Avatar

Atrushan88

Atrushan88

About

Username
Atrushan88
Joined
Visits
1,209
Last Active

Comments

  • I bring alert so if I get the notification and can't see them I always know it's either a Myers or a Freddy. It's usually a Myers but I've had Freddy's too. Also isn't the lullaby not considered his TR? That would mean you know Freddy's in the area even if he has no TR because you still hear the lullaby.

  • The OoO are probably because of Ghost Face. You should probably expect that for a while until things settle down and Ghost Face is less played. Though I haven't seen anything about killers ruining the event or anything like that. I probably haven't been looking though.

  • From my experience in playing him today, he seems totally fine. I have plenty of time to get out of sight before survivors reveal me, and that isn't even being nerfed. It's not even a full nerf. It's a power neutral change, and I'm sure if survivors go back to revealing him without even looking at him again, they'll fix it. The only thing they're doing to nerf him is making pallet stuns break him out of stealth(they should, I mean he's already chasing a survivor so he's not really being stealthy, and in that case usually the survivor already is marked), nerfing the stalk rate add ons slightly(I've done fine stalking without them, in fact I have been using power recovery add ons to be able to stealth again quicker), and making the detection area slightly increased for survivors who are attempting to reveal him. They're buffing his killer instinct BASE AND ADD ONS, so if you DO get revealed you can see the survivor who revealed you longer. It seems pretty power neutral and I think he'll be fine.

  • It's happened several times, usually when I'm in the killer's terror radius on the move, near a boulder or wall that you can't see the other side of. The killer would suddenly appear in front of me as I move away from the boulder/wall without notice because his terror radius would disappear, leaving me to think I'm safe, since during NORMAL GAMEPLAY that means he moved away from me. This is what I mean by disorienting. He didn't do anything to get that, in fact he got rewarded because the enemy team nearly completed a generator. The only perks I can think of that can counter tinkerer are detection perks, and all of them outside of OoO have a requirement that needs to be fulfilled by either a survivor or a killer, and generally happen because of completion of an action, and OoO would require you to be outside of his TR anyways, which wouldn't matter if OoO was showing him, because you wouldn't normally be disoriented to begin with. Tinkerer happens when an action isn't fully complete so you don't know when it will go off. It just happens randomly, unless you're in a 4 man SWF and they tell you "Hey this generator's almost complete, be careful if you're in his TR. He might have tinkerer".


    As for my idea, I don't see how it would be too powerful for bad killers and useless against good killers. It seems to be the effect would be the same regardless if the killer doesn't know you're using it. As for the completely random aspect, Tinkerer itself is completely random. As I said, you don't know when your team has a generator at 85% completion. It literally is just a lucky break for a killer when a survivor is in his TR when it goes off if they don't know he has it, which they won't know until it happens the first time, and even if you do know, it has a really disorienting effect when inside a killer's TR. I've been on the receiving end, and I've witnessed other survivors get caught by my own actions due to Tinkerer. It doesn't feel right that I can get someone else caught by simply removing their sound when I do my objective. Killers need a disorienting effect as well if this is to take place imo, whether that's an alternate set of scratch marks, or hearing random survivor breathing.

  • It's something survivors do to keep totem grabs from happening in the last few seconds mostly, if a killer knows or is coming to their totem. It's a big reason why I run Thrill when I play killer.

  • @TheGameZpro3 Add Scratched Mirror with it, lol.

  • I've got to where I don't even try to escape if the doors are on the same side. I hide so the killer can't SEE his kill and try to get points on the map through totems, etc. If my team are potatoes I'm not giving him the satisfaction of slugging me and waiting for the EGC to take me. It's not fun or exciting and at least if I hide from him and do totems, etc, I can actually do something besides crawl around. However I have had games where the killer literally stands on the hatch waiting to close it in my face. This caused me to have to do a gen(I had to do 2 actually, but what I did was 99%ed both, then was gonna make my way for the door), but the moment I did one gen, he immediately closed the hatch and came for the doors, which were close together. All maps need to be the same size with similar layouts(maybe not exactly the same layouts, as they still need to be functionally different maps, but the important parts like doors, etc need to be consistent for there to be balance).

