.
Yeah, this killer would NEED his secondary reworked MASSIVELY One simple reason: second you use the secondary ability? Survivor holds W. There is absolutwly 0 chance you can get them with the jumpscare, catch up, and hit them in 8 seconds (as you have a 2 second wakeup) unless they GIVE you it. And remember, if it also takes 2 seconds to get the animatronic out... Yeah, it's literally never gonna happen without survivor throwing.
For me the chica cupcake is like crow from artist when the cupcake hit the Survivor it stay on (the duration to get of is less than crow and Victor) and get a debuf of speed or you can see Their aura
Here's a perk idea Remnant nights: All the misunderstood things are always thrown out the window, so you prove it to them. Whenever you hit a survivor this perk activates, For the next 10/15/20 seconds. Any windows they vault get blocked and any pallets they vault will be broken in 3/2/1 second(s)
Here's another perk idea Friendly presence Whenever a survivor(s) enter your terror radius, they get a permanent 20% decrease in sabotaging, repairing, healing, opening chest, unhooking, cleansing or blessing totems, and opening chest. When they leave your terror radius, the effects linger(s) for 5/7/10 seconds
Here's 3 perk ideas I came up with: *Ventilation Error* (Based on FNaF3, where the player character gets lightheaded and breathes heavily whenever the ventilation system goes offline, thus exhausted) Kicking a Generator will afflict all Survivors in a 12m radius with exhausted for 5/10/15 seconds *Door Jam* (Based on FNaF1, there's a random chance for the door to get stuck whenever Bonnie or Chica are preparing an attack but the player isn't using the cameras) For each unique Survivor hooked, gain a Token, up to 4 Tokens. For each Token, the Exit Gates take 10/15/20% longer to open (default time is 20 seconds, so getting all 4 makes it 36) *Hex: Hallucinations* (Based on FNaF3 where fake Springtrap hallucinations appear on the cameras whenever the player's ventilation isn't repaired) Survivors who are repairing generators will have a 15/20/25% chance to hear the Killer's Terror Radius fade in and out as though the Killer is nearby The idea is that Ventilation Error makes Survivors run away from the generator, getting you more regression while Door Jam is good for an end-game comeback and Hex: Hallucinations might trip up Survivors and scare them into making mistakes in a panic
honestly coming up with killer concepts can be fun, hell I saw a concept for chase music for Alastor from Hazbin Hotel and got this idea entirely for him. The Radio Demon 4.4m/s 32m terror radius power: Dealmaker Your demonic powers are fueled by souls of the ignorant and selfish Upon start of the trial, there is a contract somewhere on the map. Survivors who sign this contract will gain benefits for the rest of the trial, but only one of them can have an active contract. Survivors under contract will not lose a hook state if hooked, nor can their hook states progress while on hook. However, every time another survivor is hooked twice, the contracted survivor loses a hook state. If all other survivors reach their second hook state, the contracted survivor will be instantly killed. The contracted survivor cannot escape via the exit gates. only via the hatch. As their hook states go up, shadowy forms of the Radio Demon will begin popping up around them, blocking certain paths and vaults temporarily for non contracted survivors. These typically last 10 seconds. The contracted survivor will have their aura revealed to the Radio Demon every 10 seconds for 2 seconds, and also reveal any other survivors within 10m for 2 seconds. Ability 1 allows the Radio Demon to teleport to the contracted survivor, afflicting them with oblivious until they are once again outside the Radio Demon's terror radius. The aura read is disabled whenever the contracted survivor is oblivious. If the survivors do not sign the contract, The Radio Demon will have it revealed to them after 60 seconds. If they pick it up, they are able to forcibly sign a survivor to the contract via performing a basic attack on them. teachable perks - Pit of failure - Your callous attitude towards the inevitability of sin is apparent. If a survivor is struck by your basic attack then escapes chase, they are hindered 10/15/20% for 30 seconds or until 1 seconds after reentering chase, whichever comes first. This does not apply if the basic attack puts them into the dying state. Sheer, Absolute Boredom - The action must come sooner. While not in chase, gain a token every 20/15/10 seconds, up to a maximum of 15. Gain 1/1.5/2% Haste for every token. While in chase or carrying a survivor, lose tokens every 0.5 seconds. You cannot gain Bloodlust with this perk equipped. Mother's Jambalaya - A recipe handed down, but for the mortals? A danger of needing to rest. Basic attacks will apply haste to the survivor for 1.5 seconds, for 20/15/10% haste. Survivors will then suffer exhausted for 40/50/60 seconds. Increase their exhausted timer by half this amount if they are already exhausted, and cannot be applied again to a survivor unless they become no longer exhausted. Increase the noises made by exhausted survivors by 50%.
That is pretty creative and fun!! Brings in a completely original dynamic. Maybe survivors need more encouragement to sign the contract though, if they don't you're stuck as a large terror radius but slow movement speed M1 killer until you hit someone. The contracted can also stay in a gen deadzone and give you no benefit all match which probably isn't fun for anyone, plus survivors who don't sign the contract interact way less with the power and have a more boring experience. I'd add some more effects to the deal too, to grant more slowdown and chase potential somehow. With some tweaks I think this could be one of the best power concepts I've ever seen.
@@erickr6400 true, true. Needs some more effects on the non contracted Perhaps if the contracted survivor being too far away from the others for too long starts inflicting penalties on the others, and the range of effect shrinks while the contracted survivor is on a hook.
Very good! I genuinely hope this version would get added into the game even more than my personal vision of the killer. the idea of a literal on-screen jumpscare would be really unique to dbd and I genuinely believe they would implement this into the game considering how experimental they chose to be with chucky
4:19 This makes me think of old Doctor. As for my own idea, why not have some springlock animatronics act as hooks, like Pyramid Head's cages? I think they'd spawn in place of totems, and they wouldn't even have to be the core 4, since the suit Abby narrowly avoids isn't. The caveat with the suits would be a Survivor rescued from a suit suffers from Deep Wound.
