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HatCreature

HatCreature

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HatCreature
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  • I've been seeing a few people, can't remember the major person's name, also suggest taking away the Red stain. But do we know how much larger the Frenzy makes his TR? If his natural TR is too small and his extra TR from his Frenzy is not adjusted then he'll be even weaker because his TR won't be large enough for him to find people even with M&A. Of course, your addon suggestion would partially fix it but then he wouldn't be able to use anything else. If his TR in Frenzy were adjusted accordingly then making his TR really small would be a great idea and give him a huge edge, I'm ok with him being slow, it incentivizes strategic play.

  • @ad19970 said:
    Maybe it's just to give lockers more of a reason to be used. Lockers can be more risky to use than anything else. I personally like the fact that lockers now have more of a usage.

    It does give Iron Maiden more use but 15 seconds is pathetic when all other perks have 60, why give it a crappy 15 second timer? The 4 seconds is ok but the Expose feature is barely usable, either buff it or that it out.

  • I only use TI with MYC because MYC gives TI that notification that you're far enough away and MYC makes whoever goes in there a valid target. This isn't the end all of Basement builds but I did have an amazing time with these two, that being said TI should have that active effect when you're past 32M so you don't need to pair it with MYC and you can use other strategies. Of course even if they did that I would still only use MYC with TI because it gives MYC actual validity since you have time to get to them before the unhook and even if they do get out you have that Aura of who it might be.

  • @Peanits said:
    Tsulan said:


    Peanits said:

    It gives lockers more use. Before they were just for new players to be scared in and for the occasional Q&Q play. This way lockers can actually be used to hide more effectively, rather than being a death sentence because the killer sees your goofy statue shaped aura sitting there free for the picking.

    I do agree that OoO probably shouldn't do that, though I don't see any huge problem with it either. Keeping track of the killer is already fairly easy. The perk usually doesn't see much use, and when it does, it's to get the killer's attention and get them to waste their time searching an area for you.

    BBQ is going to be even better now with Iron Maiden. Survivors who try to hide their aura will be exposed and have the location revealed anyways.

    Regarding Freddy though, he's going to be reworked. This is not to nerf Freddy.

    If people need 2 perks, to use 1 of them properly, then something is groundbreaking wrong. 

    Dance with me barely does anything without either Q&Q or lithe. To a lesser extent, perks like coulrophobia rely heavily on terror radius add-ons and distressing for best results. Same for spirit fury and enduring. It's nothing new, combining perks that compliment each other is what a build is.

    BBQ didn't need anything to work with it like those other perks do, those perks are good in builds and they work together yes but they were always like that. BBQ was forced to be like that, also it sucks that Iron Maiden has only 15 seconds when every other perk has 60, if someone is hiding in a locker to get away from BBQ then they're probably 40M away and the Killer is probably going to move in the wrong direction before they leave the locker, so when they get notified where that locker is they're even farther away and those 15 seconds are going to be up WAY before the Killer gets there because they also need to chase that person. So BBQ only works with Iron Maiden and vice-versa because the Exposed timer is too small, this means BBQ and Chili was split up into two different perks. If Iron Maiden was buffed to 60 seconds then nevermind, the perk is awesome and I love it because it's weird but still useful.

  • They had to make this change, Legion's power is bleeding people out, BT is a bleed out mechanic. If you can Mend against Legion then you can and should Mend from Borrowed Time. This is for instances when the Exit is open and you have BT applied on you with the Killer chasing you, you're gonna make it there because your timer is paused. This is also for other endgame scenarios when you get saved and the only other player goes down at the hook from saving you and you got BT applied. You need to Mend yourself so you have a fighting chance instead of bleeding out like before and getting killed because you were just 10 feet from reaching the hatch but couldn't make it because you bled out.

    That being said I still don't like the changes because BT is no longer a threat, Deep Wounds on Legion is NOT a threat, therefore, BT is not a threat. BT is now FROM THE LEGION, if the Legion's own power is not a threat then this perk will be super strong for Survivors because ONLY Legion can counter Deep Wounds(add-ons), no other Killer can.

  • @redsopine01 said:
    HatCreature said:

    This is what I thought as well, it promotes hiding in lockers so their new perk will get some actual use. But if they were worried it wouldn't get actual use, why add it?

    They could have given him a better perk and use Iron Maiden in a new collection for standard Killer perks instead of unlockable ones.

