DocOctober
DocOctober
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PSA to everyone in this thread:
Flailing your arms means that the Killer is CAMPING!!
It has never meant anything else, it's the newcomers that turned it around. I and many other older players will leave you to rot on the Hook if you flail your arms unless we notice that the Killer is indeed away from
you.
Hanging still means that it's safe. -
Regarding OP's question:
With OoO, the Killer sees you within a range of their Terror Radius to 64/72 metres.
With 1 Token on SS: TR-32/36 metres
With 2 Tokens on SS: TR-16/18 metres
With 3 Tokens on SS: No more Aura-reading
So basically, all Killers with a TR above 16/18 metres will not see you anymore from 2 Tokens onwards.
However, BBQ & Chilli is immune to Sole Survivor as it has an infinite range.
50 and 75% deducted from infinity is still infinity, at least for anyone who's paid attention in math class.
By the point Token 3 applies, BBQ will already long have revealed your Aura due to the delay. -
Runiver said:
Here's my suggestion, if you get to high ranks :
Unequip OoO.
I personally do anything, as killer, to kill an OoO carrier, and make sure that if I ever catch the guy, he will never hit the ground again. And most killers that I know (and I'm on a community discord) act the same.We consider it a SWF killer radar, and I personally accept to lose the round just for the single purpose of killing OoO carriers.
Just a friendly warning, sir!About your question : I'm not sure, since I've never seen an OoO dying after his teammates.
I use OoO with SS on Laurie when I go solo. I frequently am the last one to survive and it's absolutely hilarious when you can non-stop see the Killer's Aura without them seeing yours.
It's very challenging to play but that's the fun in it. -
If the movement speed information on the Wiki was added by me, it is accurate or as accurate as is possible with testing stuff in-game. I test these things several times.
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@JxshHxrvey said:
@DocOctober said:
@JxshHxrvey said:
@DocOctober said:
@JxshHxrvey said:
@DocOctober said:
@JxshHxrvey said:
@DocOctober i'm assuming by the only indication. what do you want me to do write out a survey asking what killer you play? no thanksNo, you simply could be less judgemental.
How am I judging I said assuming, also X flair checks out is a survivor meme from Reddit. why are you getting on your high horse over a thread lmao
Because I dislike people trying to discredit the opinion of others based solely on who they assume their main is, which is pretty much what you've tried to do
Not discrediting their opinion, everyone has their own. including me and you.
and aren't you trying to discredit mine by saying im 'pretty much' doing that?
Yes, but I'm not doing it by assuming your main, but based on your comments alone.
That doesn't give you a right to discredit an opinion , you're making this mind-numbingly boring. You can stop mentioning me now. Thanks.
I'll mention you as often as I desire and you're not really the one in any position to call something boring, just saying.
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They reworked some of the prestiges.
I think it's good, Ace always looked like he fell into a tub full of ketchup.
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@JxshHxrvey said:
@DocOctober said:
@JxshHxrvey said:
@DocOctober said:
@JxshHxrvey said:
@DocOctober i'm assuming by the only indication. what do you want me to do write out a survey asking what killer you play? no thanksNo, you simply could be less judgemental.
How am I judging I said assuming, also X flair checks out is a survivor meme from Reddit. why are you getting on your high horse over a thread lmao
Because I dislike people trying to discredit the opinion of others based solely on who they assume their main is, which is pretty much what you've tried to do
Not discrediting their opinion, everyone has their own. including me and you.
and aren't you trying to discredit mine by saying im 'pretty much' doing that?
Yes, but I'm not doing it by assuming your main, but based on your comments alone.
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@SeducedByDaemonette said:
Realism is not applied to this game . Not to mention that there are killers who are smaller than survivors (like Hag/Pig against David/Tapp) .I'm fully aware of that, but a lack of realism present is not an argument for not considering my suggestion.
Also, as I said in my post, the Killers are empowered by the Entity. Or how else would Hag and Pig be able to lift Survivors and break Pallets just as easily as the other taller Killers?
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@JxshHxrvey said:
@DocOctober said:
@JxshHxrvey said:
@DocOctober i'm assuming by the only indication. what do you want me to do write out a survey asking what killer you play? no thanksNo, you simply could be less judgemental.
How am I judging I said assuming, also X flair checks out is a survivor meme from Reddit. why are you getting on your high horse over a thread lmao
Because I dislike people trying to discredit the opinion of others based solely on who they assume their main is, which is pretty much what you've tried to do.
