C3Tooth
C3Tooth
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/297411/the-new-map-is-way-too-big
i played for 5 hours today and didn’t get that new map once😡
I played 3 matches and 2 of them were Crow map : D
As Trapper
@[Deleted User] said:
The map is gorgeous, but has some gameplay problems
There are some massive deadzones. Entire corners of the map with zero playable tiles. Put an L/T or *something* in every corner. It feels extremely cheap to die to RNG.
It's too big. I understand that it's the same size as other maps, but those maps are also too big. You make maps that are too big. Especially when you're adding verticality to them
It's not far off from being a great map. Deadzones/RNG (as always) need to be addressed.
In my opinion, if you keep having the same wall title (example 10 walls title) while have a smaller map. Those wall titles would be extremely close to each other. It would be almost impossible to mind game, when survivor can quick and quiet to the next wall title and you still mind game yourself at the current one (Cowshed & Crotus have a possible loops just right outside shack for example). It may favor to survivor side alot more.
But yes, those dead zone at corner make many parts of map so useless.
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@Mat_Sella said:
I thought this wouldve been about Dead Harding through traps, the true bane of Trapper's existence.
DH is annoying yes, but it doesnt matter much since they can only use once per chase and they will step on the next trap anyway.
Constantly disarming traps like the traps are obvious, is what get me to give up Trapper.
@Heartbound said:
Just poking in as Trapper is my main. Never trap pallets. The only time it's okay-ish is if the pallet is already dropped and you want to trap them on the other side while they're stuck in the vault animation.
The key to trapping loops is to trap around the peripheral of it where the survivor is running their loops, grass helps but if they're looking at you they're not looking at their feet. Watch how survivors run around a loop and remember it...then put a trap there next time you're on that tile as Trapper. I also like to do narrow hallways/doorways/TL wall windows but they're lower on the priority.
Edit: Also if you trap pallets you're setting yourself up to get pallet slammed.
No, I never trap pallets unless to use Double Red addon that force them to disarm.
I play Trapper for 2 years to know where I should trap. It usually work until recently, no where works.
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New map is the final nail in the coffin to my Trapper career.
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@dallasmedicbag said:
should've given up on trapper a long time, my friend
@[Deleted User] said:
I tried doing trapper's challenges yesterday and it was immensely frustrating. It makes me wonder if they just forgot about trapper when reworking the maps, or if they decided they didn't want traps to be able to be hidden anymore. Either way it's really a shame that the poster killer for this game is so underwhelming. His recent buffs felt more like a quality of life update than anything.
Before the Boon, they still step on traps here and there. Yes some matches there are some survivors that dedicate to disarm my trap, but not always happen. Recently, every single match, every single survivors able to find my traps and disarmed, I had less than 5 survivors step on my traps in an entire week of playing Trapper only.
I dont know what's happening, I dont know if everyone play on Low graphic with increased brightness, since my play style never change.
@M1MASTER said:
The devs literally put zero thought when making maps, it's not a new thing.
Guess slightly buffing Trapper after 5 years is enough for BHVR.
I dont think they put zero thought, they just nerf the trapping spots on purpose. Here is the list of spots that used to hide trap under
Hawkin rubbles at collapsed walls used to hide traps, now cant. (removed)
The game used to be dark down floor, now its bright.
Lery used to be creepy dark to hide traps, now its bright.
Yamaoka estate, pillows used hide traps, now cant.
Autoheaven used to have grass, the broken glass used to hide traps, now cant.
Chapel rubbles on upper floor vault used to hide traps, now cant.
Pale rose, the plank to walk up to ship used to hide traps, now cant.
Haddon field, the garage with basement house, the stair used to hide traps, now cant.
Sactum of wrath, the little rock on stairs on temple used to hide traps, now cant.
Ormond rubbles at collapsed wall used to hide traps, now cant. The snow at shack doors used to hide traps, now cant.
Midwich, the gate with a vault, that vault used to hide traps, now cant.
First step at basement stair used to hide traps, now cant.
But those map nerf affect merely half of my play since survivors still step on traps on grass areas, though recently doesnt matter where I put trap, it doesnt work at all.
@[Deleted User] said:
Trapper's buff didn't go far enough. He requires way too much time investment in traps for the usual payoff. There are only so many trap placements that make sense, aren't easily found, and will also actually catch people. But traps often can only check two of those 3 boxes.
Once you get to a certain experience level, survivors will disarm close to half of your traps with no penalty unless you have a specific add on. And he has literally nothing else besides his traps.
I dont know if I reach to high level as Trapper, but in the last week, my kill rate is 1k, which should drop my MMR.