    True also are you a Freddy main and do you think I have a point on how op he's gonna be with the right add-ons this his change?

    I was a Freddy main but then switched to Clown until Freddy gets his rework, I'm excited.

    Anyway, I haven't tried it yet but if the lockers block Auras then everyone who's in Dreamworld could hide in a locker but then they're wasting time, wasting their time, wasting the Killer's time etc. If they stay in there until they have Crows over their head then they're stupid, I don't think it will make him OP it will just make playing him harder because suddenly he'll be looking for birds instead of Auras. Of course, hiding in a locker is also the best thing for Freddy as well because it's a free kill lol maybe Iron Maiden would be good on him.

  • @redsopine01 said:
    ModernFable said:

    I think 32 meters is fine. 

    It should tell you when you’re far enough away, like how Make Your Choice was changed.

    I don’t think it needs a timer either.

    Ok but it don't let ya know when your out of the raids so that could change and then keep the timer

    Yeah, MYC has that little on and off grayed out action when you're in or out of range, give that to TI and it'll work much better. I personally would like an Aura on MYC just to show which Survivor got exposed, that way you won't accidentally tunnel the other guy thinking those scratch marks actually lead to the Exposed savior.

  • This is what I thought as well, it promotes hiding in lockers so their new perk will get some actual use. But if they were worried it wouldn't get actual use, why add it?

    They could have given him a better perk and use Iron Maiden in a new collection for standard Killer perks instead of unlockable ones.

  • I don't know if someone is standing at the top of the stairs and you can't get past them because they're too big, that's physics. They already have the thing where when you hit someone they go right through you but making this technique a bannable offense is just ridiculous, might as well report Survivors for body blocking you from not getting a kill, that's not fair either right?

    The Basement is dangerous, it's supposed to be dangerous and you need to second guess if you want to go there to save someone, because it is SUPPOSED to be a death trap, hence why it's small and underground with a long time to escape from.

  • Does anyone even care about the nerfs, it looks like everyone is just defending the change, might as well just take out the Auras from BBQ if it's this countered. The locker only hurts BBQ and I guess Freddy but if you're hiding in a locker from Freddy you're an idiot. Distortion is a good perk but having lockers, Gens, within 40M, and this perk makes BBQ difficult to use now because you can't predict what they're doing, too many variables. Keep the perk sure it's awesome but take out the damn lockers so it's not something we have to use when we predict why we can't see them, I don't think any Killer perk has this many counters. Might as well just take out the Aura part at this point. Unless someone has tips on how to decide what they're doing pretty quickly.

  • I am having fun with them, I have not had as many matches as most of us but from what I have played they are definitely fun. I love the new playstyle and see that it can be powerful if used properly, but I it still needs some tweaks though.

    Personally I was looking at their addons and to be honest this character but might be one that doesn't need most of their addons. Speed, Duration, and the Knives seem to be the only useful one for a good game. The cooldown is not really all that bad and I wouldn't sacrifice any addon for it so maybe just tweak the addons?

  • Hell yeah, I was BBQ and didn't see anyone and that meant either they were within 40M, behind a Gen, using Distortion, OR in a damn locker. How am I supposed to predict what to do with so many ways to counter? I can't react quick enough now and I'm always paranoid which turns out to be true since they get unhooked immediately showing me that out of the 4 options they were right next to me, great.

    I know what the next Survivor perk is, rebuilding pallets, because why not right?

  • He has lots of potential to be great, the Mend just needs to naturally take longer so we don't have to rely on the knife addons to make it threatening. This would force Survivors to stay frozen in place and Mend giving you chances to chase someone or find someone who is STILL Mending.

    He has slow speed to force him to use his power but if he can adequately force people to stop and Mend and then it's powerful enough for him to chase normally. Or make the timer go down faster or have an alternate, Deep Wounds Strike and a Normal strike.

  • Hey have you seen this before? https://www.youtube.com/watch?v=x01l_jMhjVM
    It's super accurate and I think you'll get a kick out of it.

  • @PigMainBigBrain said:

    @Braduk said:
    Since the Legion is coming out tomorrow I wanted to highlight the biggest problem that his design creates that the misplaced buffs have still left: perk diversity. What I mean is there's barely any perks that work on Legion so creating a good build for him is extremely difficult. His power does not work with the vast majority of decent perks in the game and outside of his power he is a M1 killer with 110% movement speed so good luck with that.