  • Tunneling comes from the word tunnel vision. I dunno why they made up a new word, maybe it's too hard to say you have tunnel vision, but basically it just means that you have it out for that one person regardless of anyone else that's around, and basically ignore everything just to get to that one person. This happens usually to people who were freshly unhooked because they're the easier target.

  • Survivor: Imagine having NOED.

    Me: Imagine not being able to do 5 generators let alone cleanse 5 totems before it activates.

    Survivor: U camp the ruin sorry ass killer.

    Me: Lol you can do gens through ruin.

    Me: Of course I'm gonna protect my Ruin, and I had Thrill of the Hunt so I knew when people were working on it. Accept the loss.

    Survivor:


    So FYI, you're not supposed to "camp" your totems either guys.

  • @ReikoMori Either way the perk still is much easier to pull off for max points and it's definitely part of the reason killers get more BP than survivors. If 4 survivors ran it, it'd be pointless, and you can't establish someone who makes saves in a game you can't talk to each other in(unless you're SWF or on PC, since I think you can talk to each other in lobby in PC), so determining when and when not to take the perk would also be a problem, as 2 or even all could take it, and it's impossible to max points on 4 survivors with 4 WGLF, whereas a killer can potentially max his with a lot less effort. Combining those two perks would be a good idea, but I still feel like something needs to be done to bring it in line with BBQ and Chili as far as extra BP goes. They could remove No One Left Behind in order to do that for all I care as it doesn't seem to be that much used, or useful as it has a very specific requirement. As far as survivors not being required to do anything other than generators, I agree with this, and a while back I made a suggestion on totems where you should have to remove ALL totems to cleanse hex perks rather than just one, where essentially they would all be like NOED, they'd all light up at the end of the game but they worked as normal, and in order to remove a hex, you'd have to remove all totems. It didn't gain much traction sadly. Either way, I feel like tying it to gens is the only way all 4 players can get even potentially get the blood point bonuses, and it's kind of unfair to make a situation where only one person can max it, compared to a killer having the potential to max it with room to spare for more hooks. I would suggest totems but only one person can cleanse a totem and there are only 5 totems putting us in the same predicament.

  • This honestly is kinda why I love Hag. I take it a step further though. I bring Ruin, Iron Grasp(I don't have Agitation on her yet), NOED, and Thrill of the Hunt. When they keep trying to break my Ruin or Thrill I generally get one of them, take them as close as I can or to the Basement. If I can't throw them in the basement, then they're at least close. I'll eventually get one in the basement, trap the stairs all up and down it, and get them as they go in. I've gotten 4ks just off their altruistic attempts. One game I got a 3k, I left the 4th on the ground because someone activated my basement traps, they were clearly a SWF because they were meeting up, healing each other, and coming back for more. I got them all in the basement, looked for the other/looked for the hatch. I closed the hatch and she had Adrenaline so she got off the hook because the doors were far from each other, and Hag's slow, but it's just so fun watching them go into the basement one after the other trying to get people off hooks. I live for the salty comments afterwards.

  • I guess I'm a bit better off than you. I've been experiencing the same Huntress using Iridescent Heads+extra hatchets at least twice, killers just camping the hell out of people, etc. I did have one DC though.

  • @IMhereRUN The problem with KYF is you don't get any blood points for doing anything. Sure, if it DID give blood points it would be abusable, but at the same time while it doesn't, who's really gonna play it unless they have a full group of 5 and are just FORCED to play KYF due to not having any other option? There are people who would like to play with a group like that, but there's no point because they're given everything and can't get blood points. If you could only play with what your characters had and maybe got half blood points it'd likely be used a bit more. However I don't think the option to play killer 1/5 times should be a thing, unless it's another separate queue.

