Atrushan88
Atrushan88
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- Atrushan88
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@premiumRICE As I said, they could nerf ruin if they did this. Also from what I've heard really good survivors can generally hit the hex skill checks pretty much all the time.
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@SurpriseSurprise It's not fun when people keep intentionally destroying your offerings that you use to be nice and give blood points for everybody. The more people do this, the less I want to play the game because I can't get any damn blood points unless some ######### killer thinks he's gonna get a 4k when I DON'T use blood point offerings.
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@TAG Member The timer starts when any gen is completed, so it pretty much does list that. The timer pausing in a chase was a result of a change in the way her power worked, not the original power, was it not? The skill check thing is pretty obvious, as anything you do that has a bar has skill checks involved, except for mending/snap out of it/wake up, as far as I'm aware. This should mean you'd expect skill checks out of her boxes. The trap not autokilling a survivor the Pig tries to bring past the exit gates is likely to prevent abuse cases of her trying to get a kill before someone's even been hooked once. If this didn't exist, a pig with NOED could instantly kill someone. Should be an obvious reason why that works that way. In the description it says when using the secondary power the pig has no terror radius, that pretty much describes that. Doesn't mention it's gradual, but does that really matter? What DOES matter is that her ability SAYS that the trap only activates AFTER A GENERATOR IS FINISHED. This should mean that they INTENDED for the trap to be placed BEFORE all generators were finished. Why they didn't change it before EGC, perhaps they saw it as nothing major to deal with until EGC came along, in which case they needed to make the change. Either way, the power description itself pretty much tells you how they intended for her to play, and putting traps on people's heads AFTER generators were powered was not intended. It may have been something they decided to let go because it wasn't that big of a deal until EGC came along, but I'm pretty sure they didn't intend for her to be played that way. Also I'm not saying that people are playing her wrong for the devs NOT putting information in her power, I'm saying people are playing her wrong for ignoring something that the devs PURPOSEFULLY put in her power's description. The generator thing wouldn't have even been used as a lever in her power if they wanted you to just wait until the generators were done to put them on. They would have not even used generator completion as a requirement, they'd just activate them automatically.
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@SurpriseSurprise I don't understand this logic at all, if you have leveled a survivor, you have BP offerings, you're gonna use those offerings whenever you have them because you want extra bloodpoints. I don't use Survival blood point offerings because I'm not always likely to survive, which kinda ruins the point of using survival offerings. Using a bloody party streamers gives blood points for every player in the match for every category, including the killer. I don't see why a killer would DC, as they generally still get more blood points than survivors even if they don't kill people. Just because a survivor uses a BP offering, doesn't mean they're a SWF fully kitted, and if it WAS a SWF, likely more than one of them would use bloody party streamers since they'd be talking on comms to coordinate using more than one.
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@KillermainBTWm8 As NekoGamerX said, you can use it for free. You can't compare BBQ to Bloody Party Streamers, it's more compared to We're Gonna Live Forever. IN ADDITION, the killer would get double blood points too, so I don't understand this logic.
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@TAG Member The power of the Pig specifically says that for the RBTs to become active a generator has to be done. This means people who were playing the Pig by putting RBTs on AFTER all generators were completed were in fact playing her wrong. The situation of people who just happened to have one or two traps laying around by the time the last gen popped failed at using her power, they deserve for her RBT to not kill anybody if they left the exit gate, and again, if the RBT is not active, why would it suddenly become active and kill someone? It makes no sense. People who were focused on putting RBTs on people's heads AFTER the game was done were people who failed to kill their targets.
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I haven't played with OoO but it's also smart to mention that it works well with Sole Survivor, another Laurie perk. As more people die, you can see the killer with OoO but he can't see you as well due to the decreased aura reading. At level 3, if you're the obsession that means if you're at least 49 meters away, he can't see you but you can see him. If you're not the obsession you can be at least 41 meters away and he can't see you but you can him. And that's with only one person killed.
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So if someone unhooks me in front of the killer constantly, basically killing me, I'm able to report them? Thank god, that is so annoying.
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I thought they fixed the two killer thing?
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Except her RBTs require generators to be activated. I mean yeah, sure maybe her RBTs exploded if you went out the door and they weren't activated before, but does that really make sense? The game doesn't start until the RBT is activated. People who put RBTs on people's heads after all generators were done were simply playing her wrong originally.
