ElusivePukka
ElusivePukka
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- ElusivePukka
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Comments
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Honestly, there should be a rotation rather than random chance.
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A. This guy needs a nerf in his access to alternate accounts
B. Ghost Face is overall less effective than Myers at just stalking, and if you complain about Myers you seem to be below the skill cap for the base game
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"Just don't engage, that'll solve your problems with a community we do nothing to manage from a social standpoint!"
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EGC was created to prevent survivors from taking the game hostage. At this point, though, all that's been done is allow killers to be the ones taking the game hostage - they can softcamp hatch until they see a survivor, or just slug someone and then not really worry about finding them because they're handed a free kill.
I'm down for the Entity killing survivors, but I disagree with the notion that the killer should be rewarded for it.
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It would be nice. PGtW kinda falters if survivors are hook-swarming, and having additional effect upon use or a stacking timer would be ideal for me
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Getting the stacks consistently isn't an issue for me. I get my unhooks, I get my protection hits - sometimes I get the latter across the map from any other survivor, but whatever. What I don't always get is a reason to run a farming perk with no additional function. Every single other perk granting bonus BP has an additional effect, either giving information or allowing an aspect of that player's objectives to be easier. Perform altruism faster, increase repair speed, reveal auras, hide the red stain, increase terror radius, guard hex totems, and then nothing from WGLF.
While I don't necessarily agree that "We'll Make It" should be merged, I do think some additional function should be given to WGLF.
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@[Deleted User] said:
Killers don't get rewarded for killing survivors -- just making the game last as long as possible.
Then their role shouldn't be called 'killer' - it should be 'staller'
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As far as I can tell, the devs performatively say they'd like to work against toxicity but really promote it. It's not a stealth game, it's not a horror game, it's a 'chase me' game in how the emblems are set up - attracting attention by being obnoxious buys time for gens, and if the killers don't stay relatively near the hooked survivors or tunnel it says that three or four survivors are fairly likely to be blowing through gens fairly quickly.
The lack of rewards for devotion or ranking up also creates a behaviour void, where people master the meta and then have nothing to do except grind - which is boring. When people hit red ranks, the game is even balanced in such a way that killers often depip if they aren't 'toxic' through tunnels, and survivors are more than a little punished for attempts at altruism.
Most of my games are fine. Most survivors and killers I face are perfectly polite and amicable in their play. I frequently notice that the toxic ones aren't actually all that good at the game - yet despite typically not earning anything, they're the most likely people to say "gg ez" or other nonsense.
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I'd love to see a hundred or so matches like that, rank 5 on average. See what the whole team does most often, and when.
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98% certain that "Pig Myers DBD Slash/Smut" in almost any major search engine will get you that fanfiction. 99.9% certain it'll suck as far as execution goes, but it'll be there
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The Wraith's new cosmetic counts, says I.
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Timmy may join my Saturnalia.
Overall, though, Santa should take your suggestions.
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Weirdly enough, the Pig and other killers have animations for getting out of beartraps. However, this is evidence that the way the game is currently coded, the killers would be at odds.
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Plants and fungi have been known to create massive hive-like structures. Flatworms have probosci that can exit the body and return with information. Further, 'cells' are building blocks, rather than the entire creature.
Saying "I don't know of a real or fictional creature that does this" is not evidence of any one theory, it's a lack of evidence that allows for myriad alternates. It makes just as much sense to marry our two proposals: the creature of pure auric cells has control over the 'basic cells' which comprise its lair, similar to how some hive creatures create nests out of regurgitated biomass.
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Check the flavour text below Plunderer's Instinct, and think of rocks.
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The golden toolboxes are a good example. Check out the portraits in Haddonfield, too, and the newspapers at Gas Heaven. Freddy's special room is behind a wall in the school. Can you find the Spongebob reference? It's on a perk.
There's plenty of secrets, but there's never gonna be anything like Grunt's Birthday Party - that would just ruin the aesthetic of the game.
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Throw them down just prior to faking a hook save. One way or the other, you'll get them down.
They're also pretty.
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Auric cells make up its matter, just as animal cells make up ours and plant cells make up - well, plants.
Some current theorists are saying it's a fungus with insect traits, and that's been the most convincing breakdown of the evidence to me.
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I agree that stealth ought to be a rewarded tactic, especially with killers getting stealthy as well. However, it shouldn't be an either/or scenario between stealth and evader - and honestly, evader is a problem too.
