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Bark2996

Bark2996

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Bark2996
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  • @Spectre_UK said:
    A lot has been said recently about DS and I agree I hate the perk it should be changed or removed but what about NOED the Killer's own version of DS it lets a lot of unskilled Killers do way better than they should and if they won't remove NOED how about a Nerf at the moment it is basically 3 perks in 1.

    1 shot down, 8% reduced cooldown on successful and missed attacks and a 4% speed increase.

    How about don't make it a totem perk and give the Killer a 3/4/5% speed increase for the 3 tiers of the perk for 2mins or time can be adjusted after the last Generator is popped the same as Hope for Survivors then it isn't OP and allowing all these unskilled Killers to be carried by a single perk just the same as Survivors who run DS.

    You do realize this perk was a regular game mechanic and not an actual perk? Having to waste a slot for a "potential" end game is already putting a killer down a perk that is completely useless unless you manage to actually complete all gens. The perk is a reminder to tell you just because you did all the gens doesn't mean you escape. Not until you cross the finish line. Also, it encourages people to leave if they feel threatened to help someone else; which is ya know.....kinda the whole point as killer is to pressure survivors into either helping each other or fend for themselves. The reason why DS is needing a nerf is because it's literally a perk to get a freebie and when you practice the "skill check" it's not much of a challenge to hit majority of the time. Also, the fact that multiple people can run it.... yea it deserves it. A survivor shouldn't feel safe at all. Plus, NOED can be cleansed so unless you're predictable and stay by the door when its opened and you hear the killer to push you out; you can actually look around and cleanse since "unskilled killers" are hoping you'll risk the save and get another victim. Meaning they'll hang by the hook giving you some free time to look around for the hex, so it's not always full proof. Plus, you can cleanse and keep count to how many totems you've cleansed so far to ensure the less probability of it triggering. There's only 5 totems so that's also not as dangerous to deal with again.

  • This is a very interesting idea. Would like to see this in a test of course before people (ahem survivor mains) complain about this being about this being a bad idea, and yes Freddy does need a bit more help.

  • @Bark2996 said:

    @Asssthetic said:
    Do you just expect survivors to run straight just so you can hit them? You could mind game the pallet loops and with bloodlust, you could probably catch the survivor.

    you do realize bloodlust takes "time" to build and even then mind gaming doesnt work all the time. Just saying

    also you said "probably" not helpful

  • @Asssthetic said:
    Do you just expect survivors to run straight just so you can hit them? You could mind game the pallet loops and with bloodlust, you could probably catch the survivor.

    you do realize bloodlust takes "time" to build and even then mind gaming doesnt work all the time. Just saying

  • If there's different groups for animation and gameplay then why are people here arguing about it? =C
    All I was saying that it be pretty neat to see. I don't know how that hurts the gameplay improvement. Gameplay works on the gameplay and animation works on the animation then there. Seems simple and straightforward to me. They just show what they feel like showing that their teams are working on.

  • Fun ideas but friendly entity seems like it can be easily abused. Keep up with the ideas though.

  • @Gibberish said:
    I would much rather the devs spend time on actually fixing game balance and adding meaningful new content (In that order of priority), rather than just add some animations that you wont even pay attention after the first time you see them anyways.

    i thought that's what they were already working on gibberish. This is obviously after all that's settled. We all enjoy seeing the gameplay itself be improved first, but small details satisfying to the eye doesn't hurt.

  • @Mc_Harty said:
    The devs have stated that the survivors use the same animations to save time in production.

    I don't think the survivors are that unique compared to the killers anyway.

    kinda why i brought this up because the characters and their backgrounds make them unique

  • Has to be between the saw chapter and nightmare on elm street.

  • Bill is obvious, but between the others I like Tapp not annoying but still helpful and fun to play with and against.

  • I've been thinking that SWF should be the way it is sure, but I know some people DO actually care about their rank and the fact they have to go against people playing together and most likely know each other using comms is a bit of a problem. I just thought it would be simple to segregate a different mode for players to rank up for better rewards, but most que alone making it an even ground for both sides. That way neither side have the same amount of mystery of what they're dealing with and who they're playing against. Basically for rank you can only que on you're own, but for fun and BPS you can que with friends and such. Just a thought.
    Also, I like everyone's idea for KWF that would be pretty cool to witness and play to see some cool combos.