Chocolate_Cosmos
Chocolate_Cosmos
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- Chocolate_Cosmos
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I prestiged a lot back in days. Now I regred that because it's serious waste of your time (--> bloodpoints).
Prestige also dropped a lot on top of that when they added Store.
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Interesting idea, but I don't like how much luck based that is. It would be very good but at the same time lot of frustration for Survivors (rip combo builds) or almost worthless for Killer (only the weaker Perk from Survivors would be removed)
Btw. Imagine playing No Mither and lose it. #NoMitherOP
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I love Wake Up!
It's good support Perk.
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Smart Survivors once they see or predict (=Killer is trying way too much get stunned under pallets) that you have SF , they will not give you chance to use it.
So you end up with Perk that will help you end loops faster because they don't want to be hit by SF (drop pallet before Killer will get stunned).
Also I had many matches where I used SF around 0-2 times and that's nothing crazy to pay for one Perk slot.
Overall very good perk with Enduring, but have some counterplay and only "OP" agaits baby Survivors.
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I am still playing with editing based on feedback from you guys and trying to add some new add-ons.
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Oh no, another one?
Like come on, give me a break from game breaking (winning) bugs.
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Thanks a lot guys <3
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Ah, here we go again.
NOED is OP number 4665678678869990.
No, it's not. Do totems.
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Blood Warden on it's own is situational perk (sometimes you will trigger it and sometimes you will just not caught anyone sadly) but it can still give you hook(s) or kill(s).
When I play Blood Warden however I play around that, that means it's part of my combo build. You would be suprised how crazy powerfull that can be.
I use: Knockout, NOED, Infectious Fright and Blood Warden.
I won so many games with this build, it works like this:
1) Before gates are powered, I am just trying to eat as many pallets and safe spots as possible and hook someone if I will caught them (doing regular classic Killer job). The more pallets (longer chase) I eat, better for me in late game when I shine.
2) When powered, I am trying to down someone (NOED will help a lot) and just leave them on ground. Then I will go to the Exit Gate that is far away as possible from my downed pray. I open that Exit Gate and time is running out.
3) Infectious Fright is amazing, telling me where are near Survivors and down them next to my other prays. Knockout makes sure that it will be harder for Survivors to found each other (countered sadly by SWF groups but that counters almost everything lol)
4) Blood Warden comes to play later when timer is below 50% (below 1 min remaining) and I hook someone who I downed and if they will rescue them (or they don't have to, I will come for them anyway and they die) they die to End Game Collaps. They can't escape.
Well, that's just me but important to say: Blood Warden can win games (allready did many times) but it's situational perk as many perks in this game.
Will that win / be used every game that you run it? Nope.
Can that win games or at least give you some hook(s) / kill(s)? Yes.
It's just so fun when it works and they are like "Well... gg now" xD.
(You can always force to open Gate on yourself, but it's of course risky, nothing will make things secure rly)
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Blood Warden is fine.
No need buffs or reworks.
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I found him fun and sometimes good.
However, his power is still buggy sometimes. I get detected even when I shouldn't be OR they will not detect me when they should. It sometimes works weirdly.
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Campers can and are punished allready.
Let's motivate people to NOT camp, that's better.
How about giving dubble (from 500 to 1000 BP) for hooking action (Sacriface category) when hooking different Survivor that wasn't on hook previously.
Or you can help Killers by adding new thing into Emblems. Let's say that for EACH DIFFERENT (not the last one, but could be allready hooked in match) Survivor that you hook you secure +1 point into Malicious category.
Simple things like that can motive people to leave hooks.
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You die. That's it. There is low chance of winning when it's almost 1vs1.
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Self-care is balanced now.
You have unlimited healing charges and the price you pay for that is lot of time doing just that.
Med-kits can be faster and way less time consuming, however they are limited compare to self-care.
Self-care should not be buffed.
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Corrupt Intervention is good if you camp opened gens so you:
1) Slow down game
2) You increase for yourself Gatekeeper points by a lot
If you let Survivors on opened Generators it's almost worthless perk.
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I started to play NOED to counter "gen-rush". If gens will get fast rly quick (that sometimes happen #helloSWFgroups and you can't rly do something about it unless you don't want to chase and only camp gens) you can just punish them for not doing totems (side objective) or simply NOED can give you at least some hook points or even some kill(s). And sometimes if Survivors will play that poorly during your NOED, you can have even 3K / 4K instead of everyone escaped.
Of course sometimes Survivors will right away found your NOED so it's not 100% win all the time.
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@prettyf said:
what are you talking probably.. and no?
lol answer is absolutely yes unconditionally, if he get fully invisible he is super op
survivors not using sprint always getting free hit by wraith
fully invisible blocking even easier and 100% viable any places to success
haha... than ill drop spirit and nurse play wraith from now on
Not rly. Unless you are playing his silent combo (that's btw Ultra rare add-on) you will not get free hit most of the time. They still have a lot of warnings before he can attack: sound of his foodsteps, bell, "ding dong" and also during his uncloack animation he is starting to being visible again.
On top of that Survivors mostly are in "save" places where they can just jump into jungle gym OR sprint to pallet before Wraith will finish his animation.
Only time I would see that "OP" is when playing that "Scare jump" combo (Ultra-rare add-on needed btw).
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How about this change:
Base: Fully invisible when outside of 32 m range radius of Survivor(s).
Uncommon add-on: Fully invisible when outside of 24 m range radius.
Very rare add-on: Fully invisible when outside of 12 m range radius.