Also not trusting a dev's INTERNAL SYSTEM INFORMATION is just silly.
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The only problem with the EGC is that not all maps are the same size. If they WERE the same size, doors could have a rule of a minimum distance apart from each other and you could ACTUALLY stand a chance. As it is now the only times I have won in the EGC when a killer has killed off my 3 teammates who are lining up for the hook are when I was already near where the hatch was gonna spawn, or in Lery's where I basically see which door the killer is close to and go to the one farthest from him and he doesn't have enough time to get to the other door because in Lery's the doors are always on opposite ends of the map. As long as he didn't see me and I know where he is on Lery's in the EGC, I get out easily. All maps need to be made the same size so they can balance them properly, then the doors need a set distance apart from each other so a killer can't just look at both of them and see where the survivor is headed after finding the hatch.
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People keep saying that her traps are disabled in the end game, but they're NOT. As long as a survivor has a trap on their head by the 4th gen being finished, her traps are not disabled. In fact by the time the 5th gen pops, if a survivor has a trap on their head they have those two timers to worry about at the same time. Also, as I said in another pig post asking for her traps to be enabled regardless if a gen has popped or not in the end game, imagine if this was the case. Survivors wouldn't even bother saving a survivor on the hook who just got a trap placed on their head in the end game, because they're dead no matter what you do. In fact if I had an RBT on my head and was hooked, I would 100% kill myself on the hook so some idiot survivor doesn't try to come and get me and the pig doesn't get more kills. There's not enough time to search 5 boxes AND get out before the end game collapse even if the timer was slowed with survivors with RBTs on their heads.
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Ash seems like a pretty loud character, so I haven't bought him. I do plan on getting MoM once it comes out in the shrine though. I just hope they don't make it based on altruistic actions. The perk's name makes it sound like you're innately tanky. I feel like they should just give you 3 initial hits for first down, while also always visible to killer's aura reading outside of 12/14/16 meters.
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Yeah, but on the map side, you're not likely to have 4 people using a map. 4 people using leader could be random, since you don't know who has what perks. In addition, imagine 4 maps with 4 leaders all with the ability to mark locations. It's not likely, but it could potentially be very overwhelming. Perhaps there's potential in making it where if the leader is within the killer's terror radius, it's aura is revealed to other players on the map within so many meters or something, if you want the leader to relay visual information, or if he's in the area of the hatch, or the exit gates.
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Sorry, can't quote as my Microsoft edge just refreshes the page when I try, so to reply, MAYBE, but at the same time still feels like it'd be a really strong troll tool. Someone marks the killer, players think it's a gen to meet up at, and boom the killer has a field day. Plus Leader gives you speed in pretty much every possible action, it feels like a really good perk already. Maybe another perk could be done this way that isn't so good, or a brand new perk.
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I dunno, imagine 4 people with Leader. That'd be a LOT of visual information coming at you without really knowing what it all means.
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I've just been wondering, if you stop AT ANY POINT in repairing it, do you still get the points? Or do you have to wait until 99%?
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So, since my Microsoft Edge just refreshes the page every time I click the quote button, I suppose I'll just have to reply by way of referring to messages. So here goes:
To Sairek, why should KILLERS SPECIFICALLY counter perks? Just because some killers DO counter this perk, does not mean they SHOULD counter perks. As far as I know, perks should counter perks depending on how it's done, but nothing should counter a perk with no way around it. In addition, if all killers COULD avoid it, why would it even be used? You wouldn't even need a specific perk to avoid it. Imagine if, for example, NOED worked on every survivor except Nea, just because. This is the logic you're using right now. If anything, I think it should count powers as well, though maybe not to a 1-1 comparison. Perhaps 2 hits for 1 hit down abilities instead of 3, EXCLUDING exposed effects. It's a perk, it's meant to soak damage.
To HURRI_KAIN, the only thing I have to say is that in one situation, you mention Dead Hard has no prerequisites, but it DOES require you to be injured to use it, which is undeniably a prerequisite.
To Devs that may be reading: It's called Mettle of Man, so I don't understand the need for a prerequisite of altruistic actions. I would think it would mean you'd naturally be tanky. Also I do have to say that the best way to nerf it without changing it's intention of being tankier would to make it go off sooner. Why not just make it so that it takes 3 hits to put you into dying state the first time(2 hits for 1 hit powers, excluding the exposed effect), after which your aura is always revealed to the killer outside of 12/14/16 meters?
