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.
 
Me when I think the giant "Hard-to-Destroy Reptile" should be easily containable.

You think Site-19 had an easy time trying to contain 682?
Mmmyes.

(Lore isn't used mostly because if it was, 049 is contained by freebreeze, 173 by 3 dudes with flashlights, 939 by maybe a mag of 7.62, 076 isn't on site, the infinite staircase isn't either, 7722 is a few buildings, 457 is beaten by a garden hose, 079 can't breach without outside help/can just be unplugged, ect. If we worked solely on lore alot of scps would suck hard.)
 
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Mmmyes.

(Lore isn't used mostly because if it was, 049 is contained by freebreeze, 173 by 3 dudes with flashlights, 939 by maybe a mag of 7.62, 076 isn't on site, the infinite staircase isn't either, 7722 is a few buildings, 457 is beaten by a garden hose, 079 can't breach without outside help/can just be unplugged, ect. If we worked solely on lore alot of scps would suck hard.)
Lorewise most of these SCP's are far more dangerous than they are here and Containment Breach, but pop off I guess.
 
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Reactions: Emilia Foddg
Mmmyes.

(Lore isn't used mostly because if it was, 049 is contained by freebreeze, 173 by 3 dudes with flashlights, 939 by maybe a mag of 7.62, 076 isn't on site, the infinite staircase isn't either, 7722 is a few buildings, 457 is beaten by a garden hose, 079 can't breach without outside help/can just be unplugged, ect. If we worked solely on lore alot of scps would suck hard.)
all of the SCPs in game are actually underpowered compared to their respective articles and tales, and most of them aren't actually on the same site as eachother aside, including the ones you mentioned.
 
Lorewise most of these SCP's are far more dangerous than they are here and Containment Breach, but pop off I guess.
Unless you're talking extended universe lore (which is contradictory to eachother) all the shit I listed is containment and capture methods in their articles (if a little exaggerated).
173 isn't zooming at mach fuck you if it has visual on it, especially for packed rooms of MTF who know it's ability limitations. It's also never said to be unkillable.
049 is passified by the scent of Lavender, and is also not unkillable.
939 has a gas ability but most MTF on site have gas mask on, they're not bulletproof and many have been killed
076-2 parries bullets (made a suggestion about it before, got denied) and with gunshots to the head goes down it doesn't rush a wall of gunfire, when it's not breached it's a boring ass box (076)
7722 is server exclusive so it's lore is whatever the server says it is
457 is beaten by water/extinguishers, it also isn't bulletproof.
079 is literally a computer AI limited to the computer on site. It literally can be terminated at a moment's notice by a refrigerator magnet or a tech expert unplugging it's generator.

As I said before in a shorter format, lore is boring when set to a video game space. Also not a -support I said further up I agree 682 needs changes, all I'm saying is using "But da lore says!" Is unsubstantial.

The lore says a CI cell like we have in pinewood would get bombed by a bunker buster.
The lore says if Foundation found GOC raiding Foundation it would start a international conflict
The lore says Dr Clef should show up and administer more mouse bites.
The lore says 008 should be in Antarctica
The lore says you owe me five dolla
The lore says this the lore says that

Who cares what the lore says, we don't follow the lore like the bible, the lore doesn't follow the lore like a bible. People write what they want and some glorified reddit mod accepts it if it looks fun.
Same shit here.