@@springwood_slugger2197 They would spawn in the empty spaces where totems didn't spawn, not replace totems entirely. Think green glyphs (for functionality purposes green glyphs could still spawn at the suit locations, only the killer carrying a survivor can interact directly with the suits)
There's a concept for spring trap and is like oni with out him having to get his power and can just kill the team when 5gens are done so basically build in noed
Seems balanced enough. Good ideas overall, I wouldn't make his movie version a default skin, nor would I give him a knife as a weapon, I'd rather have him use his hands in a similar manner as Hag. Afton's rotten body would make for a great standart and scary skin. Maybe use the children's voice as a mechanic, similar to fnaf 3. I feel like there isn't much of an interaction from survivors, this voice can be used to give the killer the blind status effect and cancel him out of his power, similar to how singularity works, but not as strong. It would idealy be used as a last resource within a chase and would just make it so that the player returns to spring trap, but he gets to see the survivor's aura. Would have to think more about this though. Perks: 1- I Always Come Back(hex): Whenever a damaged gen gets touched within the killer's terror radius, the survivor that touched it will become oblivous and their aura will be revealed for the killer until they start a chase, the survivor will become the obsession, the killer will gain bloodlust 3x faster and the speed of each stage of bloodlust will be increased by 2% if they engage in a chase with said survivor, bloodlust will only be lost if the killer breaks a pallet, gets blinded, lands a hit or leaves chase. When you are in this chase, pallets will also be broken 40% faster. "I always come back!"- William Afton. (note: I avoided just giving the killer a simple exposed status, because I thought it would be similar to other perks that we have and one shot perks aren't really good for both sides if not well thought. Also I made it so that the survivor turns into the obsession as a way to partially alert others that it is this perk in action and they can look up for the totem). 2- Funtime(hex): Auras of all survivos will be revealed for 2 minutes once generators are finished. Survivors will become oblivous. Killer will gain a 3% speed haste. All other totems will become dull and if the killer remains with a totem when gens are powered, that totem will either make the 3% haste go to 10% haste or make the auras revealed for a permanent time, these don't stack, so if the killer ends up with 2 or more totems after all gens are done, it will still give only one of the buffs. Survivors also cannot use boon totems, since all other totems will also be blocked. "Uh, hey, do me a favor. *banging* Maybe sometime, uh, you could check inside those suits in the back room? *banging* I'm gonna to try to hold out until someone checks. Maybe it won't be so bad. *bang bang* Uh, I-I-I-I always wondered what was in all those empty heads back there. *chime plays*."- Anonymous Freddy Fazbear's security guard recording "Phone Guy". (Note: this plus noed would be unbeatable, there are still some dowright criminal combos that you can have with this. I obviously tamed it down while also giving the killer something else) 3- Memento ex Machina: Trials start with one gen blocked by the entity, if a survivor explodes a gen in any way, that gen will be blocked by the entity and the other gen will be freed. "For most of you, I belive there's peace and perhaps more waiting for you after the smoke clears. Although, for one of you, the darkest pit of hell has opened to swallow you hole, so don't keep the devil waiting, 'friend'."- Henry Emily. (Note: thought this would be an interesting concept, seen that there are some interesting combos, while there is counter play by simply exploding another gen that's not been worked on. If the survivors are inteligent this can be used to avoid a three gen situation or if they don't work it well, it can be used to actually make a three gen situation worse. Don't really know how efficient it would be, but it's an interesting idea nonetheless. It can be a double edged knife, it really depends on the survs and the killer). And those are my takes on this concepts
I think you're overestimating the strength of his power honestly, but this is a pretty neat concept. Also, there should be a skin that turns him into Burntrap. Say what you will about SB and how he functioned in the game, his design was the best design post FNAF 3 until the movie IMO.
I think Father cannot work since they would prob rather do a original werewolf chapter.As for Orphan he can work but problem is that his only viable ability is his lunge which is kind of getting overused rn
for me, if there is ever a case where springtrap is added, i personally don’t believe any lore related topics would be added. if any, they would be very run-of-the-mill or already confirmed by scott lore. i believe this because dbd is a separate franchise, and i feel like scott wouldn’t care too much to include already existing lore and/or “theories” in a separate game. even if there is lore implemented for other killers in other chapters (i don’t know too much about dbd), fnaf (IMO) would be one of those chapters that doesn’t include any, or would do so very seldomly. also, we all pretty much know that michael is william’s son in the games. BUT, the movie doesn’t specify that at all. i’ve seen a lot of people say (in concept videos) that michael afton should be one of the characters, and while i agree, i just don’t think it’s realistic given the change that scott did for the movie. but who knows, maybe they could add him just as “Mike” and not give any hints or clues that him and william are related in dbd though, i still do have very high hopes that springtrap will be added! i think this video highlights very interesting concepts. like i said, i don’t know much about dbd, but i feel like if he was added, i’d definitely give it a try! even if springtrap is never added, but fnaf is considered, i think having The Joy of Creation implemented would be so sick since it’s part of the fazbear fanverse! especially since we already see what their walk cycle is like in the reborn version. and having ignited bonnie deck the player upon catching them as seen in his in-game jumpscare would be so cool!
I think that your use of the original cast is really interesting, if I were to adjust this power a bit I would completely scrap Springtraps own jumpscare ability and put all of it into the animatronics he summons. Instead of having the dash power you could boost the benefit of using the summon power by maybe using something like a spring lock mechanic. Say every time he summons an animatronic a new spring lock triggers and he falls to the ground, giving him a power boost as the match progresses like nemesis. He could get different benefits through levels, or even get more hindered to make it like an inverse Myers, but at the end of the level he completely possesses the suit and he gets some new movement ability or a new lethality or affliction. Just thinking of a fun way to blend your mechanics that I can tell are thought out.
I really like this concept for springtrap's kit. It seems like there'd be a fairly high skill ceiling in order to essentially master the 4 differences in the animatronics for optimisation but not overwhelming. I do have one main question though. When you jumpscare as an animatronic, do they just disappear and Afton takes their exact place on the map or does Afton wake up from where the power was originally activated? If it's the latter I'd definitely say exposed effect is perfectly fine and if anything would need a significant duration buff (Ghostface for example becomes undetectable and only has to look at you for a few seconds to expose you for a full minute)
I realize now I didn't specify, I meant to note that Springtrap would regain control where he originally activated "Influence of Remnant." But like I said in the videos, these numbers and durations were just off the top of my head, and I can see from that, and other comments that these numbers may make the power weak... But I plan to revise this video in a few weeks with a follow up !
@@springwood_slugger2197 oh OK, I'd definitely say like at least 30 sec exposed then since a jumpscared survivor could just hold w. But like I said really cool concept overall I'd definitely want to see something like this if by some miracle we did get fnaf x dbd
Heres my issue with the original idea- if he drops to the ground and loses collision but doesnt despawn then he’d re appear in his original area. So, since they cant be damaged then wouldnt that mean all theyd have to do it run away and do a gen? Or does the summoned animatronic get replaced by springtrap when jumpscaring?
Working out some kinks for a revised video lol. But yes originally, Springtrap would regain control where he dropped. I'm realizing now that the Ten seconds of exposed is way too short. I'm currently working on some tweaks for a new video in a week or two, stay tuned !
