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Nightshade

Nightshade

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Nightshade
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  • I know it's easy to forget sometimes, but the killer is also a person; It's unreasonable to regulate that part of the player base when it's not entirely toxic even though it can be understandably frustrating for survivors. Most of the time when a survivor get's tunneled, it's because of these 3 reasons:

    1.) The survivor got farmed and the killer isn't just going the throw away the opportunity, especially if it's a tight game.

    2.) The killer wasn't even actively looking for the same injured survivor, but happened to bump into them, in which case that's just tough luck.

    3.) The killer got gen rushed and is now forced to remove at least 1 survivor from the game if they have any hope of salvaging the situation.

    Occasionally you'll also get those killer's who outright demanded your death, which can be frustrating, but that's also because the killer was likely frustrated too after being looped for 3 minutes, palleted 6 times, flashlight blinded 3 times, and Decisive Striked by 2 survivors.

  • I think the simplest fix would be to include safe unhooks on top of protection hits, like We're Gonna Live Forever; Not sure why they deviated from that approach to begin with.The other option would be to decrease the needed protection hits to 2, that way activating it will actually be possible without using an Insta-Heal.

  • DS is plenty strong but still healthier than old DS. It needs two nerfs though:

    1.) DS SHOULD NOT activate if a survivor is pulled out of a locker. The locker shenanigans lately have been rampant and gives survivors an easy bullying tool. "Let me escape, or eat this DS" is the ultimatum a killer is dealt when a survivor running DS leaps into a locker right in front of them.

    2.) DS should deactivate until next unhook if the survivor heals. It's dumb that a survivor can heal, take 2 hits, and still be able to pull off a get-out-free card; That's way too much insurance.

  • Strong? Yes. OP? Nah. The Spirit has a strong chase game that doesn't let you just book it out of there and think you're safe, you have to actually play a bit immersive, even mid chase sometimes. Run Lithe, Dance With Me, Urban Evasion, and Iron Will, and learn when to run and walk, maybe using Fixated as training wheels, then escape won't be quite as difficult.

    When survivors complain about killer strength, its usually because they have weak fundamentals (what they should do, and should not do) rather than the killer actually being OP.

  • Killer Tweaks

    Trapper - Deep Wound is applied to Survivors who escape or are freed from Bear Traps.

    Plague - Full infection also causes permanent Exhaustion on top of being Broken (as it stands, high level players are too comfortable staying infected).

    Pig - (in light of EGC and its changes on the pig) The effects of Rules Set No.2 addon becomes permanent—Jigsaw boxes are no longer highlighted until the trap activates. The Rules Set No.2 addon effects are changed to: 1.) RBT capacity reduced to 2. 2.) RBT will not activate and cannot be removed until the Exit Gates are powered. 3.) If a survivor tries to escape through the Exit Gate before removing their RBT, the trap will activate instead. 4.) The addon will not be consumed if The Pig kills or sacrifices all survivors before the Exit Gates are powered. (Also consider returning RBT timers to when they stopped in a chase, rather than merely being within the Terror Radius. Don't quite get why that decision was made).

  • @TreemanXD said:
    Resilience and this is not happening are already good perks, just 99% the heal. The left behind change seems good though.

    Resilience has it's uses sure, but This Is Not Happening is sort of lacking, IMO. The rework to Resilience isn't so much because it's flawed, but I got the impression from their titles that "This Is Not Happening" is a perk where the user hustles under pressure, and "Resilience" is some kind of tough BA who doesn't die quite as easily. These effects reflect the perk names better, no?

  • @Master said:

    @Nightshade said:
    Insidious: While Insidious is active, Survivors within 4/6/8 meters auras are revealed. This modest aura read aids in the purpose of getting the drop on Survivors should a killer choose to hide behind walls or around corners they suspect survivors will be. (EDIT): also for balancing purposes, Insidious cannot be activated within 24 meters of a hooked survivor.

    Unrelenting: recuperate from missed attacks by 20/30/40% and gain 30/40/50% more Bloodpoints for actions in the Brutality category.

    Surveillance: Survivors who fail skill checks outside your terror radius have their aura revealed for 3/4/5 seconds. This includes failure on generators, healing, snapping out of it, jigsaw boxes, etc.

    Within 8 meters you see the survivor already, so that aura is completely irrelevant (and bad design if you ask me, the game needs less auras in general). And insidious only purpose is for camping at the hook btw

    I initially had it at 3/6/9 meters but something about it seemed off; ranges can be played with though to find what is most balanced. I don't buy the notion that Insidious is nothing but a hook camping perk, it's merely used that way because a hooked survivor is the most effective bait. in a wide open field the 8 meters would be useless sure, but there are certain generator spawns and indoor areas that would be great ambush spots if the killer could only get a short peek behind walls on where survivors were headed. I believe it can be effective at catching survivors off guard if used cleverly, especially when combined with Trapper and Whispers.

  • @thesuicidefox said:
    Surveillance should show you repair progress of the gens within X/Y/Z distance to you. Then you can use it to see which gens are being worked on or need to be kicked.

    I like the suggestion for Unrelenting getting a Brutality BP bonus. We have Deviousness and 2 Hunter but no Brutality.

    Aura reading on Insidious....ehhhhh... the problem with the perk is that people use it to camp hooks. I feel like this change would just make that worse. I honestly don't know what they could do with this perk to fix that and keep it as a stealth perk.

    @Nightshade said:
    I'd love to hear any ideas on a good rework/improvement for Monstrous Shrine btw.