    For example, no Exposed perks are worth taking on Legion, because his power does not do anything with the Exposed effect. I understand that being able to down in one hit at ~125% movement speed would be broken, but it would have been nice if it at least did something, like made your swings take out more of the bar or something. But because of this, this knocks out the following perks from being usable:
    No One Escapes Death
    Devour Hope
    Rancor
    Make Your Choice
    Iron Maiden (HIS OWN TEACHABLE)
    Hex: Haunted Ground

    The other major area of perks that he cannot use are healing-based perks. This is because Mending, despite the definition of mending when talking about a person is literally healing, is not considered a healing action, and they went as far as to remove other actions from the healing action pool when they should have done the opposite. You can argue that healing perks work because they still need to heal after, but the problem is, there is NO REASON to heal against Legion, because his power can't down you without 3-4 hits, and otuside of his power he's a 110% movement speed M1 killer so you can just loop him. That is why you see a lot of people in the PTB countering him with No Mither. This knocks out another rather large section of perks:
    Nurse's Calling
    Coulrophobia
    Sloppy Butcher (unless you really want Bloodhound tracking but you can honestly use Bloodhound by itself)

    But beyond that there are just some various perks that do not work on him or are redundant for other reasons:
    Stridor -- Devs said he's supposed to be deaf in Frenzy, if they stick to that this won't do anything
    Save The Best for Last -- Does not impact Frenzy's attack cooldowns
    Enduring -- Does not impact Frenzy's stun and you'll often be vaulting over pallets
    Brutal Strength -- No point because pallet vaulting
    Spirit Fury – As said with BS you won't be breaking pallets
    Predator -- Can't see scratch marks in Frenzy
    Tinkerer – Detrimental to Frenzy's location reveal
    Unrelenting – Already has virtually no cooldown on missed Frenzy attacks
    Insidious – No reason to camp with him
    Bamboozle – Does not block pallets after vaulting
    Franklin's Demise – Does not work on Frenzy
    Play With Your Food – Already gets a speed boost with Frenzy and it takes too long to make a difference for it to be worth his normal state
    Thrill of the Hunt – How are you going to protect multiple totems at 110% speed and your power has a long stun?

    And then there are simply bad perks you should never run anyways and also don't help help Legion:
    Spies from the Shadows
    Monstrous Shrine
    Thanatophobia (though if buffed it would work wonderful on Legion but 15% max is not worth it)
    Territorial Imperative
    Surveillance
    Shadowborn (while not bad, Monitor and Abuse is a straight upgrade)
    Fire Up
    Beast of Prey
    Overwhelming Presence

    So what are we left with? Out of the 54 killer perks in the game Legion can make potential use out of...22. Less than half. And that is speaking generously. That is far less than any other killer in the game. A lot of them in this pool are extremely situational like Lightborn and Mad Grit. The only perk he can make more use of than most other killers is The Third Seal because of how fast you can get that first hit off, but that's ONLY if they are grouped up, and even then, it's a hex perk and Ruin is also mandatory, so good luck with that.

    The only universally good perks he can make use of are Ruin, Agitation, and BBQ & Chili, nothing unique to him and just stuff every killer can use, because Legion's design does not allow build variety or perk diversity. If Mending was a healing action or if exposed perks did something with Frenzy or if Frenzy was compatible with more effects, it would be better, but as it stands now, Legion is poorly designed and works with barely any good perks.

    (TLDR Basically a similar point made in a video by Bricky if you don't feel like reading: https://youtu.be/QbjyMjw6gHA )

    I said this before during his ptb phase, this killer has probably the worst synergy with perks out of any killer in this game...which is...wow....

    What's funny is that they have told us several times that they look this stuff up beforehand because they don't want this to happen.

  • Oh I misunderstood the question at first, they can tweak the killers but they can't get any new outfits for them without permission. Because they changed Michael and Laurie's perks once already.

  • Devour Hope at Tier 3 gives you a 10 second Haste effect which could help, could of course. Haunted Ground has the amazing potential that you could be chasing someone normally and suddenly they're exposed giving you an easy hit maybe. NOED gives you a smaller but permanent speed boost, he'd almost be a normal speed killer at that point. If Bamboozle blocks windows in Frenzy then it's an ok perk on him. You could charge through a window and hit multiple people and if there is a pallet you could force them to funnel into the pallet and get some more hits in. I think Tinkerer would be great om him because if you're within range your TR will go away and you could strike everyone on that Gen as a surprise. You can do that with Discordance but I think this would be better. And all killers benefit from PWYF, he could potentially a 15% speed increase and chase people normally for once in the match, then when the boost is gone switch back to your power.

