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C3Tooth

C3Tooth

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C3Tooth
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  • When I started to play this game in Feb 2019, I played only Survivors because I like sneaky, and didnt like playing Killers because they just walk around slashing others.

    Yes, Noed is dangerous (and Ruin is also really annoying), so I had Small game in loadout as my default. All that half a year play only Survivors, I never have problem with Noed since I have Small game. I dont have friend to play with, but Im WILLING to play '3 perks' that I want, and 1 perk that make sure Noed will not happen, or Ruin should be cleansed fast.

    If Noed still happens, I will try to search Hex with my Small game before the victim's hook timer is out. If I cant, hes dead, I escape. Sometime I die in progress, no big deal, just 5000 bloob point that someone doesnt care about points.

  • ^ Didnt he said some people doesnt care about points? 1000 points to 16sec cleanse a totem doesnt matter to him.

    I guess 5000 points to escape also doesnt matter.

  • Escaping is also about points, 5000bp. Someone doesnt care about point, then why he cares about escaping?

  • The idea of lose a token IF offensive action success to me is not good. It may allow Killer to keep making miss attack with no pay back. I may say each time you leave obsession, you gain 2 tokens. Stack max to 4/5/6 tokens.

    Less effort to stack full, but less max speed buff. Easier to stack but still easy to lose stack

  • I think gaining stack if in Terror Radius will make interesting "stay in danger build"

    Such as combine with Skate out & Diversion.

  • I remember when those 1st time I play Killer, a down survivor lay next to a window, made me vault window 3 times.

  • We all wait for the day each Killer has their own music like Shape & Demo. The original musics belong to oldest Killers Trapper/Wraith/Billy

    I dont know why, but each of these chase music reminds me of different Killers

    https://www.youtube.com/watch?v=62toM4xo0K0&list=PL2g_QKa0jQvq6f6stneKVL49MnYd8ZTvJ&index=1

    For Example: Ost#2 chased by Billy ; Ost#3 chased by Trapper ; Ost#4 chase with Wraith..ect

  • Hatch should be changed, but no removing it, 1 way to fix it is depend on the number of Gen remaining, its easier/harder for the last survivor to escape with the hatch. Something like..

    4-5 Gen left: like current gameplay but 1min EGC

    3 Gen left: like current gameplay, 2min EGC

    2 Gen left: the last searched chest guarantee spawns a Key. 2min EGC

    1 Gen left: the next searched chest guarantee spawns a Key. 2min EGC

    And key should have time action required to open the hatch, the progress bar reseted if the action is disrupted, like doing Totems.

  • I heard that the game in 2016 was meant to be hide & seek, while today its about the chase & loop.

    Hide & seek is something I prefer more as a survivor, staying a small space and Killer walks pass but not seeing you. Though I understand its super boring in Killer perspective because barely see survivor to slice them, which is Killer's main gameplay.

  • I see each trial is a movie, sometime everyone has a happy ending, sometime only 1 or 2 survive, sometime a coward character able to out survive the rest. 4k is never matter for me, I aim only not to get depip.

  • I wish there are at least 2 Objectives per match, and even further that there are 2-3 types of main Objectives, something like:

    Get fuel to gen -> repair Gen -> Exit gate powered, open to Exit

    Get water to tree root -> gardening Root tree -> do garden at Exit gate full of Root tree to make Root goes underground to open the path and Exit

    Get books to magic spot -> do spelling at 5 magic spots -> Do spelling at the exit gate to unseal the magic door and Exit


    I wish.

  • As soon as I remove DS in loadout, I feel like I die really fast since there is usually tunneling. I had my 1st match for a long time without DS, and a Ghostface tunneled me to death, even after my 2nd hook, 2 other survivors body block, attempt to tank damage, but still going for me. And I realize "why did I remove DS from my loadout?"

    In the opposite, as Trapper I usually lose 2 gens just to setup trap if survivors spawn together. This is why I use Noed (Ruin is RNG so I dont rely on it.


    Use BT & DS just to counter tunneling, and do tunneling, Ruin, Noed just to prevent Gen goes to fast. Is what we agree, its game's bad design.

    We can take longer Objective (2nd objective, not longer Gen time), its better than to do through Ruin. In Exchange tunneling should be impossible for Killer (an unhooked Survivor auto have DS after each hook). When all 5 players have a long enough time play per game. This game will be great, and non similar game genre can surpass.

  • I just have enough shard to get spirit and all I see is "I meet Nurse and spirit all the time". I better go back to Trapper

  • I see im not the only one who thinks this perk is weak.

    To me, this perk should not be a Hex, but only work if in lullaby radius. With random skillcheck sound noti timing to make it harder to put skill check. (Sounds like Unnerving present though)

  • ^ like I had one game as rank16 Killer vs rank10-13 Survivors with post game from rank11: "useless killer".

    Like he could ever survive from Rank6 Killer.

  • Me as a Killer when someone unhooks victim:

    .When I turn back seeing both Unhooker and Unhooked, I go for unhooker.

