BismarckCane
BismarckCane
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- BismarckCane
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Yea I would love to not run it at all but most killers lack the ability to put enough map pressure to prevent the gen rush.
Slow M1 killers can get 2 gens popped before the first hook. Even worse games can go in 4 minutes with the right gen placement, map and add ons.
Outside of Spirit, Nurse and Billy (that is not up against loopy survivors) , every other killer needs luck or a way to slow the game down. Or you will be stuck in the green ranks.
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God my p3 Meg went 72 levels with no streamers. Well played!
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So MoM is pretty OP and is in need of a nerf, The amount of times it has save me or my squad is insane, It is to the point I get hit on purpose just so I have that ready for end game. When 3 or 4 have it, with other stacked get out of jail perks and god forbid an insta heal or two you can pretty much say GG.
Again people that defend it don't see how it is used in red or even purple ranks. It is a gift for getting hit which is not really fair.
As killer it is frustrating on any M1 killer and further pushes them from being competitive in green ranks to yellow. It is breaking the game and I would say the fun for many killer mains and new killers.
As for the changes, I wont take it anymore based on defensive hits. I mean I could body block hooks to get my stacks but honestly, I am not always in that position based on map location to have it happen 3 times in a match, mainly because i am rushing gens. So I will drop the perk for something more helpful (borrowed maybe)
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So I have been testing him and I would believe that the reason the numbers show that everyone is playing him at the same rate is due to that reason. We are feeling him out. In a month you will get a better view at how many are playing him because he is fun still and not because for 6 months players invested a ton of time and points in him and wanted to give it a chance.
My take on him is, I only use his ability as a tracker. Other then that he is a fast moving M1, a trapper with no traps that can move across the map faster then others via ability but when you factor in the self DS, it does not pay to use it often.
His add ons are limited use as well, only really good if you have damaging add ons, Time extenders wont get you to other survivors most often and as such you hit on and get close to another but they are already running and thus you never catch up in time. I would have gone away with the mend timer altogether and just made him have blindness first hit, second hit mangled and if you could land a third, exhaustion. That or allow the hit to show location for 20 seconds. make it a tracking skill. regardless the mend timer is the piss off for survivor and as Legion it does nothing.
We will see him used less and less and by Ghostface release almost never. Much like Plague who I rarely see we need to balance killers to rank 4 and not rank 12.
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I have said this before, there are 3 easy fixes to totems
1) Remove the red fire, make them have the entity black "fog" look. (just like the fog that covers the gens)
2) Every totem has this look, dull or not. This will force clearing of all totems which will help slow the gen rush
3) once cleansed the effect of the totem has a timer, the effects will clear over a time based on the level of the hex 30,60,90 etc
Boom even if found by luck right away, the perk is not wasted, we have added secondary actions for survivors and last but not least we have made them less obvious red fire vs black fog.
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I just load a Mori for Blendettes. Cull the herd...
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The miss one time and lose your greatest power is a horrible decision.
I assume this is to fix the players that abused the swing as many times as you can to increase movement? this could have been solved so much easier.
Would we take Michael out of Tier 3 if he misses an attack? This logic is what kills me.
I play Legion on rotation and am not a main and think this is a huge over reaction.
I also would have done away with Mend Timers, Survivors don't want to mend or waste time healing, I would have just made his attack an infliction based, See no evil - blindness, Hear no evil (lul), Speak no evil (terror radius reduction) and just add them to each attack that gets hit while in frenzy. All go away as you recover (30, 60, 90)
could have been so much more creative....
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Peanits, a good start would be to remove the fire and make them the Entity black (smoke/fog) that we see around hooks and Gens that are blocked off. Making them harder to see would go a long way.
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remove the insta-heal and you have a chance. Unless you play weak survivors. They will exploit the infection to get heals, loop endlessly to eat time while gens are getting done.
The heal removes so many meta perks
removes hit and run, forcing tunnling
new rules prevent camping so damage downing at hook comes with no pip.
Fix: Remove insta heal or make it cost an insane time to fully cure with heal.
remove ability for suvivors to find heal fountains within a certain distance. (force travel to eat time)(not that you cant play with the infection, vomit does not slow you down at all.)
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Problem is the instaheal from the fountains. Breaks the need to ever heal in the game, just get sickness.
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Management: Okay guys we need to save 50% of map building costs and Time to build costs.....Ideas?
Dev: Let's add some stones and a temple to an existing map! That way we don't have to debug the collisions on an entire map!
Management: Here is your employee of the month award!
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@Maj33y said:
BismarckCane said:I like the pace of getting into lobbies on PS4, I would suggest that they add a blood point bonus when the rank difference is greater then 5 on average. IE a rank 20 Survivor or killer going against a 14 or lower would get extra points with 2x for a rank 20 v a rank 1..... This way getting looped or killed easily would reward the player in some function.
I like the idea but it could be Abused by experienced players and flock the lower ranks with intentional De-Ranking just to get the BP bonus
I would also make the max de-rank per cycle at 5. So if you are a rank 1, it will take 4 months to de-rank to 20.
Other then this control, people can farm by messaging the lobby, so its not really anything abnormal. I would love for them to add items/perks that require rank to run but that would be a lot of work. -
I like the pace of getting into lobbies on PS4, I would suggest that they add a blood point bonus when the rank difference is greater then 5 on average. IE a rank 20 Survivor or killer going against a 14 or lower would get extra points with 2x for a rank 20 v a rank 1..... This way getting looped or killed easily would reward the player in some function.
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I think a simple fix is:
1) Triple the removal timer of Hex Totem and double all dull Totems
2) removing a totem gives you exposed status for 30 seconds
3) removal of fire totem only makes the Hex 50% weaker. To remove the rest of the hex, dulls have to be removed as well. IE if someone gets to a Hex totem early, it only somewhat stops to problem. Killers can then not camp Hex ruin for example and hunt! and survivors have additional actions other then gens to work on. You could add BP to the survivors for removing totems. no more Gens before totems -
The lobbies in SWF take anywhere from 10-20 mins, I have even went an hr, with this being East Coast and friends across the USA, Rank 1-12. We keep hoping the new lobby system will work. We can all get off SWF and find lobbies as Killer or Solo in seconds. So this is for sure just an issue with SWF.