Content Suggestion SCP 682 Overhaul

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Mar 6, 2025
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What does this suggestion change/add/remove:
Massive 682 overhaul

New CC
- With 682 buffed. his CC harder to escape (Multiple bulk doors before he could even get out his CC / into LHCZ)
- An actual “Acid room” in which 682 resides in, full of acid, wait catwalks for D class to go on and an elevator for them to go down on (similarly in 939s CC), room would have observable glass so 682 won't just be awkwardly sitting in front of the foundation personnel
- Acid maybe
actually damages things / people who ARENT 682

- 682 buffed mechanics
- Stronger hit on bulk doors / doors in general
- Roar takes longer, but is an increased range + has the ability to destroy electrical boxes temporarily
- Turrets won’t push 682 back as they currently do
- A “Regen” state where 682 can heal up after a certain amount of kills
- Speed boost
- Health boost


- Balancing
- 682 could ONLY solo breach / be a level 6 hack out (Upon his breach, the "Triple breach" alert would play, but instead of stating triple breach, would simple state that 682 is attempting to breach from his Chamber)
- Cannot breach below a certain pop (below 80)
- 682 breach guarantees 3 teams of ERT without any additional breaches
- Unable to be breached by other SCPs.
- Health / Regen / Speed either decays after a set time, or just is capped at a certain amount.


Has something similar been suggested before? If so, why is your suggestion different?:
There has been a “Rework 682” on the devtracker that's been under revision for around 2+ years - unsure if there's any plans on it though the original link to its OG suggestion is currently unavailable as it used the old website.

Possible Positives of the suggestion (At least 2):
  • XK class has a fun SCP that is fun to play
  • 682 is more “Lore” friendly as he would realistically be the most powerful SCP in site
  • It would be fun to see a breach that every scrambles into action for, that isnt something like 008 or a triple breach


Possible Negatives of the suggestion:
  • Time to work on it
  • It would take some time to find the proper balance most likely , as it shouldn't be a daily occurrence.

Based on the Positives & Negatives, why should this suggestion be accepted:

Starting out with the CC changes - I think 682 deserves more than a simple pit underground. I think the location of his CC is fine, just the CC itself would need to be modified + “buffed” to at least give response teams a chance to prepare for his breach ( Genuinely meaning it should take 2-3 bulk doors + a blast door to his acid pit to even get him out of his CC). A room that's full of acid instead of a pit that he sits in and waits for an elevator to lift him up would seem more fitting. In this room, a door could access a catwalk that is above him (familiarly with 939s) to allow D class to go down an elevator like system to sample him and then get back up without comprising the safety of the observation room.

The buffs are just needed, once more. All he does is roar, and get shot at. While he is a good tank - you can sip some potent, run down around him with an LMG / HMG , and easily shred him. He's more "annoying" than an actual threat. The buffs I listed would have the intent to genuinely make him a much more powerful opponent. Making him more interesting to fight, and giving him a MUCH better chance to fight.

The balancing would just be needed to ensure the buffs aren't too OP - as otherwise you’d probably need a guaranteed warhead on his breach. The ERT deployment of 3 teams even just for him would just be generous as ERT takes 10 minutes to call upon the start of a breach anyways, and he'd likely already be making his way into LCZ by then. (Hopefully damaged decently). And no other SCP breaching him (even though it'd take bulk doors to get to him) wouldn't be Fun / good for server health if you have to deal with a double breach + 682 in this extremely buffed state.

I know this suggestion likely wont get far, but I do wish to see 682, the SCP that we all know and love in many SCP universes to genuinely be a much stronger threat.
 
+ Support

Making the murder lizard more lore-friendly and more powerful, while balancing him gameplay wise would be great. He's supposed to be the "be-all end-all" of containment breaches. He should feel that way, instead of being a tanky iguana that breaks out with other SCPs.
 
+1 being a e11 breacher and seeing 682 breach is fun i get to outrun a lizard with potent and dump mauler mags into him, buff him
 
So with these buffs would 682 be as threatening as 008? we have 008 to worry about and then 682
 
+Support

Would be nice to have 682 a bit more threatening, as currently he is outclassed by reality benders, and even in terms of being annoying 457 takes that role.
 
