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CoolAKn

CoolAKn

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CoolAKn
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  • @TheLegendDyl4n1 said:
    i didnt see any changes to the huntress in the patch notes before so what did they fix in the last hotfix?

    From what I gathered from the comments, the Huntress's hatchet hit boxes were unintentionally or wilfully changed to be smaller, so it became nearly impossible to land a hit with them. So, they changed it back. Since the change was not in the patch notes, I am going to assume the change was accidental, and they went back and made them work the way they are supposed to.

  • I know it would take a lot of design and animation, but it would be good if No Mither caused an alternate default animation stage between Healthy and Injured, so they appear to be healthy, and may occasionally hold their stomach or limp periodically. Something that makes it not seem like they are injured, but with observation, you can see they aren't healthy either.

  • @krmm said:
    Proposal 1.
    If there is a party in the lobby, all survivors are prohibited from using items.

    This would punish solo survivors who unknowingly join a killer lobby containing SWF.

    Proposal 2.
    Abolition of party function

    SWF was created so people could play with their friends. If it gets removed, people who want to play with their friends will either: stop playing this game in favor of other group-friendly games, or keep queue-ing and re-queue-ing just to be with their friends.

    Proposal 3.
    If you have a full party in the lobby, make the killer two.

    I assume you mean 2 killers in the match? Not all SWF are toxic-spewing tryhards. Some are very casual players that want to play with their friends.

    Proposal 4.
    This is possible without using offerings.
    If there is 1 party (2 people) in the lobby, only 1 people can use the Mement Mori.
    If there is 1 party (3 people) in the lobby, only 3 people can use the Mement Mori.
    If there is 2 party (1 party = 2 people) in the lobby, only 2 people can use the Mement Mori.
    If there is a full party (4 people) in the lobby, only 3 people can use the Mement Mori.

    The killer side is overwhelmingly disadvantageous when the survivor is a party.
    So please adjust some balance.

    Proposal 4 is probably the most balanced of your proposals, though I would suggest Memento Mori be half the total number of SWF players rounded down.

    2 SWF + 2 Randoms = 1 free Memento Mori
    3 SWF + 1 Random = 1 free Memento Mori
    4 SWF = 2 free Memento Mori

  • @Nos37 said:
    So if 4 survivors use voice chat to gain a huge list of advantages, it's up to the killer to get better and become more skilled? Yet if the killer "stream snipes" to find out which perks they are up against, survivors cry bloody murder and start swinging ban hammers? Three survivors get to know which perks the killer's using the moment one of them is dead.

    That's why the end-score screen (where the perks and offerings are shown) should not be revealed until either the killer DCs, all survivors have left the match (DC, escape, or sacrificed).

  • Intriguing concept, but how would it work? Not all killers have free hands (Hillbilly and Leatherface carry something in both hands, though they magically disappear when carrying someone).

    If they ever do killer emotes, one I would want is the killer to slide their hand across their throat to indicate "you're dead, kid."

  • As interesting as it would be to spectate the killer (as people have thoroughly mentioned about the potential abuse this would have), I too would have to say nay on this idea. The only possible benefit (for me) to spectate the killer is to learn strategies I can adapt so I can become a better survivor and killer. However, for this idea, I would rather a "playback" option to view the match from start to finish if I want to learn strategies.

  • @Tsulan said:
    CoolAKn said:

    @Tsulan said:

    I like the bloodpoint loss idea for every minute camping the hook.

    They could implement that, so survivors that camp the hook instead of going in for a save get a penalty. 

    Great idea!

    If they did do something like the bp loss, it should be a similar concept to the stillness crows. Killer stays in one place/area for too long? Lose score as a killer. This would also discourage long-term Insidious plays. This way, killers aren't punished for patrolling near the hook, but they are punished for idleness near a hooked survivor.

    But insidious is a perk. You can't punish for using a perk specifically designed for camping. 

    Then that can be the trade-off. You want to camp punishment-free? Run Insidious.