  • @edgarpoop I wholeheartedly agree with you. I would make all maps the exact same size. It would obviously take a LOT of time to do this, but you can't have balance when this map favors killers more, except for a few, while this map favors survivors more, except for a few killers. All maps need to be the same size, the doors need to always be the same distance apart, etc. Things can be different on the inside, obviously, but they shouldn't be so drastically different that it should shift the balance. When all maps are the same size, and similar in the most important ways, THEN they can look at all their data and truly see what's overpowered, underpowered, balanced, etc, because all killers will be on an even playing field.

  • @LastShoe I'm not, but when they're around a corner and I run into them because their terror radius disappeared and they got lucky, it's not exactly my fault, and it's not like they used their skill to find me, I just stumbled onto them because they were behind a rock wall, or something else and their terror radius disappeared. I am observant, but you can't see through walls, unless you're a killer with certain addons. This game has perks that counter each other, all I'm asking for is one to disorient the killer as much as Tinkerer disorients survivors. It's not an unreasonable request. There are no survivor perks that allow for them to completely alter the game's original rules or make everything the killer has known to be true(you see scratch marks or blood, there's a survivor nearby, for example) flipped on it's head.

    @Jdsgames Yes, but in that short little window it completely alters a survivor's perception of what is true in the game for whatever unlucky survivor happens to be nearby them, or being chased by them.

  • @LastShoe I just want them to have the disorientation effect I get from Tinkerer >_>; Another suggested perk idea in the same vein could be to make scratch marks randomly appear near the killer whenever a generator is repaired to 85%. Dunno how you could do that without it being too obvious though. I mean I play killer myself, but Tinkerer is just so damn disorienting to me and I find it odd they would mess with an important game mechanic like sound in the vein of a perk.

  • The only killer whose power is COMPLETELY UNUSABLE with OoO is the Ghost. Everyone else can still use their powers and there's a simple solution, seeing him within a certain range is required, and I believe their change list probably fixed the issue.

  • People are talking like OoO reveals them entirely. It reveals a killer until they're within so many meters. At that point you can still circle around and lunge as pig, or stealth around as Wraith and get a surprise hit. Your terror radius is 0, so at that point they still don't know where you are. They may know you're in the area, but that's literally all they have to go on, so I don't see how this ruins any killer. As for Pig/Wraith being M1 killers, they ARE M1 killers. Pig has a lunge but I rarely ever see it actually hit someone. I generally evade the lunge because I'm always looking out for the killer and I don't use OoO. As for claiming the OoO user is using it to get your attention, you can EASILY ignore the OoO user and save them for last if that's the case. The others will likely be weaker at running you around and people don't usually leave an area completely when they know you're near as killer so you will eventually find them. Also OoO works on tier 1 Myers I believe, so why wouldn't it work on other stealth abilities? The main issue I have with this idea is that it renders a perk pretty much useless, as if a killer knows you have it, they'll just stay stealthed as long as possible(in Pig/Wraith's case forever pretty much) and render it useless. I'm of the belief that no perk(including hexes) should be made to where it just doesn't work at all. I'd even be all for nerfing those perks that can be as long as they're still useful enough while being usable.

  • I mean I have had situations where the killer just stood over the hatch until I completed a generator, then closed it, but that perk still wouldn't be useful. Perhaps if it also sped up exit gates by a significant amount it'd be better, as then you might actually have a chance when the doors are practically side by side.

  • @NoShinyPony I mean this game has a lot of ######### player attitudes. I constantly get unhooked right in front of the killer only to get put right back on it, but that's not the killer's fault. It's the stupid survivor who was farming me for points without caring one bit about whether I lived or died. People will be jerks, and will find ways to do so. The only way to fix a problem like this would be to remove the hatch, and that doesn't seem like the right move. That would only hurt players who use the hatch like it should be used.

  • If you and one other person are the only two left in the game, it's practically suicide to go for an unhook as the killer usually is nearby waiting. If he isn't, then you can try for it, but if I save someone from their first hook and it's just me and them, and there are 2+ gens left, I'm not going to go save them again if I found the hatch. Their third hook is not more important than my first or second hook into immediate death in addition. If I were on the receiving end, I'd feel the same way. I'd let myself die so they could hopefully find the hatch. Even with my friend we both do this with each other. If it means one of us survives, it's worth it.