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Wraith, Nurse, Myers, Hag, Doctor, Freddy, Pig, Clown Spirit and Legion all have no real way to counter MoM. I count Myers, because his power only slightly slows down MoM stack acquisition and can still be stopped by MoM, therefore, it's completely unavoidable unless you camp someone to death. So that's 10 of the 15 killers.
Of the other 5 that can avoid it, there's only Trapper, Hillbilly, Huntress, Leatherface and Plague. Trapper is a very soft counter at best, because again, you can't force people to walk into traps. Hillbilly and Leatherface can be forced to M1 and can't chainsaw all the time, and Plague cannot use her power all the time, especially since people are very insistent on just ignoring fountains and never cleansing, and Huntress often does an M2 and M1 combo because, no surprise, it's very good. As a side note, Legion technically used to be able to counter MoM by just stabbing someone to death with Frenzy, but with his rework, that is no longer possible.
So while those 5 CAN avoid MoM and do things to reduce the chances of activating since their M2s are able to deal damage and down a survivor, it's no hard counter. Survivors can completely avoid Plague's and Trapper's M2 completely, and while difficult, survivors can force a Hillbilly and Leatherface to M1 instead of M2 by sticking near windows, leaving the best counter for MoM being Huntress, but she can still be negatively impacted by it since she can be forced to melee in certain loops, and likes doing a M2 and M1 combo at close range.
So I can't seem to quote directly on my Microsoft Edge for some reason, so I'm just doing this, but basically you're saying that direct killer powers, not PERKS should hard counter MoM. That doesn't sound right. Why should a perk, that takes up a perk slot, be hard countered by every, or even most killers' BASE POWERS? That logic just doesn't sound right. I'm fine with MoM being required to have safe unhooks, or take hits from other players, but I don't feel like killers should just automatically counter a perk that a survivor takes just by existing, and HURRI_KAIN established that quite a few killers do have ways of dealing with MoM.
I agree, MoM takes no skill, DH takes skill and timing, but DH is MUCH more versatile, has no prerequsites, no penalties, except 40 second exhaustion, and can save in more ways. I have very few perks unlocked on my killers, because I like to tier III survivors, but I should probably just be a killer main with all these advantages.
TBF Dead Hard does require you to be injured, so it does have a prerequisite, but yeah, Dead Hard is a really good perk.
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I like the idea but I also feel like it's not something that's NEEDED. Like it'd be nice to have, but at the same time actual things being done aside from visuals would feel more important to me, and I feel like this would take up way too much time away from that.
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- The RBTs DO kill survivors at exit gates, they just have to be ACTIVATED. This requires a generator to be done. There's a simple solution to this, put the RBT on survivors before all generators are powered.
- The EGC is the trigger of the END of the game(the game is already finished, the EGC is just to sound the bell for the end of the game and make sure there's no abuse cases), players already have a ticking time bomb, why would you give them two? If they managed to get out of RBTs before the collapse, or even got all the generators done before managing to get one on them, why should they have another ticking time bomb on top of the one they already have?
- If your buff came to life, no smart survivor would save a person who got an RBT on their head at the end game. They would leave them to die on the hook, and if I had one on my head at the end game, I would kill myself on the hook because there's no way I would have enough time to search 5+ boxes all over the map in 3 minutes AND make it to the exit gates. This would keep more people from dying to the pig by being an idiot and coming to "save" me, and would ultimately render your "buff" useless, aside from ensuring you got a kill that you likely would have gotten anyways.
TLDR, don't put RBTs on people's heads after all generators are powered and this whole problem is gone.
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Pig traps DO kill survivors at exit gates, they just have to actually be ACTIVATED(in other words a generator has to be completed). You can completely avoid survivors NOT dying with bear traps on by putting the bear traps on them before all the generators are powered.
Also I don't feel like a survivor would have enough time to get a bear trap off their head(unless they're lucky) AND get to the exit gate in 3 minutes, unless they had it on their head before the generators were powered, which is basically what you're asking for, the bear trap on their head to be active when the generators are all powered.