  • @Tsulan said:
    I like the bloodpoint loss idea for every minute camping the hook.
    They could implement that, so survivors that camp the hook instead of going in for a save get a penalty. 
    Great idea!

    If they did do something like the bp loss, it should be a similar concept to the stillness crows. Killer stays in one place/area for too long? Lose score as a killer. This would also discourage long-term Insidious plays. This way, killers aren't punished for patrolling near the hook, but they are punished for idleness near a hooked survivor.

  • @Peasant said:

    @pureleeawesome said:
    I goooooot one. I was an idiot and waited by the final pillars before escaping to let the Killer hit me (was already injured). Unfortunately while they were coming I was dicking about with my looking direction and when they hit me I fell away from the exit... got hooked, totally deserved it. XD

    Could it be . . .
    https://www.youtube.com/watch?v=1nVoqbnCtwg

    I think the scenarios are very similar, but he said he was hooked, not mori'd. Could be he just forgot, or entirely different person?

  • Killers are going to find ways or excuses to camp regardless. If you find yourself consistently being face camped, equip the Kindred III perk to show them the killer is face camping, that will show them the killer is camping the hook and to not bother saving you.

    If you need, check to see if someone in the lobby has Borrowed Time just for this scenario, it might help get you to safety and have the killer focus on someone else.

    On the flip side, if they do institute a bonus for the killer being near the hook, something like that was tested (the hooked survivor gained more time on the hook based on killer proximity), but some survivors abused it by trying to make killers stay near the hook in order to buy them more time, but it's a stupid tactic.

    Not all "camping" is bad, and not always considered camping. If the killer hooks you and starts patrolling around the hook, that's not camping because they are trying to see if a survivor is nearby or have evidence that a survivor is nearby (Whispers, BBQ, scratch marks, etc). If the killer hooks you and proceeds to stand right there at the hook, that's where there is an issue. Some killers will even back off a certain distance (while keeping LOS), so that they are not seen by Kindred. In nearly every instance of camping, time the killer spends with you is time NOT spent checking generators or bothering the remaining survivors. Sometimes, you just have to deal with it.

  • For Lery's, more areas should open up as survivors complete generators. For Lampkin Lane and Badham, there should be certain fence segments that the killer can break (like a pallet, except the survivor cannot interact with it at all).

  • The emblems determine whether you pip or not, so you just need to avoid doing certain activities.
    https://deadbydaylight.gamepedia.com/Emblems

    Lightbringer - Just avoid doing generators a lot, and don't cleanse any hex totems or open the exit gates yourself.
    Unbroken - Get downed a lot. Just getting downed once makes it impossible for you to get iridescent
    Benevolent - Don't heal or unhook anyone. Avoid the killer when they are carrying someone and avoid the basement if you can. You can unhook farm for -30 points each time, but I personally would not do that either.
    Evader - When inside the TR, seek out the killer, and do poorly in chases.

    More or less, you would have to do several games of minimal activity or just be AFK, but the other survivors might hate you for doing this.

  • It's a good start. If it's not already, the time spent using the ability should equal the time needed to cool down (use the ability for 15 seconds, need a 15 second cool down). Also, her power should recharge, not have a cool down, with a minimum of 5 seconds (33%) to use it. There should also be a few add-ons that would increase the ability's time (and therefore the cool down/recharge as well, as long as it's proportional). Additional add-ons could allow for faster recharge (up to 50% faster).

  • I had a (long shot) idea for Jason should he ever be added to DBD. His power would actually be more similar to the Hag than the Trapper, but the idea is there would be shrines to Pamela distributed across the map, and Jason would be able to teleport to these shrines as long as he is in range. While in range of these shrines, the Survivors experience severe inefficiency to aura reading (to give the survivors a greater sense of loneliness), and multiple survivors within range of the shrine will reveal their auras to Jason. The survivors would be able to disarm the shrines, but would cause them to be Exposed. Jason cannot teleport to "defiled" shrines, but can reactivate them (similar to how the Trapper can reset traps). Yes, this would mean Jason would be an M1 killer.

