Ferazel
Ferazel
About
- Username
- Ferazel
- Joined
- Visits
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Comments
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I agree that two protection hits would be better with this form. If it is a one time perk make it worth it! Not being downed by taking two protection hits in a row would be good.
Another thought was to make it so that it was 3 hits but the perk resets after being hooked. Thereby needing to lose the chase and heal.
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I think Dying Light needs a redo. It is promoting behavior that I don't think is fun for anyone. How about it has a multiplier against how quickly generators regress after kick.
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I agree that survivors are not nearly as interesting as the killers in the game. I'd love to have a very minor passive buff when using one of their perks. Keeps their perks tied to the survivor more, and increases viability of some perk builds on certain characters.
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Exactly, if the concern is that this promotes tunneling, I can say that myself as a killer I more frequently forget the hook count making myself accidentally tunneling. Especially, if the group is a SWF with similar cosmetics.
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I agree that the wiggle/struggle mechanic is bad. Spamming a button is not interesting gameplay.
I think for wiggle they should make it so that the survivor holds a direction for 1 second and pushes the killer in that direction to give the survivor some strategic element of what they are doing, and maybe try to get the killer pushed into trees and other obstacles.
For struggle I feel that the entire hooking sequences need to be revisited. I think the hook phases are one of the more confusing aspects to the game design currently. I also feel like the current high-risk high reward gameplay of trying to wiggle off the hook at the expense of hook time is creating an incentive for the survivor to do bad things. Especially, if they don't understand the cost (and I don't feel that the tutorial really explains that cost either).
I think that the first phase of the hook should produce skill checks. That if you get great results you will have a chance to wiggle off the hook. Failures will speed up sacrifice timing.
Struggle either has skill checks or it can be replaced with another minigame. My initial thought is to have a reticle tracking game. So you move a reticle on screen to simulate blocking the tentacle impalement. The less you track the reticle the faster the sacrifice goes.
I also feel that the sequence state should be represented on the UI. Have a small icon that represents which state of hook they are in or will be when hooked (for both the survivor and killer side) near the player representation UI.
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Yeah I think the idea is sound. No progress on a gen before you complete the first skill check that triggers immediately. It would make hex ruin stronger than it currently is though as you would degrade progress right off the bat at lower ranks.