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HatCreature

HatCreature

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  • 1---He's amazing in the right hands and versatile

    2---Good and bad. The good part is that it gives you information when someone is nearby and helps you if you can't find anyone. The bad is how generous the range is and how critical it is with revealing. As Survivor it can be easy or impossible, basically a 50/50

    3---I find it a waste of time, the Survivor gets notified their Exposed and if you're not close enough they'll run and waste your time, maybe run out of the Exposed and that's the game right there. A lot of maps don't give you generous lean spots so you're forced to Stalk out in the open and get revealed. Resetting the Stalk when they get hit hurts more than the last problem, it would be more forgiving if the Stalk reset when they got downed and then wastes less time.

    4---Pros of NS is that you're the best stealth Killer, if you can't Stalk then you can mind game loops and get tons of easy hits, keeping everyone injured makes you insanely powerful. The cons is that because it takes 30 seconds to refill and your Stalking is tied to your NS you are basically forced to only use Power Recovery add-ons.

    5---NS is incredibly effective in chases but Stalk is not, you can confuse Survivors and get hits faster than you would outside of it because you can have no Red Stain.

    6---Ghostface is dependent on his recovery add-ons so the others are a waste of space, furthermore he has no game changing add-ons like status effects. If he had status effect add-ons then they could be made to work during NS and still be applied a few seconds after you leave it and this would actually help him if he gets broken out of NS before he can Expose people. His Stalk being connected to his NS is probably the worst thing about him because it means once he is broken out of stealth he has no ability and Survivors can deny him of ever using his ability forcing him to become a pure M1 Killer with nothing to help him.

    7---Ghostface just needs some tiny tweaks, someone to go in and adjust some numbers and hopefully one day give him some add-ons that are fun to use instead of being completely necessary to even play him.

  • I love Autodidact but this perk is so close to being OP, if they increase the percentage of skill checks then it becomes more powerful than a Med-Kit but the plus side is that they have Sloppy Butcher you have more time to possibly get a skill check.

  • Aw poor baby SrVIors LOST 🤣

  • So here is a scenario, you've gotten this stun 3 times now in 3 different chases. At this point you know what they're doing. You're paranoid it'll happen again and sure you can swing at random lockers while in a chases but once they see you doing it randomly they'll know they won and they won't need to do their strat anymore.

    To counter this strategy it depends on the Killer, who are you playing?

    If you're playing Clown then you throw the bottle at them when they pass the locker, when you get stunned that person gets slowed, switch targets and make sure you bring Iron Maiden but only if you're that on edge it'll keep happening in every match.

    Ghostface doesn't really need to chase if you play him a certain way, stealth is his strength. Stalk them or just injure them, with Nurse's you'll find them healing and if you're in stealth they won't know to run.

    Leatherface? You got a saw bro just rev that ######### up and let it fly.

    Trapper? Why put traps at loops when you can put next to lockers?

    Nurse? That stun is nothing, just keep following them, same thing with Spirit.

    You're a Plague? You know exactly what locker someone is in at all times.

    Legion? Your FF stun is 4 seconds so that dude just saved you 1 extra second of stun and Iron Maiden is that dude's perk.

    Basically use your Killer's strength if you think this happening, if you don't play your Killer the way they need you to then you will always lose. Find another way, slow down perks for Gens, NOED, there is always a way to counter a strategy you just have to think out of the box and plan for it.

    When I say plan for it I mean like right now, keep it in your head and then if it happens again you already have the knowledge of what counter strategy you can make.

  • Ah yes, if only they invited someone who lives at their job and basically does nothing all day who would have enough time to partake in the experiment that lasted only a few hours; someone like this guy.

    Minor disappointment aside, it sounds like they got all they data they needed for their experiment within the first hour and a half, there were a thousand players that got invited so it's not far fetched. They probably gave out a rough estimate of how long they thought they might need and then cut if off once they did, it is their experiment.