In addition, how would this change put more pressure on survivors? The game is already done, the end game collapse has started, which signals THE END of the game. This would only put pressure on ONE survivor who got unlucky enough to have been downed between the time the generators were done and the start of the EGC. This would also make people likely just leave anyone with a bear trap on their head to die instead of saving them from the hook because they're likely gonna die anyways. One survivor would have two ticking time bombs to deal with, and if I was in that situation I'd probably just kill myself on the hook, because then no one would have to choose to save me, and potentially give the pig more kills.
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Why not make survivors not able to repair gens until 5 mins into the game. This would make even bronze rank killers able to pip and sacrifice at least 3 survivors.
Oh come on, being forced to cleanse all 5 totems if you WANT to remove all of a killer's hex perks completely is totally fair. Killers already have 4 perks against 16, assuming the killer they're using is level 15+, with hex perks that can be even less. Yes, some hex perks are powerful, but those can be rebalanced if they become too powerful after having to cleanse all 5 totems. I'm not asking for killers to be overpowered, I'm asking for balance between killers and survivors, because games can END in 5 minutes really easily and that removes a lot of perks from play on killers. The only perk I can think of for survivors that can be completely removed from a survivor that won't see play is DS, and you have to know the survivor has it for that to happen. Killers have several perks that can be removed immediately, and the only thing I see survivors complain about perk-wise for killers is NOED and Ruin. Well if you had to remove all totems to remove Ruin, you'd also be removing NOED, problem solved.
They need to find a way to stop the genrush meta without adding more gen progression time (GOD NO) and they also need to hide totems well.
That's why I suggested making survivors forced to cleanse all totems to remove all hex perks(and rebalancing any hex perks that become overpowered afterwards). It'd give survivors a different objective, and totems generally don't take that long to cleanse. It'd also make it so that killer perks weren't forced into a 2-3 vs 16 situation. Overall it'd only add a small amount of extra time to the game.
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Yeah, exactly(and in case they add my idea, although I kinda like your idea too), hexes like Devour Hope might actually become much better perks.
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I've said things both for killers and for survivors, so don't come at me with that "survivor main" logic. The difference here is that survivors don't get extra blood points for a killer leaving, and Killers generally still get plenty of bloodpoints from the other survivors as well, not to mention chase blood points, Killers get blood points for survivors leaving. Why would an offering that gives blood points be WASTED in this case? If a killer leaves, the whole game is ended for four other players. A survivor leaves, and the killer gets bonus BP and still gets to continue the game. In the case of offerings that have nothing to do with blood points in the occasion four survivors all DC early(hooks spawning close together, moris, add ons), SURE, a killer should get to keep their offering, but how often is a killer going to be screwed out of a game because four survivors left before he even had a chance to play the game? A Killer will always get blood points in a game, if I use a bloody party streamers as killer, most likely no one DCs, and if they do, it's their loss. I still get plenty of BP, and the remaining survivors do as well. If a survivor uses bloody party streamers, and the killer DCs, the BP is basically worthless. They are different situations entirely. If you want to not get the blood points bonus for a game if one survivor DCs and be given your cake or party streamers back, you can take it, but you're not gonna be getting that DC bonus and you're likely gonna have a lot of games where your escape cake or whatever is not used because survivors DC a lot. I'm suggesting that if the killer DCs, the survivor's streamers/cake/blood point offering is not counted as used(and thus you don't get any of the bonus blood points) and the item is returned. As a killer, this doesn't seem to be a problem to me, because I still get plenty of BP from my offering. So get your head out of your ass and think before you speak, because without a killer, the game ends, without one survivor, the game still goes on with plenty of time, in fact it generally goes on longer.
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I have some things to add to this. For one, I don't see how there are THREE chances to escape. You HAVE to do all the gens, and you HAVE to open the gate. That's one chance. The hatch is another and it only opens when one survivor is left.
Two, I've had games where Survivors will FORCE me into a 1v1 by killing themselves on the hook while I'm doing the last gen near them, waiting on the killer to leave, then the killer immediately finds the hatch and closes it, and sometimes, it's a killer with up to 126% movement speed(Wraith). So how am I supposed to open the gates with a Wraith who has two doors close to each other, and why should I be forced into this situation when I see some survivors literally kill themselves on the hook just to screw me over who's actually trying to play the game right?