    I suggested in another thread that for every survivor hooked in the basement apply an X% penalty to repair progression to all other survivors. Something substantial like 10% per survivor, which would force survivors to make the save sooner rather than later, letting you pressure the group by using the basement.

    I'm down for that Surveillance idea too as an alternative. I mean shoot, anything to make it more usable.

    Yeah that's what I was thinking--a slight buff to the missed attack speed plus a BP bonus as an added incentive. There was noticeably nothing for Brutality yet and "Unrelenting" sounds like a fitting perk to bolster it.

    What if it was added that Insidious couldn't be activated within 24 meters of a hooked survivor? (Ooo I'm totally adding that to the main post). Also playing a bit of devil's advocate, I think one of the reasons Insidious is used to camp hooks is because it's the only bait a killer can be fairly certain the survivors will go for. The slight aura read would definitely help in ambushing survivors around buildings, generators, tall grass, and areas all around the map. That lack of knowing when and where the survivors are coming from makes it difficult to properly take them by surprise with it.

    I like that idea, it gives the killer more of an incentive to get survivors on basement hooks and pressures the survivors to do something about it.

  • I'd love to hear any ideas on a good rework/improvement for Monstrous Shrine btw.

  • Take a short walk through the forums and you'll see you're far from the only one with issues concerning Legion. The concept is cool but it was indeed poorly executed. Wait and hope for a patch to mend the glaring flaws instead of frustrating yourself trying to cut with a dull edge.

  • @SnakeSound222 said:
    The devs had two good ideas for Surveillance, but they got used for other things (Wraith's All-Seeing Spirit add-on and Legion's perk Discordance). I like the camera and failed skill checks ideas though.

    The Insidious buff sounds pretty good.

    Makes sense--when I saw Discordance I thought to myself "wow, that's what Surveillance should have been like." But now that it's a different perk, I tried thinking of an alternative to at least make Surveillance somewhat usable in certain builds with certain killers.

    I like Insidious due to it's ability to actually startle the survivors and it's tactical potential in some casual games, but the inability to properly hide yourself and know when the prey is coming was limiting it IMO, hence the slight aura read to set up a proper ambush.

  • Whatever floats your boat and works for you. Be it killer or survivor, I despise abusing the meta, insisting on coming up with varied builds even if they're not the most competitively lauded. It's incredibly satisfying finding success in perks that are often overlooked.

  • @ShyN3ko said:

    @Nightshade said:

    Surveillance: Survivors 48/40/32 meters away who fail skill checks have their aura revealed for 3/4/5 seconds.

    Little bit to weak.
    I had an idear, too.
    Surveillance:
    The killer can put 1 camera down.
    The killer can see the aura from survivor,when they are near a camera.
    16/24/32

    It wouldn't be a top tier perk sure but at least it would be usable unlike its current function, plus have some moderate build potential with other perks and synergy with the Pig herself being that she can lessen her terror radius at will and failures on Jigsaw boxes would be included in the criteria.

    I'm not feeling the camera drop idea only because that sounds more like a Killer's unique power and doesn't quite fit all killers. I can't see something like the Wraith, Nurse, or Freddy carrying around cameras.

  • Perhaps it can be the survivor version of Fire Up then. For each generator completed, gain a token that stacks with prop interaction speed (basically everything affected by Resilience). It wouldn't be a gen rush meta perk since it can't be taken full advantage of till the end of the round (assuming your team is doing well), but it'll still be better than the current Prove Thyself outside of a coordinated SWF lobby.

    It could also simply do what it currently does and grant the user a bonus when in proximity of other survivors, but it would have to grant the full 9% (assuming it's tier 3) when in proximity of any survivor regardless of how many in order for it to be viable. So whether you're near one survivor or 3 survivors, you gain that 9% as long as at least one is within 8 meters.

  • @Dabrownman1812 said:
    That would be bad and make gen time stupid, everyone would run this always active toolbox ability. The conditions stops it from being broken

    That actually occurred to me shortly after posting. I like the concept, but the tricky part of making a good speed perk for survivors is the risk of it being abused like the rest of the meta. It could still work, but the devs would first have to figure out a fair way to keep survivors busy without having to rely on Hex: Ruin, like 2 or 3 of the generators requiring a hidden part for each one somewhere on the map to be fully repaired.

    Another possibility is to make it a token based perk for survivors; When the user accomplishes something useful to the team like repairing a generator, healing an ally, saving an ally from a hook, cleanse a totem, open the door, etc, they receive the bonus in increments.

  • While I'd love to see this, I'm not certain what would be the best method of implementing him. The only things that come to mind is he causes insanity when looked at, or he's not directly the playable killer but instead the power/ability of Kate "The Chaser" who is Slender Man's proxy by the events of Slender: The Arrival.

    EDIT: Actually come to think of it, the encounter with Kate in Slender: The Arrival was very DbD the way you had to power generators while evading and flashlight blind her. Anyway, Slender should definitely involve madness, because that's what he's all about. He doesn't seem to be able to physically interact with things outside of the one's whose minds he's messing with, so Kate being the player killer makes sense while Slender behaves as he would in the games he's in as madness kicks in.

  • I would prefer they make it work like Up The Ante, but it only applies to you and not everyone. So it would be: For each other survivor still alive, gain 1/2/3% increased speed bonus to repair, healing and sabotage actions.

    At tier 3 that means:

    3 allies alive = 9% action speed bonus.
    2 allies alive = 6% action speed bonus.
    1 ally alive = 3% action speed bonus.
    0 allies alive = the perk is made null.

    This not only makes the perk far more usable, but it promotes good altruism because the user will want to work to keep their allies alive in order to maximize its use.