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@Thunderfrog said:
What perks do you run? What's your playstyle? Where do you trap?
If you like Trapper, I feel like changing that stuff around is the answer more than just abandoning him.
Mostly End game perks (Noed Rancor Blood warden, STBFL)
Some match change to full M1 (Sloppy, Franklin, STBFL, Unrelenting)
Or full pallet counter.
Usually I set 3-4 traps around an area 25% map before I pick traps and get to another area. Usually in chase, i can control them to run into traps zone and hooks start fro there. Sometimes random survivor step on traps too.
But recently, all I heard was disarm trap noti. Even at places that hard to expect. Perks dont matter when you start game with losing 3-4 Gen for traps setup and all traps disarmed.
@jesterkind said:
I don't even really know if Tar Bottle is his best addon anymore, I feel like he's got a few decent ones. There's the auto-reset addons, the slowing down disarming addons, the iridescent that injures on disarm, the few to make getting someone in a trap even more deadly like Honing Stone or Wax Brick...
Tar Bottle is increasingly less and less useful as maps get brighter and grass is removed. In my experience, you're probably going to want to be hiding traps around sharp corners and on the sides of loops with pallets instead, and accept that you do not have a map-wide presence, you're setting traps and sticking by them.
I would like to see this addressed, though. I mentioned it in another post I made but I kinda want to see the Tar Bottle reworked to apply map-appropriate camo instead of just darkening the traps. Sandy for Coldwind and Eyrie of Crows, iced-over for Ormond, etc etc.
Which addon doesnt matter, even if I use Honing stone and Iri stone, its pointless if they never step on traps.
Bloody coil may have some use. But they will heal 30sec later with Boon, if Im not there to make a chase instantly
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Tonight, we dine.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667648#Comment_2667648
I don't think it would be broken if it just started with 5 from start (no warning sound).
You could make that penalty based on tokens... up to 3
I feel like if it starts with 5 tokens, it would work just like the old Ruin, which survivors find for Hex instead of try to power through Ruin.
The best version I can think of is it start with 1 token, each hook gain a token (to 4 tokens). Between 1-2-3-4 tokens, the warning delay is mixed between 1-2-3-4 token (its far better than having the same delay for each token). Then silent at 5 token.
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Hex's power is fine. Except Huntress Lullaby is too weak and it should be buffed that starts with 1 token. Mainly totems spawn is a problem.
But the biggest problem is its counter part Boon that no risk and unlimited reward
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@Sonzaishinai said:
Overcome won't be a problem
Legion gets his full duration of feral frenzy when he injures them. The 4 extra meters they make will be regained in seconds.
Myers in tier 3 can make overcome never trigger at all.
Almost half the roster can completly deny or severly reduce the effectiveness of the perk.
And even if you play a killer who can't. I would gladly chase the 8 extra seconds knowing fully well they don't have dead hard and i can tunnel without a care in the world cause overcome does nothing when they are unhooked.
To see how good a perk is you don't only look at the best case scenario but also concider the worst. The community is really bad at this.
Not only is it not going to be a problem, it's close to the worst exhaustion perk in the game.
Dead hard used to be exhausted on the ground.
As Trapper main, I can make Overcome exhausted on the trap.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2667336#Comment_2667336
Don't forget the other stuff it gives, like:
- Global rallying point (like the map add-on, but more visible)
- Exact location of totem for the entire team (in case it gets snuffed); and
- That its "We'll Make It!" effect for some reason applies to its Self-Care effect
I still don't know why one perk is allowed to be so good, even if it did had some outstanding negative to it (which it doesn't currently).
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And the worst part is I love using it in all of my survivor builds, so I don't want it nerfed as badly as I should.
I recognize the utilities Boon gives beside the effect.
I was being pushed away from a Gen in the Game, then later I could return to that Gen immediately because there was a Boon near by, which pinpoint location of my current Gen.
The Boon aura give the whole team totem location, so they can cleanse later instantly when Noed happens.
The moment Boon get into effect, it gives the whole team info that a teammate was there.
The moment Boon got snuffed, it gives the whole team info that Killer was there, and able to make a right direction when Terror radius coming.
Yes...
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Let me introduce ONE perk that equal to 4 Self-care + 4 We will make it. And Killer not even able to permanently destroy it.
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/2666993#Comment_2666993
Yep - exactly. He is OP against solo Q because either nobody is getting the box or everybody is going for the box and not doing gens. His mechanics expose the giant imbalance between solo and SWF because of how powerful communication is for survivors
To be fair.for me all killers should be designed like Pinhead, quite weak in chase but has a powerful build in passive power that can slowdown.
And give Solo communication to make them equal to swf.