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@JxshHxrvey said:
@DocOctober i'm assuming by the only indication. what do you want me to do write out a survey asking what killer you play? no thanksNo, you simply could be less judgemental.
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@Orion said:
Der_Schatten, if you don't see how Survivors can abuse such a system, then you clearly need to play Killer in high ranks. Or hell, just read the complaints on the Steam forum.Don't we just love clueless Survivors?
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@Daddy_Doctor said:
Like a countdown once the spikes are up. So as a killer you know how long is left before ppl can escape.Ah, I see. I'll add that as a suggestion.
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@Der_Schatten said:
My Idea for Camping:
If the Killer is closer than 24Meters (Not the Heartbeat, since they just counter it with insidious) the Hooked Survivor dont lose his Life... so that means if the Killer does not leave the Survivor, he cant die on the Hook. Leave him, let him be rescued and hook him again. Than Probably Campers will switch to Tunnler but... at least a survivor has a Chance to play a bit longer... not die on his first hook cuz Killers have no ballsA similar mechanic was tried, it was abused by....
... Survivors, who would have guessed...
The devs won't implement any anti-camping mechanics anymore.
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@Daddy_Doctor said:
A timer once Blood Warden has activated would be great too.Could you elaborate that? What timer?
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@JxshHxrvey said:
@Orion said:
A better thought on camping: learn to deal with it.Nurse flair checks out.
Could you people stop judging people based solely on their chosen avatar?
@light141 The developers have tried 2 anti-camping mechanics in the past, long before console. Both mechanics got so thoroughly abused by Survivors that the devs decided to scrap any anti-camping mechanic for good.
There will be NO mechanic to punish camping anymore, only ever mechanics that incentivise the Killer leave the Hook (BBQ & Chilli, Make Your Choice, Devour Hope, etc.)
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The Mori is not actually too long. Most Moris last 11-13 seconds, so it fits right in. Though the Trapper could move a tad faster, it feels a bit sluggish.
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Those Achievements aren't locked to Characters, unless the console version works differently to the PC version (I'm assuming that because you said Trophies).
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Today is relative, it's a quarter to 7 in the morning in Montréal, the devs probably aren't even in their offices yet.
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Every month on the 13th, all across the globe.
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@Irisora said:
@DocOctober said:
Good, frankly I don't really care about the last few comments. I disagree with arguments that don't want a change to happen it would be strong on 2 out of 23 Maps or for 1 out of 12 Killers.I understand the reasoning, but don't accept it as an argument.
Nice i give you a thumbs up with most changes you suggest except 3 and you respond in that egocentric way?
First of all who gives an argument here is only me, because you are saying that you disagree with anyone that don't want changes in some subjects. And that's not an argument neither logical response. So well as shocking as it can sound to you there are things in the game that should stay the way it is, and if you don't think the same way then give proper arguments instead of a vague and hostile answer like that. And also you are wrong.
First, the huge buff to Boil over you suggest can affect every killer not one, and second it affect 8 maps with sight blocker not 2:
Crotus prenn asylum:
disturbed ward
father campbell chapelHaddonfield:
lampkin laneBackwater swamp:
pale rose
grim pantryLery memorial:
treatment theatreSpringwood:
badham preschoolGideon meat plant:
the gameThis maps are also very survivor sided, many burn offerings for them and buffing that perk to that lvl will bring no good to the game in any way, from escapes of the killer grasp to more non-obsesion DS triggering.
If you are going to suggest perk changes then be more open minded.
I decide how open-minded I am.
Boil Over is niche Perk at best, even with the buffs I suggest.
I think you overestimate its effectiveness and the range a Killer can carry a Survivor. The normal carrying range is ~50-55 metres before the Survivor wiggles free. Boil Over would only hide hooks up to 24 metres on Tier III, still showing any Hook outside that range which is still easily reachable by the Killer.
The reason I want to increase its range is simply because it's currently way too short. I have been affected several times by Boil Over, yet always had what I would consider nearby hooks show up for me because its current range is really not that much.
Changes are, that the hook it hides is one that you wouldn't have noticed yourself anyways even with the Aura-reading because you were so close to yet look in a different direction.
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Good, frankly I don't really care about the last few comments. I disagree with arguments that don't want a change to happen it would be strong on 2 out of 23 Maps or for 1 out of 12 Killers.