  • Try running Detective's Hunch maybe? Every time you finish a generator, totems within the area will also be revealed. I mean yeah small game helps with also Trapper traps and the like, but I feel like Detective's Hunch is underused just because you have to complete a generator for the effect. Thing is, you're getting rewarded for completing a necessary objective, also revealing your secondary objective. Sure Small Game has a short cooldown and can help, but I feel like having them directly revealed so you can keep track of locations is better personally. Also yes, your teammates are potatoes. I can only think of maybe one game in recent memory where all my totems were destroyed before the game ended and my NOED didn't go off and it was against a sweaty SWF group.

  • @Aetherbytes from what I saw on the stream, the battle pass is part of the archive. You get rewards as you make your way through the archive, but there are rifts in the archive which you get rewards from and the paid version of the battlepass is where you get your exclusive cosmetics.

  • Can't Keep a Good Guy Down - Recover from dying state on your own 3 times in one match.

  • Yeah, I had this experience and posted about it a while back. I was playing Hag too, it was extremely infuriating, especially because I was usually facing at least 2 Claudettes.

  • I'm excited for the archive as well, but at the same time the battle pass-like model has me worried, because I'm not sure how they're gonna do it, and every game with a battle pass generally has things VERY time sensitive so they can make you pay for higher progress. Things like that have driven me away from games.

  • At the VERY least, Clown can slow someone for 3 seconds if they get in the gas. One when they enter it, and 2 when they leave it. If the Clown is slowed for one second while throwing a bottle, he still gained speed. A survivor still has to TRY not to go in the gas, because it DOES slow them enough to where the Clown can catch up, which means you can corral them into places you want them to go by using your bottles, like I've seen some Clowns do. In this case, they may not get slowed, but they're going in the exact place you want them to. As for disproving your opinion that his bottle does nothing that simply walking up couldn't do, 85% movement speed for 3 seconds vs a 115% killer with(since you said subtle), maybe 110% for one second. So, Clown gains 85% movement In that 3 seconds on the survivor. I calculated this by adding 115/115/110 which gave me 340%. Then subtracting that from 255(85x3). Even if it was 2 seconds, Clown would gain 55% movement speed during 2 seconds with 110% movement speed for 1 second. In order for the Clown NOT to gain an advantage to his power in only 2 seconds(although as I said, really it's 3 seconds), he'd need to be slowed down to 55% movement speed for 1 second. If you really think his power doesn't offer him an advantage, test it in KYF and post a video of you in a chase on Haddonfield's street or something with and without the tonic.

  • They said they were trying to get the license for Scream, but apparently they didn't succeed, or it wasn't going fast enough. They've been wanting Ghostface for I think they said 2 years? I can't remember. The point is, they tried and they failed, or something else happened that made it where they could not get the license or it wasn't worth getting based on some factors. If they fix the bugs I definitely think Ghostface will become a lot better. Requiring your character to face Ghostface to signal that you know he's there will be more work than you would think because generally when you see a killer the first thing you try to do is high tail it out of there. In addition if you see him too late, he could already have his expose on you by the time you turn to him, slowing you down and failing to keep from getting exposed at the same time. After the DLC hype dies down, you won't see him every game, and then is when he will be better. When he first comes out he will likely feel a bit weak because of this. Everyone will expect Ghostface, so they'll all be super focused on looking for him. After that dies down though is when he'll get to have a lot more fun playing with survivors.

  • On PS4 the least played survivors I see are Quentin, Jeff, Jake, and Adam. Jeff and Adam are generally pretty easy survivors to find, so that's probably a big reason why people don't play them. I see a lot of Claudette(obviously), Feng, Nea, and Dwight, and a moderate amount of Meg, Ace, Tapp, Laurie, David, Ash, Jane, and Kate. Adam, Jeff, Jake, and Quentin are definitely the ones I see the least. A lot of the guys have loud voices so that's probably a big reason why people don't pick them as much. The only reason you see David a decent bit is because he's good looking(he's loud and his build is bigger, though not as big as Jeff and no overcoat like Adam to make him easier to see).

