Avatar

ElusivePukka

ElusivePukka

About

Username
ElusivePukka
Joined
Visits
0
Last Active
—

Comments

  • I mean, if you're good enough at looping, you can get your exhaustion back a few times in a chase. I got my sprint burst back four times in a three-gen chase a couple hours ago by knowing when to rest. The guy DCed after he'd had enough pallet stuns while desperately trying to mori, but there you go.

    Overall, I like the idea. Maybe a perk, though, giving 15/20/25% exhaustion reduction.

  • There's youtube playlists of all music in the ost and menus. While I'd like this as an innate feature, it's pretty easy to use that or download.

  • There's a lot of unsafe pallets where one can't reasonably get a stun - thinking you can, or thinking that's the function of unsafe pallets, it's evidence that no matter how involved you are in the game you haven't been paying attention. People won't be desperate enough to aim for those structures unless the safer pallets have been used already, and by that time a stun with a pallet will still mean a down for the survivor.

  • If the killer is bad enough that they can't catch you or even find you all game, you shouldn't be forced to chase the killer in order to get your emblem. I get a lot of black pips just because I gravitate to gens that killers don't tend to check first in their routes, and my allies aren't leading them to me. I'm doing the objective, I'm not even immersed, so why am I punished for surviving - you know, the name of my role?

  • They have ######### AI in the tutorials. I'd be down with even bad AI playing as the husks, to waste a lil more of the killer's time.

  • "oh no, I played suboptimally by just running back and forth, rather than knowing that lights don't come on at a gate until 30% so I could just commit, and bringing a perk that's a hindrance to both sides"

  • I'm just gonna hafta disagree with you as a Pig main. Chases can be drawn out by good enough survivors, but that's a problem for any killer - learn to cut your losses and juggle.

    As things stand, up through purples I still consistently get 2-4k games, and the consistency drops depending on how many reds are in the lobby but it's still solid - I'd probably do better if I wasn't too proud to use Ruin.

  • I mean, Bill never had other canon outfits in L4D.

    Tapp and the various Pigs did in the canon of SAW. So them having alternates makes a lil more sense.

    That said, I liked the beta design for Bill, and Bill's cameo from PAYDAY would be interesting.

  • Killer or Survivor, I love Lery's and Gideon. They're actually ridiculously easy to escape and get 4ks in, because they have some of the least random arrangements in DbD, and yet I tend to run against people who haven't realized that.

    As a survivor, though, Coldwind and Haddonfield are by far the easiest to escape in. As far as aesthetics, I like The Red Forest maps in general.

    I dislike Yamaoka thoroughly. I don't get cornblind, I get bambooblind.

  • It's harder to pip if you use a mori, especially if you're using them in higher ranks. It honestly makes the most sense to use them during reset, because that's when they impact your score the least.

  • Killers don't need buffs. Maps and perks invalidated by mechanics changing need to be looked at. I'm down for QoL changes on a lot of killers, but if killers in general get buffed it'll just mean "more of the same but stronger" rather than a restructured and better distributed balance.

  • While this would be neat, the husk system being implemented is already nice

  • Lurker working with tokens to ramp up is smart.

    Cloak and Dagger isn't just "strong", it's currently "so strong it would be genuinely stupid not to use it" - I suggest not notifying the killer but still making dulls injure the cleanser automatically as long as the main hex is lit. That way Thrill of the Hunt still has function as an alarm system, but C&D would have function as an alternate trapped totem. Again, as things stand this has three effects: hide all totems (already strong), injure the cleanser of dulls (also strong even by itself), and alert the killer of location (also strong by itself). Each of those, individually, would be worth a potential hex, and one already is.

    Blinding Strike is.. something I'd be down for seeing last the entire injury period, though I'd maybe add a +20/15/10% to healing speed as a slight tradeoff that could be compensated for with addons and/or Sloppy.

    Cursed Treasure isn't too strong - you could always drop the item. However, I don't see this being fun for survivors to interact with, denying them their 'power' entirely: at least take the above suggestion and add a BP bonus to escaping while carrying a curse, or a BP gain while using one.

    Ambushed Prey does act like aspects of Murmur and Rancor, and the latter is the real problem here - knowing where everyone is and where they're facing at all times removes stealth and mindgames entirely, and anything that gives the possibility for instadowns would be just unfun to play against when coupled with complete denial of agency. This is a no-skill perk idea.

    I'd second the notion that Bloodthirst isn't really a perk idea: it should be base kit, or at least the possibility of forgoing 3rd hooks for moris every time.

  • FYI, on that screen Alt+F4 brings up an option to quit the game.

