MeowLux
MeowLux
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- MeowLux
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Comments
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@Zaije said:
Extra time playing generator simulator would be boring for survivors and the added time to complete gens would help the killers who camp with 5 gens are left get more kills.Did you even read the post completely?
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Another one of these?

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My reaction

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Nurse when I feel like ranking up.
Other killers when I have dailies or just want to play them.
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@not_Queen said:
@MeowLux Thanks :chuffed:Always lurking to answer things I can

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Imo it's fine the way they intend to buff it. The perk will be viable enough to be used, but not a complete counter. I had another idea that made it a high risk but a high reward perk. It would hide any notifications, so screams to madness, getting trapped, getting hooked. The killer wouldn't know if any of that happened to you, but neither would the survivors, this way it is a counter to Doctor and Trapper, but it also makes other survivors not see you. This would also possibly make other perks synergize with it, like Empathy or Kindred to show you on the hook/trap.
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Not_Queen has been sick the last few days. She said she will update the list later today.
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@Runiver said:
@MeowLux said:
@TheXenoborg said:
@Runiver said:
@TheXenoborg said:
@Runiver said:
I totally agree with all of this, even tho I mostly didn't get what it even means.They're pointing out bugs in the current version of the game. Most caused by new cosmetics clipping into the camera during certain animations causing the screen to be covered etc, some other bug report suggests the clown's bottle having a rocket-like smoke trail that goes straight across even though the bottle is thrown at a different angle, and so on. Pretty valid bug reports, but Google Translate ruined it all. This also belongs in the bug report forum.
The "rocket" clown bottle have been reported to devs already.
About the skins, details would be nice to have which skins are affected. (Why did this even go untested... It's not like it didn't happen back in the past)Oh no, the "QA team" did not playtest a thing before releasing a new update!
It's almost as if they don't have a QA team, just a bunch of money moochers slacking off at their jobs.Most of the bugs reported by OP would have been noticed right away by spending 5 minutes spamming random buttons as killer, but of course somehow the "QA" team didn't notice.
Are you trying to say that Jeff is slacking off?! I'll let you know he's a true memer and deserves the upmost respect.
He's not part of the QA team tho. Still a true hero!
Didn't he say he was part of the QA team tho?

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@TheXenoborg said:
@Runiver said:
@TheXenoborg said:
@Runiver said:
I totally agree with all of this, even tho I mostly didn't get what it even means.They're pointing out bugs in the current version of the game. Most caused by new cosmetics clipping into the camera during certain animations causing the screen to be covered etc, some other bug report suggests the clown's bottle having a rocket-like smoke trail that goes straight across even though the bottle is thrown at a different angle, and so on. Pretty valid bug reports, but Google Translate ruined it all. This also belongs in the bug report forum.
The "rocket" clown bottle have been reported to devs already.
About the skins, details would be nice to have which skins are affected. (Why did this even go untested... It's not like it didn't happen back in the past)Oh no, the "QA team" did not playtest a thing before releasing a new update!
It's almost as if they don't have a QA team, just a bunch of money moochers slacking off at their jobs.Most of the bugs reported by OP would have been noticed right away by spending 5 minutes spamming random buttons as killer, but of course somehow the "QA" team didn't notice.
Are you trying to say that Jeff is slacking off?! I'll let you know he's a true memer and deserves the upmost respect.
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Surviving should be difficult in the first place. In the current state of the game it is laughable how easy it is to actually survive. Yeah you have your bad games where you get caught and get camped or die early, but then you have other games where you aren't touched at all. If you're being chased by a killer the chances of you surviving or atleast getting away unharmed should be minimal.
The reason why you see Nurse, Hillbilly and Huntress at the top always is due to them having something in common; They're 3 dimensional in the skill factor. Those 3 killers have actual skill included in them and that's why you see them almost always in the high ranks. Imo all killers should be on the level of Hillbilly. Nurse is the best killer due to her ability to literally cut chases off in seconds. If we ignore Nurse due to her being broken. (I'm a Nurse main and Imo the Nurse should get a rework AFTER the game gets fixed) Then Hillbilly is the best killer, he has a skill factor in him, he has an amazing ability and he doesn't suffer from any negatives.
