HatCreature
HatCreature
About
- Username
- HatCreature
- Joined
- Visits
- 2,140
- Last Active
Comments
-
One problem with Thanatophobia is that it is the fear of death, not blood or being injured. So this whle thing about people being injured makes little sense, I mean I get that when you're injured you're close to dying but when a Survivor dies, the perk is weakened because the status effect is lowered and not kept. It makes no sense.
I think it would be risky but what if the perk did harmful things for injured Survivors, like normal, but different or more extreme harmful things when a Survivor dies?
But anyway, for your change it's cool, I like that Great Skill checks are gone, that's new. The reduced skill check is cool too because it would go well with Unnerving Presence and Huntress Lullaby. Also adding Ruin with this would make a small Hex Skill Check and that's always powerful.
-
@Slayer said:
@No_Mither_No_Problem said:
@Slayer said:
Why not just 15% for 2 injured , 3- 23% or so , 4- 30%Because we don't want to be the debuffs to be TOO high, even if it isn't hard to erase them. This Perk rewards you for doing the absolute most basic objective as Killer; it shouldn't be mega rewarding, just rewarding enough to be usable.
Its not mega rewarding. I like how everyone says that 15 % is weak but increase it alittle bit more and its already mega rewarding lol
I think what he's trying to say is that we also have Dying Light and the percentages for Thana are lower but if they are tweaked wrong it could be the better version of Dying Light and stacked with it alsmost impossible to escape from. I use Thana, Dying Light, Sloppy Butcher, and Knockout sometimes and I can only imagine how devastating it is for the Survivors since I've never had it used on me.
-
I don't like that you can Prestige your character and get all the way back to 50 and not get all 3 tiers in YOUR OWN PERKS. I prestiged my Nea and I'm at 50+ with only tier 1 Urban Evasion, it sucks hard. I think after you Prestige, levels 30,35,40 give you tier 3 in the perks you unlocked at those levels. Streetwise, Urban Evasion, and Balanced Landing will be upgraded to tier 3 at each of those levels, on Nea for example.
-
I don't like it at all but maybe making FF non-lethal would help. Give Legion 115% movement speed, FF can injure and inflict DW but the only way to down them is with a normal attack. To compensate make the Mend timer naturally longer so Survivors are effected more by it since the mechanic of depleting the timer is gone. Hitting someone with FF again only resets the Mend timer.
This way DW would distract Survivors and be a threat if you don't Mend and Legion can be counterplayed like everyone else because he still has to vault with FF and he can't down you with it anymore so it's not a threat in a chase. You can loop him like everyone else, pallet stun, and hide, if he uses FF to jump over a window he has to do the cooldown to hit you normally. BUT, I think he should have collison when he exits FF because he would need to block the window with his body so you don't just hop over the window he just jumped through and got stunned over.
This would make him fun to play against because he has counterplay, his power can distract you and injure you but never down you unless you're stupid. It would be fun to play as because you could run in front of Survivors going to window and block it like Wraith can, this would be a great excuse to have Exposed work on his power, and you can down people like a normal killer because you have normal walking speed. The only downside is that the FF will no longer feel as satisfying because you have no reason to hit people multiple times and using your power is only for distracting people. I guess Franks Mixtape can be changed to allow it to down people during FF, that would be powerful and like the normal FF but it's an add-on instead of basekit.
-
@DwightsLifeMatters said:
My change to Legion: there needs to be a punishment if you miss a frenzy attack. As survivor, you sometimes manage to dodge a hit, but it doesn't matter cuz he has no cooldown and just swings again. Also, maybe, make him to a 115% movement killer and remove franks mixtape. So his ability is there to stab multiple people fast or just simply get his first hit for freeThe idea sounds good but then console players would have another Nurse. Legion gets juked harder than any other killer on console because of frame rates. Hell, Dead Hard has problems on console for the same reason. This would break him for a huge portion of the player base.
-
This would be better than what we have now, the status effect thing is almost pointless because the addons are timed anyway and they aren't that detrimental, and the Exhaustion cannot be used efficiently because you recharge when you don't run, and at tier 3 it's 40 sec, 40 seconds of doing a gen or sneaking.