  • I like a lot of ideas on this list but of course don't like a lot of others. There are a whole bunch of things in here that would benefit the game, some really strong perk changes that make perfect sense without it being over powered BECAUSE they were purposefully made to have a hindrance on top of the strength which this takes away.

    All that being said I don't like your idea of not running more than 1 totem, sure that choice is to go in line with your totem changes but no. You can't use Haunted Grounds to protect another totem as that strategy is null and void with your totem changes. You also completely get rid of Totem Roulette which is a strategy to force Survivors to find all 5 totems and not do Gens and Thrill of The Hunt makes that strong if you're playing a high mobility Killer.

    Every Survivor having a built-in base perk is the right thing to do, Survivors are just skins and I respect that, everyone loves a certain Survivor but they aren't unique. I love Nea and she's my favorite but the build is all I am actually playing, the perks are what I am playing not Nea; and I can put those perks on anyone that in itself makes no Survivor special, not even your favorite. So this idea of yours is awesome.

    They're tweaking Doctor right now so I don't know what they'll go with, yours is pretty ######### cool and I would love playing him because right now he's boring to play as and annoying to play against. There are a lot of changes here but I think those are the ones I wanted to address most of all.

    Last thing though, your Pig buff looks too strong. If the timer goes down no matter what with nothing stopping it means the timer has be LONG, long to the point where it will never go off. Pig's strength comes from the traps prohibiting them from doing Gens or punishing them for it. Your change means all she can do is Ambush so you're making her weaker since her traps are useless and will lead to a mass slug fest to force Survivors heads to explode since the timer doesn't pause when Dying. If the traps are always on then nothing stops them from doing Gens and Gens extend the timer so the traps do absolutely nothing.

  • @MonsterInMyMind said:

    You basically just made stalking with ghostface completely and utterly useless just fyi half of these changes are terrible btw.

    Not really, you can stalk when sneaking up on someone just like normal. If they spot you then either you get broken out or you chase them, both mean you can't Stalk them and the bright side is you can hit them and down them and if they find them later you can finish the stalk. This means you can go the entire match without stalking them and then at the very end you can Expose them all and get instadowns.

    This is all if you choose to play like that, I would play it like this as I don't Stalk very much unless I know I will get the down. This is a kind of catch 22 change as sure you can't Expose someone in a chase but you don't lose any progress until they Expose them, it's the exact opposite of healing to 99% and then finishing the heal in the Killer's face.

    I'm not saying this is a good change I'm just explaining the benefits of the change.

  • So I don't know if they're SWF until later on but basically if I am getting run around by an obvious good team who knows what they're doing all I can hope for is that I do my best and that's it. Now if they're being cocky on the other hand and trying to set me off I think differently, in that case I go with it and go full on ######### mode.

    I will slug them and watch they do, are they altruistic, are they just rushing, I see what they want and I plan around that. With these teams my goal is to disrupt them as much as possible, not to win but to take away their fun since they're obviously so ######### coordinated and know they're the real top dog in this unbalanced game. If I can make them call me a tunneler or a camper or a piece of ######### then I know I won because their fun was taken by my scummy tactics which were completely valid and necessary.

  • I recommend waiting for Events and Bloodhunts to Prestige as the grind becomes easier.

    1 Million BP will get you to level 37 if you spend cheaply, 500K will get you to 25.

    The way I do it is to play that character using all the bonus BP Offerings and BBQ and Chili and Bank those points. If you get tired of playing them then play someone else but remember not to spend anything, bank those points. When you have 1 Mil then Prestige and level him up then take a break. Taking a break from that Killer and taking a break from banking points freshens up your experience because you feel like you're making progress. Whenever you're ready go ahead and start getting them to 50 and if you're not ready to start all over again take another break lol then start the process from the beginning.

    This response is just to help you get through it if you choose to do it. I get the P3 on Killers I enjoy playing and love. I do it to show that I respect that Killer and I enjoy investing my time in them because those are the ones I'm good with. If you don't feel like you'll be playing that Killer very often and it isn't someone you feel deserves that much time then don't do it, not worth it. I love Ghostface so I got the P3 for him and now I wear that bloody mask with his ''Legacy'' outfit with the Chrome paint, it looks amazing and I don't regret it.