If they were to put springtrap i know for a fact that they couldn't put micheal as a survivor mainly because they is almost no confirmed look for micheal
10 seconds exposed seems impossible to hit with Foxy and Chica. I would extend that significantly, maybe 15 base kit and more seconds eith add-ons. Otherwise the idea seems fine
I love this idea but I have another idea. What if the animatronics spawn like nemesis’s zombies and go after survivors but when you hook a survivor they will temporarily go after you. You can stun them with like in the fnaf 2 minigame. This could be a stretch but you could also burn the animatronics to free them as more gens get completed. This should prevent the animatronics from camping
I don’t hate it, but I see a few potential issues. 1) maybe just have each animatronic be a different skin instead of a full new character, we have to think of what is reasonable for BHVR to get working without 100s of bugs on launch. 2) the counterplay seems to just be hold W as soon as an animatronic appears, cause you cannot actually hurt a survivor using them. This is the same issue knight and SM have. Alongside that, after applying the exposed effect you have only a limited anti-loop tool to catch up to a survivor that has taken a one way train to the other side of the map unless they are trapped in a corner like in wrecker’s yard or something niche like that. 3) I’m not complaining hugely cause there is potential to sneak up with perks, but there is some wasted potential as FNAF’s entire horror is the anticipation before a jumpscare, the tension in knowing you are about to be attacked at any moment and that you are vulnerable. So having a killer power dedicated entirely to chase while FNAF is a largely stealthy killer based franchise, is a shame. Maybe he could have a separate mode, where he goes completely invisible and moves super fast (wraith but faster and actually totally invisible/intangible) but he cannot appear tangible so long as he is in LOS of the survivor in all directions and not within 16m. Though if he can disappear and reappear super fast and he seemingly teleports it would make sense that if you recently chased a survivor the reappear distance is increased for 5 seconds near that survivor, this would also apply for unhooked/hooked survivors of course. maybe while in this mode, a map wide lullaby is heard, maybe the tune during the FNAF 3 mini game, instead of having the animatronics appear as the reference we could have the different sprites from the mini games appear as a pixelated effect during the transition from intangible to tangible and vice versa if you manage to catch a glimpse through the walls or around a corner. I do think this makes the safety in numbers aspect stronger, as isolation is a fear that plays a part in FNAF so sticking near survivors to provide more coverage and prevent spring trap from appearing near survivors he wants dead is incentivized which is a counter weakness to the usual split up to prevent the killer from harassing too many people at once. So people either strengthen spring trap by isolating, or they waste time by grouping up.
Are you sure this would be in any way overpowered? I might have overlooked something but wouldn't he just spawn an animatronic in a loop and the survivor runs to the other side of the map? Then he needs to hit the scare and THEN catch up AND win the chase in just 10 seconds. He basically gets a pallet break/movement advantage and an exposed. That's kinda Bubba or Billy but with many extra steps. I do like the idea of him summoning the animatronics, but it's hard to make it good without intruding on Twins or Knight. Well put together video tho, although I don't like the power it was enjoyable to watch.
Thanks for the watch and comment, I've been reassessing the power and want to write a revision in a few weeks. I realized I should have cross referenced other killers more closely. 10 seconds is way too short, especially when Ghostface can expose someone for 60. I'll rewrite the power to make the animatronics a little stronger and more rewarding for using them. I think Springtrap's Jumpscare is a decent ability to have in loops, but the animatronics need to help support that, so ideally utilizing both would reward you for your commitment, I just need to change a few things around... But that's why comments are great! Thanks again for the critique!
Happy to help and already waiting for your next video! The Jumpscare is fine I think, my main problem with the power is that it takes way too much effort for an instadown when compared to other killers. It takes 2 chases, which already negates the purpose of an instadown. 3 if you use the slowdown beforehand. The only other killers that require 3 chases while using the power are Singularity and Nemmy, but both have passive pressure and even better anti-loop than your Springtrap, + Huxlee gets mapwide mobility too. GL on your concept!
i like that but,1 we need og springtrap with see his insides,not yellow rabbit,2)by lore is phantoms,not og animatronics from fnaf 1,i would like to see phantoms than og fnaf animatronics because afton cant control them(dont bring fnaf movie,because that story was in fnaf book) 3)what about golden freddy than? cassidy(golden freddy) can be useful too
in my opinion spring should be more based on stealth and confusion to keep with theme of the original game. going off fnaf three a good line up would be going undetectable followed by a very short but quick lunge that knock survives to the dying state. A abilities to loudly crawl through vents to get around the map at a fast pase and the third would be to summon the phantoms not the easiest to notice but still possible with minor audio and visual queue. the phantom will stay in place until a survive enter their detection range where the will quickly move to them once in close range the survive will get a jumpscare on screen and get the oblivious and hearing (fnaf 3's mangle if your evil ) effect while being revealed to the killer. survive can freeze the phantoms by looking at them directly. I'm not a numbers guy but with this set up it rewards survivers for paying attention to their surroundings and playing carfuly while rewarding the killer for creative and sneaky placemeant of the phantoms and playing unpredictedly
sorry but springtrap in fnaf 3 make so much noises when he near,like..make springtrap stealth killer is like make nemesis stealth killer,his footsteps is very noises
The concept is very interesting, but when you summon an animatronic, do you just watch? Don't you think it's boring? Or did I misunderstand something? Otherwise fine! Keep up the good work!
Great video this could honestly work even tho it’s kinda goofy would love for his power to be a little more grounded I guess like not any other robots ore I guess more just like him the dashing ability sounds very fun tho even tho it’s not very original and creative I just don’t see any other powers working for him
Working out kinks for a revised video. Using all the comments input to help, so thanks for the critique! Perhaps it's hard to imagine since this is all hypothetical, but his first ability would function similarly to a Demogorgon shred, but it's made more for distance and debuffing the survivor rather than initial damage. I agree MFT would cause some problems, but no more than it already does lol. Stay subbed if you'd like to see the revision !
I know you said all numbers aren't final but ten seconds is way too fucking short man, if the devs made him like this the counterplay would always be to simply hold W the second springtrap activates his secondary power, with the little distance a non-charged shred would cover, even if the jumpscare had little to no missed cooldown a Springtrap would never catch up before exposed ran out. With a two second recovery, that leaves Springtrap 8 seconds to catch back up to the survivor and hit them. This would also make Chica completely useless, since what's the point of landing a projectile if there's no reward? Freddy would also be useless, as you'd have to cycle through three previous versions just to get stealth, and there's no point of using it to sneak up on someone since even if you land the jumpscare either A: The survivor heard your terror radius before you swapped to freddy and already know you're nearby or B: The get jumpscared but it doesn't matter because the actual threat is in bum fuck nowhere. You didn't specify in the video but if Springtrap regains control where one of the four ends then it would barely just barely happen from time to time, but if you regain control at where you activated the core four than this killer would be nearly as bad as ptb Ghostface, with their only redeeming factor being their primary power.
Maybe if exposed lasts as long as Ghostface's 60 seconds. And Making Springtrap regain control at the location where the animatronic ended their jumpscare would be good changes? Also with Freddy's stealth, Springtrap could switch to Freddy at any point and without a time limit to use the jumpscare, I think this would work out well because Springtrap doesn't need to be with 32 meters to activate. Also please, any more suggestions are welcome, I want to maybe make follow-up videos to these as well, and this kind of criticism would be great for it
@@springwood_slugger2197 With the way your suggestion works right now yes, this would be completely necessary to get any value out of his secondary power.
@@springwood_slugger2197 I wouldn't say as extreme as 60, 30 or 45 would work better. In my opinion you should completely scrap the first concept and work with your second, it'd tie his two abilities better and you could even skip the idea of landing exposed and simply make Springtrap an insta down killer who needs to chain two jumpscares in order to get it.
