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ForTheRNG

ForTheRNG

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ForTheRNG
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  • Thank you!

  • Part of the reason why I run Devour Hope in most of my builds as a newbie killer that got lucky with the Shrine is so that I remind myself not to camp people, because I always feel as if a survivor is right there, waiting for the unhook, and I just can't see them. Most of the times an unhook happens just after I hold W in some direction for 7 to 8 seconds, which is about the size of the standard Terror Radius IIRC, and also that someone was close enough for Whispers (another one of my favorite perks) to trigger.

    That sort of distance also makes it so that I don't really intentionally tunnel, since among the free killers, only Billy (or Nurse if we stretch a bit) can rush back to a hook fast enough. The others have to find that survivor again, and chances are that won't happen.

  • @coppersly said:

    Tinkerer. It was always semi-useful back in the day but when they reworked it I loved the idea of knowing when a gen was about to pop and getting to be sneaky on approach was just the cherry on top. I knew it would be amazing on someone like Nurse who can already surprise you on a gen without any help, and now I know what gen to go to and I can be right on the other side of the wall and they won't know it.

    Beautiful.

    Tinkerer is actually part of the meta right now, along the Ruin/Undying combo.

    Still an amazing perk by itself.

  • As a sorta Wraith main @ rank 16, I highly appreciate the thought. :-D

  • I just had a game with my friends where we sat with 2 gens for 5-10 minutes because two of us on average were slugged or hooked this entire time.

    Two of my friends escaped by gate and I (slugged) got hatch before the killer found me.

    I'm not saying that Deathslinger we played against wasn't stressed, but man was I screaming in my headset most of the time.

  • @orangegoblin said:

    I got simple SWF fixes and the jazz that they usually pack.

    instead of giving survivors a penalty for working on gens together, give them speed bonuses. Give survivors the same or bigger debuffs for working on gens solo, they aren't all mechanics, and I'm sure fixing a engine is easier with help. Encourage surv to surv interaction. The biggest frustation killers have with SWF is not the tbagging, the flashlight clicking, in fact personally I enjoy playing against those sort, I actually get to chase and hit dudes. No, the worst are the hide and seek type, the ones that know how to loop, when, and where to hide, split up, play like its a damn tournament, they waste so much of a killers time just finding and hitting 1 survivor can cost a whole game, and if you didn't bring a solid detection perk you are literally screwed, especially if the one you find is the one they want you to find or has sprint burst, you might as well have not played the game.

    Just rework OoO, make it so it: doesn't light up at all when its active or if the killer is facing you. Make it so the killer can see the OoO user AT ALL TIMES whether the Survivor is looking at them or not. Give it some real drawbacks.

    Rework keys: they only work for 1 survivor, once he/she uses it to dip thats it, the hatch closes without triggering EGC, the other survs will either need be carrying another key or hope they find one or finish them gens. It will still open anyway if theres 1 survivor left of course. Once a surv leaves their team behind via hatch, instead of bonus/survival points, they just get the sole survivor bonus and half the survival points from escaping, the ultimate selfish act.

    Make moris' a token type deal where you need 5 hooks to activate it.

    DS is simple as hell, it deactivates if they perform the following actions: doing gens, bones, healing, and jumping into a locker. Ez pz problem solved.

    Noed sucks, and if you happen across a Nancy with a map you will never need worry about a hex ever again (that Nancy might also be a special kinda useless that makes baby Blendettes look good. But at least the Nancy does bones)

    Also buff Insidious, that bug we had for 2 days where it would activate it immediately once you stopped moving made it a solid C+ tier perk, shudderwalking up to dudes or stopping mid chase at a gen with progress was the funniest shiet ever, many pooped pants were collected. Although it made every killer I played feel like scratch mirror myers without the aura reading... Shudderwalking is slow work... All the gens just flew right over my head. Spooks were totally worth the 2 days of depipping tho.

    The mori thing would just be a better version of Devour Hope, as the survivors wouldn't be able to get rid of it,