I understand the reasoning, but don't accept it as an argument. -
All Killers that share the same movement speed share the same lunge range as Lunge works like a Killer version of Dead Hard. All Weapons have the same reach for consistency amongst all Killers.
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@Someissues said:
@Orion said:
No such time-out ever existed, connections are not one-way, and if the bug could be detected just like that, chances are it wouldn't be a bug any more. Other than that, great plan.My memories are telling me such thing did happen before, it was definitely more than 5 seconds back then, anyhow that's not the main point of the topic thanks for mentioning it anyway
@Master said:
You never dodge lobbies, even if you have 1k ping? Those are survivors who make killers dodge the whole lobby btw
Devs are too incompetent to fix the 3 man lobby bug, how are they supposed to implement a system that triggers if that bug happens.Actually its the survivors who give false statistics because they DC all the time if they play against something they dont like

That's an exaggeration, I have never seen anyone with 1k ping so far, max 500 ping. if you have 1k ping no one would be able to join anyway . and what happen in game with people with high ping is that they just stood still and freeze, and would run randomly, delayed vaults etc easy kill
As for devs being incompetent, if they managed to fix the lobby empty bug then great, they got to fix that or make sure people who have this bug doesn't get penalized
Trust me, if all killers are willing to go hand to hand on every match, statistics would show more accurate data rather than some inaccurate data and results which results in things that were stupid EG Nerfing Freddy despite being told not to by the community
Memories are not infallible, there was never a longer cool-down timer than 5 seconds. There were only ever TALKS of a longer one.
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@Master said:
@DocOctober said:
@Master said:
@DocOctober
Ah I see, interesting but it wouldnt be used that much I guessI just think that a 2 or more blinks Nurse with that Add-on would be absolutely too strong.
@DocOctober said:
@Master said:
@DocOctober
Ah I see, interesting but it wouldnt be used that much I guessI just think that a 2 or more blinks Nurse with that Add-on would be absolutely too strong.
Oh I think im reading this wrong, the chain blink is not taken away after the hit, its part of the description. All fine then, but it would be too strong probably if you can run a 2 blink nurse with perma noed

That's exactly why I said it would not stack with the +1/+2 blink Add-ons. Perma one-blink Nurse.
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@Master said:
@DocOctober
Ah I see, interesting but it wouldnt be used that much I guessI just think that a 2 or more blinks Nurse with that Add-on would be absolutely too strong.
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@Master said:
@DocOctober said:
The Doctor (4/7/3/5/1)
- Iridescent Queen, UR: "A glass-like Queen chess piece moulded from The Fog itself, its sickly shimmering glow driving victims deeper and deeper into Madness." Doctor Hallucinations have a Terror Radius of 16 metres and will start walking towards afflicted Survivors. Can be seen by The Doctor as an allied Aura.
I like that idea, would make doc a lot more interesting>
@DocOctober said:
The Huntress (4/7/5/3/1)
- Shimmering Concoction, UR: "An otherworldly concoction brewed from the essence of The Fog itself. It leaves a golden shimmer on the blades." Hit victims become momentarily disoriented, their vision becomes blurred (similar to the Afterpiece Tonic) for 2 seconds and their controls invert.
That last change would probably require the removal of the on-the-fly camera inversion that could be used to counteract it.
combine Amanita & Berus Toxins into one Add-on.
I wish inverting controls would be a thing for clown already, the vision blurr alone is rather weak
@DocOctober said:
The Nurse (6/4/5/5/0)
- Smithson's Last Breath, UR: "A powerful last breath snatched from Sally Smithson by The Entity itself and given back to The Nurse. It sparkles with a bright, intense glow in her hand." Successful hits put Survivors into the Dying State, removes 1 Chain Blink, tremendously increases the maximum blink range, moderately decreases the fatigue time. Does not stack with Fragile Wheeze or Campbell's Last Breath
Not sure how that is supposed to work, every hit reduces your chain blinks by one, so after some insta downs you are a 1 blink nurse?
No, this would make the Nurse a permanent one-blink Nurse, but with larger range and reduced fatigue. A challenge Add-on, so to speak.