  • @Jack11803 said:
    I want it to be viable. Give it 100% noise reduction. (Yes devs, I’m aware no mither quiets noises in dying too.... but that’s not useful at 50%). Give it built in tenacity (WILL NOT STACK) and 20% recovery speed boost (can stack). Also remove injured music.... SERIOUSLY!

    I don't know if I would go that far, but it just need SOMETHING, whether a bleed out timer like the OP suggested, or a blood point boost. Tenacity should be run with No Mither, but not have No Mither replace Tenacity. I would not mind a small recovery speed boost though.

  • An idea I had for a rework of items is to have each item do the exact same thing across all rarities, and the only difference between rarity is how many charges they hold. When a survivor escapes with a partially used item, the rarity is adjusted accordingly. It will still "recharge" the item, but not by as much as it does now.

  • @Peasant said:
    Well I mean it's supposed to be a challenge perk. If I were to add any buff I'd likely just increase the muffle values by 25% so at tier 1 you gain 25% quieter grunts, tier 2 50% quieter grunts, and tier 3 75% quieter grunts.

    Except nearly every time I run No Mither, I get tunneled by the killer. I don't mind a challenge, but I still want the opportunity to play the game.

  • I don't have a set build yet, but I currently have No Mither, Resilience, Deja Vu, and Plunderer's Instinct.

    I plan to eventually get Tenacity to help with No Mither, but I'm not sure ultimately what the fourth perk will be. I like Leader (bonus on top of Resilience), Boil Over (slightly improved chances of wiggling out), or Spine Chill (killer detection).

  • Save For Later (Survivor)
    Grants the ability to put downed pallets back into the upright position so it may be used at a later time. Pallets pulled down a second time can be broken by the killer 20/15/10% faster.
    Only works once per pallet per trial.
    Does not work in active chases.

  • A few things I would personally like to see in regards to bloodlust:

    • Bloodlust persists for 1-2 seconds longer when line of sight is broken.
    • Breaking a pallet should not remove bloodlust. If the chase cannot be picked up after a couple of seconds of breaking the pallet, then bloodlust should be removed over time.
    • Getting stunned by a pallet should increase bloodlust.
  • @serabeth90 said:
    I've heard of "dribbling" to prevent a survivor from using their DS, but I recently saw this term and don't know what it means.

    It's one in the same, just different words.

  • One a week? That is way too loose of a time frame for people who DC just once. It should be punishment for people who DC more than once (sometimes life happens during the trail, and you are forced to quit mid-trial), probably over the course of an hour, and each infraction against you has a "decay" rate that slows for each time you DC.

  • @Lowbei said:
    Who is Vigo?

    Vigo in the lore appears to be an original survivor, and she's credited for being able to create things from the fog. She has luck and spawn offerings credited to her name, as well as being quoted on some perks. She is believed to have created the original toolbox, and it's possible she also invented the hatch.

  • Maybe the next killer will have a scent based power?

  • @BlueVortex said:
    I’m thinking Bill could also be Freddy/vise versa, just based off how their perks are more endgame based.

    Bill is a tricky one because he's only on PC, and not on console.

  • @PhantomMask20763 said:
    Could David's design be shirtless David pls? Do that and we're all good.

    If you have shirtless David as your current cosmetic, when you select to play Huntress (in this situation), you would play as hatchet-throwing shirtless David.

  • I had thought of something just like this, except it was 30 seconds during the loading screen. The killer would move at 300% speed and would be unable to use powers (their power would be to place totems). I had restrictions, such as they could not be placed within a certain distance from each other, nor could they be placed in the basement. When the 30 seconds are over, the killer would be "blindfolded" and moved into their spawn location until the match begins. As a secondary, have the killer always spawn in the basement.

    As an alternate within the same idea, the killer could view a map of the trial with circles indicating potential spawn locations for hexes. The killer could click on the circle, and a picture of the location would show up so the killer can say "yes, that's good." After the trial, the killer could also rate the selected spawn areas.

  • So, your solution to camping is to do exactly what most killer mains on here say is the reason why they camp.