Three, someone posted a good suggestion on the Left Behind perk, suggesting that it allows you to re-open the hatch if you're the last player alive, with a decreasing time limit on how long it takes to re-open it. It'd at least give us a chance since killers can't TRACK the hatch. Left Behind is pretty much useless now due to the EGC anyways, so it definitely needs a rework and I feel that's a really good suggestion for it.
Four, I also see some people saying killers deserve a 4k if the other survivors were slain. This isn't true In my opinion. Each killer vs Survivor face off should basically be a 1v1, Killer vs Survivor. If that last Survivor is good enough, he should be able to leave in some way, but the fact that you're not getting out if the killer happens to get lucky enough to walk over the hatch before it opens at any point in the game before you've found it, you're dead. Killers also look at the ground a lot more because Survivors generally are lower than them, this gives them an advantage in looking for hatches as well. I've found the hatch MUCH more often playing killer than I have survivor. Either way, you prevented 3 players from completing gens, but you didn't the 4th, you just closed a hatch and forced them to die by your hand, you didn't skillfully defeat that one survivor, you just had them handed to you because the other survivors were either potatoes or you were better than the other 3. That one survivor you may not have even seen yet. How can you say you DESERVE that kill if you haven't rightfully had your 1v1 moment with them? I don't call being able to easily patrol two doors that are in close proximity a fair testament of the killer's skill, or the survivor's. I feel like closing the hatch should have some sort of negative side effect, like perhaps doors being half powered.
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Why make it so that if the killer is in a chase the bar is slowed? Why not if the killer is in a chase near the person the bar continues as normal, this would prevent players from abusing the timer near the hooked person. Basically, if another survivor is NEAR the killer camping, the hooked person's bar continues as normal, otherwise it doesn't. This would force the killer to leave the person who's hooked, otherwise they can do gens while the hooked person's bar who's being camped does not progress. The killer would then have to look for the survivors doing gens, or he just gets screwed over big time. If something needs to happen about camping killers, the solution isn't to screw over killers completely if there are survivors nearby.
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Another issue is other survivors and bullshit interactions though. I've been unhooked by more survivors just trying to farm me and get me hooked again, I've had people body block me while being chased, etc. Those situations I HAVE ragequit. If people wouldn't do such ######### things like that, I feel like ragequits would happen less, but then again, it's probably the same people doing that who are actually bested by fair playing killers that ragequit in the circumstances you're mentioning.
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I feel like grunts of pain should be reduced by 100% and maybe leave no scratch marks so they have to actually see you to down you would make it a bit more useful. Or maybe keep the grunts of pain at 50% if they can't see your scratch marks that way there's at least some way to find you. Right now it feels like it's kinda a useless perk, as a lot of people have said they only use it to make a "hard mode" perk.
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I guess, but again, being able to move as fast as a shrouded Wraith would be kinda powerful including the fact that he can vault windows and can't be looped on pallets. I suppose he could have a slower window vault speed, but honestly I feel like as a killer he might be a little oppressive moving that fast even if he does have to hit someone 3 times. But at the same time Chucky generally runs really fast so I tried to make him make as much sense to the character as possible while still being somewhat balanced.
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It generally takes 10 seconds to get from the place you hit them to the hook, unless you're lucky and there's one right beside you. That's why I made it 10 seconds. It shouldn't be instant or it'd be too powerful. Yeah, being looped around windows is possible, except for the fact that after looping windows so many times they get blocked by the entity. There's also the fact that he has invisible Wraith's move speed.
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I mean survivors have good perks that they can use just as well. Why would it be a problem for survivors to use JUST AS MANY perks as killers? This would be the exact same as if all survivors and killers were the exact same level. Also as I said, it's based on perk slots unlocked, not perks used. If your killer is level 15(I think it was 15?) you'd have 4 perk slots unlocked, therefore the survivor would have 4 unlocked.
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I mean if there are better suggestions you have, I'm all ears. I just figured the fact that he couldn't be looped would be too powerful, as well as the fact that he moves as fast as Wraith shrouded, so I gave him some down sides. Summoning a hook and hooking a player without having to travel also sounded a bit strong.
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Still that's less perks for the killer and survivors. It'd be an even match instead of 4 survivors with 3-4 perks each vs one killer with 1 perk. If everyone had perk slots equal to the killer's perk slots available it'd be much more fair in those situations.