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CoolAKn

CoolAKn

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CoolAKn
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  • @MhhBurgers said:
    tbh I'd rework ruin, it doesn't do jackshit against highrank survivors and ######### over lowrank survivors to the point where they cannot progress the gens.

    I'd make ruin slow down the progress of several people on 1 gen by 50% flat for each additional survivor, so 4 survivors working on a gen would only do it in half the time it'd take them, great skillchecks wouldn't give bonus progression and halt genprogress for 1 sec, normal skillchecks would not decrease progression but halt genprogress for 2 secs. This way the perk counters survivors being able to rush a gen with a group and the difference between a great survivor and a small one wouldn't be as high.

    I have a few unrefined ideas, but I'll wait until more people start commenting with their ideas, so I can effectively refine them.

    Other than that, what do you think of all the other ideas?

  • @MhhBurgers said:
    Lowrank survivors already struggle heavily with ruin, this would make ruin basically an i-win perk for killers that depip on purpose to have those already easy games.

    Something that has been brought up several times in the forums is that games are going by too quickly, and several people (killer and survivor mains alike) have suggested ways to make the game last longer. If low rank survivors are struggling with Ruin, they can always try to find the Hex and destroy it, making the skill checks easier. The values I put for slowing generator progression only adds 3-5 seconds to the overall repair time, so it's hardly a game changer.

  • @chococri said:
    Spine Chill saved my ass so many times. Especially againts Freddy. 

    There has only been a few times where Spine Chill has failed me. Twice against the Pig. I saw Spine Chill light up, so I was crouching facing the direction I was sure she went waiting to see her in the distance, when all of a sudden, I see black hairs to the left of my character, lol. The second time, I had an RBT on, and I was checking the Jigsaw Boxes (check one, then go hide and wait for the Pig to go away), when I got to the third box, I checked it, and I saw Spine Chill activate, I was sure she was coming from the right, so the second it was done, I ran to my left...right into her (my camera was facing the right).

  • No, what you are doing is fine. I am currently leveling up my survivors to get all of their Teachable perks, starting with Dwight. Once I get Dwight to Level 41, I will keep playing him until I have used up as many offerings and add-ons as possible (bleed him dry), and use the blood points to level up Meg, and so on. I want to get all of the Teachable perks before I continue leveling up my planned 2 mains: David K and Kate. I'm also going to try to get all of my survivors to Level 10 so I can get their Adept achievements, and go from there.

    I am going to do a similar thing for the killers, as I only have Adept Trapper at the moment. Keep playing Trapper until I get his Teachable perks, hopefully get his secondary achievement, then move on to Wraith. I don't know who I want to main as Killer, so I'm not going to bleed the killers dry when I play them.

  • I usually will leave totems alone unless it's NOED or Devour Hope. The other hexes people can learn to work around (Lullaby, Ruin, Third Seal). If I see a Hex Totem and I see it's TOTH, I usually leave it alone because it's bonus bloodpoints for the killer. Only one time I started to cleanse a Hex, and the icon of TOTH showed up, but I decided to continue cleansing it (it was the Doctor), and as I cleansed it, I realized he had JUST gotten the third token for Devour Hope, and I cleansed it (didn't even know it was in play, until I saw the Exposed icon at the very end and for a second, thought I got Haunted Ground instead, but nothing popped up for that).

  • @Kalec84 said:
    Can i also get point for carrying you wile you are wiggling?

    That way, it benefits both parties. Wiggling points could go towards Survival for Survivors, and Sacrifice for Killers (or some other thing).

  • @Dreamnomad said:
    Logically speaking there are some solid ideas here. I do think that it could go very south for survivors though. For example, let's say I put survivor A asleep. I then pursue survivor A. While I'm actively pursuing survivor A, survivor B can go to survivor A's body and attempt to wake them up. The notion that survivor A would be rooted in place when survivor B is trying to wake him up is super broken. So now the running survivor is completely screwed by his buddy! Survivors farming other survivors is already bad enough in this game.