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@Someissues said:
@DocOctober said:
Back in the early days, before pallet-looping was a thing, gens took 10 seconds less to repair, yet the average game lasted 10-12 minutes, not 6-8 like they do nowadays.That's because back in the days there was a thing called Infinite, where survivors can go to safe places so the killer gives up and chase another. A match should last close to 10-12 minutes+, 5-6 minutes per match is a joke and it's heavily in survivors favor as long as they play well. Killers can only win heavily depending on Survivors making mistakes
Infinites had nothing to do with matches taking longer than they do nowadays. Infinites wasted time and preoccupied the Killer, pallet looping does the same thing, meaning that Gens should theoretically have been done very fast, yet that's not what happened.
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@chickenman12365 said:
I can loop fine, i just never get the option to loop because the second he sees me, he hits me with a potion then i'm already hit.Good, you aren't supposed to loop in the first place. Git gud.
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Gen speeds are NOT the problem, they are one of the symptoms caused by long chases, thanks to second-chance Perks and pallet-looping.
Back in the early days, before pallet-looping was a thing, gens took 10 seconds less to repair, yet the average game lasted 10-12 minutes, not 6-8 like they do nowadays.
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Alright, let's say "remove" as in remove the current functionality. I know that the devs won't delete a Perk.
I'd prefer it if NOED would have no one-hit, but a greater and permanent movement speed buff. Kind of like a No One Outruns Death. A 6/9/12 percentage would be good. That gives most Killers the speed of a cloaked Wraith on Tier 3.
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@Wolf74 said:
@DocOctober said:
Both are Perks that reward bad play from the user, which is something I find despicable in a game that is supposed to be based on skill.DS rewards the user by screwing up a chase and getting caught. It completely resets any progress the Killers has worked towards in that chase and can oftentimes make the difference between a kill or not, especially end-game.
NOED rewards the user for not being able to put enough pressure on the Survivors to prevent all Generators from powering. It tends to give a lot of kills that regarding the circumstances, are not deserved/earned by the Killer.
I'm completely against the usage of either Perk and would like them both removed from the game. Both Survivors and Killers should rely on their personal skill in a chase, not on crutches.
And yes, I'm aware that technically, Survivors can disable NOED before it even comes into play, but I couldn't care less about that. The Perk shouldn't exist in the first place.
Simpley, NO.
These perks are not on the same level.
Noed is still in control of the survivor IF it ever triggers or not.
It has a build in counterplay and if the survivor decide to ignore it, that is THEIR fault.
The killer just prepared himself for the lategame and made the choice to play the complete early game with just 3 perks instead of 4. He payed for this benefit in the end and the survivor had been to lazy to do totems, but rushed the gens.
Why should the killer be denied of the ability to prepare for that?
It is just another way to stop gen rush and force the survivor to do different objectives.I think I gave my reasons why.
Perks should not fix broken mechanics.
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@Nickenzie said:
@DocOctober I strongly agree with your statement and is something I'm trying to understand. Why use perks balance the game? It should be a rework of the game mechanics like pallet vacuum which helps with looping, not a perk
Developers, I know your trying but NEVER use perks to balance a game.My point exactly.
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@Nickenzie said:
@DocOctober I think I know where your coming from because NOED can reward killers for their mistakes. However just keep this at the back of your head, most killers are weak, and can't apply pressure as fast as Nurse can. It's why you see Wrath and Freddy use NOED because regardless of how skillful the player is, they always get gen rushed but that's not their fault, the killer itself doesn't allow the player to be skillful. Yeah they can play a different killer but they might not want to.Yes, but that is a problem of fundamentally flawed game mechanics and shouldn't be "fixed" with Perks.
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@Nickenzie said:
DocOctober said:I despise Hex Perks in general. Not a single one of my Killers (I have levelled them all) uses Ruin. I'm doing fine without it.
And as I also said: I despise Perks that reward people for their mistakes. I don't care whether or not a Perk has counters or is "needed" in a current meta, they need to go.
@DocOctober How does Ruin or NOED reward you for your for mistakes? Not that I don't disagree with you but I'm just curious as to how you see NOED and Ruin as a handicap to killer's when it's not the killer fault. The survivors have more control than the killer on how fast the game will go. Even the best killers like Nurse without ruin would have to play out of her mind to do well. All killers have to rely on pressure (momentum), if your applying a lot of pressure, the game will slow down. While applying little to no pressure at all will cause the game to go faster which is something you don't want. The problem is that most killers can't apply pressure fast enough, a good example is trying to down a survivor. If a survivor loops you for 3 minutes, that was 3 minutes of you having no pressure has caused the other 3 survivors time to do generators. C'mon you'll have to admit at one point that you played a map where one survivor looped you for a great amount of time and you couldn't do much about it due to the pallet spawns, not because of YOUR MISTAKE. Ruin slows the game by allowing the killer to go for long durations of not applying any pressure at all which NOED punishes survivors for NOT cleansing all of the totems because they took advantage of you having no pressure which is something killers struggle with.