    It sucks that the devs focus on polish more than the gaping holes in the game, but this one has a fix.

  • Franklin's and several other perks are 'trash' not because they're good or bad - though Franklin's isn't actually good or bad - they're considered 'dick moves' because their mechanic serves more to annoy than give legitimate purchase against the other team.

    I view Franklin's as situational, like No Mither, or all of Legion. The other team catches on quick, and pretty quickly the benefits can be mitigated by coordinated or just intelligent gameplay, and it becomes basically a wasted perk for a bit of wasted time.

  • Instant collection? No. Animation taking less time than searching a locker to dislodge it from where it lands? Sure.

  • Perks requiring items isn't exactly new. Plenty hinge on items in general, toolboxes, or medkits.

  • No reason to ######### on the idea. People flocked to Final Destination being associated with The Entity, and that idea was full of holes.

    I'd suggest an edit: the Upside Down is The Entity. The Mind Flayer is just an interactive avatar it uses to help shape and contain its simulacra of the normal world.

  • This sounds like a reward for less tunneling rather than a punishment for doing so, much like BBQ is a reward with a prompt not to camp.

    You get the same BP you normally do and reap the salt mines, or you get some more BP. Killer already gets plenty, so you get to prioritize points or toxicity.

  • Thanatophobia is okay on Myers. I prefer detection perks on my killers, and a lot of people push Ruin as the meta, but Thanatophobia, Ruin, Thrilling Tremors, and other slowdown perks are ideal to give you more chances to stalk. I'm a dick and run slug Myers when I run him, so take my advice with a grain of salt :P

  • Snakey, them swarming the hook when you leave might be no-skill saves, but you staying by the hook is no-skill hits.

    Otherwise I agree with you.

  • Who hasn't cleansed ruin? 9.9

    What you're describing isn't exceptional play, it's bang on average.

    Go ahead, derank, no one's stopping you. Focus on altruism, save and heal people for points, grab some totems, but if you don't touch gens you'll likely depip/safety rather than going up. Nice way to go down without being a douche about it.

  • Wholeheartedly agree with those above. Monitor, then Nurse's, and ignore Brutal until you want to do something gimmicky.

  • Running into the same stream sniper again and again, or the same speedhacker that BHVR doesn't do anything about running around at 9 m/s, or the same person running a macro that crashes computers with flashlight spam (happened to a friend of mine) - it's not worth it, and that's a chunk of 'high ranks'.

    While I think there should be some kind of limiter on blocks, being able to ban five to ten people would be nice.

  • We already have Bobby through Bill, in essence. They'd sound and look too similar, basically being reskins.

    I'd prefer Garth or Charlie to Sam/Dean. Maybe Jody. You know. People whose deaths would mean a single man tear followed by some bromance and then moving on like nothing happened, to keep in line with the stories of both Supernatural and DbD.

  • Button mashes in general are inherently bad mechanics. Struggling on the shoulder or on the hook suck. However, although it adds no horror it does add urgency, so having something like a series of progressively harder skillchecks would be nice - even though I usually dislike QTEs, DbD does them well enough to tolerate.

    First three, normal difficulty, next two considerable difficulty, and then you stay alive as long as you keep hitting tremendously difficult ones, perhaps with lullaby/madness starting to kick in. Have a skill check every, I dunno, 5-7 seconds?

  • I'd prefer the inverse: adding aura or some other benefit to WGLF. Rather than taking away functionality from a perk (that, btw, is easily countered) I'd prefer to simply balance its partner.

  • Considering they're adjusting totem spots, and the PTB has them generally looking pretty good, I don't think any such change would be needed.

  • Acting childish isn't bannable.

    Pretty much any audio spam ought to be, but there it is.

  • Clown is easier in mid-ranks, but overall Pig feels more comfortable throughout.

    Pig with PGtW or Bamboozle can be fun, too.

    No Perk/Addon Clown vs No Perk/Addon Pig means Pig wins every time, though, because 15% slow isn't good when you have to slow yourself to make it happen even if you aim well, and Pig can both crouch and hide their terror radius - just keep in mind that RBTs aren't meant for head pops, they're fire and forget party hats that serve only to try to slow the game down by giving survivors extra objectives.

  • It's rina being an example of how not to be a positive, worthwhile person in the community. It stands for Learn to Play.

  • I dislike them. They detract from emblems for both killer and survivor, basically promote disconnects in the loading screen, and frankly are used as punishments for survivors rather than rewards for the killer.

    I'd like them to only be applicable to survivors who have hit their second hook state - not second hook, second hook state, as those are marginally different but the semantics seem relevant. I'd also like both killer and survivor to not get penalized for what is supposed to be the Entity granting favour in lore, and on the survivor side moris are just discouraging. When I'm playing survivor I play with twitchers, and there's a lot of asses who will let themselves get five genned for the chance to mori a streamer.