Currently, we have these rough requirements for iridescent quality emblems, allowing for some passive bonuses which naturally accrue through normal gameplay:
KILLER
Deviousness/Gatekeeper - Unfinished Gens every minute
Sacrifice/Devout - Eliminate survivors with 9 hooks
Brutality/Malicious - Hit/Hook survivors
Hunting/Chaser - Hit Survivors/Catch quickly
Objectives/Lightbringer -220% personal generator repair
Survival/Unbroken - Be downed as little as possible
Altruism/Benevolent - Heal others/Bodyblock/Sabo near Killer
Boldness/Evader - 100 seconds within terror radius/escape chase
SURVIVOR
Gatekeeper is directly hurt by genrush; Devout is hurt by DCs, hookswarming, or survivors attempting to free themselves; and Chaser/Malicious both suffer for instadown and surprise killers. People don't understand that Lightbringer is lessened by teaming up on gens, but I'm fine with that mechanic overall. For survivors, though, Unbroken and Evader are largely outside of their control - so all of the killer emblems and half of the survivor emblems are based largely in luck at mid-high ranks, with skill being outclassed by RNG and the idiosyncrasies of the other team's style. While enough innate knowledge of the maps and SWF allowing metagame knowledge does alleviate some of these, it's heavily biased toward Survivors in general, and biased against them in solo queue.
In short, the entire emblem system is wonky, and should be changed to actually reflect the core mechanics of "Generators, Detection, Health States, Chases" on both sides
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Been having a lot of players with that exact misinformation pop at the gates - satisfying to watch, but a lil unfair.
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Absolutely agreed.
The only way this perk still has use is if both Killer and Survivor are ridiculously bad at their respective jobs, which isn't something they should balance for.
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Best rework idea I've seen is that No Mither only activates after you get up from dying. So you start healthy, and can get healed to full, until the first time you pop yourself up - and then you're stuck Broken. Unbreakable plus a positive and a negative, rather than just generally worse.
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I like the theory that there's a character named Alex Vigo :P
We'll probably learn more in The Archive when it goes live
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"Because she is trying to replicate our world" isn't really an explanation, nor is "trying to understand us" really. Ascribing human levels of motivation to a fungus/insect hybrid thing outside our normal understanding of spacetime and biology* is a losing game.
Parts of that motivation make sense, though, foremost being hunger. Even as alien as 'feeding on desperation and hope' is, it still rings as something we can understand. There's also no evidence that it feeds in any way other than the trials: that'd be why things change superficially, with cosmetics and decorations, but the basic 'game mode' can't change. It doesn't need to make us actually enjoy the holidays, but holidays charge people positively and negatively. It thus makes sense to evoke those atmospheres periodically, so as not to let us go *stale*.
*Now I wonder if it's just a Mi-Go :P
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Camping and tunneling, while legitimate strategies, are indicative of crap personalities and outlooks on gameplay - plus, it tends not to be rewarded in terms of points.
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Either/or would be great. Might be hard to implement, but I like it.
9 survivor rituals which don't really affect game behaviour (save sabo for some) vs. 17 killer rituals, a couple of which potentially alter game strategy, plus 1 additional killer ritual that requires a specific loadout of either a mori, Rancor, a Tombstone,or Hex: Devour Hope - the rituals overall are a bit unbalanced.
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I mean, the bob, varied ponytails that aren't based on their poor render of french braids, the coloured hair, the chopsticks, the updos/pidgeotto hair, there's plenty of Meg haircuts that don't have the three-pronged attack.
It would be nice if their french braid was less ugly, but that doesn't mean there's not other options.
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It would be nice to have all the themes as options. I'd spend bloodpoints or shards on it
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This would be nice.
P1 - keep 3 T1 Perks
P2 - keep 3 T2 Perks
P3 - keep 3 T3 Perks
It would make prestiging a lil more worth it than just cosmetics, considering the lie about 'better chance of higher rarity nodes' has long been exposed
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Nurses and Blendettes get too into their own flow - they rely too heavily on the benefits of their character choice, and start to get rusty at some other stuff. Same with how 'meta perks' work for people who aren't regularly purple/red: rely too heavily on Dead Hard or Ruin, and you end up getting predictable. Once people learn to juggle skillsets, though, things get tense.
Hardest to really juke? I mean, Legion. I'd say Doctor, but I'm dumb enough to main Calm Spirit, so that killer instinct just kinda sucks for me. Easiest is probably Hags, these days, though Nurse and Spirit are usually fairly easy to read if you pick out their perks/add-ons early.
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Hours played isn't always a good indicator of skill gained.
Plenty of AFKers out there, plenty of people who depip deliberately because they can't handle higher ranks consistently.
They really need to fix the emblems so that efficient killers aren't punished, and thus forced to stay in ranks below their skill, but otherwise the ranks are decently balanced until you hit red.
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While that would be interesting, this survivor wouldn't really fit with the narrative of "The Entity feeds on hope in the trials" if the guy isn't really hopeful about survival.
