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Pillarman

Pillarman

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Pillarman
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  • If you're trying to convince people you're not huffing copium making these threads is not the way to do it.

  • I'm pretty sure this is what legion was originally intended to be. Going by their chapter title and release trailer. It's a cool concept, but unfortunately completely invalidated by swf with comms, and even the new hud that shows what your teammates are doing.

  • I haven't actually seen any complaining about SB and lithe from killers, even on Reddit. Only copium from DH users insisting that people who disliked DH just got some kind of self own.

    SB is strong, but it takes a lot of micromanagement to have it when you need it. Either you're constantly running to keep it 99'd, in which case you aren't doing anything useful. Or you're walking from gen to gen, which is slowing overall game progress down. Of course you might get lucky and have it ready when you need it without without any conscious effort. But it's not consistent.

    Same with lithe, if you're not near a vaulting location you're SOL, and even if you do come across one, the killer can zone you so you're running straight into a dead zone or corner, forcing you to use half of your speed boost just getting around them.

    Dead hard the only requirements was to be injured and in downing distance, which is incidentally always the best time to have a speed boost available. It was far less situational that literally every other exhaustion perk.

  • I think option 2 making swf optional while incentivising killers to do it is really the only one you'd get the swf playerbase to not revolt at. Here's how I'd implement it.

    >Allow swf as an opt in option when selecting play as killer

    >Killers still don't know they're facing against swf in the lobby

    >Killer daily rituals and tome challenges now award bonus iridescent shards as well as the usual bloodpoints if done with Vs swf enabled

    Vs 2 player swf:

    Additional 75% bloodpoint modifier (stacks)

    Vs 3 player swf:

    Additional 150% bloodpoint modifier

    Add-ons are not consumed during the trial

    Vs 4 player swf:

    Additional 200% bloodpoint modifier

    Add-ons are not consumed during the trial

    Offerings are not consumed during the trial

    The killer will recieve a set amount Iridescent shards for each iridescent Emblem earned in the trial.


    This might seem like a lot, but it's at this point I'll just remind anytime that whenever someone talks about making swf optional it's met with a cavalcade of "but then no one will do it!" It basically needs to be a lot.

  • Killers I've seen described as boring:

    Trapper

    Hillbilly

    Wraith

    Myers

    Hag

    Huntress

    Doctor

    Cannibal

    Freddy

    Pig

    Clown

    Spirit

    Legion

    Ghostface

    Demogorgon

    Oni

    Deathslinger

    Pyramid head

    Killers I haven't seen described as boring:

    Nurse

    Plague

    So congrats to nurse players, although I suspect the fact that there are a complete total of maybe 50 players who don't play struggle nurse has something to do with it. No gratz for plague players because there are no plague players.

  • The idea to have the entity progression paused when the killer is nearby but resumed when a survivor is nearby is still abusable, here's a not uncommon scenario.

    As a killer you hook Dwight , upon finishing the animation you see red scratches everywhere and a Meg and Bill in the distance, maybe they're teabagging and flashlight clicking, whatever it is it's obvious what they want: for you to chase one of them while the other gets the unhook

    [i]In this situation the smartest thing to do is guard the hook [/i]

    Not because you really need that first hook sacrifice, but because you're keeping 3 people off gens: the guy on the hook and the two idiots staring at it while he slowly dies. As soon as you commit to chasing say, Meg, Bill will just unhook Dwight and they're both back on the objective if they want to be. Even if you catch the Meg quickly you've traded 3 people's attention for one. And if the survivor and killer are equal skill levels the survivor should easily be able to keep the killer chasing in the time it takes for one survivor to unhook and heal another.


    So yeah any attempt to resolve camping via punishment will just be abused to get a free unhook. Unless you make the acceptable survivor range much larger than the acceptable killer range so survivors can't just hover outside the range. Like say, 8m for killer and 32m for survivor. But then you're giving killers a ghetto Whispers for free and if anything will encourage proxy camping so I wouldn't consider it a good idea.

    If you really want to incentivise killers get away from the hook on a way that isn't abusable by survivors then you have to go in the opposite direction. Instead of punishing them for being near the hook rewards then for bring away from it. Like speed up progression when they're a set distance away, but I doubt you'd find many survivors happy with that.


    Personally I think they should just give the hooked survivor distraction bloodpoints and leave it at that.

  • I think it's a good idea, and you're right. Second chance perks are just a crutch that reward players for the opposition fulfilling their objective. It makes no sense and they should all be nerfed. Since you've already covered all the killer second chance perks here's some suggestions to make the others more fair.

    Decisive strike: upon completing a successful skillcheck while being carried you struggle harder for 5 seconds kind of like a poor man's boil over

    Adrenaline: on the last generator bring completed you leave no scratch marks for 15 seconds kind of like a poor man's poised

    Borrowed time: after unhooking a survivor you see their aura until they enter a healthy state kind of like a poor man's empathy

    Deliverance: each survivor you unhook gives yourself an extra attempt at unhook yourself kind of like a poor man's slippery meat

    Unbreakable: when you're in the dying state grunts of pain are reduced kind of like a poor man's iron will

    Soul guard: you get alerted whenever you're near a lit totem kind of like a poor man's small game

    Dead hard: press the active ability button while running to do a short dash, if you get hit while dashing your aura is revealed to all nearby allies kind of live a poor man's bond


    That's all off the top of my head for now what do you think???

  • I know what you mean, it sickens me when people treat other players in the match like AI and focus only on their own benefit and enjoyment. That's why as a survivor main, when I see other survivors playing without a conscience by popping gens left and right when the killer is sitting with hardly any or no hooks I like to play chill survivor by dropping palettes across the map and failing skillchecks on gens being worked on to help them get the 4k.


    It feels way better to know I did something nice for someone rather than being a sweaty for the win :)