  • Try being a survivor and playing 3 bloody party streamers back to back to have the killer DC EVERY time you play one of them, and losing every single one and barely getting crap for it.

  • He can't have Judith's Tombstone(kill healthy survivors in tier 3) AND Scratched Mirror(unable to go past tier 1, but can see survivors through walls) at the same time. Well he can, but Judith's wouldn't work since he could never get to tier 3. Scratched Mirror on Lery's is pretty annoying though. As for infinite exposed, that would only work with Judith's Tombstone again. There'd be no point taking that with Scratched Mirror and both perks combined increase the stalking you need to do by a ton, so combined I can't imagine it actually going off in any realistic amount of time unless someone just fed him freely.

  • I've had 3 bloody party streamers one after the other ruined because a killer DCed before the game even really got started. I've stopped using them because the killer ALWAYS dcs when I do. This isn't just a killer problem, and killer also gets some compensation points when a survivor DCs. I'm on PS4 though so we don't have an end-game chat unless someone messages you or you message them. I've never seen 3 survivors DC, only 2 at most, and when I use bloody party streamers as killer, I still manage to get my points. Items should not be used(as in you don't get the bonus BP and it doesn't vanish from your inventory) if a killer DCs. If this happens often on the killer side(it doesn't to me), then perhaps the same if three survivor DCs, but honestly a killer would never get his BPS used if it counted 1 DC. As for add-ons, a lot of addons are too OP to be used multiple times. That's why they get one use. Perhaps if 3/4 survivors dc within the first 5 minutes, then you should get to keep it, because after 5 minutes, at least you got some use out of it, and if the survivors dced, then they usually do that when they've been caught. I dunno what addons you were using but I know one red addon makes it where you can one hit down survivors and honestly that's kind of a BS addon, so I can imagine how much fun the survivors would be having facing a slowing gas where they're also exposed. Not excusing their behavior but it is kinda BS to basically have an unbreakable NOED all game as long as you hit them with a projectile before you hit them. I think a DC should give the killer 2k BP per category(in other words 8k BP), so that if 4 survivors DC the killer gets full BP, and the survivors should all get 32k BP if the killer DCs. I feel like that'd cut down a lot on DCs in general.

  • The ranking system is kinda BS anyways, it's literally just whoever you can farm off of the most as a Survivor. I get people who unhook me or others right in front of the killer just to get their points constantly. It's getting old.

  • Could easily fix the issues. If survivor is within say 40 meters, progression is normal. If killer is within 20 meters, and survivor is not within 40 meters, progression halts. This way, killer doesn't have to camp the hook, survivors can't abuse because their range is wider than the killer's. In a way killers could possibly abuse this by staying right outside the range and waiting for a survivor, or knowing if a survivor is in the area by the progression continuing as normal when it should be halted normally, but the numbers or other things could be adjusted to give both killers and survivors a fair chance. I'd personally like there to also be a penalty to survivors farming people off hooks in the killer's face. Nothing pisses me off more than being unhooked right in front of him, and then getting right back on it.

  • @ReikoMori I could have sworn I @'d StupidMonkeyy and not you in that post, but anyways, it was intended for StupidMonkeyy as he was assuming incorrectly. As for the way killers queue, I know, I was just saying that likely if a killer had to set up their lobby again, it'd likely give the survivor time to get in a different queue. Or at least give them a chance. No one wants to play with someone with 300+ ping in their game, so I don't see why it should be possible. As for the waiting 2 minutes, survivor queues already take upwards of 10 minutes generally(I once had one with a 20 minutes queue). If the lobby was wiped out, there'd be less of a chance to get in a re-queue with the same killer imo.