    So now that survivor A is completely screwed over by survivor B, I carry survivor A to a hook near his body. Now I can camp survivor A's body while putting survivor B in a sleep state relatively close to Survivor A's body. So now I can camp survivor B's body while still camping survivor A. But it's cool cause by the time Survivor A dies, survivor B will have gotten himself out of the dream state, but since I'm located next to his physical body I can just put him right back to sleep and begin the process again. Basically, as long as Freddy remains near the physical body of a survivor that survivor can literally never get out of the dream state because as soon as they manage to fail TWO skill checks, he can just immediately put them to sleep again.

    If Freddy ever catches as second survivor attempting to wake up a sleeping survivor he can put them to sleep right next to each other and camp multiple bodies. Freddy is already kind of cancer to play against because almost every Freddy just tunnels constantly, but this rework would cause survivors to constantly DC when Freddy is the killer. No one wants that.

    Hmm, you bring up a good point. I can offer 2 additional ideas to counter this behavior. I had initially suggested where waking a survivor would "freeze" the asleep survivor was to avoid "breaking" the game by having an asleep survivor running in one area of the map, then suddenly, they are teleported to another area of the map while running (which depends on how it's coded). I do see a potential problem with waking a survivor in struggle mode, what would be done to prevent killing them instantly. The workaround I have for this is when the survivor is woken up, they experience a 2 second stun when they wake up to allow for the game and them time to adjust to their new surroundings.

    For Freddy camping the bodies, what I can suggest is a cool down from when a survivor awakes to when Freddy can put them back asleep, so that way, they aren't constantly in the Dream World. The cool down could be 20-30 seconds (if 30 seconds is too long), that way, a survivor will have enough time to get away, and Freddy can't spam sleep them.

  • @TheMadDoctor I don't have any experience with his perks, but I have seen them in action, so I can only recommend based on that.

    FIRE UP:
    The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation. Each time the Survivors complete repairs on a Generator, Fire Up gains a token and grants a 3/4/5% speed bonus to pick up, drop, Pallet break, Generator break and vaults per token.

    REMEMBER ME:
    You become obsessed with one Survivor. Each time you hit your Obsession, you increase the opening time of the Exit Gates and Hatch by 5 seconds up to a maximum of 20 additional/25 additional/30 additional seconds.
    The Obsession is not affected by Remember Me.
    Only one Obsession per trial.

    BLOOD WARDEN:
    When the Exit Gates are powered, summon The Entity to block the exits for all Survivors for 60/90/120 seconds. Each time you hook a survivor after the Exit Gates are powered, The Entity blocks the exits for an additional 10/15/20 seconds (does not apply when The Entity has stopped blocking the exits). While Blood Warden is active, Auras of Survivors located within the Exit Gates are revealed to you.

  • An idea based on what someone else said, a survivor should also lose points for sticking around the hook and not rescuing the survivor. If a killer and a survivor are both near the hooked survivor, neither will lose points.

  • @Nickenzie Survivor main here. Interesting concept you have in regards to Decisive Strike.

    CRITIQUES

    • Positive: Changes the perk from free-use to earned-use.
    • Adjustment: Given this change, the DS skill check should be immune to all modifiers that would make the skill check easier or harder.
    • Alternate Adjustment: Have the user just press E at any point while being carried to jump off, that way the killer can't constantly be dropping the survivor to prevent it's use.

    • Positive: Charging the perk based on proximity to the killer.

    • Adjustment: Change the range to 12/24/36 meters to create a synergy with Spine Chill; if Spine Chill is active, you are charging DS, assuming the tiers are the same.

    • Negative: Bleed-out timer upon use.

    • Adjustment: Replace bleed-out timer with Broken for 100/80/60 seconds (same values as Deliverance). This change would also keep up with the lore of the movies, where after Laurie stabs Michael, she was injured for the rest of the first movie and for the entire duration of the second movie.

    • Neutral: Time required to charge.

    • Adjustment: Reduce the time (obsession only) to 45 seconds to charge up the perk.
  • I wouldn't mind it if Hex: Ruin provided slower generator progress. Change the perk to work on all survivors across all tiers instead of 2/3/4 survivors, but have generator progress slowed by 10/20/30% That's an additional 8/16/24 seconds to repair speed if you do it solo and hit Great Skill Checks every time. The percentages could be halved if too many people are having trouble with it, but it's a start.