But what if, we take your idea of just nullifying the status effect for a short period to it SWITCHING to the person who has Vigil? Someone is Exposed from MYC or Rancor, EW3, etc and you run by it is taken off of them and put on you. Someone is Exhausted and they run into 8m of you, bam you're Exhausted and they are recovered. The tiers could reflect how long you're effected, 60/45/30. Or maybe should this ability be it's own seperate perk, it might not fit the idea of ''Vigil''.
-
@SirPiggy said:
It's very frustrating when you're a fair distance from the killer and he has a 10 metre lunge attack, it doesn't help that the tracking of killers has a side swing, which is so stupidly op because it's just impossible to escape the killer... I think every killer has to rely on being closer to get the hit rather then being lucky with lunge and tracking... I also believe attacks should be vertical so killers have to be more skillful when striking. It's so easy to hit people simply because you swing from an angle meaning it's more wide, but if it were to be vertical the killer has to read what the survivor is going to do.Swing vertical? So you want the killers to look completely ridiclous as well. There is no way the lunge can be nerfed without making it completely unfair to the other half of the player base. Lunges exist for pallets, no lunge, no pallets how about that?
-
Keys will also be a little bit more common now that the chests have a higher percentage of spawning Ultra Rares.
I don't like the feeling of seeing two people escape through the hatch, yeah I killed half their team and them both escaping is fair because we both did a great job, but it feels like I got robbed. I mean I guess that's the point because it's the equivalent of the Mori and you both earn those things.
Let me ask this, if they were to be tweaked/nerfed how you would do it?
I personally already feel the Hatch should always need a key to open it, when the Hatch spawns a key is placed in a random chest, looted or not. But that key only opens the Hatch if everyone else is dead or the Gens are done.
-
This would amplify the adrenaline rush theme of this Killer, I love this idea.
-
Some dailies I don't like doing so I switch them, whenever I see the Wraith Daily I get happy for a split second until I remember it's only 20k. I don't want to discriminate a killer I enjoy because they only give me 20k
-
I play on console and since I've only played like an hour on PC I barely see much difference nor have many complaints. I am aware of the differences, the massive differences but I don't have any complaints. I think the only people who can really complain are those who play this on PC or switch to PC from console. I would definitley switch to console 100% IF I didn't have to get everything I've worked for all over again. If I didn't have to do the grind to unlock all the perks and the Prestige for characters again I would switch because damn, them graphics noice.
-
I was playing with some friends I made on DBD, first time playing with them on mic and such, only later did I realize they were Survivor mains which is ok but I then realize one was a slightly toxcic Survivor main. I was listening and watching him desperately hold the game hostage so he could get the hatch, the doors were open but he wanted the hatch. It was so disgusting to witness that I felt shame. Toxic gameplay to this level is awful, I hope the new endgame the Devs have in mind comes soon, some Toxic gameplay is awesome I can agree but yeet, it can go too far too fast.
-
Having it in basekit would be cool because you are a killer afterall, but I think this would help with the hatch play as well. The last person usually gets the hatch if you don't slug but lets say you don't slug and magically find that Survivor before they find the hatch, it's a nice reward to winning that scenario which everyone hates. Or lets say you do win the hatch standoff and actually grab them, that's a great reward for that one as well.
But, the endgame is being looked at and we don't know what that means. Maybe they are already doing this or maybe their new endgame would make this idea too powerful, we don't know yet.
-
Freddy--Rework
Legion--tweak
Pig--Buff (she needs more help, most Pig players agree)
Trapper--small buff, he needs two traps at start. His biggest problem is that he spends too much time with prep therefore wastes his time.Other than them I don't think anyone else needs help, everyone seems to be in a good place. I know everyone complains about Leatherface, he sucks or is too op, he can't be both guys come on. There is nothing that can be done with Leatherface that won't make him even more powerful or weaker.If you can convince me otherwise than I'll change my mind.
-
@MojoTheFabulous said:
What if it prevented being able to pull the exit lever? (in addition to what it already does)Then Remember Me would be useless because it adds more time to use it and that's Freddy's perk as well so he would have two perks that basically the same thing.
-
@powerbats said:
@HatCreature said:
@BillyIII said:
Survivors are being hunted and killed. They can't be toxic, they are just fighting back against their oppressors. Which are the real and the only source of toxicity.Toxic Survivors create toxic killers, it's a cycle that no Survivor wants to accept.