  • @ReikoMoriStupidMonkeyy I think you missed the part where I said it was multiple lobbies back to back. I basically had to quit playing because it kept putting me in those games/lobbies. If the lobby was cancelled if someone in the lobby had a steady 201+ ping, then the killer would ALSO have to rejoin the queue, making it less likely to get put back in possibly the same lobby you just left.

  • @ReikoMori It was in the middle of the day on the weekend. I generally don't have these problems.

  • I honestly feel like Ghostface is going to become a better Michael Myers, to the point that Myers will be obsolete. Ghostface doesn't take a long time to get the exposed status effect on a single person, and he can do it to each individual survivor. He can crouch, hide his terror radius (whereas Tier 3 Myers' cannot), and is a 115 killer at all times. I feel like Myers is either going to need a buff to compete with Ghostface, or he's going to need a rework.

  • @rch614 They've already said that they're going to be limited time, but one thing I would LIKE to see is that if you buy a battle pass within that 3 month time frame, then you have a set amount of time to complete it from WHEN you bought it, so that no one is screwed over. This would solve problems like being unable to catch up because you'd have the exact same time as someone else who bought it the day it was available did. They likely won't do this, but it'd be a really nice feature if the time limit was set from the moment of purchase, not within a set overall time. But again, whatever time frame it is, needs to be REASONABLE. I don't think there should be a time where someone should have to nolife to get the entire battle pass unlocked.

  • @rch614 Np, I mean it MAY be possible that you can get the paid version of the battlepass with iridescent shards, but I kind of doubt it. I don't even mind a battle pass, as long as the time required to complete it isn't even close to the amount of time that it takes for it to end. The grind isn't a huge problem, it's that generally battle passes make the grind impossibly hard for one reason, for you to pay extra to progress faster. It's much like a pyramid scheme. If you're paying for a battle pass, you shouldn't have a situation where you're made to panic spend because you want to get everything that battle pass has to offer for that 3 months. As long as no scummy tactics are made to the battle pass, it's fine. But if they put you on a very tense race against the clock, and give you the option to alleviate that stress by paying them more money, THEN I have a problem with it. If it gives you an actual REASONABLE time frame to complete, then there's no real reason to complain, but I haven't seen a battle pass do that yet. If DBD does, it'll probably be the first. Of course, like you said, it should also compensate people who buy the battle pass late, or at least make it where you can no longer buy the battle pass if you've passed the time frame where you could reasonably complete it.

  • @rch614 From what I saw on the stream, there's a paid version and a non-paid version. The paid version gives you the opportunity to grind for exclusive cosmetics(much like Fortnite's battlepass). They did not say that you could get the paid cosmetics for free in any way. They said you could get exclusive cosmetics if you had the paid version. You're paying with your time either way, and if you want the exclusive cosmetics you have to ALSO pay with your money. This is the problem with battle passes. They give you a time frame to complete the battle pass, and if you don't complete it within that time frame, you miss out on the very items that you likely bought the battle pass for. I originally liked battle passes, because I was getting nice outfits either way in Fortnite, but after playing for some time, I realized I was never completing the battle pass, and the skins got more and more extravagant, eventually giving an individual outfit evolved versions as you grinded, the problem was these time frames were usually ridiculous unless you were already really good at the game and played for a huge amount of time, generally too much time. Fortnite's battle pass actually eventually drove me from playing the game completely, because I never had the time to grind out a full battle pass, even if I was playing pretty consistently. The most I ever got was like 60 something/100 levels. You should never have to pay extra to grind for the POTENTIAL to get something you're paying for, it's a terrible business model, and if you DO have to pay to grind for something, it should give you a reasonable time frame to do so. By reasonable time, I mean like within a week, because people can buy battle passes at ANY time, including right at the end. Either way, this business model is exactly like any other battle pass's business model. The only difference from what I can see is that you can use blood points instead of actual money to progress instead of doing the grind. Any other Battle Pass had it where in order to progress without an insane amount of grind time, you had to actually buy tiers. So you were paying to grind, and then paying to alleviate the grind. The biggest possible issue with the idea of this battle pass is the determination of how long you'd need to be playing to complete it. If it's not terribly long then it won't be as ridiculous of an idea as it's making itself out to be, and I'm hoping these challenges aren't so ridiculous that I have to play 5 or more games just to progress one node. That Trapper one doesn't fill me with confidence however.