Long chase makes survivors fun. Long objective makes killers fun.
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I was a Trapper vs old Sabo squad in old Bloodlodge. Able to down all 4 of them because I had no hook available. I shook my head at them for 20sec. Then pick one up, step on my own trap, give them 1min to reset themselves and we started a normal match again.
I never care of kill, only seek to dominate survivors. I already won.
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Pinhead high kill rate because the lack of coordination from Solo team over his passive power I believe, not his ability
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@Myla said:
Trapper is still pretty fun as long as no one is blasting out your traps position to the entire team
Few days ago I played like over 10 matches as Trapper, every single match survivors able to tell where my traps were all the time, and constantly disarm them. Eventhough I used Tar bottle all matches (I have over 100 of those).
No match had 3-4k. All were 0-1k. 2k was a rare. Few matches were full Endgame, or full M1 relate perks, or full pallet counter perks ect. None of them worked.
Never feel like a true M1 Killer like that day. Feel like to give up Trapper.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/296797/finally
I was happy to see that retweeted on the weekend. As you know I follow your twitter and I love your art style.
I realized I forgot how much honor I have : O
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@ThanosPAWG said:
Another good idea is making gens take longer and or a secondary objective for survivors. It would also be nice if the devs introduced some type of mechanic that gave all killers some type of map traversal.
Double Gen time, equal to all Gen related perk buffed double (except Ruin).
Its far better to increase 80sec objective to 100sec, but split into 2 objectives (like 34sec Gas & 66sec Gen). Then have the Gen related perks affect 20% Gen time, while Gas related perks affect 40% Gas time. Depends on play style, killers have to pick between soft counter a long objective, or hard counter a short objective.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2663382#Comment_2663382
One could even say, high risk but high reward...
They need to rework the spawn, both Killer/Survivor spawn & totem spawn.
1 killer has to find 4 survivors (these 5 spawns should not close). While 4 survivors find 7 Gens & 5 totems (these 16 spawns should not close, but they are). Which is always guarantee survivors side will start their objective immediately.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2663388#Comment_2663388
You're gonna get grounded from the DBD forums
More like internet money well spent.
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@dspaceman20 said:
Does this mean you can draw a picture of David for me? (Preferably a shirtless picture :) )
Naughty, its only less than a month before Xmas.
But I did make a quick draw
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2662776#Comment_2662776
Because of the "bloodpoint economy" excuse, because people would get the best addons/items more easily. That's literally the only problem.
That is why x2 Blood point default should not be a thing. But delete Perk tiers is a must.
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Game forced to be long, as Killer should able to get 2 kills at around 8-10 hooks, as the first survivor to die should be at least 60% of total match time. Where everyone has equal chance to play a 10-15min long match.
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@SkerpiTwitch said:
https://forum.deadbydaylight.com/en/discussion/comment/2660735#Comment_2660735
Where's the rollback hit?
Rollback? You mean Dead hard?
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@SkerpiTwitch said:
Noed is the best perk in the game btw. It counters 4 healtstates at once! Lemme explain.
1 healthstate
second healthstate
deadhard rollback
actual downing.
Ppl would be stupid not to bring noed every game.
I think you count it wrong.
1st hit: Healthy -> injured
2nd hit: dead hard
3rd hit: injured -> down
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@Hex_Llama said:
I've had the same thing -- survivors swarming body blocks and then fast-healing to do it again. It's not fun.
@lauraa said:
I'm kind of irritated as CoH has diminished my value from hit and run Wraith with Sloppy and Coulrophobia.
It's fine in the long run, I just switched back to Agitation Starstruck but I do miss just creating pressure by slapping people and not committing.
I never have problem with MMR, I faced higher skill survivors, and lose to them, sure, it doesnt matter to me.
If Im able to injures 4 survivors and chasing 1. Normally they would try to find each other to heal, which time consuming. With Boon, 14sec blessing save survivor's time from finding each other and 16sec heal, replaced with come to Boon directly and 8sec heal. The time it save is insane. Coh makes me feel I lose because I could not do anything, rather than being outplayed.
As I said before, Boon Coh is much more than just 200% healing speed.
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@dugman said:
I dont tunnel, I like it when I use STBFL and injures multiple survivors and pressure them from there. Since the Boon Coh, it just doesnt work any more.
Ironically probably the biggest benefit of Save the Best for Last with full tokens is that you can hit someone and rechase them much more quickly to get the down, versus hitting and then finding another target.
I thought so, but it wasnt. Its not always non-obsession body block though.
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I made an art just for this.
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@VikingDragonXii said:
Boons just helped promote Tunneling and Camping. Even I who hates that strat as a Killer have started using it to get a Boon User out of the game.
