Amogusman
Amogusman
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- Amogusman
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the hilarious montage of a killer getting a pallet broken on their head would be funny i guess
@Carth said:
The only purpose this seems like it would serve would be in a troll montage clipping squad where survivor A would lure a killer to a pallet and then survivors B,C, and D who are all very close by would get to all troll chain stun the killer
Normal pallet stun time is 2 seconds so in a co-ordinated swf you could easily pull off( at a minimum) 2 + (3)(4) for a 14 second stun. Additionally survivor A could go pick up a nearby pallet and bring it to back to extend the chain stun even further so you could pull off an extra 4 seconds for a whopping 2+(3)(4) + 4 = 18 Seconds. I'm sure there's parts of certain maps that could also combo into head on easily where you could probably stun killers for 15+ seconds easily if you have people on coms.
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@crogers271 said:
Well I doubt the engine would ever be able to handle it in a way that didn't look silly. But for the sake of argument, let's presume it could.
Let's also throw out the theme of what it would look like with a survivor running around the map holding a pallet.
So the perk doesn't need the penalty of a missed swing because you already have plenty of penalties for carrying the pallet.
It would already be a trap perk for survivors. Many survivors would take the perk for the novelty and then otherwise be useless as they moved like a turtle around the map at 1 m/s.
The benefit of stunning the killer for twice as long wouldn't really be worth it.
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If I was to rebuild the idea: I'd have it require a survivor spend X amount of seconds to turn a dropped pallet into a bat/club (potentially even multiple pallets) that they can use to swing at the killer. However, the game isn't designed for survivors to attack the killer and it would really change a lot of factors and probably not be worth it.
Now this would be a LOT better than the OP's idea… like #########. -75% hindered is the most insane thing i've ever seen lmao
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Alright, thank you
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also i'd like to state i'm not saying bloody coil sucks or anything. sure it's not useless, but i feel like it's just awfully bad for an iridescent
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@GentlemanFridge said:
The difficulty indicators are based near-enough exclusively on how difficult their powers are to play in general, not to master per se.
Trapper, well, sets down bear traps. Even a slight bit of intuition will tell you how those are going to work.
Hag, on the other hand, is a bit more abstract. She sets down triangles, which shoot out a clone of herself when approached by survivors. Hags need to know the trigger range of the traps, that she can teleport to triggered traps, that crouching doesn’t trigger them, that the teleportation is limited in range, etc..
Again, Trapper is just… collect bear trap, set down bear trap, herd survivor into bear trap. Bosh.
Oh.
That explains it a lot more, since i haven't ever seen anything difficult about hag's power aside from "oh it's a funny mud triangle which creates mud lady that jumpscares you, etc…
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Obviously, I'm not expecting any "real" dev confirmed reasons, this is more of speculation.
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holy christ I forgot how old this post was, LOL
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Not anymore!