    I guess that's it, all the other perks yes don't really work for him. He has one of the best tracking abilities in the game imo but his natural speed will always be a hindrance until his ability is powerful. I'm thinking of trying these builds with them.

    PWYF, M&A, Thanatophobia, and Ruin---This will give me a small edge to find people, a little speed boost for normal chases, since they don't want to heal they get a penalty and there's Ruin.

    Discordance, Distressing, Unnerving Presence, and Huntress Lullaby---I'll be zipping around the map causing those small kill checks, any Gen with two people is going to trigger me going over there, and if I hook people in time those small skill checks will be hard to hear ;)

    After those it gets kind of hard lol

  • @thekiller490490 said:
    Sadly that perk is probably the only reason I would ever get legion. "Sigh"

    Legit, I am excited for that locker perk. I want to see just much Survivors hide in those things. And Mad Grit, I'mma be chasing bitches with another one on ma back.

  • Such beauty, I have not seen such a sight as this until now, tonight be the night that I found a masterful piece of Killer concept.

  • @thekiller490490 said:
    Probably will be fixed in live build

    I did not think of that, I hope so.

  • @Onionthing said:

    @PapaAndrei said:
    Would be absolutely 100% overpowered. Being able to just deny the entire chase, and make a survivor come back to you for a free hit. 

    I only slightly disagree:
    it would suffer from straight line trajectory maybe even worse than hatchets, so it could be juked. It wouldn't have anywhere near the hatchet range (which can hit survivors across the map), and since it doesn't do damage by itself it cant be grimed like Huntresses 1 shot hatchet. Perks like Dead Hard could in theory work to semi-counter as well. Add on the fact it has to be charged up like a chainsaw, so its not instant, and has a small cool down to make sure it can't be spammed when missed. I don't really think its overpowered other than presenting a mechanic that hasn't been seen before.

    I agree, Billy's Chainsaw is also kind of like this, a really good Survivor can juke the saw but you only need to be decent and looking behind you to dodge this, especially if the killer has an animation for charging his hook throw.

    ''I Am PAIN!'' is super creative and deadly, you would only use it for slugging and when you slug you usually leave that person alone so it's not overpowered. It's kind of like MYC but it's different and it can also be paired with Thanatophobia which is badass.

    ''I Have Such Sights To Show You'' I don't understand why the Survivor going into the Basement can't see Auras for a few seconds, perhaps you could explain the usefulness since the person in the Basement has no Aura anyway from the other abilities of this perk. But I love that the person who gets off the hook is Mangled.

    ''Welcome To Oblivion'' I love the movement speed, who doesn't, but the Exposed part, ''by this time'' what time? You get the speed right after the unhook and keep it for 15/20/30 seconds, does everyone get Exposed after the speed boost is gone? And why is everyone Exposed for such a short period? I mean I get that you could be in a chase and maybe when those 30 seconds are up they are exposed and you can down them instantly. Is that what it is for? It's an interesting perk because it punishes Survivors for NOT being Altruistic which is very different and I love it but It's weird.

    Anyway I love this idea, I think this would be perfect if they wanted to bring in Pinhead or make their own version. Hell, if they brough in Pinhead he could run around with his hook knife and when he charges his long hook he could be holding the box. His Mori would be chains ripping Survivors to pieces. And I love that you did a Basement perk, I love those with a passion <3

  • He could be kind of like Huntress, instead of hatchets it's balls from the musket, of course he'd be JUST like Huntress but it sounds cool, maybe a zombie soldier with a musket.

  • Yeah that sounds awesome, they're small so they'd be hard to see, low TR, a rush that's cool, and that Mori is priceless.

  • I get that his movement speed is high because he's small but because he is so fast he needs some sort of weakness in his power or he'll be too strong. It's why Nurse is slow and relies on her power to move around. Also, this leaves no room for addons, the food and water could be addons so that he doesn't completely overwhelm Survivors. Well the water can stay because it spawns the Gremlins sorry lol but he also sounds a lot like Hag but it's like the traps actually move around and then you can teleport to them. I really like the concept though, Stripe is awesome.

  • @thesuicidefox said:
    Technically, we already have something like this in the game in the form of the Glass Bead for maps. While not explicitly giving messages, it can be used for that purpose.