  • @BACKSTABBER said:
    remember it takes 180 secs for hooks to be autofixed, sabotage is fine now

    Or 30-10 seconds if you have Hangman's Trick.

  • I would say any of the fully indoor levels, like Treatment Theater and The Game. At least with The Game, the level opens up as you do generators, but those generators can be hard to find, and it can be difficult finding the stairs. Lery's I wish some doors would open up as you do generators (the middle part opens up a bit when you complete that generator), but again, the generators can be difficult to find unless you run Generator detection perks or items. For Lery's It would be neat if some hallways had collapsed ceiling so you could see the sky. For both maps, it would be neat if some of the hallway lights near a generator would flicker until that generator was completed.

  • @Orion Thank you for your calm response, and again, sorry for taking my frustration out on you. I try not to let it get to me, but sometimes it just does. I really wish people wouldn't be toxic in the first place, because their toxicity indirectly impacts the quality of game I play.

  • @Orion said:

    @CoolAKn said:

    @Orion said:

    @CoolAKn said:

    @Orion said:

    @Dreamnomad said:
    Hard camping isn't the sign of a bad killer. Rather it is the sign of an inexperienced one. Just like swarming the hook if the killer is camping is the sign of inexperienced survivors. The way to punish a camping killer is to power down gens. If the killer loses 3 gens camping and 3 more are being worked on when the first survivor dies then the killer is pretty much guaranteed 2 kills at most.

    By the time the killer finds and catches another survivor then the last 2 gens will pop before he can camp that one to death. The remaining 2 survivors would have time to open the gate and then still attempt a hook rescue if they so choose. This is even with Hex: Ruin. At the end of the game the killer would get 1 or 2 kills, around 6,000 blood points and lose a pip.

    That is if survivors properly punish the killer and not be overly altruistic. Don't feed the camping killer and eventually the killer will figure out that camping is not the optimal way to play the game. I blame camping killers on survivors frankly.

    Camping is indeed a Survivor-created problem. After all, someone had to make camping worthwhile, and it certainly wasn't the Killers who forced Survivors to feed.

    Then what do you call killers who camp when the 3 remaining survivors are all on the other side of the map?

    I call it the end result of the expected behavior Survivors have been creating for the past 2 years in regards to camping.

    You're looking at a single data point instead of looking at the big picture. Otherwise, you wouldn't even be asking me this question.

    Anything you killers do because of SWF makes it much harder for solo survivors like me to enjoy the game. I do not do anything toxic, nor do I promote or excuse toxic behavior. Your reasoning for someone camping me for NO reason by passing it off as "some survivors used to be toxic to them" is crap. Just because someone ruined a game for you does not give you permission to ruin my game because someone else pissed you off. Your "retaliation" is only going to make overall toxicity worse because you are just passing the toxicity along. End the cycle.

    It's not retaliation.
    Look at it this way: Killers know most Survivors repair generators, so they patrol generators looking for them, right? That's because repairing generators is the Survivors' expected behavior at the start of the trial.
    By that same logic, for the past two years, the majority of Survivors have been swarming the hook (either noticeably or by just staying hidden around the hook) regardless of the Killer's presence. This means that the Survivors' expected behavior is to rush the hook immediately after the Killer manages to hook one of them. Thus, Killers camp, because they know Survivors will come to them and stop all generator progress more often than not.

    TBH I got confused about which thread this was. I half-way thought this was the slugging thread (didn't comment on that in the first place, not sure why I thought I did). I guess I've been on the forums too long today. Got quite a bit of frustration that I unfortunately took out on you, and for that, I am sorry. Patrolling is fine, and is not camping if there is evidence of survivors being nearby. Quite frankly, hook swarming does more harm than good to the hooked survivor, because in most instances, they could be put in stuggle within 10 seconds of being hooked the first time.