I play killer to have fun because I enjoy killing, I play Survivor to have fun because I enjoy being hunted in a horror game. But I respect everyone, I don't intentionally go into a game to screw everyone over and make it not fun for anyone involved. Toxic Survivors who only care about themselves and their stupid little friends get camped and tunneled because they ask for it. I don't enjoy tunneling or camping, I like dominating and scaring which you can't achieve through either of those methods.
You do realize it takes 2 to tango and it could be the killer is toxic to survivors who then go into the next match and are toxic to the killer right? It's almost as if you're implying all killers are angels and never start anything 1st.
Also quit making excuses for why you camp and tunnel, you could be camping and tunneling a solo player just because you assume they're swf. I don't play toxic because I'm not a jerk, if you're going to play toxic you're going to play toxic regardless.
I should have expanded on that, you're right. It's a cycle of toxicity that effects one person and then the next whether it's killer or survivor, negative encouragement and so forth. I wasn't making excuses, I was stating my system of reaction.
-
@brokedownpalace said:
I mean Myers so rarely attempt it (or they're attempting it and failing) that it doesn't really matter, IMO. I've probably only seen three Myers, including myself, successfully kill 3 or 4 people using either instakill add on in my 2k+ hours of playtime.My buddy Mains Myers and Trapper and went on a spree of using Tombstone and the piece to annihilate everyone. He didn't do as well as he wanted because people DC'd a lot. But me personally I have only ever run into a Tombstone Myers once, it was very unexpected lol
-
@BillyIII said:
Survivors are being hunted and killed. They can't be toxic, they are just fighting back against their oppressors. Which are the real and the only source of toxicity.Toxic Survivors create toxic killers, it's a cycle that no Survivor wants to accept.
I play killer to have fun because I enjoy killing, I play Survivor to have fun because I enjoy being hunted in a horror game. But I respect everyone, I don't intentionally go into a game to screw everyone over and make it not fun for anyone involved. Toxic Survivors who only care about themselves and their stupid little friends get camped and tunneled because they ask for it. I don't enjoy tunneling or camping, I like dominating and scaring which you can't achieve through either of those methods.
-
I understand the struggle but it's also the only add-on in the entire game that allows you to instantly kill people without any prerequisites, it taking a long time is a necessary...evil

-
This is an endgame thing and the Devs are working on this, no idea what that entails of course.
I hate this problem myself, Survivors who are holding the game hostage or stick around for longer than necessary should be punished in-game. DBD has no timer so we need creative things like a gas that can reveal their Aura and put them in a dying state if they stick around for too long. Or maybe they become Exposed after a certain time or something. Having a way for the Killer to just end the match isn't fair nor creative.
-
Pretty sure they were either noobs who have not faced Legion before or they were unsure as to where you were and thought you were chasing them and forgot to Mend. I wasn't there but they were probably noobs.
-
@TAG said:
@HatCreature said:
@TAG said:
That's about as much as Thatnophobia 3, which...isn't very much. I...GUESS as long as it doesn't affect searching Jigsaw Boxes, that's fine? I dunno, I guess my concern is with whether just piling on mechanics is eventually going to make Amanda's ability a mess. She's already the only Killer with effectively two abilities.So you're saying it's not necessary? Like it's cool but it's not powerful enough to be detrimental but it's not weak enough to be useless. I guess instead of basekit it could be an add-on? I can see your point though, too much going on with one killer.
@HatCreature said:
@TAG said:
That's about as much as Thatnophobia 3, which...isn't very much. I...GUESS as long as it doesn't affect searching Jigsaw Boxes, that's fine? I dunno, I guess my concern is with whether just piling on mechanics is eventually going to make Amanda's ability a mess. She's already the only Killer with effectively two abilities.So you're saying it's not necessary? Like it's cool but it's not powerful enough to be detrimental but it's not weak enough to be useless. I guess instead of basekit it could be an add-on? I can see your point though, too much going on with one killer.
I'm not too sure if I would say it's unnecessary, to be honest. I mean, I don't dislike the idea and it does fit very well flavor-wise. It could very much be fine being base-kit and I'm just overthinking it. I guess I just worry about how much you can add on to it before "Jigsaw's Baptism" just becomes a hodgepodge of abilities and mechanics.