I love the whole effect killer that's going on here but i would like to say if you want a killer to be fun on both sides it cant happen unless you copy Wesker ability which wont happen. even though knight isn't fun to play against he was (before the nerfs) still balanced but no one found it fun to play against so the nerf a non overpowered killer. I believe that we need to stop looking at fun as if it for the main game cause that isn't the goal of a 1v4. it is completive game at default and the killers should be shown as a overpowering force with balance not a fun to play against killer. we all want to win or meme in this game but need to judge the killer and survivor side for how they are not if they are or arent fun to play against. leave the fun to the fun game modes that's what they are there for.
@@TheJonkler1 he said in an interview after the fnaf movie there will be no more game collabs. There still will be games but he wont be making them himself
@@C0rpsebutcher666 he cant say no more game collabs,because fnaf dont collab with any game,fnaf gonna be opne for collabs on 10th anni,we gonna get fnaf chapter in 2024
My idea for Springtrap is to make him like GhostFace where he goes into a stealth mode. It even makes his footsteps quiet. Instead of stalking for making survivors expose, it summons a phantom from fnaf 3. When a phantom is summoned they can chase a survivor and when they touch a survivor they don’t harm the survivor but give them obvious and a random debuff.
Love the phantom idea, I was trying to work them in on some of my older drafts
Not knight 2 please
@@-_deploy_-"they don't harm the survivor" nope, not like knight
@@springwood_slugger2197I mean he could use sound illusion disk to create an aoe area that summons false data like phantoms and possibly false gens and survivors that cause a jump scare when interacted with granting oblivion and possibly blindness while screaming the survivors
Idk I just seem as the illusion disk allows for false information which I always found interesting having fake gens , fake downed survivors ect to cause confusion and suspense
Another idea is similar to pig just with the spring lock suits but grants a new effect which stops survivors from interacting with each other and gens and rapid movements increase the death timer as in the lore fast movement and moist condition triggered the springlocks
Pretty much I have two idea one similar to pig just which a unique effect but with a lot longer duration for the death timer and maybe less traps idk just an idea and the other one is pretty much like the shapeshifter concept that was going around back when resident evil chapter 1 released mixed with some Freddy concepts
I like your idea
But I wouldn't say he can go stealth because he is a animatronic.
Maby like a rush ability for a quick sec like the demo
His second power instead it being similar to the knight, it can be like a trap.
Trap the ground, pallets, windows and gens with a jump scare of phantom animatronics and at level 3 it gives an exposed effect and with certain add on it can make the exposed effect longer.
It builds up like a meter for survivors like ghost face and over time if you not hit by it, it drops down to zero. Add on can make it last longer or infinite just the ability have a longer cool down.
Level 1 "do you feel fear": can cause blindness or exhaustion, a reference to fnaf 3 when you get jump scared by a phantom you hallucinate.
Level 2 "I always come back" : he can see where you are for few seconds after you been jumped scared. Instead of a noti at this level he can see you.
Level 3 "burn with me" : gives the exposed effect and the killer a small speed boost. Kinda like the fire up perk that Freddy has.
Level 4 " the bite of 83": mori, when a survivor is on the last hook, if the survivor gets hit with all three levels the killer will be given the option to kill.
The killer also will have a slight boost in speed and power. Able to break pallets faster, vault faster and lunge a bit longer. He'll do what ever he can to get his revenge.
The mori for this can be his jump scared from fnaf 3.
So kinda like primid head and the ring for this.
And cool thing this can have is each level gives out different jump scares, it can be Bonnie, chika, Foxy, Freddy, golden Freddy or the puppet.
I feel the other animatronics locker open would just have the survivor go first person as the animatronic jump scares them, then they disappear and it gives spring trap control again leaving the survivors with exposed (and still in the locker)
One of the Iridescent Add-ons definitely should be the Security Badge from the movie that Vanessa gives to Mike. And then another could be the Animatronic Mask from the second game
Or maybe the page that influenced the animatronics into killing him
Here's an idea for the Security Badge : After a successful jump scare, See all the survivors auras and gain 10% haste for 10 seconds
Cool idea, but I think the fnaf 3 design should be the default skin. It just looks so much better/scary than the movie design
I hope this comment helps with the algorithm
Algrorithmi algrorithmi algorithmi ( blessing the almighty algorithm )
Bless the algorithm
Helped me find it
@@DevilishDeedsGuysame
algo
Imagine if generators are replaced with arcade machines and survivors have to interact with those instead
Oooh this is such a cool and creative idea!
@@Platinum199 Lore wise? Not really. But it could be a little reference to how you get the Happiest Day/good ending in Fnaf 3, by playing minigames. Or a reference to how you unlock one of the endings in Security Breach.
I wish the entity let me out of my endless time out time.
I like the idea of springtrap be able to control the animatronics that would be amazing like a knight pig combo killer that would be so much fun I also like your ideas in Dead by daylight. I just also like the idea of being able to control the other animatronics in the game.
Add on idea: Sound illusion disc, which at the start of the match, which disguises you as another killer with similar movement speed, until about 10 seconds into the match.
I love how Behavior probably thinks springtrap would be to silly but they got naughty bear, the legion bunny skins, and the purple elephant Clown. Oh also they got chucky who says one liners every minute.
I'm sure they are willing, but I know FNAF is weird with collabs. But I've seen plenty of fans who will riot against him lol
Senator, you would make a good Killer
@@springwood_slugger2197 Me or Yujiro Hanma
this is a really well made and thought out video for such a smaller channel, and it seems like it would be somewhat balanced and fun to play! i hope there will be more attention brought here in the future (if the creator wishes that as well!)
Appreciate the kind words ! I plan to revise this concept further, id like to make more of these videos, and incorporate viewer input into follow up videos.
Imagine hiding in a locker and hear spring trap rushing to ur locker to grab you
Would love if the chica cupcake only does an AOE scare if it doesn’t hit anyone and does a basic attack if it lands on an enemy, but it can’t down an opponent and if it hits an injured opponent a terror radius is attached to that target until they do a victor like interaction to remove it. And springtrap has no terror radius until the cupcake is dealt with. Also Vanny legendary skin with the SB animatronics
Im not even a huge fan of fnaf but an animatronic killer would fit into DBD very well
I really like this concept but I think it should be the other way around‚ Springtrap from FNAF 3 as the base design and the design from the movie as a cosmetic.
Fair enough, working on a revision of the idea, so stay tuned if you'd like !
a springtrap video is always welcomed
I would make the exposed effect last until the spring-trap ether:
1. Begins a chase with the exposed survivor but loses them in chase (the chase ends without the killer preforming a successful basic attack.)
2. Lands a successful basic attack on an unexposed survivor.
Why? Because unless the springtrap takes the place of the animatronic after a successful animatronic jumpscare is preformed, then I see no world where the springtrap would be able to catch up to the afflicted survivor in 30 seconds, never mind the very unforgiving 10 seconds you suggested in the video, for the same reason that you mention the twin’s power being unfun to go against or play with. That reason is that it takes way too damn long for the killer to get to the survivor in order to secure the hook stage after using their power to chase a survivor. That is why twins feel like a slug fest to play against even though they are hauling ass to your location, and that is why in its current state the animatronics would be completely useless to the spring trap.