  • I've seen a video of someone using Spies, and it just looks too distracting. I've thought of an idea to rework it.

    OLD: The Crows found in the world can communicate directly with you. 50/50/75 % of the time, cawing Crows give you a visual clue when you are within a 16/24/36 meters.
    "In the shadows they torment, scarring our minds with each scream."

    NEW: The Crows found in the world are easily startled by survivors. The chances of survivors disturbing crows is increased by 0/25/50%, and reduces the chances of the killer disturbing crows by 0/25/50%. Cawing crows can be heard from an additional 8/16/24 meters away. Stillness crows will congregate 50% sooner.
    "In the shadows they torment, scarring our minds with each scream."

  • @Bravo0413 Perhaps to make it a bit more interesting, for every 30 seconds a survivor is in the Dream World, it takes 3 extra second for another survivor to wake them up (up to 15 extra seconds), and 1 extra token for them to wake themselves (up to 3 extra tokens)

  • @Bravo0413 said:
    See at least he actually has his own world like in the movies.... but from what I've read freddy's still that regular m1 boring killer... anything for the chase?

    Freddy should have more time to chase survivors, since it's harder for survivors to wake themselves up. The only things that would stop chases with this idea is if the survivor consistently loops him to allow more time for them to be woken up mid-chase. Some additional ideas for chases:

    • 2 new Freddy add-ons akin to the Crescent Moon and New Moon Offerings that would darken the Dream World. Freddy would be able to perceive everything with white outlines (survivors, obstacles, props, walls, etc.), effectively removing all survivor stealth. Could also add tokens to wake self and add time to be woken.
    • Freddy's Clawed Glove (M1) would be able to cause the Bleeding status effect as a base kit, and he would be able to perceive blood easier than other killers (I think the Wraith can do the same thing while cloaked), and would be a good combo with Bloodhound.
  • Freddy's add-on adjustments:

    Sheep Block (Common) +1 second to wake asleep survivors.
    Green Dress (Uncommon) -1 second to wake asleep survivors.
    Cat Block (Uncommon) +3 seconds to wake up asleep survivors. +1 token to wake yourself up.
    Unicorn Block (Rare) +3 seconds to wake up asleep survivors. +1 token to wake yourself up.
    Pill Bottle (Very Rare) When a survivor is awakened, their location is revealed.
    Class Photo (Very Rare) +4 seconds to wake up asleep survivors. -1 token to wake yourself up. Get notified when an awake survivor begins to wake up an asleep survivor.
    "Z" Block (Very Rate) +4 seconds to wake up asleep survivors. +1 token to wake yourself up.
    Red Paint Brush (Ultra Rare) +4 seconds to wake up asleep survivors. +2 tokens to wake yourself up.

  • @PhantomMask20763 said:

    @CoolAKn said:

    @PhantomMask20763 said:
    Is it a Christmas film or a Halloween film?
    I personally say it's both so I can watch it more. But then again I watch it even in the summer and spring. Is it bad I memorized the whole movie?

    Personally, I believe it's a Christmas movie. It begins as a Halloween movie, but the entire plot is them trying to imitate Christmas, so a majority of the movie is set in November and December, which is when most people start celebrating Christmas; I wait until Thanksgiving is done. Same thing with Gremlins, even though there are scary creatures about, it's still a Christmas movie because of when it's set.

    True, I'm going to continue watching it even when it's no where near Christmas or Halloween just cause I love it that much. Which is your favorite song from the movie. I personally like Oogie's song and what's this. (This is Halloween is a real classic though and I love it too)

    This Is Halloween for Halloween (of course)
    What's This? for Christmas (I have it on my Christmas playlist)

  • @DarkWo1f997 said:
    Now I know what you’re going to say, but just hear me out. With only one available to be placed at a time, only one survivor could have a trap on them at one time. 

    It’s annoying that pig is the only killer that can’t resupply her equipment, and that really does need to change to make her more fun to play. This is fair since there’s a 1/4 chance that the survivor would get the trap off at the first box. 

