Dat_Babushka_Tho
Dat_Babushka_Tho
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- Dat_Babushka_Tho
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If someone is already exhausted, adrenaline should not activate. All other exhaustion perks don't work with eachother, so why does adrenaline work with all of them?
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Here was a little fun noed game i had where i got the blood warden proc, scared the survivors to death and managed to mori all of them! Selfies attached ;)
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Maybe instead of acting as a key to open the hatch, it acts more like wake up, and reveals the hatch within a certain radius. Probably something similar to bond since anything beyond that range would be pretty strong, and anything below that range is already audible. Or maybe the hatch can't be closed by the killer or something along that line.
I like the idea of tokens for this perk interacting as if it was a key, but for my ideas i don't think tokens are necessary. LMK what you think!
Like:
Left Behind -
- Your veteran instincts warned you of the trials yet to come, and with your preparation comes opportunity.
- "When you are the last remaining survivor the hatch will remain open for a duration of X seconds and cannot be closed."
- Or "the hatch will be visible within X meters" (affected by open handed since this perk is already underused)
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Literally kill any ace player with cosmetics, and you will hit the MOTHERLOAD of salt in the post game chat.
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The OG Noed was absolutely busted suddenly be able to 1 tap survivors with 0 counter, but now that its reliant on a totem system it's fair. Since its gen rush and face certain doom, or drag the game out a little bit cleansing totems. Even the version of noed that was a guaranteed 2 minutes of instaslap and speed goodness was a bit too busted imo.
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Currently running Ruin, Thana, NOED, Blood Warden. Really helps when those swf bois keep looking at you stalking in a chase. Also to slow the game down just a tiny little bit. Either they let me stalk them or mr entity gives me a totem that does the job for me
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Nah, NOED doesn't need a nerf or change. Totem points getting buffed from 600/1000->1000/1500 is already a nerf onto NOED. Point buff alone incentivizes survivors to do totems.
As a second means of punishment i typically run NOED and blood warden together and love it. Sure you can loop me around whatever part of a broken coldwind meat shed, or huntress love house, but if your friends refuse to cleanse totems alongside the gens the whole group gets to pay for it. Just down one person, walk to an exit gate pop that big boy open and plop the lil buddy on a hook. Now anyone who wants to save their friend gets to play by another set of rules.
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@invira_zero said:
imagine, 4 man swf, with unbreakable and no mither... In pair, with alex TB and hacksaw... I like it!
A slug can't be doing gens, sabotaging hooks, rescuing/healing teammates, or cleansing totems while they're on the ground! Additionally, unbreakable only has 1 use and leaves survivors down a perk after that. No mither gives a notification to everyone in the game that its present and is already a perk thats highly punishing to run without reward in the first place. Also, Franklin's Demise won't be going away with these changes so you can still slap those pesky items from survivors hands. Even with 3 people doing gens and 1 person sabotaging, the objective of escaping would still take as long as its current time (assuming you chase the saboteur). What's more detrimental? Having survivors perma destroy a hook and seeing the leftover hooks, or picking up a survivor just to walk to a hook and see it sabotaged infront of your eyes and having them wiggle away. To prevent this issue from still occurring (or happening less) perhaps hooks have to be fully destroyed before points are awarded to survivors similar to totems.
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@invira_zero said:
imagine, 4 man swf, with unbreakable and no mither... In pair, with alex TB and hacksaw... I like it!
A slug can't be doing gens, sabotaging hooks, rescuing/healing teammates, or cleansing totems while they're on the ground! Additionally, unbreakable only has 1 use and leaves survivors down a perk after that. No mither gives a notification to everyone in the game that its present and is already a perk thats highly punishing to run without reward in the first place. Also, Franklin's Demise won't be going away with these changes so you can still slap those pesky items from survivors hands. Even with 3 people doing gens and 1 person sabotaging, the objective of escaping would still take as long as its current time (assuming you chase the saboteur). What's more detrimental? Having survivors perma destroy a hook and seeing the leftover hooks, or picking up a survivor just to walk to a hook and see it sabotaged infront of your eyes and having them wiggle away. To prevent this issue from still occurring (or happening less) perhaps hooks have to be fully destroyed before points are awarded to survivors similar to totems.