I don't have a problem with Ruin. When I said that I despise Hex Perks, I meant it in the way that I despise their destructibility and thus don't run any myself.
So forgive me, but I will not reply to the Ruin part, because that's not what my thread is about. People can use Ruin as often as they want, I personally don't run it on any Killer as I don't like having a disabled Perk within 30 seconds of starting the game.
And yes, NOED may punish Survivors for bad play (not cleansing totems), but it also rewards the Killer's failure at putting up pressure, which is the part which I dislike about it.
As I said before, I don't really care if a Perk has counterplay or not, if they reward bad play on the user's side, they shouldn't exist in the game since the game is supposed to be about your skill and your skill only. If you fail at doing something, you should be punished, not rewarded.
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@Nickenzie
I despise Hex Perks in general. Not a single one of my Killers (I have levelled them all) uses Ruin. I'm doing fine without it.And as I also said: I despise Perks that reward people for their mistakes. I don't care whether or not a Perk has counters or is "needed" in a current meta, they need to go.
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The Shrine of Secrets is deactivated at least until Friday (29th of June).
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@Skorpanio said:
Seriously what happend?Could you elaborate a bit? What is it that upsets you exactly?
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@ASpazNamedSteve said:
Love all of these except for a few, like Thanatophobia would still be trash, and changing No Mither like that kinda feels like its taking away from what the perk's meant to be.Really good changes though, nice job man.
Yet there have already been people expressing their dislike of my Thanatophobia buff.
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@Autoliny said:
I think that would be nice change, this perk was great back when SC was OP, now it's rarely used, I would have been fine with this getting a buff when SC got nerfed, but if you plan on being a medic, best to use we'll make it
- Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.
I assume you mean give it infinite duration, Hope is under used but a great perk combine with no-one left behind, you don't see it because people are selfish. If you give it a permanent effect all your doing is creating those games where the survivors don't want to leave, with the changes coming to whispers, they will just troll knowing that you'll not catch them, so no I would say.
- No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia
I like the thought of that, Information is key in this game and knowing you have someone that is injured from the start is valuable, and killers know you're going to have DH with the current changes coming to exhaustion, you'll be a free kill.
- Resilience: buff the numbers to 5/10/15 %.
I could enjoy this getting buffed, fun perk as it throws off the killers muscle memory.
Killer Perks
- Brutal Strength: buff the numbers by 5 % to re-instate its former speed.
Did you forget that the initial speed of BS was split between the killers and the perk, so although the perk got nerfed, all killers got buffed, I feel it's good as is,
- Fire Up: buff the numbers by 6 %, so that the maximum is 16/18/20% on 4 Tokens.
I really like this change, I still don't think it's enough, but with other perks currently released I feel that it would be a nice change
- Iron Grasp: buff the numbers to 5/10/15 %.
Buff isn't needed for this perk, it's a no fun tryhard perk, Agi is better than it by far and the only reason people would want it buffed is to drag people back to the basement, as of the last hook change, you can't turn around without seeing one, unless I'm killer that is lol
- Monstrous Shrine: make the Perk affect all Hooks with the current values and buff them for the basement hooks.
Although you think along the lines of the perk being useless, having to drag a survivor back to the shack isn't worth the effort or going to save you any real time, having this apply to every hook would mean that camping is rewarded more so that it currently is, I think everyone can agree how bad that is.
- Pop Goes The Weasel: increase the timer to 60 seconds.
+
- Surveillance: Remove the timer. It's nigh impossible to damage 3 gens within 16 seconds and there's not really a good reason for it to have one in the first place, it's the weakest Killer Perk, the Killer's Déjà Vu.
Considering your image is of the Doc I say hell no to these changes lol, I find the timer on PGtW to be really annoying, I assume with these perks they wanted 3 Gen strats to slow the game more, but not control them, Given that the Doc is disgusting in 3 gens strats, I think he played a massive part in these perks being underwhelming.