That makes sense, so basically we have the RBT, when a Gen goes off they have a timer to search boxes for the key, whenever they search the box they get a action speed penalty, when they find the key they take off the trap.
It's expanding her base power by a teensy bit, and that's only for Survivors, the Pig also has Ambush/crouch which she uses a lot more often. Her power is basically split between what you deal with and what they deal with, Pig deals with very little and tbh so do Survivors. They can get the traps off first try and that's it, rarely get killed by said trap. So I was thinking the penalty could be a tiny debuff from all that searching. And they're sticking their hands in a box of blades, who doesn't get hurt from that?
-
@TigerKirby215 said:
@HatCreature said:
Wouldn't a better version of Bloodwarden be it just activates automatically when the gate is opened? It's only 60 seconds and if you leave the area of the gate the Killer can't see your Aura, just hide in a locker or somewhere and then leave when it's down. I know it's a strategy perk but sometimes the strategy isn't always possible so why not just do it? Totems just do it.Would be a little unfair to have a perk that adds a full minute to escape time with literally zero counterplay. If you get the gate open when the Killer is chasing you you'd literally instadie because the Killer had some imaginary thing you have no way of predicting.
This isn't like Brutal Strength or Bamboozle or even NOED this could easily cheat you out of an escape through no fault of your own.Bloodwarden already does all that through no fault of your own. The only difference is that it is not earned so I guess that's not fair. Perhaps, they keep the hook requirement like it is now BUT you can use the perk multiple times. So instead of 60sec it's done you can use it again if you hook someone else. And really the only counterplay to that is leave, not get hooked, stop being too altruistic and take the hint of leaving.
-
Wouldn't a better version of Bloodwarden be it just activates automatically when the gate is opened? It's only 60 seconds and if you leave the area of the gate the Killer can't see your Aura, just hide in a locker or somewhere and then leave when it's down. I know it's a strategy perk but sometimes the strategy isn't always possible so why not just do it? Totems just do it.
-
@powerbats said:
@HatCreature said:
So basically one Gate can be opened, gotcha. Now the Killer has to decide should they guard that gate or should they keep patrolling the last few Gens? If he guards the Gens they go out the gate, if he guards the gate they do the Gens and now both gates can be opened. But, the one thing the Killer has is more time, the Killer has a teensy bit more time compared to both gates being open because the Survivors that are left have to decide the same thing. Go for the gate or go for the Gens? That indecisiveness could cost them.But of course this entire scenario would be outplayed by a SWF group, one person distract the killer while the other does the Gate then they circle back and everyone leaves.
Yes lets assume the worst case scenario every time and not that it could be a solo and 1 swf or gates are powered and 1's alive. Also killer guards gate sees gen being worked on and runs over there think Billy, Nurse, Hag placing traps, Trapper placing Traps, Spirit, Wraith etc.
By bringing up the worst case scenario you could make a counter to that scenario which is the one no one wants. Everyone wants the best case but we don't usually get that and the best case needs no counter, just the worst. So if we only talk positive about something we disillusion ourselves into thinking everything is ok and get hurt when the plan blows up in our face because we didn't prepare for it.
-
@TAG said:
That's about as much as Thatnophobia 3, which...isn't very much. I...GUESS as long as it doesn't affect searching Jigsaw Boxes, that's fine? I dunno, I guess my concern is with whether just piling on mechanics is eventually going to make Amanda's ability a mess. She's already the only Killer with effectively two abilities.So you're saying it's not necessary? Like it's cool but it's not powerful enough to be detrimental but it's not weak enough to be useless. I guess instead of basekit it could be an add-on? I can see your point though, too much going on with one killer.
-
@Zarathos said:
A debuff like that is nasty strong i get pig might struggle but the key to making her strong is improving her dash and makes the default keys required to be 2 as opposed to 1 this guarrantes more value for your traps and makes potentiap head pop builds more viable.This isn't any stronger than all 4 Survivors hurt with Thanatophobia, this is one Survivor or more at a time with a temporary penalty. Begrimed Chains lasts 180 seconds as well and the debuff could only be 5% or 10% for a minute and 20 seconds, nowhere near as bad as perks that cannot be turned off. Combined with Thanatophobia it could be strong but most Survivors are healed before checking boxes anyway. But I suppose 180 seconds could be too much, 30 seconds would still be enough to make a dent.
