Ichorious
Ichorious
About
- Username
- Ichorious
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Comments
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@Mozzie said:
I feel like if you hit 4 consecutive bounces you should be able to put a survivor in dying state basekit, the fact that they have an ultra rare where you need to do 5 is kinda ridiculous. Otherwise someone like legion or oni just feels more viable for this type of playstyle.
Also, I think the addon that lets you see where the next bounce will land would be great if they added like a timer to that circle notification. Like the circle visually ticks like a clock to let you know if you're going to make it to that object to bounce off of or not. That would be really useful for people learning him and might actually be a better change to his basekit.
I hope you realize that combined with the alchemist’s ring add-on (the one that replenishes charges after hitting a lethal rush and reduces charge time) monitor and infectious combo, that might be a stretch. Slap Ruin and Undying Combo and you have yourself a very short, 5 generator 4K game. Not to mention since if it was base kit you would have another whole add-on slot, so you could add-on the shredded notes for less tokens and have token regen time reduced even more, for only 3- token dash that gives an insta-down on third dash, and replenishes your tokens when you hit a survivor back to full.
@D3spair said:
https://us.v-cdn.net/6030815/uploads/VUVXMXYXMCG9/base.png
Context:
I know I still Suck at playing "The Blight", on my first few rounds as him I tried no Add Ons so I can feel how strong his Base Kit is and I get absolutely Rekt. His Power is hard to use on normal loops and Survivors tends to realize his Lethal Charge Lunge is so hard to pull so they just move to your side and you get past them.
After like 5 Trials I use this Brown Add On "Compound Seven", for those who don't know the Add On made you automatically look at the Survivor nearest to you on a 16 meters radius and would you LOOK AT IT, IT MADE NORMAL LOOPS Manageable! I wish this was Base Kit for him like how when you're playing "The Hag" after you teleport you automatically face the Survivor. I don't want another Killer like "The Demogorgon" that every trial I need to use the "Rat Liver" Add On on him.
Also, try using his power for mobility and in between tiles rather than at loops. If ya really wanna use him at loops though, use the compound 7 or 21 with Compound 33 and spirit fury+enduring. If spirit fury charges from compound 33 (assuming it does since it does from iridescent button) you instantly could break all pallets even if the timing for the stun was right.
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I wonder if PWYF and the other factors work with nurse’s blink, then I’m pretty sure that would be the fastest speed sitting at 463.3287% speed or about 18.54 m/s. Maybe Range add-ons could factor into this too if they increase m/s to go farther in less time, I doubt it though and they probably increase the time before the blink end to increase range or maybe it counts how many tiles you traveled before ends based on where you pointed your FOV at.
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I’ve been looking into a lot of pink add-ons lately and I realized a lot of them would work well together to make me play styles that change how the killer is played or they’re just good, but they kinda suck when not used with other add-ons.
That was until I came across hag. I do see why that would be over powered though.
If you took off the “no teleporting” from waterlogged shoe, you could teleport to any trap anywhere(triggered or not) with mint rag, and the survivor is slowed by waterlogged shoe. It might not be too overpowered with one trap seeing as the hindered status movement speed reduction from the trap will make a survivor move at 85% speed while running, but with three traps, you could get a survivor down just below walking speed, while running. 7 traps(although impractical will stop survivors from moving for the duration of the traps if within range.
This is already good chase and map control on it’s own but you combine it with perks like make your choice, dragon’s grip(maybe with mindbreaker for extra measures)in the ptb, devour hope if it doesn’t get cleansed in the early games and others, This imo would be a little insane.
A fix to this MIGHT be:
Waterlogged Shoe-
Prevents the hag from teleporting to traps 8 meters within hooks and generators.
Maximum hindered effect from traps- is 30-45% reduction(15% per trap, same as now)
applies a hindered affect to survivors when in range of traps triggered or not(same as now)
Mint Rag-
allows the hag to teleport to any trap on the map(trumped by waterlogged shoe)
Phantasm Trap Teleporting has a 15-second cooldown
Although I’m no Game designer.
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60 seconds is already a lot of time of invulnerability, and if get downed in that time frame, that’s still enough for your team to either finish or almost finish a couple gens or for them to pick you up, or you get picked up and use decisive.
I think MAYBE this 4v1 game could actually be balanced if survivor perks were used defensively, but sometimes they’re used aggressively, that’s what makes them so strong because the survivors without perks are already aggressive by doing gens and killer defending the gens. I believe the reason being meta perks on survivor are so strong because they add on to the aggressive strength, and slowdown perks are so strong on killers is because they are adding to the defensive strength.
at first glance DS seems like it would be a defensive, anti-tunneling perk, and most people are completely fine with that, but when people use it aggressively is what makes a lot of killers hate this perk. DS takes away map pressure of hooks, and with unbreakable, it takes away their map pressure of slugging too. Patrolling gens is all they have left, and that leaves a lot of killers defenseless, especially on big maps with slow moving killers.
If they do decide to change DS, it shouldn’t be buffed or nerfed, but it should be reworked into something defensive.