Maxomega
Maxomega
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- Maxomega
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I just don't see a need for this. Iridescent shards are already a free way to obtain otherwise premium DLC. All it takes is simple planning to decide if you want the character or just one of their perks.
I personally don't care for Jane's perks outside of head-on, and while I don't dislike Jane as a character, I'm always gonna play Feng Min anyway (feng geng), so if I see head-on in the shrine, I'll buy head-on.
On the other hand, I like all of Adam's perks (obv not because they're good), so I'd just save up and buy Adam.
Yeah, in an ideal system, a character would be cheaper if you already had some of their perks, but realistically, BHVR has no incentive to do it, and it doesn't hurt to plan how you're spending your valuable free currency anyway.
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Bumping this thread because I remembered how this game used to be before the Stranger Things chapter. The lobby system was a barely functional feature: you couldn't send or receive invites through the game directly, and after every match, you had to remake/re-invite people to the lobby all over again. It really held back the game from feeling polished or even finished. Now, it's an intuitive process that only seems to occasionally fail if you choose an archive challenge.
Implementing the feature in the OP would do so much to help this game in terms of polish and engagement. On the last player satisfaction survey, BHVR seemed very focused on the lore aspect of their game, and as I've already stated, allowing us to actually look at it while queuing for games would go a long way.
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I think the Plague is actually incredibly balanced. She doesn't need the survivors to cleanse to be powerful; if they don't cleanse, they are basically exposed and can transmit that exposure to their teammates. That's why the optimal strategy is to cleanse at key moments like when she does have Corrupt Purge, or when the exit gates are powered, and the survivor is on death hook (which isn't always guaranteed to be a good idea).
In reality, not even swfs end up cleansing at the right times or positions. There's a lot of nuance in her kit that's hard to understand on paper, much less in the heat of the moment. I've had games (not an experienced Plague player) where swfs would cleanse when they thought was good, and it ended up shifting the game from a 0k to a 4k. I've also played against teams where no one would cleanse, and they'd still lose because the chases would only be half as long.
Also, if you ever struggle to get your power, just bring an apple. They're uncommon add-ons after all. That's a guaranteed 1-2 uses, which usually snowballs into more (no one wants to be injured when it's up).
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aight good talk
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Also, since apparently the tweet mishap has happened before, does the shrine get changed to what the tweet said or do they delete the tweet and make a new, accurate one?
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Unnerving Presence: I noticed that this perk affects mostly newer players, but not experienced ones. So I would suggest that Great Skillcheck success zones are also reduced by 40/50/60%. Also affects Snap Out Of It, Seal Portal, Jigsaw Boxes, Autodidact, DS, BNP etc. skill checks.It's a great idea to shrink great skill check zones. I find that UP just forces me to go for greats, kinda like ruin, except I get still get rewarded for them. I will say you shouldn't include Seal Portal in that list because if your skill check radius shrinks, you know you're in the killer's TR, which negates the point of the Oblivious status effect.
Iron Maiden - ... Are you idiotic? It already does this. You already search them faster- it's even- did you literally- did you never even USE IT?! I'm dumbfounded by the display of idiocy you just shoved into my face... You somehow even got the huntress grabbing hatchet quicker correctly as THAT'S EXACTLY WHAT THE [BAD WORD] PERK DOES!! YOU LOOK THROUGH LOCKERS QUICKER! I'm sorry by me losing composure and unleash hell on you, but that was... Well, ridiculous.This reads like a copypasta lmao
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@Deadeye said:
I bet that has some hardcore strange structure behind and would cause a lot of bugs if they enabled stuff. Just a feeling. Like, when they add ghostface to the game, WakeUp makes every action in game 10% faster from the first second. Pretty sure it has a reason why it is disabled and would need a midchapter PTB to test
That's most likely the reason. It's the only explanation for why new menu options like the archives also require you to not be queuing for a game. It's a low effort solution, and is definitely worth a PTB to redo. Allowing free navigation of the menu just improves the quality of life for the game by so much.
@Cheers said:
Survivors should be able to practice skill checks and killers should be able to practice/play around with their power (Huntress would have a shooting range, Billy would have a turning mini game )
Honestly would be cool, but I don't see it happening. You only really see gameplay while queuing in high production games where polish is a selling point. I'm not expecting that from BHVR, but this really would be nice and good for the game. That being said, skill checks probably wouldn't be that hard to do, since it's all UI based and no models have to be loaded.
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I think this is all really cool. A killer with a lot of info, but not great offensive options would be interesting. I really appreciate the effort you went into, not only providing addons but quotes for everything.
The killer's perks are very creative, and an anti-DS perk seems cool, but is at risk of becoming polarizing with how popular DS is. Not sure how the rescue-blocking would impact the game, but neat concept overall. I think it should be the level 40 teachable: Keep Them in Line seems incredibly niche and underwhelming. Unless you're running a full "impossible skill check" build, it won't be better than similar perks like Dark Devotion or even Monitor & Abuse.
Survivor perks aren't great. Strength is cool: nice to have a counter perk to Spirit Fury/Enduring, which many people seem to run these days. There is counterplay to it, but a perk would also be nice. Could have synergy with Any Means Necessary. The other two perks are essentially worthless. Mist offerings are incredibly rare, and the default mist is not that bad. Savior is a neat idea, but is just not as good as other perks that do the same thing. Spine Chill, We'll Make It, We're Gonna Live Forever, and No One Left Behind are all way better than Savior.
Really cool ideas, mainly the killer concept. Hope you do more of this
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I'm new to the forum. How likely is it that this gets the attention of a dev?
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This is all on the premise that rank means anything.
I say this in two ways: 1) the ranking system is faulty, and playing a lot matters more than playing well. 2) there's no incentive to be a red rank in this game. No extra BP, no XP boost, not even a cosmetic. So, why then, would a red rank player voluntarily stay in red ranks if the game is harder for them? Scott Jund made a video about the new Ruin changes, and he makes a point about the pacing boiling down to map design. Maps are too big, leaving only the best killers to properly pressure survivors off gens. I'm convinced the only way to fix how fast the game goes by, is to make maps smaller.
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I feel like they should've provided a reason for this change specifically
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@smappdooda said:
Hell even letting me read the lore of the character would be nice. There are many times I am sitting there and think "It's been a while, I wanna re-read that and... can't."
I was thinking about that after the post. I also like to re-read the lore, but the game also discourages you from delving into it.