Overall I like the concept. Sorta a 'sacrificial lamb' kind of vibe. If this were to be reworked into someone overly altruistic, not caring if he dies but invested in other people's survival, this could really work - except for I Wish To Be Free. I like the idea of an inverse Dying Light , but this version runs against the narrative of the game.
I Fear Not Death, Hypersensitivity, Enemies Abound, and Isolationist are interesting, and I could see some people in low-mid rank games using them.
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I've been saying exactly why: your counter to totem vulnerability was too strong. You failed to address that, and also failed to say exactly why totem vulnerability was a bad thing - it's an in-built weakness, a feature meant to be played around.
The idea of in-built totem defence, without the killer having to sacrifice some other capability, is too strong if it's not just something that slows the game down. Two skill checks, Deep Wounds, maybe killer add-ons for progressive defenses, these are reasonable sacrifices - but injuring someone (or the temporary equivalent in Broken) remains too strong without something the killer gives up. Deep Wounds is almost as bad as Broken, given that both as they're currently implemented still do require injury, but it at least gives the survivor more of a choice and influence over its impact: recentering the sacrifice they make to get the totem.
As things stand: killers must patrol gens, chase survivors, and if they chose to have a hex perk they must choose when to defend it and when to let it fall.
As things stand: survivors must do gens, hide from/loop the killer, and if there's a lit totem they must choose when to sacrifice time on gens and potentially risk the killer's blade in order to deal with it.
With what you propose: things will be too stacked in favour of the killer, allowing them to allot less time toward the intended secondary objective of defending hex totems. Now there'd be benefit to both sides if one breaks, rather than the survivors having gained an edge through the intended vulnerability of hex perks.
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The totems being vulnerable is the direct consequence and intended feature of using hex perks. Complaining about balance by suggesting something unbalanced is evidence of lack of experience, not of a good proposal. Bringing something potentially powerful has a downside in virtually every other case in this game; it's about learning how to play around those downsides rather than sticking to methods that are failing - that adaptability is the difference between many people making Ghostface work while many more are unable to.
That all said, I do agree that there should be better defensive options for totems, but given adequate guarding they don't need a powerful defense without the killer giving something else up. Skill checks, even deep wounds, these are better options than an outright injury: that's just too powerful without being rebalanced against.
There should be more than NOED for end-game kills. There should be more than Haunted Ground for totem defenses. There should be more than Ruin to slow the game down. Overpowered answers to those requests will just make the problem worse.
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It's decidedly unbalanced as a base kit concept, kiddo. It's too powerful not to be used - if you had a lesser effect than inflicting a full health state, maybe, but what you've proposed is a theoretical five health states in a game where the team has a finite amount to spare.
If you just mean hex totems, rather than every totem? I mean, maybe, but it's still more damaging to survivors, without any real counterplay. It also makes NOED even more of a problem. I'm a killer main, and I'm telling you: this is not a good idea as you've proposed it.
I make a point of getting my 4Ks without Ruin, thank you.
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"Anna" would be better as a movie where the young girl is left stranded in the wilderness, learning to hunt and survive in the harsh tundra. Rather than watching the world as survivors being hunted by an animalistic woman in the wilds, we could watch her learn to hunt familiar, bipedal predators encroaching on her territory. We could see her fondness for small girls, carrying them home and trying to comfort them, but unable to truly connect - eventually soldiers come into the woods. We end on a sequence where we find bodies hacked apart by axes, but no sign of the haunting melody she remembers from her fallen mother.
Maybe an end-credit sequence akin to The Void where we see the yawning Entity engulf her.
The opening sequence for 'Slasher: Solstice' could pretty easily run as the commercial for a Legion movie.
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I'd like this as a perk with a global cooldown per state inflicted, not as a base piece of totem effect.
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I'm a tall guy, often in tailored three-piece suits even when deep in local woods or swamps, with hair somewhere between that in the Dark and Light Nea and Suzie's Purple Fairview HS Hoodie cosmetics. I'm relatively light on my feet, and am apparently accidentally stealthy - but I think stealth might not be my forte against people more invested in finding me.
That said, I've worked robotics and other technical jobs, as well as carpentry and farmwork - I'm strong or delicate with my hands when I need to be, and intend to build some lockers and meat hooks for my barn just because I can :P. I need glasses to see detail, but I'm better in fencing or baseball without them. Overall, I think I'd be comfortable, if a bit disdainful of those I'd be forced to support.
If you listen to my circles talk, though, I'd be more likely to be offered a position as a killer - though I'd infinitely prefer to examine/study the Fog and Entity, perhaps help it refine its process if possible.
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Happens at least twice a day now - and given that it gives me rank -2 each time, the game is pretending that I manually disconnected rather than whatever bug this is being what's depriving me, my teammates, and the killer BP.