New CC
- With 682 buffed. his CC harder to escape (Multiple bulk doors before he could even get out his CC / into LHCZ)
- An actual “Acid room” in which 682 resides in, full of acid, wait catwalks for D class to go on and an elevator for them to go down on (similarly in 939s CC), room would have observable glass so 682 won't just be awkwardly sitting in front of the foundation personnel
- Acid maybe
actually damages things / people who ARENT 682
Love all of this.
- 682 buffed mechanics
- Stronger hit on bulk doors / doors in general
- Roar takes longer, but is an increased range + has the ability to destroy electrical boxes temporarily
- Turrets won’t push 682 back as they currently do
- A “Regen” state where 682 can heal up after a certain amount of kills
- Speed boost
- Health boost
HP Boost AND Regen off the rip is a bit much.
Already has a strong hit on bulks.
The Turrets pushing him back are to stop a massive bum rush to surface.
Speed 682 is fast enough to catch most especially with doors catching you, and the suggested Roar Buff
I like most of this but a lot of it seems like a bit much to add all at once.
- Balancing
- 682 could ONLY solo breach / be a level 6 hack out (Upon his breach, the "Triple breach" alert would play, but instead of stating triple breach, would simple state that 682 is attempting to breach from his Chamber)
- Cannot breach below a certain pop (below 80)
- 682 breach guarantees 3 teams of ERT without any additional breaches
- Unable to be breached by other SCPs.
- Health / Regen / Speed either decays after a set time, or just is capped at a certain amount.
Cool stuff, but this would still be hell on low pops.
Has something similar been suggested before? If so, why is your suggestion different?:
There has been a “Rework 682” on the devtracker that's been under revision for around 2+ years - unsure if there's any plans on it though the original link to its OG suggestion is currently unavailable as it used the old website.
Yeeeeeah 682 been on the back burner with Site9
Possible Positives of the suggestion (At least 2):
  • XK class has a fun SCP that is fun to play
Real
  • 682 is more “Lore” friendly as he would realistically be the most powerful SCP in site
They say not to use Lore as a reason.
  • It would be fun to see a breach that every scrambles into action for, that isnt something like 008 or a triple breach
Mmmmm but most DON'T scramble. That's why CI can breach stuff most of the time. The only people scrambling is MTF till others are effected.


I'd add on 682 cannot make ANY agreements if we made him this strong.


+/-Support
I like the idea, but not all of it tbh.
 
3 ERT teams is too much, but otherwise solid suggestion

3 ERT is like 20 people lmao, ERT gear shreds like fuck (even 4 people with augers can deal 10k DPS).

Maybe 1 forced team of ERT after 5 minutes, and 2 more after 15, so if 682 DOES manage to escape his box of doom, he isn't immediately RC'd by the FUN squad.

Otherwise we're gonna have to give him like 400,000 HP.

Keep in mind.

You are suggesting a solo-breach SCP that tells them exactly what SCP is breaching and where.

Every combatative on-site is going to sprint down to 682's chamber with AA gear to camp the exits or shoot him from catwalks while he's breaking the doors already.

With a minimum breach requirement of 80 players.

Not only does this remove the possibility of playing 682 below 80 players (entirely invalidating the point of him being a VIP SCP... just make him a pickable event SCP like surface SCPS atp, especially with the breach changes); it'd basically make XK SCPs more worthless than they already are.

You have... 079 (useless) and 682 (already awful). Making 682 entirely unplayable is a terrible idea lol
 
3 ERT teams is too much, but otherwise solid suggestion

3 ERT is like 20 people lmao, ERT gear shreds like fuck (even 4 people with augers can deal 10k DPS).

Maybe 1 forced team of ERT after 5 minutes, and 2 more after 15, so if 682 DOES manage to escape his box of doom, he isn't immediately RC'd by the FUN squad.

Otherwise we're gonna have to give him like 400,000 HP.

Keep in mind.

You are suggesting a solo-breach SCP that tells them exactly what SCP is breaching and where.

Every combatative on-site is going to sprint down to 682's chamber with AA gear to camp the exits or shoot him from catwalks while he's breaking the doors already.

With a minimum breach requirement of 80 players.

Not only does this remove the possibility of playing 682 below 80 players (entirely invalidating the point of him being a VIP SCP... just make him a pickable event SCP like surface SCPS atp, especially with the breach changes); it'd basically make XK SCPs more worthless than they already are.

You have... 079 (useless) and 682 (already awful). Making 682 entirely unplayable is a terrible idea lol
Valid complaints

i did intially wanna suggest his roar could just effect things like the shields as well along with turrets. And i didnt go into detail on how his health regen / start health was but it'd be to the point that he could likely outheal at least a solo team of ERT hitting him.
 
Valid complaints

i did intially wanna suggest his roar could just effect things like the shields as well along with turrets. And i didnt go into detail on how his health regen / start health was but it'd be to the point that he could likely outheal at least a solo team of ERT hitting him.
It'd make him a raid-boss style-SCP and those don't work.
At all.

We've tried them prior.
We've had events with them prior.

The Dragon Event lead to an entire CI raid dying on floor 2 to a nearly-immortal dragon with a 1 click weapon that set everyone in a radius on fire. This would be very similar; except on a breach timer.

It either gets stomped instantly or stomps the server until the nuke goes off or they get bored and leave to surface for GOC to spam morbillions of dollars into 1000lbs until it dies.

It's a good suggestion.

I just don't see it executed well

+CONDITIONAL SUPPORT
...IF Concerning aspects of the suggestion are addressed (The ERT and shield walls/etc)