Really cool video with the images and everything, really really interesting concept too
Thanks! Gary's Mod is great for this
i really like this concept, honestly i’ve always imagined springtrap with a chase power just like this, with animatronics deactivated across the map like nemesis zombies, each generator activates an animatronic so the gameplay ramps up in difficulty over time like the fnaf games do. Animatronics wouldn’t damage survivors but would slow repair speeds if they got too close and would passively reveal survivors with killer instinct. idk something that has them in the trial with springtrap himself would be cool. but i really liked the idea that he uses remnants influence in a way that thematically matches the movie and game series
I love your idea my friend this idea is brilliant 🙂😮
Sounds like a good i dea, one thing id like anyway is the ability to deactivate jumpscares. I take bloodpressure-adjusting pills and get nightmares pretty easily since im suffering depression. I DO watch horror videos n stuff, but i turn em off when i notice im not good anymore. Same thing goes for sadako, im a killer main and wanted to buy her, i ended up not doing it, why? Jumpscares. Same thing goes for the current event, i dont want to be forced to play with jumpscares simply for health reasons. William having a built in jumpscare would render playing survivor impossible for me.
Make it involve the cameras somehow where survivors need to juggle cameras and batteries and if they fail he gets killer instinct on the survivor who failed while also gaining undetectable for some time.
Honestly since FNAF is a mechanic based game, he’d be so creative and easily integrated into the game. From his mechanics, to his map and the obvious plethora of SKINS AND MERCH, I’m surprised he isn’t in the game already
Here's my idea for Springtrap
His weapon is a kitchen knife and he can charge towards a survivor which will instantly down the survivor. (Kinda like in the FNAF Movie when he charged towards Mike before beating the shit him) He can place 4 different phantoms on the map, Phantom Freddy for lockers, Phantom Foxy for generators, Watermelon Chica for pallets and Phantom Bonnie (if he was real) can be put anywhere on the ground. When a Phantom hits a survivor, the survivor will be jumpscared and will become slower, stop hearing and his location will be revealed to the Springtrap.
Yeah, this killer would NEED his secondary reworked MASSIVELY
One simple reason: second you use the secondary ability? Survivor holds W. There is absolutwly 0 chance you can get them with the jumpscare, catch up, and hit them in 8 seconds (as you have a 2 second wakeup) unless they GIVE you it. And remember, if it also takes 2 seconds to get the animatronic out... Yeah, it's literally never gonna happen without survivor throwing.
For me the chica cupcake is like crow from artist when the cupcake hit the Survivor it stay on (the duration to get of is less than crow and Victor) and get a debuf of speed or you can see Their aura
2:42 I never even considered the idea of tying remnant into his power
Missed opportunity to make the animatronic cycle represent the order of kills so example chica would be the first
I’d like it if he became quite before the jumpscare. It would scare the living daylights out of survivor
Here's a perk idea
Remnant nights: All the misunderstood things are always thrown out the window, so you prove it to them. Whenever you hit a survivor this perk activates, For the next 10/15/20 seconds. Any windows they vault get blocked and any pallets they vault will be broken in 3/2/1 second(s)
Here's another perk idea
Friendly presence Whenever a survivor(s) enter your terror radius, they get a permanent 20% decrease in sabotaging, repairing, healing, opening chest, unhooking, cleansing or blessing totems, and opening chest. When they leave your terror radius, the effects linger(s) for 5/7/10 seconds
Here's 3 perk ideas I came up with:
*Ventilation Error* (Based on FNaF3, where the player character gets lightheaded and breathes heavily whenever the ventilation system goes offline, thus exhausted)
Kicking a Generator will afflict all Survivors in a 12m radius with exhausted for 5/10/15 seconds
*Door Jam* (Based on FNaF1, there's a random chance for the door to get stuck whenever Bonnie or Chica are preparing an attack but the player isn't using the cameras)
For each unique Survivor hooked, gain a Token, up to 4 Tokens. For each Token, the Exit Gates take 10/15/20% longer to open (default time is 20 seconds, so getting all 4 makes it 36)
*Hex: Hallucinations* (Based on FNaF3 where fake Springtrap hallucinations appear on the cameras whenever the player's ventilation isn't repaired)
Survivors who are repairing generators will have a 15/20/25% chance to hear the Killer's Terror Radius fade in and out as though the Killer is nearby
The idea is that Ventilation Error makes Survivors run away from the generator, getting you more regression while Door Jam is good for an end-game comeback and Hex: Hallucinations might trip up Survivors and scare them into making mistakes in a panic
honestly coming up with killer concepts can be fun, hell I saw a concept for chase music for Alastor from Hazbin Hotel and got this idea entirely for him.
The Radio Demon
4.4m/s
32m terror radius
power: Dealmaker
Your demonic powers are fueled by souls of the ignorant and selfish
Upon start of the trial, there is a contract somewhere on the map. Survivors who sign this contract will gain benefits for the rest of the trial, but only one of them can have an active contract. Survivors under contract will not lose a hook state if hooked, nor can their hook states progress while on hook.
However, every time another survivor is hooked twice, the contracted survivor loses a hook state. If all other survivors reach their second hook state, the contracted survivor will be instantly killed. The contracted survivor cannot escape via the exit gates. only via the hatch. As their hook states go up, shadowy forms of the Radio Demon will begin popping up around them, blocking certain paths and vaults temporarily for non contracted survivors. These typically last 10 seconds.
The contracted survivor will have their aura revealed to the Radio Demon every 10 seconds for 2 seconds, and also reveal any other survivors within 10m for 2 seconds. Ability 1 allows the Radio Demon to teleport to the contracted survivor, afflicting them with oblivious until they are once again outside the Radio Demon's terror radius. The aura read is disabled whenever the contracted survivor is oblivious.
If the survivors do not sign the contract, The Radio Demon will have it revealed to them after 60 seconds. If they pick it up, they are able to forcibly sign a survivor to the contract via performing a basic attack on them.
teachable perks -
Pit of failure - Your callous attitude towards the inevitability of sin is apparent. If a survivor is struck by your basic attack then escapes chase, they are hindered 10/15/20% for 30 seconds or until 1 seconds after reentering chase, whichever comes first. This does not apply if the basic attack puts them into the dying state.
Sheer, Absolute Boredom - The action must come sooner. While not in chase, gain a token every 20/15/10 seconds, up to a maximum of 15. Gain 1/1.5/2% Haste for every token. While in chase or carrying a survivor, lose tokens every 0.5 seconds. You cannot gain Bloodlust with this perk equipped.
Mother's Jambalaya - A recipe handed down, but for the mortals? A danger of needing to rest. Basic attacks will apply haste to the survivor for 1.5 seconds, for 20/15/10% haste. Survivors will then suffer exhausted for 40/50/60 seconds. Increase their exhausted timer by half this amount if they are already exhausted, and cannot be applied again to a survivor unless they become no longer exhausted. Increase the noises made by exhausted survivors by 50%.