    Sound fair survivor mains? 

    I have suggested having new RBTs spawn once the existing ones have been destroyed (either taken off or used to kill survivors). They would spawn randomly like the Trapper's traps (and would also be buffed under Hangman's Trick), and survivors that die wearing an RBT, but was not killed by it, the Pig would be able to take the trap and reuse it on someone else.

  • @PhantomMask20763 said:
    Is it a Christmas film or a Halloween film?
    I personally say it's both so I can watch it more. But then again I watch it even in the summer and spring. Is it bad I memorized the whole movie?

    Personally, I believe it's a Christmas movie. It begins as a Halloween movie, but the entire plot is them trying to imitate Christmas, so a majority of the movie is set in November and December, which is when most people start celebrating Christmas; I wait until Thanksgiving is done. Same thing with Gremlins, even though there are scary creatures about, it's still a Christmas movie because of when it's set.

  • @DarkWo1f997 said:
    That’s fair. Kind of dirty that it costs $5 to make him more efficient though. 

    Well, there's always a chance the perk can show up on the Shrine of Secrets. I don't know when that might ever happen.

  • @DarkWo1f997 said:
    Why does Pig’s perk buff trapper? I’m so confused. 

    I think it's because every other killer only suffers one effect of sabotage (loss of hooks), while the Trapper suffers two effects of sabotage (loss of hooks and bear traps).

  • @DarkWo1f997 said:
    CoolAKn said:

    @DarkWo1f997 said:

    Nickenzie said:

    DarkWo1f997 said:
    
    What exactly does that mean? 
    
    Pig main here, I'll gives some insight on how a Reverse Bear Trap works! Automatic repair timer is a 2:30 second timer that automatically activates when a generator is completed assuming no other add-ons are being used. If that wasn't the answer that you was looking for, can you give me a picture on where it said that at! :)
    

    So hangman’s trick reduces the timer? 

    Hangman's Trick only reduces the time it takes for sabotaged bear traps (Trapper only) to respawn by 60 seconds. When a bear trap is sabotaged, it returns after 180 seconds, and having Hangman's Trick on a Trapper reduces it to 120 seconds.

    Wait... the traps rearm themselves? 

    No, when survivors sabotage the Trapper's traps, they are destroyed (where the Trapper can't use them anymore), so after 3 minutes, a new trap will spawn for the Trapper to use. Hangman's Trick makes new traps spawn sooner.

  • @DarkWo1f997 said:
    Nickenzie said:


    DarkWo1f997 said:

    What exactly does that mean? 

    Pig main here, I'll gives some insight on how a Reverse Bear Trap works! Automatic repair timer is a 2:30 second timer that automatically activates when a generator is completed assuming no other add-ons are being used. If that wasn't the answer that you was looking for, can you give me a picture on where it said that at! :)

    So hangman’s trick reduces the timer? 

    Hangman's Trick only reduces the time it takes for sabotaged bear traps (Trapper only) to respawn by 60 seconds. When a bear trap is sabotaged, it returns after 180 seconds normally, and having Hangman's Trick on a Trapper reduces it to 120 seconds.

  • @Dabrownman1812 said:
    No you seem to not understand. It is hard mode, it is not made to make the game better or easier. It is supposed to give you a disadvantage. That is the point. Do not compare no mither to killers or perks that need buffs. It is made specifically for you to receive a minus at the match to make the game as difficult for you as possible while in reason with a perk since there isn't a hard mode option. Peeps wanted a hard mode and a ranged killer. Got both in that patch. 

    You don't seem to understand either, so I'm not going to bother trying anymore.

  • @Dabrownman1812 said:
    CoolAKn said:

    @Dabrownman1812 said:

    Once again, fail to understand. It's hard mode, not supposed to be viable. Devs said this. Not supposed to be strong. Also, that's on you. Many people can make it to end game with no mither, you just don't seem cut out for it. 

