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Demonbrant

Demonbrant

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Demonbrant
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  • @Peanits said:

    First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.

    Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.

    For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"

    To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).

    Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.

    The whole point of buffing DS is to provide more safety, right? The buff to DS is really only going to hurt the lower tiers, and m1 killers. Those aren't the killers we should be targeting. Disabling killer powers for 7 seconds (4 seconds essentially with the 3 second stun) would be so much better of a buff to DS because those higher tier killers and ranged killers couldn't catch them in most cases before they make it to another loop if the survivor went down with DS in a good spot. A 2 second longer stun wouldn't impact ranged and S tier killers much, and it would impact the lower tiers and m1s much more.

  • There is wayyyy too many fillers, on top of main being way too strong with fillers or usual tiles way too close to the back exits and back window. I'd like it if some of the windows were blocked off in main, and less fillers since theres a pallet 5 feet from another in most cases.

  • Map is very red and I wish that a different color scheme could be used.

  • The map feels like absolute color vomit and too much clutter still. Collision is pretty bad too. Also main is too strong

  • I feel like the tiles in general are nice, but the map is just way too big, and now theres too many fillers with the new version of ormond.

  • @arcticgirl36 said:

    Could someone please explain the concept of saving bloodpoints? For some reason it all seems so esoteric to me. What are the red lines, and what are the yellow circles. Does this mean you can complete the challenges without accepting the rewards? Or does it mean you skip those challenges for later. Thank you in advance.

    OP (original poster) explains it, but again, red line is what you collect, yellow circles are what you save. The reason you would want to save bloodpoints is for new chapters and get the new perks on all characters as fast as possible when they come out.

  • @Milo said:

    I'm just gonna point out a misinfromation

    The Merciless Killer things getting a change is good in theory, however I think that it will lead to killers slugging for the 4k around the 13th of every month when killers are trying their hardest to get pips. I'm not sure if the goal was to make the pip system be easier for killers, or make getting killer adepts easier. If the goal was to make killer adepts easier, why not just make the adepts themselves achieved when you get a 4k rather than making pips tied to how many kills you get? (unless I read this wrong and that is what you're doing?)

    This doesn't affect grades and pipping at all. This only affects the title and adept achievement.

    Ok so I just misread, thats awesome news then!

  • @GoodBoyKaru said:

    The cosmetic glitch does not provide any in-game advantage, and so is not bannable, from the most recent developer comments. However, it's worth noting that on these Forums it's not allowed to promote the use of, nor explain how to do, the exploit in any way.

    Understood, thank you for the reply!