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@starpilotsix said:
"If permanent hook destruction did exist within the game multiple things would have to occur for any change to gameplay to happen. First off, hooks would have to give survivors more points than the current 500 (maybe 750) in order to incentivize survivors to destroy a killer’s belongings. Additionally, there would have to be changes to the perk hangman’s trick to ensure the game wouldn’t change from the current state, 10 second hook respawns seems a bit unreasonable for the time it takes to sabotage a hook. I suggest a change to give hangman’s trick the ability to respawn hooks after 90 seconds, half of the current 180 second hook respawn timer."
This is just ridiculous.
If permanent hook destruction did exist, you know what would incentivize survivors to destroy them? The fact that it makes it nearly impossible to hook somebody. And then, also, making it so Hangman's Trick's only benefit is to make the game only as good for killers as it is NOW, except taking up a perk slot in the process.
You've shown no reasoning why this change would be a good one other than an apparent "I want killers to have a bad time" view.
I don't think this would make killers have a bad time at all. If anything it makes it possible for certain killers to use more of their addons compared to the small amount that are currently "meta". The idea that "hooking" is the only way to kill survivors brings killers into this linear cycle of "ooh i downed them back to the hook". Suddenly killers get more and more upset about perks like decisive strike, borrowed time, and the like having "little counterplay" among other things. I don' think this would make killers have a worse time then they already have with gen rushing. Survivors still have to complete gens to escape, if there is another side objective that actually rewards survivors for doing it, killers can get more time in their games aside from their long lobbies. If you're worried about not being able to hook anyone that's why perks like hangman's trick, agitation, iron grasp, and slug perks all exist. All which are either currently unusued, or not used in near comparison to the current meta perks. Playing as a surivor from ranks 20->1 i can tell you the game is fun from about rank 12-8 since this is where the most versatility in killer perks occurs (in my experience). You never know what you will be up against. However ranks 8+ seem to be little if no change in every build. The perks Ruin, BBQ, Monitor & abuse, nurses calling, pop goes the weasel, and enduring/spirit fury, are present in a high majority of games. While survivors typically play with exhaustion perks, decisive strike, borrowed time/we'll make it, and adrenaline.
I believe the change i presented could help break out of this seemingly never ending cycle which causes the game to become stale and boring to play at high ranks, which also results in the problems regarding de-ranking. If every game played is against the same playstyle how long would it take the community to burn out?
I also feel like most of the "killers have a bad time" view you think would occur is based on the current pipping system which seems almost totally reliant on killers having to kill more and more survivors if they wish to rank up. This kind of stress of "oh i didn't get my 2 kills to pip" also seems to lead to toxicity between survivors and killers. Where killers feel forced to camp hooks late game to ensure their pip.
Perhaps a change like this would also need to bring a change to the mori system that wouldn't rely solely on hooking a survivor, maybe it could have a new interaction of "hooking a survivor or landing a successful hit on (that) survivor 3 times". Or perhaps ground bleed out timers would have to tick faster as a means to compensate. However i think if either of these happened the game would just turn into slug fest every game and lead to another stable meta of sorts.
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@White_Owl said:
I disagree, old sabotage was extremely powerful in the right hands (especially SWF) and pushed killers to adopt a specific meta (Iron Grasp+Agitation) to be able to do something.
This would be the same all over again: bring anti-sabotage perks/addons or get rekt.
I agree that sabotage is underwhelming right now, but imo it should be reworked from scrap to make it desirable for survivors but not a mess for killers.
Thats the exact opposite of my point though, with this reinstated killers who run slug gain more viability and dont have to worry about "toxic" decisive/borrowed among other things. I believe if this simple mechanic was reworked the developers wouldn't need to focus on many of the listed perks since they would gain more viability doing this. I understand unbreakable is a perk survivors may run however, this is a 2nd chance on the ground similar to how borrowed and decisive are a current second chance among the hooks. With a rework of the hooks and hangmans killers wouldnt have to adopt the "iron grasp + agitation" perkslots it simply lies as a more viable option to killers besides basement meme builds. This would allow more killers to see the viability of slugging to gain pressure, rather than the current walk back to the hook linear playstyle most see currently.
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@invira_zero said:
imagine, 4 man swf, with unbreakable and no mither... In pair, with alex TB and hacksaw... I like it!
The point is to change the game up for both sides, i understand the idea of "perma hook" destroys seems bad to some. But the idea is to increase the viability and utility of perks that remain underused, compared to some perks that most people deem toxic.