Brutal Strength:
Breaking a pallet with Brutal Strength is currently noticeable slower than before the nerf. They said they wanted it to feel equal after the nerf since the base speed got buffed, but they didn't. The Perk was nerfed.Hope: Hence why I lowered the percentages, I don't think it would lead to post-game trolling.
Iron Grasp: as you said yourself, it's ######### in comparison to Agitation, but I can't think of a better buff than to increase its percentages a bit.
Monstrous Shrine: Actually, long hook stages are one of the reasons Killers camp more often lately, they can't afford to have every Survivor on the hook for 90 seconds each. Monstrous Shrine would reduce it and give Killers some slack in regards to time.
Your last argument doesn't make any sense to me. I've read it multiple times, but I don't get what you're trying to reason and what a longer timer to be able to reduce a Generator has to do with the 3-gen strat.
And please, do not assume anyone's motives based solely on their avatar. I am indeed a Doctor main when I play Killer, but that's never been my motivation for any of these changes. I'm just as much an Ace main as Survivor. I also rarely do a 3-gen strat unless I feel pressured because the game goes too quickly.
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The Nurse (6/4/5/5/0)
- Wooden Horse, C: -
- White Nit Comb, C: -
- Bad Man Keepsake, C:-
- Metal Spoon, C: -
- Plaid Flannel, UC: lower it to Uncommon rarity
- Dull Bracelet, UC: -
- Catatonic Boy's Treasure, UC: -
- Matchbox, UC: increase to Uncommon rarity, moderately increases the Chain Blink window.
- Pocket Watch, UC: remove the charge speed penalty
- Spasmodic Breath, R: -
- Heavy Panting, R: moderately increases the Chain Blink window, slightly decreases the fatigue time.
- Fragile Wheeze, R: -
- Ataxic Respiration, R: -
- Anxious Gasp, R: -
- Kavanagh's Last Breath, VR: remove the Blink amount penalty, considerably increases the Chain Blink window, slightly increases the fatigue time.
- Jenner's Last Breath, VR: remove the Blink amount penalty.
- Catatonic Boy's Last Breath, VR: "A powerful last breath snatched from Crotus Prenn Asylum patient the "Catatonic Boy". In the hands of The Nurse, it buzzes with intensity." Tremendously increases the maximum range of the Blink, tremendously decreases the accuracy of the Blink.
- "Bad Man's" Last Breath, VR: remove the Blink amount penalty.
- Campbell's Last Breath, UR: remove the range penalty.
- Smithson's Last Breath, UR: "A powerful last breath snatched from Sally Smithson by The Entity itself and given back to The Nurse. It sparkles with a bright, intense glow in her hand." Successful hits put Survivors into the Dying State, removes 1 Chain Blink, tremendously increases the maximum blink range, moderately decreases the fatigue time. Does not stack with Fragile Wheeze or Campbell's Last Breath
Remove the Torn Bookmark and Dark Cincture, reduce the maximum possible Blinks to 4, 5 are generally being regarded as too many second chances for bad Nurses to correct bad Blinks and next to uncounterable from good Nurses.
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The Huntress (4/7/5/3/1)
- Coarse Stone, C: -
- Insidious Toxin, C: "A toxin applied to the Hatchets' blades. The Berus snake's toxin combined with that of the Amanita mushroom create a devilish concoction, causing tiredness and numbness of the mind." Hit target suffers from the Exhaustion and Blindness Status Effects for 30 seconds.
- Bandaged Haft, C: -
- Pungent Fiale, C: lower it to Common Rarity
- Oak Haft, UC: -
- Manna Grass Braid, UC: -
- Leather Loop, UC: -
- Fine Stone, UC: -
- Deerksin Gloves, UC: -
- Yew Seed Brew, R: increase the timer to 30 seconds
- Venomous Concoction, R: -
- Rusty Head, R: -
- Flower Babushka, R: -
- Shiny Pin, R: increase it to a moderate movement speed buff
- Yew Seed Concoction, VR: increase the timer to 45 seconds
- Infantry Belt, VR: -
- Glowing Concoction, VR: increase it to 6 seconds (in accordance with similar Add-ons)
- Begrimed Head, VR: -
- Iridescent Head, UR: increase it back to -2 Hatchets and make it unstackable with the Belts
- Shimmering Concoction, UR: "An otherworldly concoction brewed from the essence of The Fog itself. It leaves a golden shimmer on the blades." Hit victims become momentarily disoriented, their vision becomes blurred (similar to the Afterpiece Tonic) for 2 seconds and their controls invert.