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No Mither is hard mode, that's how it is.
Buff it to make it "way powerfull"? No.
Buff it to gain more bloodpoints? Yes.
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@Luigifan64 said:
Or just remove perk levels, that’d significantly decrease the grind. If they did that then they could bring back Ultra Rare perks so that there’d be 3 rarity types again.
Problem is that on last Q&A with Nightmare Rework said that they will not remove Perk tiers (at least for near future)
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How to keep Left Behind theme and make it at the same time playeble and not OP perk.
Like this idea.
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4) they said they tested that out and it felt awfull for Survivors so they said no. So this one will most likely not pass.
- The rest are good changes. Looking forward to buff her.
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I don't get why people are playing this perk in first place. Like even on Plague or Legion it works hardly and that max. 16% debuff is no big deal. So overrated Perk.
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I have to say: Interesting Idea. Would be worth at least testing on PTB or something.
But if that would ever come out, Exit Gates minimum distance from each other would have to be incresed because way too many times happend to me that Exit Gates were so close together that you can just camp one spot and watch two Gates at the same time and Survivor(s) can't do nothing about it besides one will have to be the "bait" and kill themselfs for Killer OR Killer can "hold hostage" for very long time.
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Deja Vu --> anti-3 gen strategy
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Fun Fact: All Hillbilly very rare outfits cost only auric cells btw xD
If you want to buy on Hillbilly something with shards, well... you can pick only very old skins that are "ok" at the best.
I am suprised that they didn't add at least one very rare outfit for shards as well for him...
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4th token would make that perk way better. Also, there are so many aura reading powers (add-ons, perks, etc.) that Killers can have.
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My recent games with any killer on purple ranks are offten "genrushed". I don't of course blame Survivors for that lol, that's their objective, but there is also another side objective: Totems.
I played a lot of slow down perks (Ruin, Pop Goes, etc.) and still some games I got "genrushed" anyway. So I started to play NOED instead of slow down perks and I have to say: I love it!
You can avoid NOED by doing totems --> less time on Generators --> longer games = less frustation for Killers. OR you can "genrush" and avoid doing dull totems as usual and risk that you get punished for it.
AND If you will get killed or downed by NOED, you can only blame yourself because there is very simple counter play to it: JUST. DO. TOTEMS.
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Buffs to make Clown stronger Killer:
- Increase base number of bottles he can trow
- Increase hindred penalty to -20% by base instead of using add-on for it, so it's more powerfull slow than other slow effects (snares that works same now as Clown's ability)
- Remove that slow when he is trowing that bottles
Now you have strong killer that will end loops like a mad man.
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Speed Rush
Survivor perk
- For each Generator that you repair with at least 3 people at the same time injured within Killers terror radius will give you 1 token
- Each token will increase your action speed by 0,0000000000000000000000000000000000000000000000000000000000001% up to maximum of 0,1 / 0,11 / 0,12 tokens.
"I am Sonic Now!"
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Genrushophobia:
Killer perk
- When at least 3 Generators are repaired within first 3 / 4 / 5 minutes, this perk activates.
- You can now Mori yourself and just move on.
"GG WP!"
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Haddonfield needs rework.
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They said that next rework map will be Haddonfield?
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I just suggested in different subforum something like this:
25+ level: get 4 perks, you can pick one
50+ levels: get 6 perks, pick 2
Every 5 levels on 50th level: 2 random perks that you have on tier I. or you don't have yet will be in tier III. If you will choose to pick them.
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Idk how about new Prechool maps but they seems from my experience so far not bad.
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There are two reasons:
1) Prestige (you need to MAX level to Prestige)
2) Decreasing Grind in way (some people need or have feeling to have max levels on characters, they don't need to even Prestige but they want that max level there)
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I have just one thing I would like to be changed:
Increase minimum distance between Exit Gates to Spawn from each other. That's it.
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Self-care only worth with Botany Knowledge to decrease healing time overall.
Self-care by itself no.
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For Ash (if you rly like him)?
Sure, why not.
For ONLY his perks?
Nope.
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Where is Deja Vu when you are doing gen Build?
"But Deja Vu is trash". No, it's not. Trash is having 3-gen camp strategy where you can't do gens because you just rushed all near and left the close ones near each other.
Also you can make than gens way harder to patrol if you manage to give each gen some Space . Repair Smart.
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The only time I would use self-care is with Botany Knowledge. Still, the number of time it takes to heal back is rly big. So I most of time not running these perks. I got used to being injured or healed back by teammates.
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Hey, look. No Mither is "trash" perk because it's designed to have harder and challenging games, so please stop making this perk good.
Also, speaking about buffs, there would be one buff that would make that better: Make it iron will 3 instead of iron will 1. You could also remove that music when you are injured.
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This is terrible idea. No.
Just rework her add-ons. That's it. Nothing more.
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Snares are so underrated and better than pallets. Good placement with snares is like playing "better" clown and fake pallets are weak bait if you watch pallets around you during whole game. Pallets are more fun (If Survivors are using them) and more easy to use.
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I think it will be revealed to us towards end of August (PTB) and then LIVE in September.
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180s is way too much to "secure" overpowered perks (that's why they can be destroyed).
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Kindred loves campers <3
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I used to get angry for pallet looping Survivors and I used to facecamp few of them for just that. Looool.
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I stopped playing solo Flip Flop because even when 2 hooks near me were full of my teammates, Killer still hooked me.
For me same problem with Breakdown (solo players, no SWF) --> Too many hooks near you everywhere.