-
So basically one Gate can be opened, gotcha. Now the Killer has to decide should they guard that gate or should they keep patrolling the last few Gens? If he guards the Gens they go out the gate, if he guards the gate they do the Gens and now both gates can be opened. But, the one thing the Killer has is more time, the Killer has a teensy bit more time compared to both gates being open because the Survivors that are left have to decide the same thing. Go for the gate or go for the Gens? That indecisiveness could cost them.
But of course this entire scenario would be outplayed by a SWF group, one person distract the killer while the other does the Gate then they circle back and everyone leaves.
-
I only do it when I am running to save someone to notify them that yes I am coming to save you. But only in like times when they're about to go to stage 2 because no one else is coming for them.
-
I was worried at first myself but it's a rework, his power could be completely different so slowing him down during the actual transition start could be ok. Right now he is normal speed when he puts his beam on them but slower while they transition, after the transition he's normal speed. While it looks like he is slower at the start but hopefully normal during.
I have faith the rework will be fine, they knew just as much as us that this killer needed a complete reowrk from the bottom up to fix him. We complain about a lot of things in this community and a lot of it is ignored but this they listened to and this is a HUGE task for them to do. They could have ignored this one but they agreed with us and they chose to go through the whole task of technically making a new killer. Whenever we get the new Freddy it will be like two chapters in one because we technically get two killers.
-
Reworking the Bloodweb in general would be nice. I Prestiged my Pig to 1 and got all 3 tiers of Spirit Fury but then when I Prestiged her to 2 she is now at level 42 and not one damn Spirit Fury. She's got a lot of tier 1 perks but not much to give her a fighting chance. Your idea would be helpful but it targets Prestige and I don't know if everyone Prestiges all their characters. I have Presriged 2 Survivors once and don't plan on doing so for anyone else or going for P2. As for my Killers I am super picky on who I Prestige, it's a sign of respect and love for that Killer, basically saying your go to for pro status and so far I've chosen 4 killers. But I'm definitley going to P3 with them.
-
I think having an actual percentage would help with the boxes, having the 1st box never have it but the last box always have it leaves room for the other two boxes to have a hit or miss, it might have the key maybe not but it garuntees every single time that the first box wastes their time.
Also I made this thread about a mechanic that could help Pig that I don't think has been brought up before. We got some players who really favor Pig here so I'm just linking it.
https://forum.deadbydaylight.com/en/discussion/41021/my-new-jigsaw-box-tweaks#latest
-
@Eninya said:
Having timers always activate immediately is a strategic detriment to the Pig when you're stalling the mid-game to catch up.Rules Set No. 2 should be baseline, since it has almost no actual impact on the match. You still see boxes globally once your timer activates, so it does nothing. A better change would be to restrict your box vision to 20 meters, or somewhere around there.
I like the idea of a 20m proximity to the box for the Aura to show, that could help. Right now they b-line it to the closest box but if they had to get close to see it then they wouldn't know which direction to start running first. It would waste time, maybe enough time to kill them maybe not. On large maps it could hurt but on small maps hell no.
-
Well the problem Killers have with Legion is that it takes too long to down someone, FF needs several hits and Legion is slow. Survivors' problem is not being able to get away.
I don't like it at all but maybe FF should not be able to down someone. Each hit resets the Mend timer but does not decrease the timer itself. So Legion can inflict DW on everyone and then the person they decide to go after needs to be taken down with a normal attack.
Because of this the timer itself should go down faster like really fast so it's still a threat, Mend takes longer and DW has a small timer so it can distract Survivors and down them if they aren't careful. It still pauses in a chase. Legion gets the 115% movement speed so they can chase normally and hit people normally and FF is only able to distract people. This way you can vault and loop Legion like a normal killer without them depending on FF to down them in a loop, they can still use their power to vault the windows and pallets but it doesn't matter if they hit you with FF again because it just resets your Mend and not decrease the timer, they need to hit you normally.