    I do like the idea of adding another item to the game though. Stuff like Firecrackers should be available as purple items I think.

    I love the firecrackers, I ran into someone who used them against me, they failed miserably with the save but it was just so amazing to see someone actually had them <3

  • @Boss said:

    @HatCreature said:
    And it's only that one person who gets hurt, the Killer doesn't know who that person is or what totem they destroyed, also it promotes Survivors to not touch the totems. I want this perk to be buffed because I love Basement perks but I think this is really cool as well.

    Remember that it doesn't hurt them, it only makes them go into the Injured Health State.
    This will not down them if they already are Injured, cause otherwise this Perk would be WAY too good with Deerstalker. :p
    What i mean with this is: A Survivor who's already Injured won't have to fear ability #1 of my Perk suggestion.

    Yeah I get that, that's also the counter to Blood Coil, I love Trapper <3

  • @Boss said:
    With Totems being a thing, i feel like the name's way more fitting for Totems.
    Plus the Perk sucks for 3 years now, and buffing it would have the devs only fear that campers will be using it to ruin fun even more.
    Anyway, here goes nothing...

    Monstrous Shrine

    Your fervent care of the Totems has aroused the Entity's interest.
    A Survivor who successfully cleanses a Totem will be put into the Injured Health State.
    When a Survivor stops cleansing a Totem or is interrupted in any way while cleansing a Totem, the Entity will put Entity Blockers on all Totems for 15/20/25 seconds.

    Maybe the numbers need tweaking.

    And it's only that one person who gets hurt, the Killer doesn't know who that person is or what totem they destroyed, also it promotes Survivors to not touch the totems. I want this perk to be buffed because I love Basement perks but I think this is really cool as well.

  • @JanTheMan said:
    It is also kinda sad almost all her add-ons are related to her RBTs and not her ambush/crouch...

    Her traps are easily gotten rid of so her Ambush is the thing used the most and yet it only has like 2 or 3 addons. A cool one for Ambush could be that Hindered effect, like the blade from her Ambush hits a nerve and slows down the Survivor for a little bit on a successful hit. I would say the new Deep Wounds instead of Hindered but it might be too soon or too close to Legion's power, I just think the Deep Wounds is a cool effect to play around with.

  • I hope this is the right Moderator, I only know of @Peanits lol

    I feel the same about Pig, they don't make her strong enough. I love using the Razors and everything that goes for skill checks but they just don't feel like they do enough. The only time I felt actually strong as Pig is when I had the Tampered Timer and the one that adds another Jigsaw box but that could have quickly gone wrong because the boxes aren't luck based for the key, they are predetermined. But maybe it's good that they are predetermined. Her perk Surveillance needs a buff as well because it's almost useless but maybe Pig could get the next rework after Freddy? I don't think there are that many killers left that actually need a buff.

    Amanda's Letter could have the Unremovable Trap, just one trap and have the Aura read, it have the 5 minute timer, it could be the Obsession, you could never pick them up because you know they'll die or get the Hatch. That's what the Hatch is for, when you have a trap but no time to get to the exit or can't reach it. Or maybe it has a 2 minute timer but it only activates after the last Gen is done? I don't know, it sounds cool but I know it needs to be fair, but this addon would be her ultimate addon and goes perfectly with the description.

  • As a Survivor I really enjoy Autodidact, it's weird but super effective later on. Other than that it's Stakeout, Premonition, and Urban.

  • @Wolf74 said:

    @MegMain98 said:
    Wolf74 said:

    So we have an ingame mechanic that can deny the killer 4K by giving the last survivor a free escape, but a killer playing tactically around that mechanic to get the 4th kill is "pathetic"?

    But other survivor mains told me that slugging is actually the build in ingame mechanic to counter the hatch.

    So sides one free mechanic is legit, but to counter it with tactic ans strategy is cheap?

    Slugging and trying to find the other survivor is fine, but when you camp the slugged survivor and expect the other survivor to come and heal them but you’re standing right beside the slugged survivor is cheap. It drags on the game and isn’t worth a 4K. Hook the survivor and find the other one, it isn’t that hard. If they get the hatch so what?

    A hatch is not a “free escape” by the way. You have to actually get generators done for the hatch to even spawn. One time my whole time died to a Leatherface and I fixed two whole generator BY MYSELF. Then I got the hatch and escaped so kindly explain to me how the hatch is a “free escape”? 

