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AWildLuke

AWildLuke

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AWildLuke
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  • I noticed that too, got like two offerings and no items within 10 bloodwebs...

  • I think it's very good and very balanced! Would totally be down for it

  • They stated in the livestream that:

    • Not everything can change from the PTB to the Live servers. The PTB is just a means to make sure that, bugs and other issues are found on the build 3 weeks earlier. Those are 3 weeks that they can try to track down what is causing the issues and fix it. And, sometimes, even those 3 weeks aren't enough.
    • They want the new UI to go live, so people that didn't played the PTB (like console players) can try it and then, with the proper feedback and stats, they can make appropriate changes (if needed).
  • WUT.png

    200 generators? This can't be right O_O

  • I think all the offerings that modify gameplay should just not exist. I don't think it's healthy for the game for people to throw a offering and bend the entire match gameplay. It should be RNG. This would open more space for fair balance. This means: no more map, moris, shrouds, hooks and mist offerings. Offerings should be only to multiply bloodpoints. Chests offerings should also be gone, and 4 chests (1 for each survivor) should spawn by base on the trial (this opens more space for scavenging and giving survivors another objective).

    On that note, the envelopes and the shell offerings should change rarities. My proposal is:

    • Sealed Envelope: from Uncommon to Commom. Grants 25% bonus BP for all categories to the survivor who burned it.
    • Bound Envelope: from Rare to Uncommon. Grants 25% bonus BP for all categories to all survivors in the trial.
    • Hollow Shell: from Uncommon to Common. Grants 25% bonus BP for the killer in all categories.
  • @Peanits said:

    Basically when everyone is in struggle and nobody can possibly free themselves, it skips everyone straight to the sacrifice stage (much like when you hook the last survivor) so you aren't waiting around for a minute doing nothing and waiting for them to die. It won't change the actual gameplay, it'll just end the game when you can't possibly survive.


    Oh, I get it now! It's a really useful change. Thanks for the answer :D

  • I personally think moris should just be deleted. I think is BS that you can put on a offering and change a gameplay aspect. BUT, since they're already on the game, they sould at lest be tweaked to either work only on death hook or after you hook all four survivors at least once (meaning you cant just camp/mori);

    For keys, I like the idea of adding a animation to it. That way survivors cant just jump on hatch in the middle of a chase. I also think hatch should only spawn with more than one survivor alive IF all five generators are repaired. That way, if you manage to kill two survivors before all 5 gens are done, the other two cant just hide and look for hatch (this is a scenario where hatch is a free escape).

  • I dont like the idea of crafting, but I think you should be able to sell add-ons for half BP you bought them! specially survivor one's, since there are so many useless ones nowdays

  • I actually really like all of these ideas, specially the terror radius one

  • Can you please explain how pallet/window hits work? Like, the timing and distance of the lunge, the conditions (medium and slow vaults, injured survivors) required to connect a hit and etc. Some hits are suppose to hit (there's even an achievement for it), but it's hard to understand how, so I think having a demonstration would be a good idea!

  • Maybe they were doing a daily or going to the achievement

  • I heard someone working on a generator on the tile I was going to hook a survivor, and still walked through the pallet (got stunned of course)

    I also may have slugged a no mither waay back (but thats only because I didnt know they could pick themselves up at the time)

  • I think they should tweak it make it also work other way around. When using object, you can quickly scan the killer position then look at the other side. When in a sweaty SWF on comms, I can agree this is pretty nasty.

    I think that, whenever the killer looks at your position, even if you're not looking at him, it should show your aura. It's a gamble perk after all.

  • You mean during a chase? Because If you phase walk during a chase, the husk still leaves out a terror radius so I dont think going completely silence it's going to help; although it might confuse them and a confused survivor its always a easier prey

  • As a survivor, I use

    DS - only because I dont like being tunneled, its the only thing that really tilts me but I almost never use it anyway, its just a general prevention

    Lithe - people say it's the worst exhaustion perk, but I really like it; I usually use it before the killer comes closer so I can get more distance (wasting more of his time) and then proceed to loop a tile

    Kindred - so I can see baby claudette self caring in the corner; just kidding, it's a good solo survivor perk and it not only helps me decide if I should go for the unhook, but to see if my aura was hidden behind a gen in case the killer has bbq or if he is coming towards me, making me more alert.

    Iron Will - really helpful while looping, I had more killers losing me because of it than I can count. also, I hate the loud and annoying moan of survivors

  • I think the reason why hex totems arent really useful nowdays it's because of old ruin. Since it was used on most matches, survivors have already memorized the spawns -- wich was not that hard, specially on the OG maps.

    Now that ruin doesnt really apply much pressure on early game (at least not enough so they just run around trying to find it) it would be a good time to make a complete totem spawn overhaul; it would take longer for people to memorize it and it will become more useful depending of your playstyle.

    As for now, I would suggest, if running new ruin, trying to guard 3 gens next to the totem. It seems the most efficient way to use it right now.

  • It has happened to me as a killer, but not really often, it's more of a bad matchmaking case OR when I'm playing Huntress, wich I'm not good at it btw so I end up missing a bunch of hatchets and losing (but I'm aware it's because I'm bad, not because they're good). If I knew how to run loops more correctly I could play her more efficiently. The other m1 killers I can play fairly good, but I'm really a non-sweaty killer so I barely ever slug or go against the person who just got unhooked; being nice, though, has cost me a few games; doesnt really bother me if I got all 4 juicy bbq stacks.

    As a survivor, it depends. There's a few killers I dont know how to go against properly. A good hillbilly, for instance, can beat me up really fast. But most m1 killers I feel like a play against fairly decent. However, these days what has really getting me killed most of matches is bad teammates. Like people who go down almost instantly against a legion or a clown. Since the update I think I escaped once. I'm purple ranks and I dont feel like everyone should be this boosted in here (like running TOWARDS the killer after I unhooked them, even though they just saw the killer going on that direction). So not really outplayed, but mostly losing because its NOT a 1x1 game and doesnt matter how good you are, if one or all your teammates are bad, theres just so much you can do.