I don't like that at all but it might be one of the few reasonable ways to fix Legion so Survivors can outplay Legion and Killers can down Survivors quicker, it would also give the cooldown add-ons more use. But because the FF won't be lethal to Surivivors I think Mend should be considered a healing action and be seen by Nurse's Calling, logically it makes sense.
Yeah I saw the jokes but I was like this has to be real post this can't just be a joke lol
-
There's lot of suggestion going around with how Legion can be buffed and who knows which one would work. I'm enjoying Legion and I do fine, I stack my duration add-ons and that's all I use. I would stack the Speed ones but IDK if I'll go so fast that I'll just miss the Survivors every time.
Legion is hard to buff because any good buff given to them makes them too strong. Because they can hit multiple people really fast and vault their power leaves little counterplay. Nurse can go right through walls but she can only hit one person at a time. You can't hide from Legion during Frenzy, you can run but only for a little bit if they're decent in a chase, the only real defense from Legion is a pallet stun if you can connect and that's it.
They need to tweak his core ability in order to find a middle ground, they can be top tier and they should be top tier. Some people say he should lose a bit of his power every time he misses, lose some power with each vault, etc. I hope they think of something because I love Legion. I have my ideas but I've already written three paragraphs lol
-
Ok so I was thinking and this could actually be kind of like Legion where you can switch between the Bride and Groom. So what if their power was heart related, because they're Bride and Groom? What if they could charge their power and they can hear the heartbeat of Survivors kind of like how Survivors can hear it when you're close. And when you're close enough in range the power starts charging and at full charge if they are close enough can Injure them. So it's a ranged charged attack that covers a radius, it slows the killer down of course to give Survivors time to get out of range and if they do get out of range before it charges completely, the Killer gets stunned. This would probably be better than Huntress but I don't think it should down people, and it can hurt anyone in the radius not just one person.
You can use this during a chase, when a healthy Survivor is trying to save someone on a hook, when everyone is body blocking, being in a group is bad against Myers and Legion and now The Bride & Groom.
-
I think this is cool, the power is still there but incredibly weak, none of these make much of a difference but the effect is still there and that's just a quality of life change. Having a permanent 4% isn't bad, ESPECIALLY for slow killers. Keeping the bloodpoints from Thrill just makes sense, I hate that it gives you extra points but whoops now it's gone because some ass bag just destroyed the only totem you had that wasn't hurting anyone. I especially like the Huntress one, it sounds like a huge shockwave that explodes from the totem that trashes all Gens as a death blow.
Also, I'd like to say that with how minimal these effects are on the game saying these ideas are stupid and shouldn't be in the game is kind of ridiculous because they barely do anything except make it where your perk is not completely turned off, and that's the only problem with totems that every killer talks about.
-
@Gardenia said:
@HatCreature said:
From my understanding it lessens the stun after exiting Frenzy but I don't think they're powerful enough because even with Cold Dirt I barely notice any difference.You don't notice the difference until you don't use it. Usually it's a stun of 4 seconds or slightly more. If you use cold dirt it can go to 2-3 seconds. Pair Julie or Joey's Mixtape with cold dirt and the stun reduces to just a second. Alternatively if you don't have cold dirt you can combine Julie and Joey's Mixtape, to get almost the same effect.
Thanks, it doesn't seem worth it though, I've become dependent on stacking the Duration add-ons.
-
Besides Pig and Trapper, Doctor comes to mind. His base shock distance is crap so I think having his Moldy Electrode in his base would be beneficial, especially if it didn't have the decreased charge time.
-
I really like this idea but the other totems Haunted Ground and Thrill of The Hunt were designed to protect other totems. Having a totem that increases your power but also gives itself protection would make those other perks useless. Yeah it allows you to have a totem and not need to use another to protect it but the point remains that the other totems have no real place anymore. But I love the idea, it's awesome, my Devour Hope games actually turn out really well, I can get 2 Moris before my totem is destroyed and that's half the team there so I'm happy.
-
From my understanding it lessens the stun after exiting Frenzy but I don't think they're powerful enough because even with Cold Dirt I barely notice any difference.
-
These are good changes, except for the TR change, it should be 24 to help set up Ambushes instead of warning Survivors that you could be setting up an Ambush. Hopefully these are just the start and Amanda gets some nice changes to her add-ons too. The community has been coming up with amazing ideas and I hope the Devs use any of them because damn they could be so powerful.