    The point of the forum is to make suggestions to improve things. No Mither just doesn't make the cut as a good perk because it has too many cons and not enough pros. That's why several people are making suggestions, TO IMPROVE IT. If it's not meant to be viable, then they should just flat out remove it from the game, since you don't approve of any changes to it. Have fun with every player running the same meta perks, because they aren't allowed to improve on any other perks they could use, simply because "they're not meant to be viable."

    No mither itself is a different case. Supposed to not be viable. It's hard mode, for players who want the game to be harder. Devs pretty much said this. I gotta find it again but yes, it's the hard mode option since there isn't any. I would like perks to get changed, but no mither is different because it is the hard mode button.

    "Not all killers are meant to be viable," yet they just buffed a killer the community believes was the worst killer introduced. As long as they keep making the crappy killers better, shelve your "not meant to be viable" crap.

  • Well, for relevance, each rank should have a certain skill gap from each other, and make it harder to pip (but not as easy to de-pip). Difference between ranks would affect the interaction speed of the survivors, and in some cases, the killer.

    • Grey Ranks (17-20): +10% interaction speed. Generators take 72 seconds to repair alone without perks or items.
    • Yellow Ranks (13-16): +0% interaction speed. Generators take 80 seconds to repair alone without perks or items.
    • Green Ranks (9-12): -10% interaction speed. Generators take 88 seconds to repair alone without perks or items.
    • Purple Ranks (5-8): -20% interaction speed. Generators take 96 seconds to repair alone without perks or items.
    • Red Ranks (1-4): -40% interaction speed. Generators take 112 seconds to repair alone without perks or items.
  • Mashed Potatoes does sound good, but I don't have any :'(

  • Yeah, but there's no way to signal while in struggle. You could equip Kindred III, but that won't stop the killer from standing just outside that range and camp.

  • @The_Fallen_Utopia said:
    @CoolAKn The idea may cause more gen rushing though. Survivors will want those escape points. I feel like a shorter time limit to the match after exit gates are powered or opened might be a better choice just to avoid that. 

    Eh, 'tis but a concept.

  • @The_Fallen_Utopia It keeps the goals the same (survivors repair generators while killers try to prevent that). If needed, the completed generators would only add 1 minute to the time (15 minutes max). This would also discourage camping (idleness) since it would hurt killers with a time limit. There could even be an added mechanic where each survivor hooked for the first time reduces the time by 30 seconds (2 minutes shorter). I will have to do some research to readjust certain perks, offerings, and add-ons that would be affected by a time limit and suggest appropriate fixes for them.

  • @The_Fallen_Utopia said:
    @PinkEricka I know. The Aura thing would probably be the better way to do. I was just stating what I heard on the dev stream. How would the time limit even work? Do all survivors just get sacrificed if they don't escape on time? Because certain perks and Freddy can make opening the gates and escaping take much longer and that may get a little unfair. 

    Here's how I imagine it: 10 minute timer, each completed generator adds 2 minutes to the clock (20 minutes total). When the timer ends, the game just ends and players get whatever points they have gotten to that point. Survivors alive when the timer ends do not get points for escaping. Survivors on a hook when the timer ends do not get sacrificed. When 2 minutes are left, the killer gains the ability to mori survivors that have been previously hooked so they can still kill without having to worry about hooking them and hope they are sacrificed before the timer ends.

  • @ParalyKoK This is just a case of "don't like it, don't do it." A lot of people here may condone face camping, but that doesn't really mean they do it themselves (often anyway). Many of them camp because they've had bad experiences with survivors being jerks to them, so they needed to be jerks back. I hate being camped as a survivor, so I don't camp as a killer. Some people play fair, others don't.

  • @SH1FTY423 said:
    Now is the time to go after the license the lawsuit is over Victor wins.So now is the time for the Entity to snatch Jason into the fog.

    Does that allow F13 to produce more content? If it revives F13 (a game where he's the main focus), it might make it impossible to include him in DBD (a game where he has to share the spotlight with others).

  • Yeah, I would love some more Red Forest maps.

  • @Tsulan said:
    Exactly. Hex Perks are SUPPOSED to have very powerful effects. But the don´t. They are simply not powerful enough to justify them being a hex perk.

    Survivors rarely cleanse dull totems. That´s why most survivors think NOED is OP, since they didn´t take the time to search for those totems.