    It is a "tactic".
    Cheap? Maybe.
    Easy to use? Yes.
    Efficient? Depends on your goals as a killer.
    If "just hook 'em and search the next" would be so easy as everyone here claim it to be,we wouldn't have this debate.
    Why should the killer risk a free unhook, with him on the other side of the map and risk loosing both?

    And about the hatch (again), it is "free", because the person using it is not required to have achieved anything.
    The one using the hatch could have hide in a locker al match and still could use the hatch.
    And if your whole team died before they managed to get TWO gens done, the killer actually deserve the 4K anyway.

    I totally forgot to mention that, in Meg's case it was NOT a free escape BUT in many situations, it is a free escape. If the person who does nothing all match is the last Survivor and gets the hatch then they're a loser because they were just good at hiding and didn't do anything, no Gens, no chases, etc, just waiting. Those people exist.

    If there are two people left and the Hatch has spawned and one of them is waiting for the other to die the one who gets the Hatch is a free escape. Yes it's a gamble of who dies it could be anyone but it's still one waiting on the other to just die instead of actually helping each other. It is a strategy yes but it's a waiting game of who doesn't get caught and that person just says yeet as their buddy dies. You could argue that they were better at hiding so therefore they deserve that Hatch but I'm not talking about in relation to the Killer I'm talking about the Survivors and their teamwork, to me that is what a free escape is about, the Survivor not being a team player and that person does not deserve the escape because they outlasted everyone else.

    If every Killer's version of free escape is different than mine then I guess I'm just more complicated in my thinking process in fairness and such.

  • @HellDescent said:
    @HatCreature Pharmacy. It's one of the counters to Freddy.

    It's one perk that is a counter to Freddy alone, it's selfcare with an extra step. Selfcare hurts every killer but Pharmacy only hurts Freddy the most and most people just run selfcare because it's more reliable and the odds of someone having Pharmacy AND facing Freddy is very low. I'm agreeing the Dreamworld should effect chests but only for consistency and that consistency effects Pharmacy. It's an indirect change that accomplishes the same goal.

  • @MegMain98 said:
    Wolf74 said:

    So we have an ingame mechanic that can deny the killer 4K by giving the last survivor a free escape, but a killer playing tactically around that mechanic to get the 4th kill is "pathetic"?

    But other survivor mains told me that slugging is actually the build in ingame mechanic to counter the hatch.

    So sides one free mechanic is legit, but to counter it with tactic ans strategy is cheap?

    Slugging and trying to find the other survivor is fine, but when you camp the slugged survivor and expect the other survivor to come and heal them but you’re standing right beside the slugged survivor is cheap. It drags on the game and isn’t worth a 4K. Hook the survivor and find the other one, it isn’t that hard. If they get the hatch so what?

    A hatch is not a “free escape” by the way. You have to actually get generators done for the hatch to even spawn. One time my whole time died to a Leatherface and I fixed two whole generator BY MYSELF. Then I got the hatch and escaped so kindly explain to me how the hatch is a “free escape”? 

    When you look at it this way no that is not a free escape that was a bad ass spectacle of survival, I would love to watch that if you recorded it. Getting two Gens against a Leatherface all alone, you deserved that Hatch for such a masterful performance.

    I get that the Hatch exists so players can escape the match when all hope is lost, it's there because the game has no timer and I hate timed matches because it's not realistic. When we go for that 4K it's not because we're try-hards it's because it's our objective to hook and kill, there's 4 people so that's 4 people to potentially hook and kill. We get disappointed that we didn't get the 4K but it's nothing to get angry over if we lose it. What is infuriating is that the Hatch is broken to the point that Hatch standoffs exist, just existing is infuriating and it's a joke. It makes fun of killers and makes them look like a try hard for wanting what to play the game and kill everyone. The standoff needs to go the Hatch can stay, simply getting rid of the Grab when they jump in solves this solution, simply forcing a grab when a Survivor stands on the Hatch whether they are wounded or not can also solve this. But those are both extremes and unfair to either player.

    But back to the slugging and camping the body, that's just stupid, go find the other player, one bled out and the other gets the Hatch? Why camp the body in the first place?

  • @Peanits said:

    @Skorpanio said:

    @HatCreature said:

    Yeah, we don't have a graveyard map, this game totally calls for one as well just because of what the game is. That sounds awesome, a monster creeping around with a lantern, they have no red stain because they have the lantern ;)

    Yup, Marta with her mumbling instead of a terror radius would also be nice, anything but a terror radius.
    Butaaah...
    @Peanits
    Do devs take concept ideas from the forums or are we just arguing about noting?