  • @Orion said:

    @CoolAKn said:

    @Orion said:

    @Dreamnomad said:
    Hard camping isn't the sign of a bad killer. Rather it is the sign of an inexperienced one. Just like swarming the hook if the killer is camping is the sign of inexperienced survivors. The way to punish a camping killer is to power down gens. If the killer loses 3 gens camping and 3 more are being worked on when the first survivor dies then the killer is pretty much guaranteed 2 kills at most.

    By the time the killer finds and catches another survivor then the last 2 gens will pop before he can camp that one to death. The remaining 2 survivors would have time to open the gate and then still attempt a hook rescue if they so choose. This is even with Hex: Ruin. At the end of the game the killer would get 1 or 2 kills, around 6,000 blood points and lose a pip.

    That is if survivors properly punish the killer and not be overly altruistic. Don't feed the camping killer and eventually the killer will figure out that camping is not the optimal way to play the game. I blame camping killers on survivors frankly.

    Camping is indeed a Survivor-created problem. After all, someone had to make camping worthwhile, and it certainly wasn't the Killers who forced Survivors to feed.

    Then what do you call killers who camp when the 3 remaining survivors are all on the other side of the map?

    I call it the end result of the expected behavior Survivors have been creating for the past 2 years in regards to camping.

    You're looking at a single data point instead of looking at the big picture. Otherwise, you wouldn't even be asking me this question.

    Anything you killers do because of SWF makes it much harder for solo survivors like me to enjoy the game. I do not do anything toxic, nor do I promote or excuse toxic behavior. Your reasoning for someone camping me for NO reason by passing it off as "some survivors used to be toxic to them" is crap. Just because someone ruined a game for you does not give you permission to ruin my game because someone else pissed you off. Your "retaliation" is only going to make overall toxicity worse because you are just passing the toxicity along. End the cycle.

  • The only reason I would get Decisive Strike is for the sense of collecting all of the perks, even though I won't ever use it. I got my Adept Laurie achievement, so I (hopefully) never need to use it again.

  • An idea I had for SWF (survivor main, btw) actually comes from Pokemon GO. They added a friend mechanic a few months ago, and when multiple trainers are doing a raid together, the people you are friends with in the lobby have a mild light show going on to indicate you are friends with that trainer. Perhaps for SWF, while in the lobby, the players that are together will have a similar glow to them so the killer and other survivors can see they are working together.

  • Odd, I've never encountered splinter offerings, but I thought those were exclusive to killer blood webs? I have all available characters, so I probably won't ever get splinters, but why would a survivor have a splinter? That has to be a bug.

  • I currently main the Trapper, because he's the only killer I've played. Ideally, I would like to work up my killer skills and eventually move to a new main. It really depends on how it "feels" to use their power, but I think I would end up maining either Wraith, Doctor, or Huntress.

  • @PinkEricka Some things you forgot:

    • The ability to Mori survivors based on eye sight.
    • Survivors that carry meta perks (SC, DS, etc) will explode immediately when the match starts.
    • Exit Gates are to allow killers to escape when they get bored of the Survivors and hang out with other killers (a la Wreck It Ralph)
    • Changes to the hatch allows the killer to grab snacks from there.
  • @Orion said:

    @Dreamnomad said:
    Hard camping isn't the sign of a bad killer. Rather it is the sign of an inexperienced one. Just like swarming the hook if the killer is camping is the sign of inexperienced survivors. The way to punish a camping killer is to power down gens. If the killer loses 3 gens camping and 3 more are being worked on when the first survivor dies then the killer is pretty much guaranteed 2 kills at most.

    By the time the killer finds and catches another survivor then the last 2 gens will pop before he can camp that one to death. The remaining 2 survivors would have time to open the gate and then still attempt a hook rescue if they so choose. This is even with Hex: Ruin. At the end of the game the killer would get 1 or 2 kills, around 6,000 blood points and lose a pip.

    That is if survivors properly punish the killer and not be overly altruistic. Don't feed the camping killer and eventually the killer will figure out that camping is not the optimal way to play the game. I blame camping killers on survivors frankly.

    Camping is indeed a Survivor-created problem. After all, someone had to make camping worthwhile, and it certainly wasn't the Killers who forced Survivors to feed.

