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HeyItsSolomon

HeyItsSolomon

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HeyItsSolomon
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  • My favorite builds to run lately:

    Open Handed/Bond/Kindred
    No Mither/Resilience/This Is Not Happening/Dead Hard
    We're Gonna Live Forever/We'll Make It/Borrowed Time

    For the ones where I've only listed three, I'll usually fill the build out with Urban Evasion, Lightweight, Premonition, or Sprint Burst

  • I would love if they significantly increased the number of struggle points that you get without changing the amount of time that you're in the struggle state. I've been in a lot of games where a fellow survivor doesn't struggle because they're being camped, which is tantamount to disconnecting. Meanwhile, the rest of us could've used the time that struggling would've bought us, and the camping killer doesn't learn their lesson not to camp.

  • @MeowLux said:
    The problem in balance is that the survivors determine the flow of the game. They decide if they want to survive or die. Currently the killer isn't the power role and that is the problem. Also matchmaking has nothing to do with the balance of the game. A lot of people who are "good" at the game depip on purpose to be in the lower ranks. This causes issues in the matchmaking by making higher rank que times longer and the lower ranks filled with these "good" players. I'd also like to know which side you play. Killer or survivor?

    Hmm, interesting. I'm a survivor main, and it never occurred to me to intentionally depip to stay at a lower rank. But now that you mentioned it, that does help make sense of the fact that sometimes I play alongside other survivors who seem untouchable at rank 14.

  • Ever since I started playing this game, my most uttered phrase is "Freddy Krueger is ######### bullshit," usually preceded by a sigh.

  • I love this idea. Maybe even go a step further and have a perk draft before the match, if it could be done in a timely enough fashion...

  • As I think about it some more, maybe a narrow metagame wouldn't really be a problem except at the higher tiers of competition. I'm just one person, and this is anecdotal, but I've pretty much hit my plateau at rank 14 or 13 and feel like I see people running a decent enough variety of perks.

  • Yeah, I think your heart is in the right place with this idea, and I like it a lot, but I have a hunch that it wouldn't take long for what ThePloopz described to happen.

  • Hm... yeah, maybe you're right. I guess the only use case I had in mind is super narrow--I feel like I've kind of run face first into the killer a lot, and felt like it was probably because I unknowingly crossed paths with a trail of scratch marks that I didn't make. Perhaps I was hoping for others to come up with ways to break the game using this ability too. :)

  • @SupremeTurbo said:
    Removing the injured music is the only change that would benefit the perk itself.

    I would play the crap out of a No Mither build if they did this.

  • @PigNRun said:
    On Survivor, I have actually been enjoying Pharmacy, an alternative to Self Care.

    I think this is okay, but another Self Care alternative you might consider is Bond... In a lot of ways, I think it's even superior to Self Care--if you can find someone to heal you, you don't need to do occupy a perk slot with Self Care. Plus they can do it faster and you can deduce a lot of additional information... e.g. If you see the aura of one of your teammates running, vaulting, and dropping pallets, 99 times out of 100, that's where the killer is too.

    If you absolutely MUST be able to heal yourself, you can always just bring a first aid kit in and have it from the jump rather than rely on Pharmacy to procure one.

  • My current favorite build is what I call the "intelligence build," and it's Open Handed 3, Kindred 3, Bond 3 and Premonition 3. ...and I REALLY love to pair it with a Map (especially a Rainbow Map) with the Glass Bead add-on.

    This is a great build for surviving with randos because you get a lot of information without having actual verbal communication, and with the Glass Bead and Kindred/Open Handed, you can also non-verbally communicate information back to your teammates. Really, it's a great build for surviving with friends as well, at least for me, because when my friends say something like, "I'm in the shack," I often don't know where that is, whereas with Bond/Open Handed, I can actually see it.