That last change would probably require the removal of the on-the-fly camera inversion that could be used to counteract it.
combine Amanita & Berus Toxins into one Add-on.
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@tovelo said:
Thanatophobia: make it take into account dead Survivors.that's a big no.
other than this i agree/fine with allMind explaining why it's a no?
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The Doctor (4/7/3/5/1)
- Moldy Electrode, C: remove the charge time penalty
- Maple Knight, C: -
- Order Class I, C: -
- Calm Class I, C: -
- Polished Electrode, UC: lower the charge time penalty to slightly
- Restraint Class II, UC: -
- Order Class II, UC: -
- Discipline Class II, UC:-
- Calm Class II, UC: -
- Scrapped Tape, R: move the circle to 12 metres out an increase its radius to 8 metres. No more inner radius, the entire circle should shock Survivors within it.
- Interview Tape, R: widen the beam to 3 metres and increase its length to 25 metres.
- High Stimulus Electrode, R: lower the charge time penalty to moderately
- Restraint Class III, R: -
- Discipline Class III, R: -
- Restraint Carter's Notes, VR: -
- Order Carter's Notes, VR: -
- Obedience Carter's Notes, VR: -
- Discipline Carter's Notes, VR: -
- Calm Carter's Notes, VR: -
- Iridescent King, UR: -
- Iridescent Queen, UR: "A glass-like Queen chess piece moulded from The Fog itself, its sickly shimmering glow driving victims deeper and deeper into Madness." Doctor Hallucinations have a Terror Radius of 16 metres and will start walking towards afflicted Survivors. Can be seen by The Doctor as an allied Aura.
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@Nick said:
- Alert, Bond, Plunderer's Instinct, Premonition, Spine Chill: buff the ranges to 24/32/40 metres, the base ranges are too low.
This is a nerf for Premonition im pretty sure? Because it will proc. too many times when he's not even coming for you.
- Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.
Just remove the cool-down. No one is going to use it anyways.
- No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia
This takes away the power of No Mither. Combining it with Resillience etc. Now you have to find the killer first to even get the bonus.
- Windows Of Opportunity: remove the cool-down or reduce it to the same values as Quick & Quiet.
Nah it's fine.
- Beast Of Prey: remove the cool-down, there's no good reason for having one.
Devs tested this and they said that it would be way too strong. But I agree, 2 minutes is too long.
- Make Your Choice: make the icon light up when out of the specified range, like Devour Hope
And don't let the survivor know that he's exposed untill he gets hit? So you will always have that first suprise down like Devour
I agree with all the others

Agreed on Premonition, I'll change it a bit.
Hope is a rather strong Perk with its current percentages, people underestimate the extra-distance that is takes Killers to catch up to a Survivor running Hope, it will oftentimes decide if one reaches the exit or not.
I see a lot of requests for that No Mither buff, I'm surprised that I get that many negatives now.
As for Beast Of Prey, since it still activates with Bloodlust, which means 15 seconds of a chase and you losing out on points, I don't think that it would be too strong.
As for MYC, I only want its Perk icon to light up when the range for it to trigger is obtained, just like how Devour Hope notifies you that you're 24 metres away from the Hook. I don't care about the Exposed notification.
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Nickenzie said:
@DocOctober I'm assuming everything you posted before is exactly the same as before because you haven't changed how OP your version of Up The Ante would be. I'll repeat myself from the other postDocOctober said:- Up The Ante: buff the numbers to 2/4/6 %.

Great job on the changes, well done! However Up The Ante will become the new Decisive Strike with those numbers, I'll explain with math. So your version of Up The Ante with 3 tokens will give every survivor including yourself a 18% chance to all RNG actions, not bad but let's look at specifically the "Attempt escape" action when your on the hook. It's a 4% currently on 2.0, so your new kobe % will be 22%, holy moly! 100%-22%=78% to not kobe for one attempt, now let's cube that number, 78%^3=47.4552% to NOT kobe in 3 attempts. Let's use slippery meat to spice it up
78%^6=22.51996% to NOT kobe in 6 attempts, oh boy, the new Decisive Strike! Yeah you'd have to use 2 perks to have a 77.48004% chance to kobe and all 3 survivors for the best % chance. However being able to safe yourself from the hook is probably the most powerful thing in the game. "Dang, I got hooked... hey guys just keep working on generators and I'll unhook my self when the killer leaves." "Okay, we'll keep working on generators." Yeah, it's RNG but your likely going to kobe around a 8/10 ratio so it would be rare to not kobe.