That is pretty creative and fun!! Brings in a completely original dynamic. Maybe survivors need more encouragement to sign the contract though, if they don't you're stuck as a large terror radius but slow movement speed M1 killer until you hit someone. The contracted can also stay in a gen deadzone and give you no benefit all match which probably isn't fun for anyone, plus survivors who don't sign the contract interact way less with the power and have a more boring experience. I'd add some more effects to the deal too, to grant more slowdown and chase potential somehow. With some tweaks I think this could be one of the best power concepts I've ever seen.
@@erickr6400 true, true. Needs some more effects on the non contracted
Perhaps if the contracted survivor being too far away from the others for too long starts inflicting penalties on the others, and the range of effect shrinks while the contracted survivor is on a hook.
Well this aged WELL!
Yes ! I am so hyped !
@@springwood_slugger2197Same here
Great video tbh, i can already see ur channel being popular dude, keep going
Thank you ! I'm trying to make more videos soon.
Very good! I genuinely hope this version would get added into the game even more than my personal vision of the killer. the idea of a literal on-screen jumpscare would be really unique to dbd and I genuinely believe they would implement this into the game considering how experimental they chose to be with chucky
4:19 This makes me think of old Doctor.
As for my own idea, why not have some springlock animatronics act as hooks, like Pyramid Head's cages? I think they'd spawn in place of totems, and they wouldn't even have to be the core 4, since the suit Abby narrowly avoids isn't. The caveat with the suits would be a Survivor rescued from a suit suffers from Deep Wound.
I actually really like all that, but I think removing Totems would negate some perks. Using suits as an alternative hook is honestly a great idea.
@@springwood_slugger2197 They would spawn in the empty spaces where totems didn't spawn, not replace totems entirely. Think green glyphs (for functionality purposes green glyphs could still spawn at the suit locations, only the killer carrying a survivor can interact directly with the suits)
I would give Springtrap the name The Attraction
4:14 this kinda sounds like how old doctors face used to flash on screen of survs
I’d love to see something from Junji itos stories like Souichi or Tomie.
My friend and I think it would be neat for BHVR to collab with Junji Ito to create an original killer
honestly sounds pretty fun
There's a concept for spring trap and is like oni with out him having to get his power and can just kill the team when 5gens are done so basically build in noed
congratulations on gaining ur 12th subscriber!! remember me when ur famous!!
Cool concept of springtrap i hope he gets added
And i thought of an original killer concept where the killer can turn into a surviver
Why don't they just FNAF already? They don't even need to think about powers, perks and stuff because people already came up with them
Seems balanced enough. Good ideas overall, I wouldn't make his movie version a default skin, nor would I give him a knife as a weapon, I'd rather have him use his hands in a similar manner as Hag. Afton's rotten body would make for a great standart and scary skin.
Maybe use the children's voice as a mechanic, similar to fnaf 3. I feel like there isn't much of an interaction from survivors, this voice can be used to give the killer the blind status effect and cancel him out of his power, similar to how singularity works, but not as strong. It would idealy be used as a last resource within a chase and would just make it so that the player returns to spring trap, but he gets to see the survivor's aura. Would have to think more about this though.
Perks:
1- I Always Come Back(hex): Whenever a damaged gen gets touched within the killer's terror radius, the survivor that touched it will become oblivous and their aura will be revealed for the killer until they start a chase, the survivor will become the obsession, the killer will gain bloodlust 3x faster and the speed of each stage of bloodlust will be increased by 2% if they engage in a chase with said survivor, bloodlust will only be lost if the killer breaks a pallet, gets blinded, lands a hit or leaves chase. When you are in this chase, pallets will also be broken 40% faster.
"I always come back!"- William Afton.
(note: I avoided just giving the killer a simple exposed status, because I thought it would be similar to other perks that we have and one shot perks aren't really good for both sides if not well thought. Also I made it so that the survivor turns into the obsession as a way to partially alert others that it is this perk in action and they can look up for the totem).
2- Funtime(hex): Auras of all survivos will be revealed for 2 minutes once generators are finished. Survivors will become oblivous. Killer will gain a 3% speed haste. All other totems will become dull and if the killer remains with a totem when gens are powered, that totem will either make the 3% haste go to 10% haste or make the auras revealed for a permanent time, these don't stack, so if the killer ends up with 2 or more totems after all gens are done, it will still give only one of the buffs. Survivors also cannot use boon totems, since all other totems will also be blocked.
"Uh, hey, do me a favor. *banging* Maybe sometime, uh, you could check inside those suits in the back room? *banging* I'm gonna to try to hold out until someone checks. Maybe it won't be so bad. *bang bang* Uh, I-I-I-I always wondered what was in all those empty heads back there. *chime plays*."- Anonymous Freddy Fazbear's security guard recording "Phone Guy".
(Note: this plus noed would be unbeatable, there are still some dowright criminal combos that you can have with this. I obviously tamed it down while also giving the killer something else)
3- Memento ex Machina:
Trials start with one gen blocked by the entity, if a survivor explodes a gen in any way, that gen will be blocked by the entity and the other gen will be freed.
"For most of you, I belive there's peace and perhaps more waiting for you after the smoke clears. Although, for one of you, the darkest pit of hell has opened to swallow you hole, so don't keep the devil waiting, 'friend'."- Henry Emily.
(Note: thought this would be an interesting concept, seen that there are some interesting combos, while there is counter play by simply exploding another gen that's not been worked on. If the survivors are inteligent this can be used to avoid a three gen situation or if they don't work it well, it can be used to actually make a three gen situation worse. Don't really know how efficient it would be, but it's an interesting idea nonetheless. It can be a double edged knife, it really depends on the survs and the killer).
And those are my takes on this concepts
I think you're overestimating the strength of his power honestly, but this is a pretty neat concept. Also, there should be a skin that turns him into Burntrap. Say what you will about SB and how he functioned in the game, his design was the best design post FNAF 3 until the movie IMO.
Burntrap would be great too, as far as the power goes, I'm using all these comments to help me make a revision in a few weeks ! Stay tuned !
If you like Bloodborne then a father Gascoigne or Orphan concept will be soo cool
I think Father cannot work since they would prob rather do a original werewolf chapter.As for Orphan he can work but problem is that his only viable ability is his lunge which is kind of getting overused rn
@@TheJonkler1 fishing hamlet would be a good map choice if they did the Orphan.
Jokes on you, my boy, I did watch the movie, so spill it on me
If BHVR copy and pasted this concept into the game I can confidently tell you that it would be loved by many
I appreciate that, currently using everyone's comments to revise for a "part 2" or "follow up" stay tuned !