All killers should be balanced around Hillbilly. Currently all other killers than Nurse, Hillbilly, Huntress and Hag are not viable enough to play in the high ranks. If you want to know why Hag is viable then just ask one of the few actual Hag mains, yes those exists in these forums. -
Can we make those numbers balanced? Like seriously? 35% more movement speed? You know that survivors run at 100% speed whilst killers move at 115%. So you're asking that survivors are faster than killers. Why not add "kills the killer when they get pallet stunned" to add in that extra balance.
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It's pretty much a "challenge" perk. Yeah it could use a buff or two for the risk of being injured for the whole game.
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The hatch changes are not coming with the update. It is still a WIP
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The rank reset is always on the 13th of each month. This has not been changed, and if any news about changing it come then you'd probably hear about them anyway.
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The devs are currently talking with the licensers to see if they can get permission to make skins for them. We might see skins for licensed characters, but it is not guaranteed.
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Wraith is supposed to be an ambush Killer. Currently he is hard countered by Sprint Burst one of the most used survivor perks. His bell bing bong just reveals his position immediatly. Granting him a boost in speed after uncloak is already an add-on. It's called "Windstorm". It counters Sprint Burst to an extent, but if the idea is to ambush then why can you still get away from a windstorm Wraith with Sprint Burst? Imo the problem isn't how Wraith's ability works, but more rather how it plays out. It is not viable in chases unless you want to waste even more time. He is already add-on reliant, I'd rather have his base ability reworked that he can become a real ambush killer instead of "Bing bong, time to use that sprint burst."
Hag is a strong killer already, buffing her speed to regular killer speed would probably push her into best killer in-game. She already puts down traps fast so she doesn't need a faster trap setting time. The problem with the traps is that once you teleport, you lose all of your momentum so you can't do a good lunge. If they change it so that you keep your momentum she'd be amazing and would also be a nice QoL update.
Cannibal's chainsaw charge time isn't the problem. It is his whole concept, his ability doesn't do much. His chainsaw isn't fast enough to catch a survivor running unless you are hugging their back and then charge it perfectly.
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@SadonicShadow said:
@MeowLux said:
You already get like 550 deviousness points from chainsawing somebody. I don't see a problem here.I agree with Mercury on this. I am a good enough hillbilly that i hardly ever have to use my hammer to down someone, my saw does all the work. Problem is this leads to me being point deficient in the brutality category. I agree that for killers with instadowns the brutality should be calculated based upon health states dropped not each individual hit. I max out devious pretty quickly but poor brutality suffers greatly.
In my experience I rarely get to use my saw. Not because I don't know how to use it, but because it is not viable to use it in a loop. I see myself getting an equal amount of points between them. Also using your mallet is still viable.
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You already get like 550 deviousness points from chainsawing somebody. I don't see a problem here.
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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?
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@Dragonredking said:
Nurse is weak and freddy and wraith are powerfull on console because people on console are casual
Also you can't reach the same ammount of camera sensibility on a controler that on a mouse.
Nurse require precision and since her lunge lock on is pretty much awol since her change bad nurse get an even worse time and god nurse have become unstoppable since survivor can't exploit the lockdown to make her hit junk instead of them
That's all there is.I also like to write in colors that make my eyes bleed!

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DS won't get removed as much as every killer main wants it to be removed. But it will get nerfed for sure. I hope it gets the same treatment as STBFL. STBFL a must have perk that was god-tier that got gutted into trash. That way we can say that the Halloween DLC has the most gutted perks.
On a more serious note; I just want it to be balanced and not a free escape.
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@Master said:
@MeowLux said:
We already have a perk like that... Oh wait it doesn't surprise anyone because the only person who would run it is a basement Leatherface.Iam talking about a perk you can use for chases and for mindgames, insidious is just for camping and its just a bad design in my opinion

I know what you meant, but instead of thinking of new perks we could rework existing perks to do the same thing. For example; Beast of Prey. Idea for a rework; When you achieve bloodlust you lose your glowing red stain and heartbeat for 30/45/60 seconds.
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@SaltyKiller said:
@DepravedKiller said:
Correct, They will change the perk for better/worse or they just give the killer a DS as well where it pins the survivor to your shoulder and you can carry them as long as you wantOr you can just pick the Clown.
What about the other killers then?
