Partially Accepted SCP-096, 682, & 966 Buff

Content that has been partially accepted
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Dec 25, 2021
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- What does this suggestion change/add/remove:
Buffs SCP-096, 682 and 966 in the following ways:
  • SCP-096 bucket durability reduced while docile (Around -30%). Allow SCP-096 to break the bucket while enraged (while maintaining the current durability). Add rule saying SCP-096 cannot intentionally stall to break his bucket. Remove photos that spawn in HCZ or other very obscure areas (Yall said youd do this two years ago)

  • SCP-682 run speed & damage increased (Around +50%)

  • SCP-966 damage increased very significantly (By around +200 - 300%), speed increased significantly (Around +80%). Frequency of sounds emitted reduced.

- Has something similar been suggested before? If so, why is your suggestion different?:
Not that I know of for these changes specifically. (Except for some of 096s changes I believe a very long time ago)

- Possible Positives of the suggestion (At least 2):
+ Enhanced playability of these SCPs

+ SCPs become more worth paying/applying for

- Possible Negatives of the suggestion:
- Increased frustration in dealing with these SCPs

- Based on the Positives & Negatives, why should this suggestion be accepted:
I feel like the SCPs that I mentioned, for what they are, simply are not worth playing much especially SCP-966.

SCP-096 is an application-based SCP, yet is regarded as one of the least powerful/fun SCPs in the server in many situations because of how easy he is to counter. For one, any player in the server can grab a bucket from one of the three high-traffic areas with zero cooldown and zero limits to how many buckets can be active at once. For two, SCP-096 is very simple to counter. Once E-11 gets informed of the 096 picture being found, they can lockdown HCZ bulkheads, run to the bucket across from 049s chamber, place it on 096s head while he breaks the bulk,, then open the bulkhead again. Now 096 only has one maybe two targets and his breach ends within two or three minutes with one or two kills. And for three, SCP-096s bucket is extremely durable for being unable to do damage to it while enraged. You have to spam G for around 5 minutes straight, so even if you're in D Block or EZ, you won't ever break your bucket before you reach HCZ where everybody already has scrambles and every player in the server has a bucket ready to replace it within an instant. The only exception to this is if SCP-096 makes it very far into the surface, or inside D-Block where people actively protect him for the full 5 minutes successfully. These scenarios are extremely uncommon, and are both easy to counter with organization.

SCP-682 is a Keter-class SCP, often referred to as one of the deadliest animate SCPs that the Foundation has, and also costs over $80 to play. Even in the server, SCP-682 is one of the three Level-4 SCPs in the entire server. Despite all this, SCP-682 is not often thought of as a threat. 682 is an extremely large target, making him very easily countered by energy weapons, augers, LMGs, etc. His HP can often be drained by the tens of thousands within seconds because he is so easy to hit and because of his speed not being much faster than a normal player. He can't dodge the bullets due to his size, and he often can outrun the damage he takes because of his speed. While he does have an ability to stun people, 9 times out of 10, there's still other people who were not stunned using high-powered weapons to continuously drain his HP. This is all noticeable when he breaches, as he often gets contained within the first 10 minutes unless it's a massive breach where he has significant support from other powerful SCPs. And even then, his HP is typically the first to go down below 10% within the first 5 minutes. For such an expensive SCP who is supposed to be considered one of the most dangerous SCPs on the site with Level-4 security, he's weak.

SCP-966 is the worst of the three, and I have yet to hear of anyone who has ever played him more than once. SCP-966 costs money to play and is a Euclid SCP inside HCZ, yet is weaker than 173, 457, and 912. SCP-966 is supposed to have a playstyle where he stays in more isolated areas and assassinates lone people or small groups, acting as a support SCP to kill people stealthily. However, this is not how SCP-966 goes at all. He gets 8,000 HP, the same exact run speed as a normal human job, and does around 25 HP per hit with a 2 second cooldown or so per hit. Not to mention, SCP-966 takes significant knockback and becomes visible for around 5 seconds with each hit (despite anyone being able to get NVGs and see him constantly), along with the near constant sounds he emits that alerts everybody around him that he's breached and nearby. With all of this in mind, SCP-966 can lose up to 25% of their HP from trying to kill one single person with a decent gun who is completely alone. It can take up to 4 - 6 hits to kill one person with full armor and HP which takes significant time to do. Overall, SCP-966 can't actually do anything other then get maybe two or three kills before being decimated. He's not even able to flee or catch up to anyone because of his slow speeds. SCP-966 is honestly worse than SCP-049-2.

Overall, SCP-096 is extremely easy to counter. All you need is E-11 to have some semblance of organization and activity. SCP-682s HP can be easily drained within seconds and still has a hard time catching up to people, and SCP-966 can't get more than around three kills because he deals laughably low damage and is laughably slow, and has multiple methods of being detected and countered instantly. These SCPs are far weaker than they should be. SCP-096 is application based and simply unfun, 682 cost 80 dollars, is a Keter SCP, and is one of the three SCPs behind Level-4 doors, and SCP-966 is weaker than 173, 912, and 457 despite being a paid Euclid SCP in HCZ and is not able to meet his niche at all with the tools provided.
 
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