-
@Entità said:
@HatCreature Forgive me, in the concrete case how would the logic ruin the balance or the mechanic? It is a matter of adding a line of code at the end of the programming piece that regulates the functioning of the crows, which inhibits them (or reduces their odds by 80/90%) to take flight when the trigger conditions are met by those who use Calm Spirit. They also did that for the cloaked Wraith, whose presence is ignored by the crows.
Some mechanics can be so complicated that by the time someone FINALLY uses logic the mechanic could be destroyed because it was too far in development. But not this one.
-
I made that point for the issue of balance and fairness, yes it makes sense in a logical way but I wanted to make the balance point so it would be more appealing to Devs to go with the change. Instead of listening to just logic when logic doesn't always solve an issue when it comes to game mechanics, a simple piece of logic could ruin an entire mechanic or several if it's the wrong kind of logic. In this case logic and balance intertwine perfectly but not always.
-
And since not everyone uses the perk and only two maps have crow bombs it doesn't seem too big to change this.
-
@JammyJewels said:
If the spray can was added into the game I’d want it to be used to increase the action speed of sprayed items. So you could hold down the interaction button and the survivor would start shaking the can and use up more charges, which you could cancel by moving away. And once you released the button you’d cover the object in a new texture, one with spray paint on it. It could entirely cover things like gens and exit gates, making them more noticeable so the killer knows if he/she should target that. But once the killer kicks/interacts with a sprayed object the effect is gone.Oh so spray a Gen and everyone using it does it faster etc That's odd but it has more practical use than painting.
-
@Shroompy said:
@HatCreature said:
You don't use Ambush when you sneak up on Survivors, that's silly. You sneak up to Survivors then you stand up normally because your TR is still 0 for a few seconds, that's when you scare Survivors and catch them off guard. I use Ambush in chases when I sneak into someone running into me or at loops, but I'm still practicing the loop one, it's difficult to know when and which direction to go lol.I know Pig has potential, its just from experience I have a much better time for Wraith, you can cloak and uncloak at a loop to get that speed boost and swing at the same time and you go flying. It throws survivors off quite a bit. Also Wraith with add ons is pretty good as well. Thats why he's as high as he is on the list
Yeah I understand Wraith, he's so much better than what he used to be, his pallet game is amazing now, he's loved. I really hope Pig gets some Ambush add-ons eventually that increase duration and speed, more pallet potential.
-
@Shroompy said:
@HatCreature said:
You can't force other Survivors to Mend their team mates because when it comes down to one or two people and one gets downed then the other is stuck and can't Mend themselves, they're dead. The extended timer to 1min and 30 sec helps with this problem but not really if two Gens were done the whole match. They explained this in a post near the same time he came out, it wasn't official it was just a random thing.Giving Legion normal speed is cool but his power will be crap, they have 90 sec to Mend but it takes 10 sec to actually get rid of it; It's weaker than Pig's RBT. So you got a guy who can hit multiple people and give them a teensy bit of a scare then he chases one person while the others go back to minding their own business. I understand the 5 hits to down someone with FF it makes sense with these ideas but without them he's still crap.
My tweak to your ideas is to keep the 5 hits in FF, normal timer(whatever that is), 16 sec to Mend(normal healing speed), normal 115% speed. This way it's inefficient to down someone with FF, your DW is still a threat, and you're better off downing people normally and only use your power to catch up to people or find people or distract them. And the whole gimmick of following people backwards would not be a thing because people only do it since you're slow and have a hard time catching people normally. His power would be a tool instead of a necessity.
The reason why I made it a 10 second mend is because you're wasting time actually finding survivors to get out of Deep Wound. Now you might be thinking Empathy or Bond would be a great counter. We could make Deep Wound give the Blindness effect. It would put pressure on survivors and make them panic.
Ok the 10 sec makes sense now but you still have the problem when there's one or two people left and no one to Mend you.
-
@Countfunkular said:
@HatCreature
Thank you the ideas are pretty awesome. I have to say what do you think the powers would beI'll get back to you, Nurse already has a Bride outfit so she's all I can think of atm lol
-
Legion looks amazing, I was planning to change to Clown but then I realized ma boi Fred is the only one who wears a hat.