    They keep an eye out. Most suggestions don't end up in game exactly like they're suggested, but there's been a bunch of suggestions that have made it in. Stuff like STBFL, for example.

    STBFL? I didn't know that, it's actually a really good perk.

  • Does it need to? What have you got to gain from it? I play Freddy, he was my first main killer so I'm not just some guy, I have context. Slowing down the Gens make sense because he needs that, slowing down a chest has no purpose because there is no skill check, the item has a large percentage of not being a med-kit and they are wasting their time anyway because they aren't doing a Gen. Unless you just want it for consistency which makes perfect sense and they should just add it in for that reason.

    Personally, I don't think Gen progress should be kept if you do a Gen in the Dream world, it's only a dream after all. It can still wake you up but I don't think the progress made should after you wake yourself up.

  • PWYF does have a cooldown, every time you lose the chase it has a few second cooldown until you can lose the chase again to get another token. I think this is more balanced than what we got because as it is we are faster at the beginning but after we hit or miss the first time we get slower so we don't win the chase as fast as we could have. But with this we can always be a threat until they are downed and another balance for this is the Obsession could be hiding the entire match. If you never find your Obsession you never get tokens.

  • @thekiller490490 said:
    Tuesday!!!!!! Update comes Tuesday! Legion's trailer showed Dec 11 which is this Tuesday!

    Where in the trailer does it say Dec. 11th? It has the kill, black, the title screen, and then Join us in the fog.

  • You mean opening chests? Does it need to?

  • @Skorpanio said:

    @HatCreature said:
    My BINGO, where did it go?!

    This would be badass, and even if they don't use her they can use the exact same concept but give her a slightly different look, to avoid trying to get a license.

    Great idea, but I think the horror really comes from Marta herself. A gravekeeper that walks around with a creepy lantern would also be nice, or some weird misformed creature. I've got so many ideas, don't think the devs look for concept at the forums though ;_;...

    Yeah, we don't have a graveyard map, this game totally calls for one as well just because of what the game is. That sounds awesome, a monster creeping around with a lantern, they have no red stain because they have the lantern ;)

  • Oh, this isn't a thing where we all come together introducing what we like and bond? Yeah, we can all agree that we enjoy playing the game but it is very stressful to be in.

  • My BINGO, where did it go?!

    This would be badass, and even if they don't use her they can use the exact same concept but give her a slightly different look, to avoid trying to get a license.

  • I am a writer and I work at a motel

  • @Arsoul said:
    Why cant the killer have to hit a skill check (Like DS) to pull the survivor out of the hatch instead of instagrab?

    It is like DS but like DS 9/10 times they could hit that skill check and you can argue that it would still be broken. When a Survivor misses that skill check it grants them another chase, if a Killer misses this one they escape but if he gets it they get a kill. Two huge ultimatums compared to the Survivor's just a prolonged game.

  • @ChesterTheMolester said:
    I think it'd be interesting if we change NOED from giving exposed to completely removing the TR, keeping the speed increase of course.

    Terror Radius and Red Stain plus a 5% instead of 4 then this would be cool. Also no totem.

  • Everyone is focusing on the Gen Rush but no one agrees on anything else? They are literally saying what we are all saying, that the Survivors are getting more respect and power than the Killers. The Survivors have tools to evade killers yes they are done very well but the Killers constantly have hidden nerfs all around not to make them too powerful and this time not powerful at all just to make sure Survivors have fun. Yes, I have a lot of fun stabbing people so Legion is fun at first but only at first because then he becomes a joke and a chore.

    I know they have this Fog Whisperer program coming up but who is getting accepted, a lot of them could be Survivor Mains, will they even be heard, they don't listen to suggestions from the PTB which is supposed to serve the same purpose.> @The_Daydreamer said:

    @Master said:

    @The_Daydreamer said:
    I just experience the 1 down = 3 gens are done situation, if I did a really bad job.
    I agree that a increased time for a trial would be nice. But if the survivors are gen rushing you then you did your job bad. Maybe change your build or add-ons or maybe just take a break.

    And to be honest, I literelly dont understand 90% of your text.

    Your fault for not mindgaming the loops and not applying pressure to the map :sarcastic:
    Time to git gud :sarcastic:

    I guess you quote the wrong person otherwise your text doesn't make sense or It's just really bad sarcasm.

