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SurprisinglyCreative

SurprisinglyCreative

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SurprisinglyCreative
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  • Firstly, the idea of the power is make good predictions which down survivors. 30 meters with a cooldown of 15 seconds is really good distance while not being too oppressive. This one probably makes more sense to me because I can visualise it, but it's a combination of mobility, map pressure, and chase pressure.

  • That's actually really cute and well done, that made me smile. Thank you.

  • yeah you make some good points. I have already changed the perk slightly, but I think it does too much at once. Thanks for the feedback! If you're interested in more, here's the link to whole document. https://docs.google.com/document/d/1-MOTI9wAMF95sQknl8OpVLfQS63CP56tQQn1EJsXrQU/edit

  • I mean if you want my discord to talk about it feel free. YungGeezer#0410

  • Thanks for the feedback, I appreciate it. The goal for Orchestrated Ideals is that it's something the killer has to utilise to make effort out of. You have to push them towards the affected generators to get the effect. Because, let's be real, the effect is incredibly strong. I could have been more specific about this, but here's the notes. 1: No more than two generators can be affected at once.

    For The Voice Of Fate the idea is to get survivor resources out the match faster. The pallet would only be blocked for about 8 seconds, which should be shown like how dissolution is shown to the survivors. This perk trys to make the killer more opressive in chase, but I do suppose it could be an issue on certain killers. I'll try to think of a remake and get back to you.

    Regarding Yellow Curfew, your suggestion to me seems like a weaker version of undying blood favor or end-fury. Yellow curfew is a perk that has to be used with information, because if the blocked gens weren't gonna be worked on anyway, an healthy survivor can just run to a faraway loop and circle black. The idea of blocking all objects would include generators and totems, which could be nice for very niche scenarios, but I fail to see how you would use it outside of chase, as 16 seconds isn't enough for slowdown in this meta.

    Again, thanks so much for the real feedback, if you have anything else to say lemme know!

  • A very good idea. However, I see an issue. Blight does not need any overtuning. He is already strong, and I speak as a blight player myself. This perk would make certain add-ons on blight, such as turn rate, shine and make the downside of adrenaline vial weaker. Other than that, most if not all of these ideas are really damn nice. Great job.

  • I mean hey! If they redo his model because he looks like polygons in blender and give him some buffs, sure. I do think his purple mori that removes your tier 3 should stay.

  • The biggest mistakes I have seen BHVR commit is during more recent updates. The artist with Eyrie Of Crows, which has truly god awful collision. (blight, hillbilly, huntress, and leather face suffer from this) Secondly, the map has way too many filler pallets, which often lead into shack or a 4-wall, T and L, or jungle gym. The main building has two walls that you have to break, and the map is genuinely huge. ALL OF THESE SAME ISSUES apply to Garden Of Joy. Nicknamed, Garden Of Pain. I believe the issue is with BHVR's design philosophy. They make perks that help with map pressure, instead of just fixing maps. BHVR has been fixing perks with new perks since forever. Hopefully they change their ways soon, because garden of joy genuinely sucks. N O T E: Both of these maps have incredible visuals, I love the color palette, lighting, and aesthetic of these maps. But gameplay was overlooked.