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We already have a perk like that... Oh wait it doesn't surprise anyone because the only person who would run it is a basement Leatherface.
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@SadonicShadow said:
@MeowLux said:
There is no current info about an ETA on a Trapper update. Though you can expect those kind of killer buffs in the first dedicated balance update around September.Do you know what kind of buffs we may be looking at in general come september?
There have been ideas thrown around and the devs have talked about them. Some of them are better add-ons, longer disarm time, etc. There was also some talk about skillchecks to disarming and failing one would make the trap go off and injure you.
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Would probably get a lot of people getting mad. But would be an actually cool buff to an almost useless perk. It has actually huge effects and would be the real definition of high risk high reward.
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Wouldn't do too much, but would be welcomed especially when the game is lacking mindgames. But I doubt they'll add it.
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Is this a bait thread? Because you've got me hooked.
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It is extremely rare for me to give out hatch. I did it once today, but that only because I played against the same person and killed him with NOED and also all other 3 survs DC'd. When I do give hatch is because I either feel pity or the player actually deserves it. I never give hatch to somebody who is toxic or has DS.
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There is no current info about an ETA on a Trapper update. Though you can expect those kind of killer buffs in the first dedicated balance update around September.
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I haven't had an issue with blinking as Nurse. But the way you blink does affect what you can go through. If you look down the less of a distance you will get with your blink. Also there are dead zones for Nurse in some spots of a map. Also make sure you have charged your blink enough to pass that object, but not blink into another object, because then you can't blink there otherwise you would be inside an object.
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More Dwight cosmetics for sure
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Left Behind isn't even necessary to do a gen. I've done 3 gens alone against a legacy Nurse. My only perk that helped was Urban Evasion. People thing stealth is impossible, if the killer doesn't have Whispers you can easily stealth around and do gens alone. It isn't impossible.
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I wonder which one. Meow
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Monitor & Abuse is extremely good on Myers. Ruin is basically mandatory if you like having a match last longer than 5 minutes. Instead of Brutal Strength, you could use Enduring. Nurses is good with M&A. BBQ depends if you need BP. If you don't, then it can switched out for something else.
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Extremely useful especially when there is basically none of these functions available by a button press, instead having to do them manually. Should be pinned.

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An item that literally can give you a free escape in front of the killer while being chased? It's strong enough and you already have 3 ways to prevent from losing it 2 add-ons and 1 offering. Also most lobbies with keys get dodged most of the time, because nobody wants to play against people with keys. If you hate finding green keys then take Ace in the Hole. It's actually a decent perk if you have plunderers too. And I don't mind what I find from chests personally. The fact that you can actually find something valuable in a chest filled with junk is pretty amazing. 8-)
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I rarely see Jakes, Aces or Tapps probably because their perks are weaker than other surv perks.
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@SaltyKiller said:
Last I heard that they were going to nerf Huntress' add-ons because of Tinkerer but that was back in August.I hope they don't. Base Huntress is decent, but her add-ons are what actually make her deadly. I've played against machine gun Huntress and it's actually pretty fun. It changes the game from being a benny hill chase to a some what duck hunt minigame. Her add-ons are probably the strongest compared to any other killer, but her add-ons should be the base line add-on strength level for all killers.
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The current perk idea is fine, but it does need a major nerf to make it not a free escape. The problem with your suggestion is that lag would most certainly break this perk. For the killer you're outside the pallet, but for you, you are inside the pallet, so when you drop the pallet down you'd think it will stun the killer, but instead he will just teleport slightly to the spot where he actually is. It'd be a cool idea, but I don't think it would work right now atleast.
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The problem with tinkerer is that it only affects add-ons that increase/reduce the charge of the killers ability. Neither the timer or dream transition are "charge times" for the killers ability. Both Pig and Freddy have instant abilities, once you press M2 to put someone in dream transition or put a RBT on someone's head, you can't cancel that action anymore.
You'd have to rework Tinkerer for it to work with every singe killer. In what way? I don't know, but there are a lot of possibilities. -
@SaltyKiller said:
@MeowLux said:
Interesting idea, but probably will fall under one of the "insane nerfs" that would just kill the perk. I mean like I'm all up for balancing, but I feel like this would nerf the perk to the extend of it becoming one of those "once must have, now don't use". Remember what happened to STBFL? Yeaaah, it went from god tier to meh tier. I'd rather have it increasing in effectiveness the more people are dead, because this fits with Laurie's other perks and becoming the "sole survivor".