    Hex Perks in general need a bit of a rework. In some instances, the notice comes too soon, like why am I being told there is Huntress' Lullaby BEFORE someone's been hooked?

  • @Tsulan said:
    Why should it have a counter? There are no counters for survivor perks either.
    Killer should be in the power role, not the survivors. Also, the match isn´t over until you see the point screen.

    Survivors taking time to cleanse totems is time spent not on generators. Hex Perks are supposed to have very powerful effects that can be disabled (which the whole point of this thread is that it's too easy to disable them). Only a few perks affect the cleansing speed for totems: Hex: Thrill of the Hunt, Leader, Prove Thyself, and Resilience. If they simply increased the time it takes to cleanse it, it will give TOTH the biggest buff, because it will in turn make cleansing them even longer.

  • I like No Place To Hide, it sounds so menacing. I also like MM's because it's so unique.

    It would be nice to know which killers are given which chase music (unless it's random), but I would also like it if each killer had their own chase music. I didn't realize there were so many different chase tracks, so it's possible..

  • I think it would be interesting to have a temporary "blacklist" of characters to face, for 1-2 rounds. When creating/loading a lobby, it adds a tag to the player of the character they are loading in as, and if you have a certain character "blacklisted," the game will try to prevent matching with that tag. This would not affect swapping characters while in the lobby, so that's a loophole. In this instance (yours), if you are tired of playing against the Pig, you could "blacklist" the Pig, and for 2 games, you would not be matched with any killer that created a lobby as the Pig. Similarly, as killer, if you are tired of playing against Claudette, you can "blacklist" Claudette, and the game will try to prevent matching Claudettes with you for 2 games.

    Aside from that, you're just going to have to suck up playing with whatever killer you randomly match with.

  • @CeeJaylx said:

    @CoolAKn said:
    I think doubling the time it takes to cleanse a totem is all it really needs (would be somewhat miserable with THOT).

    I agree, doubling the time to cleanse totems would be one solution. But I also think that whichever survivor cleanse the totem should also be cursed/exposed for the remainder of the trial.

    I think the Haunted Ground effect is good too, where the effects of the totem aren't immediately removed, but done over perhaps 30 seconds? I don't know about the rest of the trial, but if the cleansing survivor became broken or exposed for 30 seconds, that would be good too.

  • I think doubling the time it takes to cleanse a totem is all it really needs (would be somewhat miserable with THOT).

  • @Dabrownman1812 said:
    Once again, fail to understand. It's hard mode, not supposed to be viable. Devs said this. Not supposed to be strong. Also, that's on you. Many people can make it to end game with no mither, you just don't seem cut out for it. 

    The point of the forum is to make suggestions to improve things. No Mither just doesn't make the cut as a good perk because it has too many cons and not enough pros. That's why several people are making suggestions, TO IMPROVE IT. If it's not meant to be viable, then they should just flat out remove it from the game, since you don't approve of any changes to it. Have fun with every player running the same meta perks, because they aren't allowed to improve on any other perks they could use, simply because "they're not meant to be viable."

  • @Aviema said:
    Against people who know how to use them more specifically, its one game out of 2 games out of twenty but those two games will tilt me off the face of this earth getting flash lighted twice in a row by the same the same guy, and losing two hooks. Costing me then game, I don't think I have time to turn m head. Do I have to check and make sure there are no flashlights before picking up someone now?

    Whenever you can, pick up facing a wall, they shouldn't be able to blind you. If there are no walls, do a light patrol of the area to see if there are any survivors in the area, and before you pick them up, do another quick survey while standing over the survivor. If you are frequently encountering flashlights, consider equipping Lightborn until you learn an effective method of countering them.

  • On the flip side, Huntress has a full on Lion head for a cosmetic, and the Wraith can turn into a candle.

  • @Peasant said:
    This was an idea I had a while ago. The problem is the Plague Doctor set fits too well with two characters. The Doctor would do a Plague Doctor suit well due to him being a Doctor, but the Clown could also make a very nice Plague Doctor due to his tonics. It's a hard decision on who should get it honestly. Personally, I'd just say to heck with it and give both of them suits but it's all up to the designers.