  • I specifically got Meg cosmetics to pair with my DeathGarden mask so I could give a survivor friend heart attacks, thinking I was a Legion running at them. While I appreciate the sentiment, I think more exact "killer costumes for survivors" are a bad idea - they'd just lead to trolling and yet another increase in toxic behaviour.

    However, I would appreciate more unique "entity-touched" cosmetics, similar to legacy skins in lore but with wriggly claws poking through the holes.

  • Honestly, the two basements alone would make it something I'm interested in.

  • Nerf Syringes: at least make them activate a 'tremendously difficult' skill check like DS or Overcharge. Those extra moments all but eliminate the times this is used for deliberate trolling play, and would promote healthier use overall.

    Nerf/Adjust Iridescent Heads: as they are, they're actually mostly a detriment to emblems for both survivors and killers, because they promote fewer unhooks, chases, and general gameplay.

    Buff Pig's UR addons or reduce rarity: both aren't really worth the rarity. Considering the visibility of the damn boxes, along with the length of even tampered timers, I'd argue that Rules Set No. 2 is base kit tier or common addon quality, and Amanda's Letter is just trash.

    Buff Odd Bulb or reduce rarity: honestly, if they just removed the extra item consumption it'd be great. As is, it's roughly equivalent to a rare addon.

    BNP seems fine to me. PGtW is getting more meta now, but frankly for every PGtW I see I also see a BNP - counterplay is fine, and they're not honestly that rare. I don't think the rarity of an addon is accurately displayed, whatever assurances BHVR doles out, but BNP seems on par with the general power level of most UR addons not on this list.


    Separately, I'm not a huge fan of Tombstones, but Judith's is a particular problem. Given that the Tombstone Piece considerably drains EWIII, I'd like if JT moderately or slightly drained EWIII as well. That still makes either Tombstone pretty busted against mid/low rank survivors, especially when coupled with FToH, but mitigates some of the bullshit factor of not having to hook anyone for essentially a NOED/Ebony combo.

  • I definitely wouldn't mind seeing a [exit-]gated community. The aesthetics of Haddonfield with some of the layout of Springwood, maybe an empty pool tile for some new movement interaction, loops around the houses and stretches in the center and edges.

  • @Dr_Trauts I'm not sure if you know, but the increased chance of rarer offerings for prestige has been disproven through multiple studies of many hundreds of bloodwebs.

    @FGDandude if you're just making up your own, there's no reason to make some too powerful or some too specific. Not everything has to be an action, there's auras, audio, and other interactions that can be made.

    As a compromise between your idea and my own (which I admit is just a casual concept rather than one overly focused on balance), perhaps each passive could be an extremely weak version of the perk I listed, a theoretical T0.

  • Rather than forcing someone to be hooked twice, I'd prefer the ever so slightly different requirement that they've hit second stage on the hook.

    I play with a lot of Twitchers, and we see a huge jump in Moris played when they (foolishly) put Twitch or TTV in their name, followed typically by some of the hardest tunnels that almost guarantee that killer's not getting a Merciless. The way Moris are currently implemented, they're literally just a way the game promotes toxicity, even if sometimes that toxicity is in response to toxic survivors.

    They're meant to be a reward from the Entity herself, so it stands to reason that killers should have to work a bit for that reward rather than just reaping benefits from what's typically considered bad sportsmanship.

  • I mean, I'll position the drop so the person won't have anywhere to go but through my threatened area if I know I'm not making it to a hook and I'm feeling cheeky enough not to just drop them myself. It's just good counterplay to hooking issues. Some of the new totem spawns are actually excellent places to trap survivors who've been naughty.

  • If they're small and innocuous, there's no point to them. If they're visually loud, there's a point but it's one I wish would be discouraged by the community.

    I maintain that rings, tattoos, and glasses separate from the established slots wouldn't add anything useful, interesting, or fun to the game despite the effort that would be put into them. This isn't IMVU or FashionFrame, if you're just admiring yourself or others you're literally doing something wrong here.

    I'll agree with Shrek though, skins for items would be nifty.

  • Some of these seem altogether too specific or too powerful.

    Jake, David, and Kate fall in as too powerful, while Laurie, Feng, Quentin, David, and Jeff seem too specific.