They’d probably do spring Bonnie so they can get voicelines
for me, if there is ever a case where springtrap is added, i personally don’t believe any lore related topics would be added. if any, they would be very run-of-the-mill or already confirmed by scott lore. i believe this because dbd is a separate franchise, and i feel like scott wouldn’t care too much to include already existing lore and/or “theories” in a separate game. even if there is lore implemented for other killers in other chapters (i don’t know too much about dbd), fnaf (IMO) would be one of those chapters that doesn’t include any, or would do so very seldomly.
also, we all pretty much know that michael is william’s son in the games. BUT, the movie doesn’t specify that at all. i’ve seen a lot of people say (in concept videos) that michael afton should be one of the characters, and while i agree, i just don’t think it’s realistic given the change that scott did for the movie. but who knows, maybe they could add him just as “Mike” and not give any hints or clues that him and william are related in dbd
though, i still do have very high hopes that springtrap will be added! i think this video highlights very interesting concepts. like i said, i don’t know much about dbd, but i feel like if he was added, i’d definitely give it a try!
even if springtrap is never added, but fnaf is considered, i think having The Joy of Creation implemented would be so sick since it’s part of the fazbear fanverse! especially since we already see what their walk cycle is like in the reborn version. and having ignited bonnie deck the player upon catching them as seen in his in-game jumpscare would be so cool!
He should likely be a tall killer. I know that the suits are worn by people, but these animatronics are still absolute UNITS.
Fair point
I think that your use of the original cast is really interesting, if I were to adjust this power a bit I would completely scrap Springtraps own jumpscare ability and put all of it into the animatronics he summons. Instead of having the dash power you could boost the benefit of using the summon power by maybe using something like a spring lock mechanic. Say every time he summons an animatronic a new spring lock triggers and he falls to the ground, giving him a power boost as the match progresses like nemesis. He could get different benefits through levels, or even get more hindered to make it like an inverse Myers, but at the end of the level he completely possesses the suit and he gets some new movement ability or a new lethality or affliction. Just thinking of a fun way to blend your mechanics that I can tell are thought out.
I really like this concept for springtrap's kit. It seems like there'd be a fairly high skill ceiling in order to essentially master the 4 differences in the animatronics for optimisation but not overwhelming. I do have one main question though. When you jumpscare as an animatronic, do they just disappear and Afton takes their exact place on the map or does Afton wake up from where the power was originally activated? If it's the latter I'd definitely say exposed effect is perfectly fine and if anything would need a significant duration buff (Ghostface for example becomes undetectable and only has to look at you for a few seconds to expose you for a full minute)
I realize now I didn't specify, I meant to note that Springtrap would regain control where he originally activated "Influence of Remnant." But like I said in the videos, these numbers and durations were just off the top of my head, and I can see from that, and other comments that these numbers may make the power weak... But I plan to revise this video in a few weeks with a follow up !
@@springwood_slugger2197 oh OK, I'd definitely say like at least 30 sec exposed then since a jumpscared survivor could just hold w. But like I said really cool concept overall I'd definitely want to see something like this if by some miracle we did get fnaf x dbd
Heres my issue with the original idea- if he drops to the ground and loses collision but doesnt despawn then he’d re appear in his original area. So, since they cant be damaged then wouldnt that mean all theyd have to do it run away and do a gen? Or does the summoned animatronic get replaced by springtrap when jumpscaring?
Working out some kinks for a revised video lol. But yes originally, Springtrap would regain control where he dropped. I'm realizing now that the Ten seconds of exposed is way too short. I'm currently working on some tweaks for a new video in a week or two, stay tuned !
If they were to put springtrap i know for a fact that they couldn't put micheal as a survivor mainly because they is almost no confirmed look for micheal
Your channel name strikes fear in my heart
I don't truly slug often lol, just that it was a decent replacement for Springwood Slasher
Not my favorite but I do think it's a very well thought of power and it definitely does the job for a power for springtrap
I appreciate it! Yeah as big as FNAF is, I know it's not for everyone
Some people are really sacred of the expose effect, myers ghostface and old skull mercarnt are not good killers
You are the perfect reason why youtube should be promoting smaller creators
I appreciate that! Please if you'd like, Sub because I plan to listen to comments and feedback to make a revision of this video !
@@springwood_slugger2197 way ahead of you B))
I think all of this is perfect but I do believe springtrap and the animatronics should be separate chapters not combined
10 seconds exposed seems impossible to hit with Foxy and Chica. I would extend that significantly, maybe 15 base kit and more seconds eith add-ons. Otherwise the idea seems fine
bravo! subscribers will surley be on their way!
This guys a genius
I love this idea but I have another idea. What if the animatronics spawn like nemesis’s zombies and go after survivors but when you hook a survivor they will temporarily go after you. You can stun them with like in the fnaf 2 minigame. This could be a stretch but you could also burn the animatronics to free them as more gens get completed. This should prevent the animatronics from camping
I don’t hate it, but I see a few potential issues.
1) maybe just have each animatronic be a different skin instead of a full new character, we have to think of what is reasonable for BHVR to get working without 100s of bugs on launch.
2) the counterplay seems to just be hold W as soon as an animatronic appears, cause you cannot actually hurt a survivor using them. This is the same issue knight and SM have.
Alongside that, after applying the exposed effect you have only a limited anti-loop tool to catch up to a survivor that has taken a one way train to the other side of the map unless they are trapped in a corner like in wrecker’s yard or something niche like that.
3) I’m not complaining hugely cause there is potential to sneak up with perks, but there is some wasted potential as FNAF’s entire horror is the anticipation before a jumpscare, the tension in knowing you are about to be attacked at any moment and that you are vulnerable. So having a killer power dedicated entirely to chase while FNAF is a largely stealthy killer based franchise, is a shame.
Maybe he could have a separate mode, where he goes completely invisible and moves super fast (wraith but faster and actually totally invisible/intangible) but he cannot appear tangible so long as he is in LOS of the survivor in all directions and not within 16m. Though if he can disappear and reappear super fast and he seemingly teleports it would make sense that if you recently chased a survivor the reappear distance is increased for 5 seconds near that survivor, this would also apply for unhooked/hooked survivors of course. maybe while in this mode, a map wide lullaby is heard, maybe the tune during the FNAF 3 mini game, instead of having the animatronics appear as the reference we could have the different sprites from the mini games appear as a pixelated effect during the transition from intangible to tangible and vice versa if you manage to catch a glimpse through the walls or around a corner.
I do think this makes the safety in numbers aspect stronger, as isolation is a fear that plays a part in FNAF so sticking near survivors to provide more coverage and prevent spring trap from appearing near survivors he wants dead is incentivized which is a counter weakness to the usual split up to prevent the killer from harassing too many people at once. So people either strengthen spring trap by isolating, or they waste time by grouping up.
Good concept love it nice job on the lore
Are you sure this would be in any way overpowered? I might have overlooked something but wouldn't he just spawn an animatronic in a loop and the survivor runs to the other side of the map? Then he needs to hit the scare and THEN catch up AND win the chase in just 10 seconds.
He basically gets a pallet break/movement advantage and an exposed. That's kinda Bubba or Billy but with many extra steps. I do like the idea of him summoning the animatronics, but it's hard to make it good without intruding on Twins or Knight. Well put together video tho, although I don't like the power it was enjoyable to watch.
Thanks for the watch and comment, I've been reassessing the power and want to write a revision in a few weeks. I realized I should have cross referenced other killers more closely. 10 seconds is way too short, especially when Ghostface can expose someone for 60. I'll rewrite the power to make the animatronics a little stronger and more rewarding for using them.