    .When turn back and see only unhooked, I go for them. Because they leave trails, noise,its easy to track...and looks like I tunnel them, but not. If one dies too early, its others' fault that not get in my sight/attempt to protect their mates.

  • Hag just make it easy to keep survivor in the basement, or decide to make it impossible for a save with 5 traps around a hooked survivor. Other wise Hag requires map knowledge to play.

    Nurse requires zero IQ? Hmmm...

    Those killers like Trapper, Wraith, Huntress to base re-work to make them better. But those ultra rare add-on is so op. After playing both side, I have to agree those Ultra rare need to be removed.

  • If everyone has 24 perk slots, depend on powerful or really weak perk, it consume 4-8 slots (average is 6 slots per perk)

    Something like, No mither 4 slots, Adrenaline 8 slots; BBQ 7 slots , Thanatophobia 5 slots ect... When you snap in weak perks, you can put more perks and so on. This will encourage people to use weak perks.

  • Swf: Killer starts to chase me, you all go repair gen now. Solo: Someone is injured, I must repair gen now => Solo only know that they're safe doing gen after knowing others are just injured.

    Swf: I do 2 totems, whats about you? Solo: I dont know how many totem left, there is 1 gen left, I must find them all before Gates powered in case of Noed. => One or more survivor looking for totem, swf knows all totem is done and can focus on the last gen.

    Swf: Bob distract, I go unhook John, and you keep doing gen. Solo: one guy has struggle to unhook, the other 2 survivors see no one unhook the victim, they has to leave the gen.

    ect.

    Killer should get 25% more bp for each 1 survivor being friend of the other. 4 men swf gives Killer 75% bp more. Not the other way.

    Im a baby Wraith had a 4 men swf with a high Rank survivor used OoO, provoke and keep updating where I was to the other 3. Those guys should not gain more bp than solo.

  • Either waste 60sec to wait for DS cooled down, or target the unhooker instead. You get to make your choice.

    (Pun intended)

  • Most maps are around 9.000-11.000m square. Except Haddon field 10.000mS that contains 3-4 buildings with 2 floors. Pre school 9.000mS that contains a 2 floors house, a garage with basement & a whole school basement. These 2 maps should get smaller in size abit.

  • If Vigil work like: M2 on a stationary survivor for 2sec, that survivor exhaustion's time countdown will transfer to Quentins's.

    Example:

    David has 20sec exhaustion cool down, after Quentins perform the action to David. David will be no more exhaustion, Quentins has 20sec exhaustion.

    Quentins can only take others' exhaustion to him if he has less than 30sec exhaustion, and cant use the perk if he's currently has more than 30sec exhaustion.

  • Right, only giving sprint 150% speed for 3sec is already equal to other exhaust perks.

    That 75% time stun must be another perk, kind of counter Endurance.

    If all of these effects applied to a single perk, it should be work Once in a trial. Applied if only pallet stun Killer.

  • I have this idea: When a killer goes close to a survivor, the heart beat from that survivor is increase (like current game mechanic), except that heart beat will also apply to all survivor players perspective.

    This way if you walk close to a single survivor, all survivors will think Killer is coming at them. Its pretty good to keep survivor constantly on/off from gen. And they cant really tell if the heart beat is real or not.

  • Cant wait for repairing Gen and all Survivors see is the gen. Which force Survivors have to find Hex at all cost before doing anything else. (Does this mean this Hex is more powerful than Ruin?)

    I think if the camera is still able to rotate, but the camera placement is right on top of Survivor's head which decrease pov. That will be ok.

  • @prayer_survivor said:

    And what about get easier chance escape the less gen left?

    There are 2 & 1 gen left, when you cleansed a totem in the trial, then you have high chance to get a Dull key when you open the chest (if there is any chest left though)

  • I see every trial is like a horror movie, where 1 Survivor is a main character and able to live-escape any dangerous no matter what.

    So for me as a Survivor, if I live, even other 3 are death, thats mean Im the main character for that trial, I win. (doesnt mean I selfish and not helping others though)

    For Killer if one can get 3 kills, they win. Eventhough when I play Killer, I hook every Survivor twice but DONT KILL. I dont tunnel or camp, because I know how it feel for the Survivor players. Except there is a toxic Survivor, I will tunnel and face camp them to dead.

  • There is a bigger question now. Spirit or Ruin

  • The problem is, image high rank lobby with 4 Meg because they dont care about gen repair speed..

  • Doctor vote here.

  • Spirit vote here.

  • I hate the combo Ruin + Noed. But if there is no Ruin, I will always expect Noed. When there is 1-2 gen left. I will find totems.

  • @Lametart I like it, a short start up animation before the actual animation starts.

  • Opposite games when only me died.

    I as Jake in Assilyum. Game started, I was about to do gen and I saw David walked toward me. I signed him "come here" so we could do gen together. But it was the Shape. I died for provoking him.


