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TheWrongPallet

TheWrongPallet

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TheWrongPallet
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  • I do miss the old Icon.

    When I see a Noose Knot, I first think of The Western aesthetic

    When I see a Broken Bottle, I first think of The filthy streets of California cities

  • I could see a Horror-Drama where Hillbilly's Origin Story is very "Joker-esk": Mentally/Physically Handicaped man with a kind heart tries to be a good person while suffering from the abuse of his family and the neglect of society, slipping further into depression from the constant rejection and hatred meeting his every act of good-will. One day he snaps and goes into a violent spree, Finally experiencing a tragic kind of Happiness and Joy amist the carnage of becoming the Monster that the world treated him as, expected to be, and molded him into.

    Also it would feature Gary Glitter's Rock & Roll Part II, Because of course it would.

    Some funny lines I thought of while typing this:

    "How about another CURVE Murray?"

    "You Get What You F***ING DESERVE" *Revs Chainsaw*

  • Honestly, any Base kit buffs survivors get will aid solo queue as well as SWF, and the coordination and communication that a SWF has at their disposal will mean that they can take advantage of these Buffs better than a Solo Q can: Look at the Base kit BT already.

    The one way to massively close the gap between Solo Q and SWF is to provide some sort of In-Game Voice comms. I would love that to happen, but I'm pretty sure that's logistically impossible for BHVR to ever do.

    A close second would be for the game to provide ANY kind of information about what your fellow survivors' builds are. Either in the pre match screens or preferably in the Tab screen in game.

    TL;DR Solo Q is missing out on vital, basic information about their own team mates, wheras SWF have Spades of info and active comms to update and adapt thier coordination on the fly. Meanwhile a rando Solo Q wont know you have Plot twist and keep healing you to the injured state and unknowingly deny your perk from working.

  • Mangled Adds about 4 seconds of healing time(one person altruistically healing) and it adds less for group healing, and more for selfish healing, as mangled is a 15% speed penalty to healing, Altruist healing with even a brown med kit counters this with its +35%, and med kits don't have a 90 second timer. Hemorrhage is probably stronger than mangled and it still does not need a nerf, hemorrhage only gives the killer value if they Know where a healing survivor is and are close enough to reach them within 16 seconds OR they are chasing a survivor with hemorrhage. With hemorrhage it prevents survivors from healing themselves mid chase by predropping 3 or 4 pallets (except for syringe that add-on trumps all anti-healing, can be used in chase, and ALSO doesn't have a 90 second timer.)