    Cutest Dog GIF ever

  • I love the change to DS because it gives the perk a requirement beforehand like Deliverance, they both give Survivors a second chance because they deserve it. That perk requires a Safe Hook Save beforehand, this would require any Altruistic action like healing or a safe hook save or body blocking etc. And the counter to this is the same for Deliverance, just hook them first.

    I don't like the NOED change though, it's almost not even a change tbh, how many people go the entire match and not hook anyone? I get that if no one got hooked then this perk would be a wasted slot and not reward bad plays but I think it would be rare. I mean yes, there are lots of matches where maybe one or two people never got hooked so this perk would not work on them. If the other two were hooked and are still alive it would help kill them quicker but could not be used on the others. It does reward good play because it has a requirement but should it still be a totem with this requirement since it is very situational? It could be very powerful or weak depending on the match and not on the power itself, it rewards skill but gets taken away if someone destroys the totem so no reward for hard work. I think it is a step in the right direction though I really do.

  • I would love another Red Forest map, maybe it's around a sawmill? Another map of this new place we got would be great as well. I love scenic maps and I would like to see other maps that the Clown visited, maybe he visited the Macmillan Estate once and we could have a traveling carnival over there?

  • Thank you, I was saying this in the beginning and no one understood what I meant.

  • @Wolf74 said:

    @HatCreature said:
    D-Strike was only brought it in because that is exactly what Laurie did in the film Halloween film with a needle and a wire hanger, I think we're lucky the Devs didn't let DS have 2 hits as she did in the film, this game would completely unplayable then.

    Also I think Wolf74 actually found a cool opposite to D-Strike for Killers but a balanced version would be every Survivor is Exposed until one of them goes down the first time, then everyone is back to normal. Of course if you're Leatherface of Hillbilly, even Myers, if they use their power they could get in two hits since it isn't technically a normal hit. I know Survivors cry about NOED all the time and this would be a weak version of NOED but it's just like DS where NOED is everyone until the totem is destroyed. I think we need this to balance out the game.

    Thx, but why should one down change the status of the rest?
    Serious… DS can be used multiple times on the killer.
    That's the whole point that of my critic. If DS would be a true "one time use", it would not be as bad as it is, but I had matches with 3 DS against me.

    True, I was thinking of a way to appease those who get itchy about this subject, a compromise but in all seriousness, I don't think a compromise can be made because no one truly gets it. It can be countered but that counter is VERY SITUATIONAL, there is no real counter that can be used every time.

  • @Peanits said:
    The first one seems a little too random to be a good perk. 15% movement speed is bonkers. It means you'd be closing the distance twice as fast as normal (normally speed is 115% of a survivor's sprint speed). 15% action speed, on the other hand, it's anything to write home about. It's okay, but not a game changer. 15% more bloodpoints is pretty negligible compared to a perk like BBQ & Chili, which provides a bigger bonus (and applies post game, even). The biggest issue is just that you couldn't rely on it. If you had to drag someone all the way over to the basement (probably going to require agitation to do consistently), you wouldn't want it to just sometimes give you an effect like +15% bloodpoints. That wouldn't be worth your effort.

    I'm not exactly sure how the third option would work. If it just applies the hindered effect to all survivors near the hook, I don't think it would have a noticeable effect. Yes, you would close the gap twice as fast while they are in that mist, but that mist goes away the second they're unhooked. More than anything, I just feel like this would be a camping perk. It wouldn't help you if you left the hook.

    I think the second is the most reasonable option. It would still be pretty powerful and make the basement significantly more dangerous, and it would make it worth running agitation with it. My only concern is that it would sorta' promote tunneling the guy that just got unhooked, since it rules out We'll Make It. I also worry that this would have an effect too similar to Make Your Choice which already exposes the unhooker, giving you an easy down so long as you return to the basement quickly.

    When I came up with the 3rd option I was actually thinking it would slow down the Survivor going for the save so the person on the hook would be there longer because it would take longer for them t get saved. But in order for that to work the Hindered would have to be MASSIVELY strong.

    For Option 2 I totally forgot about MYC, those two together would just wreck Survivors. Shame it might promote camping, I just thought it was cool for a killer to put on Broken because right now only Survivors can put Broken on themselves. Thanks for the critique :) I'll keep thinking and hopefully this perk gets somewhere good because I really want to use it.

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