    Then what do you call killers who camp when the 3 remaining survivors are all on the other side of the map?

  • @TheLegendDyl4n1 said:

    @CoolAKn said:

    @OrionQc24 said:
    I'm wondering how survivors get mad at face-camping (don't get me wrong it's a cheap exploit) but think it's okay to bodyblock. Here's why bodyblocking is worst; face camping can be resolved by unhooking from the sides whilst bodyblocking completly prevent hooking survivors. More than that, it takes advantage of in-game mechanic flaws and has no counter. Can the devs play a match vs ppl doing that ? Like when they wouldn't nerf the flashlights, took 1 match vs 4 survivors using it to make them nerf it. I have nothing against a loss fair and square but it feels as I climb ranks, it's the only "tactic" high rank use, which is sad since I expected ppl who are much better at hiding and chases not trolls. Even Neji is jalous of that perfect defense...

    Bodyblocking is an intended mechanic in the game, and survivors are actually rewarded for doing it.

    Benevolence Emblem (Altruism)

    • 10 points for taking a hit while the killer is carrying a survivor
    • 30 points for wiggling out of the killer's grasp

    Malicious Emblem (Deviousness)

    • 1 point for hitting a survivor
    • 2 points for survivors reaching a new hook stage (does not require camping to happen)
    • 1 point removed for survivors breaking free of your grasp.

    same thing with camping a survivor. i dont mind getting rid of bodyblocking if the killers are forced to stop camping

    What I am saying is survivors are directly rewarded for bodyblocking in the overall game score, while killers are actually punished for camping. With camping, they only gain 2 points when the survivor reaches a new hook stage. If they are camping, they usually aren't hooking other survivors (not getting points), and camping makes survivors do generators, which also punishes killers, because killers only get points in the Gatekeeper Emblem bases on how many unrepaired generators are remaining when the trial is over. Based on the Emblems (which determines how many pips you get), if your goal is to rank up, bodyblocking rewards survivors and camping punishes killers. Unless killers are trying to rank down, camping is rewarding.

  • @OGlilSPOOK20 said:
    CoolAKn said:

    I think having licenses music for the killers would be cool, but I think it might be tricky if the Devs are unable to get permission for additional cosmetics on those characters.

    Yea I really want new cosmetics for the licensed characters. I hope we hear back soon... I know they said one of the licensed killers will probably get something soon (Leatherface) since he's pretty easy and he didn't come with a survivor.

    Personally, I think the licensed property they are referring to is Halloween, since they have a movie coming out soon. Including new cosmetics for Michael and Laurie would be "free" advertisement for the movie.

  • I think having licenses music for the killers would be cool, but I think it might be tricky if the Devs are unable to get permission for additional cosmetics on those characters.

  • @OrionQc24 said:
    I'm wondering how survivors get mad at face-camping (don't get me wrong it's a cheap exploit) but think it's okay to bodyblock. Here's why bodyblocking is worst; face camping can be resolved by unhooking from the sides whilst bodyblocking completly prevent hooking survivors. More than that, it takes advantage of in-game mechanic flaws and has no counter. Can the devs play a match vs ppl doing that ? Like when they wouldn't nerf the flashlights, took 1 match vs 4 survivors using it to make them nerf it. I have nothing against a loss fair and square but it feels as I climb ranks, it's the only "tactic" high rank use, which is sad since I expected ppl who are much better at hiding and chases not trolls. Even Neji is jalous of that perfect defense...

    Bodyblocking is an intended mechanic in the game, and survivors are actually rewarded for doing it.

    Benevolence Emblem (Altruism)

    • 10 points for taking a hit while the killer is carrying a survivor
    • 30 points for wiggling out of the killer's grasp

    Malicious Emblem (Deviousness)

    • 1 point for hitting a survivor
    • 2 points for survivors reaching a new hook stage (does not require camping to happen)
    • 1 point removed for survivors breaking free of your grasp.
  • Each killer can be classified into one of two categories: Evil Beings and Wrathful Victims. Evil Beings are people who murdered for pleasure or might. These killers would have no redemption value, and would not become survivors. Then there's Wrathful Victims - people who were wronged in life, and killed the people who wronged them, and not necessarily evil. They have redemption value.