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2659439#Comment_2659439
that’s a good idea.
I dont think Sloppy +20% time can do anything with Coh -100% time. They're just randomly healed with unbelievable speed.
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/296473/i-realized-something
Yep. Attrition is no longer a viable strategy when boons are in play.
Fortunately, my current build on a lot of killers soft-counters boons baseline.
@VikingDragonXii said:
Boons just helped promote Tunneling and Camping. Even I who hates that strat as a Killer have started using it to get a Boon User out of the game.
Break chase is a total lose in the situation, if I gave up Feng and chase Nea from there, Feng would just went to Boon, heal and came back to Nea. While I have to deal with Nea's exhaustion, which Feng is already lose the exhaustion it in chase.
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I didnt think MMR affect greatly on Killers. Until Boon Coh come to exist.
Because man, if Killers dont focus on that injured survivor they're chasing for 5min to down them, the moment you break the chase, they will get healed with exhaustion ready (no I dont say tunnel, its about knowing when to break chase).
I dont tunnel fresh unhooked or camp, I really enjoyed to use Mangled & STBFL to injure multiple survivors in a short time, but it doesnt work anymore.
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@ASurvkillivorer said:
This has now happened 2 days in a row. Proof MMR is BS
How TF do I DIE to a killer and MMR is like hmmmm. You should play them again.
If you die to that Killer and he only got 1 kill, both of you drop MMR, and you 2 meet again.
Or MMR will take a group or MMR rate close as possible, doesnt mean you 2 have the exact same MMR. Like if you're all skill rate 6, you died and dropped to 5, Killer got 2 kill and kept on skill rate 6, the next match pick people around rate 5-6.
Which is what I believe
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@BubMickey07 said:
I'm so stupid I thought this is Sprite lol
I thought it was Spirit, ive been tricked
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Of course Spirit is fine man.
My country doesnt have Halloween, Thanks giving or Xmas. We have days that lean more to Buddhist though
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I dig too deep into art to join this event.
But Im sure the event will be extended due to many bugs
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@Mandy said:
I main Legion right now ( I go through stages), I'd probably go back to Wraith if they got removed. Those are the two killers I have the most fun in playing.
I hate Wraith with passion. Full tunnelers
@GannTM said:
I would quit if they removed Spirit. No second thoughts.
Thats what you get for maining Spirit, I main Trapper so definitely I main Spirit if Trapper is removed. Win.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2657580#Comment_2657580
5% gen regression should just be base, not tied to Brutal Strength or any other perk.
Does default makes any regression on kick? Or just the 0.25 regression overtime? Thats why I put +5%, not 5%
I find the problem is survivor touch for 0.2 sec can deny your 2sec. I would make all of their action has 2sec startup animation, such as 2sec to sit down and starting to work then make the progress, same thing to healing (decrease the base time to 14sec), and open Gates.
But 5% regression base is far stronger and easier to fix though. They do not dare to touch Gen just to get another 5% regression.
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I would make Brutal strength kick Gen regress +5% perk kick
@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2657533#Comment_2657533
Naw. If Wraith has an add-on that cracks pallets 60% faster no reason Brutal can't be buffed to at least 30%. I know you have not played in awhile but the pallet amounts have changed and the pre-drop hold W to next pallet is strong. This happens most of my games to the point if I see someone loop I am overly excited.
Addon is limited used, and you cant use them every match. Perks is free once unlocked. But yes it need some speed improved.
I can live with 20% faster on pallet break, but have 50% faster on kicking Gen would not be OP
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I dont know, it said more than 3000h, but 300 certainly waiting for a match, 300 for forgetting to hit Find a match button, 300 for pressing stuffs on Bloodweb because its super time consuming.
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See David coming from thick fog distance
"Hey come do Gen with me"
it was the Shape.
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Impossible Gate:
Double Red addon
Remember me, No way out, Noed + (Rancor, STBFL, Bloodwarden)
Blind Trapper:
Honing stone, Tarbottle.
Fear monger, Infectious fright + (Knockout, Third seal, Deer stalker)
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2657059#Comment_2657059
I think that says something about what killers are add-on reliant.
They should be addon reliant, not relied as Trapper needs a Brown bag to be convenience. But addon that improve their power but also change their play style.
If you pair his addons, giving 2 strong effects, it always leave a weakness spot for survivors to play around. Thats how well they reworked his addon. Not put in half of addon set into power and call it a buff.
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Hes like Plague that able to increase your infected bar after injured. Its just a slow guarantee down.