My idea; Once per trial, when in the killer's grasp and if there is atleast 1 survivor dead, succeed a skill check to automatically to escape the killer's grasp and stun him for 2 seconds if 3 survivors are alive, 3 seconds if 2 survivors are alive and 4 seconds if you're the sole survivor alive.
This could be used with Laurie's other perks to become another perk that is great if you play solo. It also encourages stealthy play, because if you're the first one caught and no one is dead, then you can't use it.This would be tolerable. But the other big problem I have with DS is that one guy can equip the Obsession perk and DS and the Killer is informed that they have that. Good. But, the other Survivors don't need the Obsession perk and the Killer is made completely unaware if they have it or not.
That's why I still don't want DS to be "Get away for free" because it will still be insanely powerful especially with SWF groups.
That's more of a problem on how the Obsession mechanic works, but you could keep it the current DS, but make it ONLY the obsession can use it. Then it means you have to equip other obsession perks to get a use out of it.
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I understand where you are coming from, but I'd like if it was atleast lower tier in rarity so it would be more common to use for people who want to use it. (If add-ons are supposed to make you stronger then ######### is the scarred hand for or even the speed limiter for Hillbilly?)
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@Runiver said:
@HIPSTERLION said:
SNIPYeah, I totally did not play Hags on a daily basis for several months for sure, right ?
Being short puts her at a disadvantage in some cases, but for mindgames, it's actually a HUGE advantages. ANd it also allows her to see through a lot of cracks and walls, especially the shack.Her being short makes it incredibly hard to play on maps like the Swamp or Lampkin Lane due to the fences being as tall as you. But I definetly agree on her being shorter makes her a lot more easier to mindgame with. I've noticed that when playing Hag before that corn wasn't even there, it felt like I could see through it completely. Although I don't suffer from corn blindness as Hag it's basically like the corn wasn't there lol. 8-)
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@Techn0 said:
@MeowLux said:
@HIPSTERLION said:
Dude those ad ones doesn't count . it like you judge Michael be tombstone . it's completely different . you are answering yourself by saying ultimate combo . but a hag main can't bring ultimate combo every match .
I guess you're right, but still. I've played her before and I know she is good. You need a lot of game sense to make correct use out of her. I just feel like Rusty Shackles should be a base thing for her.
Rusty shackles removes the camera shift towards the phantasm which is extremely important to her play style. The add on hinders her a lot imo
Not in my opinion. You can trap the exit gates, generators, totems, anything. And if they don't expect it that's an easy catch for you. In my opinion Rusty Shackles helps a lot, but camera shift does help in some situations that I know. I just feel like she should be a bit more stealthy due to her being smaller in size and having lower heartbeat too.
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@HIPSTERLION said:
Dude those ad ones doesn't count . it like you judge Michael be tombstone . it's completely different . you are answering yourself by saying ultimate combo . but a hag main can't bring ultimate combo every match .
I guess you're right, but still. I've played her before and I know she is good. You need a lot of game sense to make correct use out of her. I just feel like Rusty Shackles should be a base thing for her.
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@Runiver said:
@HIPSTERLION said:
SNIPIn front of actual survivors, no killer stands a chance except maybe for Nurse with NOED, the only thing that actually killed the Depip squad.
Tho, these guys were more than decent, usually 2k+ hours and a lot of them with (legit) Legacy.You can try to deny the facts all you want tho. Everyone is free to have an opinion, after all.
And yes, some survivors get "ruined", as Hag is actually good at NOT LETTING PEOPLE GET AWAY FROM HER, which can lead to some people having pretty poor scores overall. Having a bad rounds doesn't equal being a bad player.But as I said, think what you want. I'd be glad to have a Hag buff, like most hag players around.
TL;DR Mint Rag + Rusty Shackles combo can win you games even though exits are powered and only 1 guy dead. I'd say Hag is pretty decent from that experience.