I think Springtrap's Jumpscare is a decent ability to have in loops, but the animatronics need to help support that, so ideally utilizing both would reward you for your commitment, I just need to change a few things around... But that's why comments are great! Thanks again for the critique!
Happy to help and already waiting for your next video! The Jumpscare is fine I think, my main problem with the power is that it takes way too much effort for an instadown when compared to other killers. It takes 2 chases, which already negates the purpose of an instadown. 3 if you use the slowdown beforehand. The only other killers that require 3 chases while using the power are Singularity and Nemmy, but both have passive pressure and even better anti-loop than your Springtrap, + Huxlee gets mapwide mobility too. GL on your concept!
2 years later and now he’s out
I think You should replace the oh animatronics with the phantoms
i like that but,1 we need og springtrap with see his insides,not yellow rabbit,2)by lore is phantoms,not og animatronics from fnaf 1,i would like to see phantoms than og fnaf animatronics because afton cant control them(dont bring fnaf movie,because that story was in fnaf book) 3)what about golden freddy than? cassidy(golden freddy) can be useful too
in my opinion spring should be more based on stealth and confusion to keep with theme of the original game. going off fnaf three a good line up would be going undetectable followed by a very short but quick lunge that knock survives to the dying state. A abilities to loudly crawl through vents to get around the map at a fast pase and the third would be to summon the phantoms not the easiest to notice but still possible with minor audio and visual queue. the phantom will stay in place until a survive enter their detection range where the will quickly move to them once in close range the survive will get a jumpscare on screen and get the oblivious and hearing (fnaf 3's mangle if your evil ) effect while being revealed to the killer. survive can freeze the phantoms by looking at them directly.
I'm not a numbers guy but with this set up it rewards survivers for paying attention to their surroundings and playing carfuly while rewarding the killer for creative and sneaky placemeant of the phantoms and playing unpredictedly
I like the vent idea, and the phantoms. Would make it more like FNAF 3 for sure
sorry but springtrap in fnaf 3 make so much noises when he near,like..make springtrap stealth killer is like make nemesis stealth killer,his footsteps is very noises
The concept is very interesting, but when you summon an animatronic, do you just watch? Don't you think it's boring? Or did I misunderstand something? Otherwise fine! Keep up the good work!
You control them from their point of view ! Thank you !
If he plays like Knight with phantoms/the classics that would be fire
Great video this could honestly work even tho it’s kinda goofy would love for his power to be a little more grounded I guess like not any other robots ore I guess more just like him the dashing ability sounds very fun tho even tho it’s not very original and creative I just don’t see any other powers working for him
honestly he would be another laughably weak killer
Amazing!
So with mft hope his first ability just doesn't work and holding w is probably the best thing to do against him
Working out kinks for a revised video. Using all the comments input to help, so thanks for the critique! Perhaps it's hard to imagine since this is all hypothetical, but his first ability would function similarly to a Demogorgon shred, but it's made more for distance and debuffing the survivor rather than initial damage. I agree MFT would cause some problems, but no more than it already does lol. Stay subbed if you'd like to see the revision !
@@springwood_slugger2197 I'm not subbed lol
I know you said all numbers aren't final but ten seconds is way too fucking short man, if the devs made him like this the counterplay would always be to simply hold W the second springtrap activates his secondary power, with the little distance a non-charged shred would cover, even if the jumpscare had little to no missed cooldown a Springtrap would never catch up before exposed ran out.
With a two second recovery, that leaves Springtrap 8 seconds to catch back up to the survivor and hit them. This would also make Chica completely useless, since what's the point of landing a projectile if there's no reward? Freddy would also be useless, as you'd have to cycle through three previous versions just to get stealth, and there's no point of using it to sneak up on someone since even if you land the jumpscare either A: The survivor heard your terror radius before you swapped to freddy and already know you're nearby or B: The get jumpscared but it doesn't matter because the actual threat is in bum fuck nowhere.
You didn't specify in the video but if Springtrap regains control where one of the four ends then it would barely just barely happen from time to time, but if you regain control at where you activated the core four than this killer would be nearly as bad as ptb Ghostface, with their only redeeming factor being their primary power.
Would you suggest a longer duration for the status effects and perhaps Springtrap appears where an Animatronic despawns?
Maybe if exposed lasts as long as Ghostface's 60 seconds. And Making Springtrap regain control at the location where the animatronic ended their jumpscare would be good changes?
Also with Freddy's stealth, Springtrap could switch to Freddy at any point and without a time limit to use the jumpscare, I think this would work out well because Springtrap doesn't need to be with 32 meters to activate.
Also please, any more suggestions are welcome, I want to maybe make follow-up videos to these as well, and this kind of criticism would be great for it
@@springwood_slugger2197 With the way your suggestion works right now yes, this would be completely necessary to get any value out of his secondary power.
@@springwood_slugger2197 I wouldn't say as extreme as 60, 30 or 45 would work better. In my opinion you should completely scrap the first concept and work with your second, it'd tie his two abilities better and you could even skip the idea of landing exposed and simply make Springtrap an insta down killer who needs to chain two jumpscares in order to get it.
Maybe you can do an idea for nicacado avocado in dbd.
That's a good idea
This is good
Phantoms should be npcs
Now that we got Fnaf X Dbd confirmed, let's skip to the next hot topic...
CRYING CHILD'S BULLIES AS LEGION SKINS???
Movie springbonnie
Or
Game springtrap
Personally I really hope we get the rotting corpse😬
Ngl i completely agree bro but i do wanna see both in game
Can you please make Mario.exe concept for dead by daylight?
I'd have to do research on that, but maybe lol
amazing
I love the whole effect killer that's going on here but i would like to say if you want a killer to be fun on both sides it cant happen unless you copy Wesker ability which wont happen. even though knight isn't fun to play against he was (before the nerfs) still balanced but no one found it fun to play against so the nerf a non overpowered killer. I believe that we need to stop looking at fun as if it for the main game cause that isn't the goal of a 1v4. it is completive game at default and the killers should be shown as a overpowering force with balance not a fun to play against killer. we all want to win or meme in this game but need to judge the killer and survivor side for how they are not if they are or arent fun to play against. leave the fun to the fun game modes that's what they are there for.
Fun
Sucks its never gonna happen, since Scott retired from the franchise and doesnt want anymore Game collabs.
Where and when exactly did he say he wont do collabs.He did say once that there will be no collabs for now but that shit was 3 years
@@TheJonkler1 he said in an interview after the fnaf movie there will be no more game collabs. There still will be games but he wont be making them himself
@@C0rpsebutcher666 Where did he say it?Can you like give me the video or like post about it
@@C0rpsebutcher666 he cant say no more game collabs,because fnaf dont collab with any game,fnaf gonna be opne for collabs on 10th anni,we gonna get fnaf chapter in 2024
Good video and concept but I swear to god If they add springtrap and its based off the worlds most mediocre movie I will be pissed
Yay
Awesome
🤓
W
No
I comment E
Poop
i hope they dont add spring trap
Why
Luckly you dont have say in this so Springtrap will probably come someday
Yeah