    I like the idea of everyone having passives, but I'd honestly just give everyone T1 of their least* meta perk, i.e.:

    • Ace gets T1 Ace in the Hole
    • Adam gets T1 Diversion
    • Ash gets T1 Buckle Up
    • Bill gets T1 Left Behind
    • Claudette gets T1 Botany Knowledge
    • David gets T1 We're Gonna Live Forever
    • Dwight gets T1 Bond
    • Feng gets T1 Technician
    • Jake gets T1 Saboteur
    • Jane gets T1 Poised
    • Jeff gets T1 Distortion
    • Kate gets T1 Windows of Opportunity
    • Laurie gets T1 Sole Survivor
    • Meg gets T1 Quick and Quiet
    • Nea gets T1 Streetwise
    • Quentin gets T1 Vigil
    • Tapp gets T1 Detective's Hunch
    • Cannibal gets T1 Franklin's Demise
    • Clown gets T1 Coulrophobia
    • Doctor gets T1 Overwhelming Presence
    • Ghost Face gets T1 I'm All Ears
    • Hag gets T1 Hex: The Third Seal
    • Hillbilly gets T1 Lightborn
    • Huntress gets T1 Territorial Imperative
    • Legion gets T1 Iron Maiden
    • Nightmare gets T1 Fire Up
    • Nurse gets T1 Stridor
    • Pig gets T1 Hangman's Trick
    • Plague gets T1 Dark Devotion
    • Shape gets T1 Play With Your Food
    • Spirit gets T1 Rancor
    • Trapper gets T1 Unnerving Presence
    • Wraith gets T1 Shadowborn

    And if someone equips a T2 or higher version of the same perk to the relevant character, their passive is nullified in exchange for using the higher functionality version of that ability. I'd hope that this would encourage more variety in which characters are played, and increase the chances of altering the playstyles of groups of people so the meta on both sides would overall get more muddied.

    We could also tie the tier of the passive to prestige, having P2 get T2, etc.

    *some of these are obviously more powerful than others, but that's on BHVR for not bothering with actual balance when designing. I'm also just basing my selection on my experience of what shows up at mid/high rank games I play in, if there's a less meta choice overall that may not be reflected by my experience, okay

  • Legion and Doctor are mostly viable at high ranks with the right setup, even when used by suboptimal players. Both are annoying as hell, though.

    A good enough player can pull off pretty much any killer, but Cannibal and Pig spring to mind with Trapper as killers that have been nerfed again and again by changes that basically promote bad sportsmanship.

    Pig then Cannibal for actual reworks, then maybe some QoL adjustments for Legion and Doctor.

    Overall, though, I want them to focus on bug fixes and revisiting perks, addons, and abilities that've been made redundant or functionally useless. Having a stable game where all the parts are something the playerbase wants to interact with is more important to me than new stuff - or rehashed combination killers like GhostFace and neuFred.

  • Looping is necessary. I never tried it all through the first time I hit green ranks :P

    To be fair, I never really had to. These days I'm a bit appalled at what I apparently used to get away with.

  • I was sitting around with 14 skeleton keys on my Meg before EGC. Down to 2 now, but I've had a minimum of 25 escapes via the hatch since EGC was implemented.

  • S'all good. I'll cop to being a killer main, though frankly I just kill toxic survivors quick and tend not to get looped long. The toxic ones tend to rely on gimmicks rather than skill.

    Cannibal's got something wrong with his throat too. I think they mixed up Pig sound effects with his :P Legion's also prolly gonna drop from a heart attack if you listen to that breathing

  • I was being sarcastic, my bad if that didn't carry :P

    I mean, your initial comment is pretty silly, I was just following suit. Spirit totes does sound like a duck sometimes.

  • I like it. Make sure that hammer throw or other powerful addon consumes the hammer upon use.

    • Wooden Hammer: 16 charges, slightly increases pallet rebuild speed
    • Framing Hammer: 16 charges, moderately increases pallet rebuild speed
    • Carpenter's Hammer: 24 charges, considerably increases pallet rebuild speed
    • Maxwell's Silver Hammer: 32 charges, tremendously increases pallet rebuild speed

    Where 12 charges is roughly equal to one pallet rebuilt, with addons for extra charges, more efficiency, skill check zones, etc. Maybe instead of a thrown stun, though, the UR addon could trap a rebuilt pallet to automatically drop on the killer.

  • Can we deny blood points to people who put toxic in their usernames like it's something to be proud of?

  • I'd appreciate a higher chance of that particular map, or maybe just "on a killer's birthday a certain map offering has a higher likelihood of appearing in the blood web" but overall I'd like the system to make it impossible to get the same map twice in a row no matter what day it was.

  • If you're gonna toss them five dollars, do so by buying 500 auric cells. It's right there in the game. If you want to give them less than that, you have some things to learn about proportionate tipping.

1 … 24 25 26 27 28