    I as Jake in Corn field. 3 gens done and no one got hurt or sight of Killer. Then I found Bubba being afk. I went find other survivors and sign them to follow me, after all of them follow me. I ran to Bubba and pointed at him "hey survivors, Bubba is being afk overthere", right at the time he was back to game. I died for provoking him.

  • I played as David vs Trapper in Rose swamp. Before EGC update.

    We could not find Hex ruin and unable to do gen, Trapper killed all 3 while only 1 gen done, and there was still Hex ruin that it took another 10min and I couldnt find it. It was impossible to do 2nd gen alone for the hatch open.

    But I just do gen, Trapper was coming, I ran straight to the hook, pointed at the hook to let me die. But Trapper slashed the gen tell me to do gen. But since there was still Ruin, I ran to the dull totem tbag. He led me to Ruin to cleanse, do a gen then together find the hatch and I escaped.

    The game was 27min long.

  • Im a survivor main who play solo because my friends dont like this game. I enjoy hatch escape, or help the other 1 survivor to hatch escape if I have a chance.

    In the opposite, I play Killer for daily ritual, usually I just let everyone escape. But I met a few super toxic SWF, I hate that there is 1 survivor escape in that case. In my case, its not about greedy, its about not satisfy that unable to kill all toxic survivors

  • Meg.png

    I made dis.

    I 'may' try to do UI character portraits of all survivors.

  • Or...bigger characters, quieter they are. Like Jeff being huge & easier to be seen, but hes more quiet while injured. In the opposite Feng is small, will be the loudest.

  • There was a suggestion like this before, and it will actually make meta build or meta survivors.

    I had a suggestion before as:

    1. Giving survivor ability to add the 5th perk (only one of their 3 unique perks in 5th slot) and lose ability to bring in or pick up items.
    2. Giving each survivor their unique perks at tier4 by default, so their unique perks will be always more powerful than other survivors.

    But in the end it will make Clau a meta since she will have free slot for Self care (1), or more powerful Self care (2).

  • To me, the perk works completly fine except the Wraith, Pig, Ghost can ignore this which makes unfair for other killers, especially 32m terror radius killers.

    I think it should be changed to "if the killer is 24m close from the hooked survivor"

  • As its condition is to take 3 hits, which mean Mom can be activated twice in a trial.

    I think may be put it as a single use in a trial like DS. Something like after the Gate is powered, the perk will activated, any hit that put survivor to dying state (either get hit from injured or get expose hit from healthy) will get survivor to injured state with deep wound. After that, the perk is disable. This can be a great tool to counter Noed. But Im not sure.

  • Perhaps DS timer drop to 15sec, but stop if you're being slugged or in 32m radius from the Killer (in terror radius from the Killer doesnt work because Myer Pig GF Wraith have no terror radius at some point). Survivor can not see the timer (to prevent he knows hes in 32m close to Killer), survivor can only see DS on or off.

    I think 15sec away from Killer is good. A great tool to punish tunneler because DS will stay forever if Killer keep chasing a survivor. But not punish those who doesnt tunnel but somehow able to find & down that survivor a minute later.

  • @meatisadelicacy I like to image that Jake walks around point at a survivor whos hiding in a locker. Killer open the locker and..

    Jake - Reunited +200bp

    Jake - Distraction +150bp

    Jake - Assit +250bp

  • Solo: being a survivor with random 3 survivors play against a killer

    Survive with friend: being a survivor with 3 friend survivors play against a killer

    Killing with friend: being a Killer with another killer kill other 3 survivors


    BRAND NEW GAME MOD.

    Survive with killer: being a Survivor team with Killer play against other 3 survivors


    When gameplay is too repetitive, players decide to create their own modes.

  • I have both perk but not yet test it. But to what I think, Distortion 3 can prevent Killer from seeing your aura for 10sec, which mean you can use OoO to look at Killer for pure 10sec and lose a Distortion token. But peek at Killer twice (2sec each time), it will consume 2 tokens.

  • The only buff I need is: it active when Killer opens the closet.

  • Everygame, everynation, everyreligion, has salty people. Im Jack main & trying to build full perk Nea. I dont salt.

    There was a HillBilly get salty when I took down a hook that body block tunnel me. There was a HillBilly use me to practice chainsaw, and I used that to practice dodge chain saw while other survivors fix gens, we all escaped later.

  • Doctor himself has '4 perks'

    Alternate Lullaby: skill check pop random place on screen, harder to hit.

    Alternate Deer stalker: dying survivors keep screaming reveal their crawling position.

    Alternate any aura reading perks: illusions

    Alternate Whisper: he doesnt need Entity whisper to him, but survivors scream for him


    Who doesnt know about 'keep moving' when there is illusions? The point is it happens very often. If hes nearby, he can easily find the survivor. Himself already has Shock mode for that job.

  • Haddon field & Badham. Because each part of the map is different. Not T & L walls.

  • @thisdude9001 just telling the idea, I didnt do the math. Some perk tier works exactly the same, the different is the 'cooldown' time. Though they can change the perks tier stat (like DS was 3/3.5/4 sec for each tier before). It would requires a big rework/rebalance for all perks.

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