Yes, it's the same thread, this one being the "copy" for the devs in the Balance Feedback. - Up The Ante: buff the numbers to 2/4/6 %.
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The thing is that Thanatophobia is a placebo in its current state. At maximum, it will prolong a Generator's repair for about 10 seconds, assuming all 4 Survivors are injured the entire duration of that repair.Khalednazari said:All the ideas are great, except the rework idea on Thanatophobia. It's already a widely used perk, and it doesn't need a buff. Sometimes, it lasts all match since someone or the other is already injured, if the killer is playing well. And the dead hasn't been left for dead, we already have the perk 'Dying Light' for it.
How often do you see so many Survivors injured at the same time and for so long? Practically never.
Huh, I indeed didn't do the math there. As Runiver suggested, a hard cap would solve this.Nickenzie said:
@DocOctober Great job on the changes, well done! However Up The Ante will become the new Decisive Strike with those numbers, I'll explain with math. So your version of Up The Ante with 3 tokens will give every survivor including yourself a 18% chance to all RNG actions, not bad but let's look at specifically the "Attempt escape" action when your on the hook. It's a 4% currently on 2.0, so your new kobe % will be 22%, holy moly! 100%-22%=78% to not kobe for one attempt, now let's cube that number, 78%^3=47.4552% to NOT kobe in 3 attempts. Let's use slippery meat to spice it upDocOctober said:- Up The Ante: buff the numbers to 2/4/6 %.
78%^6=22.51996% to NOT kobe in 6 attempts, oh boy, the new Decisive Strike! Yeah you'd have to use 2 perks to have a 77.48004% chance to kobe and all 3 survivors for the best % chance. However being able to safe yourself from the hook is probably the most powerful thing in the game. "Dang, I got hooked... hey guys just keep working on generators and I'll unhook my self when the killer leaves." "Okay, we'll keep working on generators." Yeah, it's RNG but your likely going to kobe around a 8/10 ratio so it would be rare to not kobe.
Or it could affect Kobe's differently, I was more looking at its effect on finding Chest Loot and getting out of Traps. -
Reddit's your friend.
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@No_Cluie_Louis said:
@DocOctober said:
All in all, any such discussion is pointless from the start.The devs have tried two separate anti-camping mechanics in two separate PTBs. Both times, the Survivors abused the mechanics so thoroughly, to both the detriment of the Killer AND the hooked Survivor, that the devs eventually decided to scrap any anti-camping mechanic for good and never implement one ever again.
The devs will only ever give incentives now to leave the Hook (mainly Perks like Pop Goes The Weasel, Devour Hope, Make Your Choice, Barbecue & Chilli) instead of punishments for not doing so.
I'l say it again that the devs seem to think the solution is more simple than it is. They need to stop rushing their ideas and really make a long thought out game changing mechanic that would benefit the killer more than the survivor. It's what i'm doing but i'm asking for improvements.
Tough luck. The devs were quite clear: no more punishments for camping, only incentives not to do it.
Camping is a strategic choice made by the Killer that can work out in their favour or backfire horribly, all depending on what the other Survivors do.
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I don't get where you get that light = Entity's weakness from, but I can explain why we don't get to repair all 7 Generators anymore.
Back in the early days, Survivors could repair all 7 Generators to full, even after the Exit Gates became powered on repairing the 5th Generator. This lead to a lot of post-exit farming by Survivors. Instead of leaving, they stayed in the match and searched for the last 2 Generators in order to also repair them and gain more points. Eventually and after numerous complaints by the Killers, the developers made it so that all remaining Generators would automatically be completed once the Gates become powered, to stop the post-exit farming.
A similar situation lead to Hooks no longer giving any Boldness points if you sabotage them post-exit.
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@holywhitetrash said:
@DocOctober said:
It should indeed count as a secondary Terror Radius, like Freddy's. His Lullaby activates Perks like Stake Out, the Huntress' doesn't.not an expert but isnt freddy's song the same size as his terror radius?
huntress' hum is more than double her terror radius an area that big before terror increasing perks would be insane with the perks that make your terror radius do thingsIt is the same radius, but not his Terror Radius.