    Evil Beings - Trapper, Shape, Doctor, Huntress, Cannibal, Nightmare, Pig, Clown

    Wrathful Victims

    • Wraith - unknowingly caused the deaths of many people in his line of work. Killed his boss, a murderer.
    • Hillbilly - abused in childhood, he murdered his abusers.
    • Nurse - desperate to survive, she worked at the asylum and was abused by the inmates. She slaughtered the inmates when she couldn't take the abuse any longer.
    • Hag - kidnapped and fed upon, she escaped and killed her kidnappers.
    • Spirit - did not kill anyone, she was the victim of domestic violence and was almost murdered by her father.
  • What I would like to see as a buff is a rework of the obsession mechanic (and some of the obsession perks).

    • Introduces a fourth tier for each perk that can only be accessed via the obsession mechanic.
    • Survivors that use obsession perks will boost the killer's perks by one tier.
    • Killers that use obsession perks will boost the obsession's perks by one tier.
    • Obsession's aura shows up as a different color when using aura reading abilities (survivor and killer).
    • Change Decisive Strike and Object of Obsession to remove the obsession advantage.
    • OPTIONAL: Add 1 obsession-based add-on for each killer (i.e. Doctor's obsession starts the match with Tier 2 Madness, etc.)
    • OPTIONAL: Change Play With Your Food to work with ending any chase, not just the obsession.
    • OPTIONAL: Remove Sole Survivor and Play With Your Food as obsession perks.
    • OPTIONAL: Add Wake Up! and Diversion as obsession perks (since Freddy and Rin both have an obsession perk).
  • The hatch is rather situational. In your case, it seemed like the other survivor believed they and you were both going to die if they tried rescuing you, so they decided it was better for the killer to kill 3 survivors rather than all 4. The hatch is not a useless addition, because sometimes survivors find themselves up the creek without a paddle so to speak, and the hatch is there so that at least one of them can escape, but even that doesn't always happen. Sometimes it's one person doing all of the generators, and their 3 teammates are off getting killed by the killer. Should they be denied the chance to escape when they clearly earned it? The hatch does need to be changed up a bit, and should require players do a certain amount of things in order to access the hatch, maybe they have to get at least 2 bronze emblems or something like that for them to interact with the hatch. I do agree with making the hatch harder to access (easy for those who actually try to play), but disagree with removing the hatch all together. In a lot of instances, altruism is what gets survivors killed.

  • I really like how Deja Vu works currently, but it's a bit lacking. I want to keep the ability to see the 3 closest generators, but instead of there being a time increase, have a repair speed increase for the 3 revealed generators according to how close they are to each other. The closer they are, the faster it will be to repair. This would be good either early game when you want to repair them to avoid the last 3 generators from being in the same corner, or would also do well end game if your team puts the last 3 generators in the same corner.

  • If I was ever in a SWF scenario, I would never ghost by revealing killer's perks - only confirmed perks demonstrated during the match. I would not want to be told what the killer's perks are, so yes, remove the ability to see the end score screen until the match is over.

  • @Peasant said:
    @CoolAKn Are you referring to a new set of static images or 3d models?

    I imagine to make it as simple as possible, so static images.

  • @Tsulan

    An idea for reworking the obsession mechanic: add a fourth tier to all perks that can only be obtained via the obsession mechanic.

    Killer Obsession Perk - yes; Survivor Obsession Perk - no = obsession's perks become boosted by one tier for the trial
    Killer Obsession Perk - no; Survivor Obsession Perk - yes = killer's perks become boosted by one tier for the trial.
    Killer Obsession Perk - yes; Survivor Obsession Perk - yes; killer and obsession's perks become boosted by one tier for the trial.

    To further balance it, Decisive Strike and Object of Obsession would only work as if you were not the obsession.

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