    Interesting cosmetic idea for both, though it would be more fitting with the Doctor than the Clown. How would we work a Plague Doctor cosmetic for the Clown while not taking too much away from the Clown persona?

  • IMO just trash We're Gonna Live Forever and make No One Left Behind a David King perk.

  • @Dabrownman1812 said:
    No, supposed to be hard and be targeted. Not supposed to be easier to stealth but imagine if there was a perk that did that.

    Because it's SO much fun getting tunneled by the killer and denied any chance of playing the game normally. I am just rolling around the blood points I receive from being focused by the killer and killed by the 3 minute mark. SUCH AMAZING GAMEPLAY!

    Might as well allow the killer to mori No Mither users the moment they are found, you just about get as many blood points from the trial. Perks should not require other perks to be viable. No Mither just about requires you run perks like Resilience and Tenacity to be slightly useful. That's 3 perks used just to get some benefit from 1 perk. This perk is weak with no compensation whatsoever to being tunneled.

  • @Marvel said:
    What's wrong with deliverance? o,,o

    It has the tendency to not work when the conditions are met for the perk to activate.

  • An idea for the Trapper is to have him start the match carrying all of his traps, but he is still limited by the number of traps he can carry (meaning he has to set a certain number of traps before he can pick one up).

    I do like the idea to reset traps already on the ground. Perhaps while looking at the trap, M2 to pick it up, and M1 to reset it in the same spot. That way, you don't have to pick it up just to put it back in the same spot.

  • @Boss said:
    Still hoping for Survivors to not be able to disconnect during sacrifice- & kill animations.

    • It just a few seconds, you can live with those.
    • Survivors won't lose their BP.
    • Killer gets to show off their kill moves to the player rather than just the model after the player already DC'd.

    "But then they'll just DC before getting hooked or killed."
    Yeah, they would.
    And that's fine cause then the Killer can either just drop the Survivor to not destroy the hook, or save the kill. (If it's a finite kills ability like Rancor or Ivory Memento Mori.)

    Or perhaps when they DC, they just lose control of the survivor, and not have the survivor disappear, just an empty shell the killer can do whatever they want with. Then, DC-ing for a hatch escape becomes impossible. Similar thing when killers DC, the survivors can stick around and escape at their leisure (because they are now wasting their own time, not the killer's).

  • @Mister_xD said:

    @CoolAKn said:

    @Mister_xD said:
    post written: Spetember 22nd 2018.
    Facecamping doesnt exist, mate. it got fixed almost half a year ago.
    Yes, Facecamping was a cheap exploid, so it got removed. On the other side, when survivors find a similar thing, its called a "feature"... hmmm...

    Body blocking grants survivors points in the Benevolence Emblem (taking a hit while a survivor is being carried by a killer), so yes, it's a feature. Killers gain no additional points for camping (any points they would get while camping can be obtained much easier by not camping). I don't know where you think Face camping was removed, because I still see it happening occasionally.

    so with other words:
    killer bodyblocking: thats a cheap exploid and should get removed
    survivor bodyblocking: thats a great and 110% fair feature, so lets reward that.
    see the problem?

    btw, the bonus points for bodyblocking the killer were not always a thing, mate. these got added later on.

    It's an exploitation of the hook's hit box, but I haven't said it should be removed, but it should be discouraged. Survivors and killers both exploit it (extreme body blocking) when they stand inside the hook's hit box with the purpose of blocking the interaction, though survivors are more likely to exploit it than killers.

  • @Mister_xD said:
    post written: Spetember 22nd 2018.
    Facecamping doesnt exist, mate. it got fixed almost half a year ago.
    Yes, Facecamping was a cheap exploid, so it got removed. On the other side, when survivors find a similar thing, its called a "feature"... hmmm...

    Body blocking grants survivors points in the Benevolence Emblem (taking a hit while a survivor is being carried by a killer), so yes, it's a feature. Killers gain no additional points for camping (any points they would get while camping can be obtained much easier by not camping). I don't know where you think Face camping was removed, because I still see it happening occasionally.

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