  • @LastShoe I guess that makes sense.

    @Mushwin Scarecrows do work, the effect is just usually temporary unless you move them and do other certain things to make the effect last longer because they get used to it. I'll take LastShoe's explanation though.

  • A lot of Claudettes also just literally sit around hiding in corners whether they're being chased or not. I had a game the other day where I was literally the only one who did generators, and when I got downed, all the Claudette did was hide in corners waiting for someone to do gens, but there was also a locker Dwight and Ace, so the match took forever, The others got downed eventually and only the Claudette was left, and she was just crouching the whole time, moving just enough where crows wouldn't get her, then she'd move to another spot and do similar things. The killer finally found the hatch and closed it, and she got trapped at the exit gate. I personally was happy to see her die as she basically just farmed me off the hook and then went to a safe spot to just hide, expecting me to do all the gens while also being chased and trying to keep the chases going long enough for the team to do gens, which they weren't doing. Two of them were SWF for sure, not sure about the other.

  • @holywhitetrash Well I only watched like 1 and 2, maybe 3. The original movies weren't about just killing for the sake of killing though. Also, no, if you're unlucky enough to have your timer start pretty much immediately after being unhooked, you don't have the time to search all boxes in my experience. Although usually when I die to the trap when that happens it's on bigger maps.

  • From what I've seen of gameplay the stalking takes barely any time at all, and recharges very quickly. If a survivor hears a notification it should be too late. The only real problem I can foresee is sprint burst users. I feel like he'll be basically a better Myers, and Myers is gonna need a rework because they're too similar. Ghostface seems like he'll definitely be better, due to the much increased time to give the exposed effect, and the fact that he can have a 0 terror radius. People will likely run Sprint Burst until it's been a while since his release and people are playing him less.

  • Last we heard about the Pig she had about 3 kills per game on average across all platforms(this was AFTER the EGC, because someone was complaining about her traps not killing someone if they weren't activated). Also 60 seconds would mean you wouldn't be able to check all the boxes. You can barely check all the boxes in 2 minutes. In fact I've died to the RBT because I couldn't open the last box in time. Saw the movie wasn't about killing people just for killing them, it was about them having the courage to do whatever was necessary to survive. People weren't just killed for the fun of it so I see no reason why they'd lower the timer so that RBTs could get more kills, if the survivor is actively looking through jigsaw boxes. RBTs goal is NOT to kill, but to stall the game out.

  • Myers is likely gonna need a rework when Ghostface comes out anyways. His power literally seems like a better version of Myers' power. As for me, I see a decent bit of diversity, and I play Hag quite frequently. I'd say she's definitely better than Myers, and I love getting 4ks(or dcs) against SWFs when I put someone in the basement, which I do quite often with my build. xP

  • I think one interesting possibility to still keep SWF would be to make in-game voice chat, whereas if you have a mic hooked up, it automatically detects that and connects it. You can turn off your mic, sure, but if your mic is on, you're stuck in in-game voice chat. This would remove Discord and other things from possible abuses, THEN, make it where the killer can hear your voice chat, but you can't hear the killer. This would make voice chat risky for the survivors, but they could still keep it, it'd also allow voice chat with more than just your SWF, but with every survivor in the game.

  • Well we can't give survivors anything else on top of what they already have, and even this might possibly be too big a buff overall, or it COULD be a neutral change, since certain crutch perks wouldn't be on EVERYONE and you wouldn't be able to use multiple crutch perks, so this would likely be the only way we could give them something to make them individualized as a game mechanic, and the suggestions I made fit for the character. I also personally think this would allow more options of perks since a lot of the lesser used perks would be more possible to be used due to a David getting Dead Hard basically for free, allowing him an extra perk slot. Currently you see pretty much the same perks every game for Survivors.

1 … 31 32 33 34 35