In maps like Autoheaven where obstacles loop are below waist height. Makes map a complete dead zone
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@jarjargist21 said:
You just literally name the addons he has right now
Makeshift wrap an common add-on that allows the trapper to walk into his trap without being stun. But you have to reset it.
Honing stone a very rare add-on that puts a survivor in the dying state.
Wax brick uncommon add-on increase attempt to escape by 33%. Fastening tools rare add-on increase the speed to set trap by 50% and increase the attempt to escape by 25%
Trapper gloves common add-on to increase setting traps by 30%
I feel like when people wants to buff a Killer, they want to put half addons into basekit...
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/296278/making-trapper-a-better-killer
I agree that he should have make-shift wrap as basekit and it should take longer to escape a bear trap. A good start would be to make it impossible to escape a bear trap on your first try.
As Trapper main, I dont think Makeshift a basekit. It makes impossible to escape once you hooked in basement.
Have his traps spawn a bit away from map's edge, and increase the trap's hitbox. That would be enough for him
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Im waiting for an English Killer with a perk "Not my cup of tea"
Survivor hit Crouch 3 times in a short time cause Exposed for 60sec.
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I once use Splinter offering to play Bubba, no perk no addon.
A survivor tbag at gate. Then process to EZ in chat. When it was obviously a stock Bubba.
People will do anything in game to feel higher because theyare so low irl
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Im an all time End game build Killers, also a Trapper main (Noed, Bloodwarden, Rancor, with either Remember me or STBFL). I will tell every Killers here that 4 slow down is still the best one. This is what I see in my opinion.
End game build:
Using setup Killer with RNG power like Trapper often get 1-2 hooks and 5 Gen done. Of course I can get downs and hooks. But since I didnt make many chase, they still have many resource and play safe (predrop pallets) waiting for Noed to cleansed. And since I didnt make many chase (I also dont tunnel), which they still have DS available.
End game gives me a power trip. Which makes the game fun for me.
4 Slowdown build:
Longer the Gen time gives longer the trial time, able to afford longer chase, longer the trial, the less resource Survivors have. Less resource they have, the less confident they are and play more safe. And even gain you more time.
Slowdown just give Killers alot, not just longer Gen time.
Im not complaining about survivors, but the toxic players. Though recently so many of them feel confident and tbag/clicky just because they finish 4 Gen when I just finish setup traps, make feel like to try hard to kill them (normally I dont care about hook or kill)
I will wait for Black Friday and get Pinhead for DeadLock, Plaything, combine with new Artist' Hex perk, I will give 4 slowdown perk a try.
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@FreshCoal said:
I think a good thing to add to the game is to reduce the time it takes to m1 a generator but survivors have to run around the map and search for gas cans before they can start repairing the generators. The game is a lot more fun if you are running around and doing things instead of holding the m1 button.
Yes.
80sec Gen. Split 80sec into 10sec collecting 10charge of Gas, 10sec putting 10charge of Gas into Gen. Gen can hold 10charge maximum, requires 20charge to complete 40sec repairing. Repair Gen can only do Solo.
So if you do Gen alone, it goes like this: collect Gas (10s), put Gas to Gen (10s), do Gen (20s), collect Gas (10s), put Gas to Gen (10s), do Gen (20s). It still requires 80s total, but the travel increase the actual time.
Killer can not regress Gen anymore though, but if he M1 on any survivor who carrying Gas, they instantly drop the Gas and they have to collect Gas again. Killer kick Gen also make Gen deplete Gas.
This simple fix is likely to make Killer prefers to injure multiple survivors to make them drop Gas, rather than tunneling.
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@Mazoobi said:
Red Herring. I like perks that have effects that aren't just "increase X speed" or bland. I like the perk's concept especially coming from Zarina's lore, but its cooldown + its requirements hurt it.
I'd say reduce the cooldown from 60/50/40 to 40/35/30 and instead of just using lockers to trigger the perk, working on a different generator will trigger it as well. Finding and using the lockers are just not time-efficient.
Also honorable mention to Visionary... I don't see why this perk would really need a cooldown.
Compare to Deja vu, its fair for Visionary to have cool down so you dont instantly slam on another Gen after finish one.
But in reality, you already gather information of other Gens' locations when doing current Gen, make the cool down really pointless.
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I had this idea along time ago:
- When Killer look at your direction at 32m range, Spine chill activated.
- When activated, your action perform 6% faster for 10sec.
- 30sec cool down, equal to Premonition.
I would also give Premonition starts with 0 token, stay in Terror radius for 15sec gain 1 token, maximum to 3 token. If Premonition activated and start to cool down. While in that cool down time, if you run, you spend all tokens at once, each token grant you 1sec of no scratch mark.