I played 1 game of Hag with the best add-on combo (Mint Rag and Rusty Shackles) against rank 10 survivors due to a mori daily. (I used to main Hag when she came out, now I never play her.) I put on Ebony Mori due to the daily. I didn't really have good perks either. I had Deerstalker, Devour Hope, Distressing and Nurses Calling. It also was Groaning Storehouse...
I trapped my hex totem and proceeded to get looped for a few minutes. Gens were popping real quickly. I get a hook off put a trap under the hook and my Hex totem gets destroyed. Exits are powered so I put 2 traps on each exit. I get to mori the guy I hooked and get another on the hook. I catch somebody trying to open up an exit due to Shackles. Hook her too takes a bit both get unhooked mori them both and injure the last guy he runs off. I trap the hatch and areas near it. Catched last guy and mori'd him.
Then the guy who was about to escape hatch who I catched got salty and said that Hag is broken. There was also 3 SWF group who said that Hag was completely fine. I mean like yeah, if you play her effectively she is amazing, but she is easily destroyed by competent survivors. I know only 1 game doesn't say much, but for a person who doesn't play Hag at all anymore and doesn't even have amazing perks on her, I'd say she's a solid killer. You might not care about my game experience, but it was an interesting game with that add-on combo.
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As a former Trapper main, I seriously want a Trapper buff. Having a prestige 3 Trapper just not to play him is pretty sad to see for me. He can have great games every now and then, but most of the time he is a pretty meh killer compared to others. Him setting his traps takes too long compared to disable time.
Buff Ideas
- I feel like he should start off with 3 traps (he can't pick up 3 traps and hold all of them, he only starts with 3) and can place them super quickly (like 1 second) and they can't be saboed. After he has placed his first 3 starting traps he becomes the current Trapper.
- Disarm time increased to the same time as totem cleansing with skill checks, failing a skill check would make the trap go off and get you injured.
- The traps should be a lot harder to see, maybe use Tar add-on as the base one. (Would be an indirect buff to Small Game)
- More add-ons that cause status effects; Exhaustion, Mangled, Blindness, etc.
- Let there be more traps per map (spawning in key locations, shack, map monument, etc). This would let him cover the map with traps a lot faster and easier. If traps spawned at the shack, he wouldn't have to walk a mile to get another trap to return to put a trap there.
- Make the trap hitboxes bigger. Why did they go and nerf the hitboxes smaller, you can't trap hallway anymore. A survivor can run by past it, but you can't.
- Make the trap outline actually show how you're gonna place the trap instead of just showing where it's gonna be placed at.
- Rescuing trapped survivors should take longer and should award more altruistic points.
- The "bag" add-ons should increase carrying capacity and increase starting traps.
- His setting tools should be merged with the fastening tools. He sets them a lot faster, but they also take longer to disarm.
Those are a few buffs that would make Trapper a lot more better than he currently is and could possibly make him viable enough. He needs map coverage and his add-ons need to be stronger too. The time you put into placing a trap is completely trumped by the disarm trap. Why does setting up the trap take longer than disarming the trap... >_<
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Interesting idea, but probably will fall under one of the "insane nerfs" that would just kill the perk. I mean like I'm all up for balancing, but I feel like this would nerf the perk to the extend of it becoming one of those "once must have, now don't use". Remember what happened to STBFL? Yeaaah, it went from god tier to meh tier. I'd rather have it increasing in effectiveness the more people are dead, because this fits with Laurie's other perks and becoming the "sole survivor".
My idea; Once per trial, when in the killer's grasp and if there is atleast 1 survivor dead, succeed a skill check to automatically to escape the killer's grasp and stun him for 2 seconds if 3 survivors are alive, 3 seconds if 2 survivors are alive and 4 seconds if you're the sole survivor alive.
This could be used with Laurie's other perks to become another perk that is great if you play solo. It also encourages stealthy play, because if you're the first one caught and no one is dead, then you can't use it. -
Bringing her movement speed to the speed of normal killers would be a pretty nice buff. Possibly make it so that her add-on "Rusty Shackles" is just a base thing, the add-on removes the hag trap jumpscare and doesn't give any notification for survivors that they activated a trap, which would make it more of a jumpscare than anything, because if the Hag decides to appear then you'll get hit out of nowhere becoming a much more intense jumpscare. The vaccuum removal as Runiver said will be a huge buff for her for sure.