  • If one of them was supposed to be buffed first and we got to choose, I would choose Clown as Legion has more going for them than Clown does.

    Legion can injure the entire team in seconds and keep them injured as well as keep them busy. Clown is good in a chase and his pressure is purely from the chase so if he isn't chasing and if he isn't downing quickly he's going to lose. He has no slowdown, he has no map pressure, his power purely cuts off loops and creates dead zones; Wraith and Trapper have more pressure, Leatherface has more pressure.

  • Devour Hope

    This perk has many uses if you really look at it, if you're just starting a Killer and you have this perk this will carry you and make matches less stressful once you get 3 Tokens and helps you get better. This perk is also used to waste time near the end of the match as Survivors get scared and are forced between looking for the totem, the Gen, and saving their friend on a hook and that buys time to get the full power of the perk as well. Devour Hope is a great perk and I am thrilled when I get it in the BW early on as I know my first few matches might be crap without something to turn the tide.

  • If someone uses D-Strike they'll be the Obsession, does it suck to be Moried? Yes, it does suck to be killed at the end of the match but you have the ENTIRE MATCH to play the game and get points. If you're too scared to do anything the entire match because you're scared what will happen at the VERY END, then you lost because you chose to lose. Your experience was bad because you made it bad. You hear about the bucket list when people try to do as much as they can before they die? That's what you should be doing, playing the game like everyone else and if you can't get out you shouldn't be angry because you knew it was coming.

    When I'm Rancor I play the game because that's this what this is, this thing on my TV is a game and I want to play it. I rescue my friends and if I get hooked, well that's normal. I heal my friends and do Gens, totems, I play the game like every match and avoid the Killer with the Aura reading they gave me. I was Rancor last night and I found the Hatch, someone was on a hook and I chose not to save them because the Killer was nearby, it was a bad play to make a save. The other Survivor made the save and they ran out the Exit together then I took the Hatch to freedom, that was the right play at the very end.

  • Ah yes use two 1 perk to completely solve a problem even though the other perk does it by 50%, great game design. Spirit Fury and Enduring work together but these two perks make up for a problem no one wants to fix.

  • I can't remember the last time I saw a Demogorgon

    Demo's perks could have been good had the Devs listened to the community.

    Cruel Confinement was OK at 32m but now it's garbage at 24m. It would have been ''decent'', maybe, if it blocked all vaults with the last Gen.

    Mindbreaker is only good for Sprint Burst, I have never seen any Killer run this perk unless it is a new Demo.

    Surge is OK, it could be better but it is OK.

    Overall Demo's perks are bleh and I would only ever run CC on indoor maps and with high mobility Killers. I've heard if you time it right with Freddy using Tinkerer you can get a good play but I haven't tried it.

  • It would be nice to see his handsome face in this game.

  • So I'm Rank 6 because my team keeps making me de-pip with DCs and my Killers are mostly Green Ranks, sometimes 9 or 10, rarely do I face another Purple and the Purple is usually my Rank.

    As Killer I'm facing a mix of 5, 6, and some Greens. I'm Rank 10 right now but I was getting 5s when I was Rank 12 so nothing has changed.

  • He goes completely invisible standing still yes, you can be spotted but only if someone is trying very hard to find you.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/818706#Comment_818706

    Actually, in my experience with Corrupt Intervention, the spawns of blocked gens more helped survivors to prevent a 3 gens situation and you can still only chase 1 survivor at time, while the other 3 can still repair gens without penalty, so yeah, very overrated perk in my opinion.

    I have seen this happen before but I feel it is map dependent for this to happen, on some maps, mostly farm, the Gens are spaced weird and put in odd places and since it's furthest from where you spawn this can actually block Gens very far apart and thus forces Survivors to work on clustered Gens. In that sense it denies the 3 Gen start at the end game but forces it at the start, same scenario but only in the beginning.

  • So the upsides of Trapper are that if you have foresight you can snowball just as hard as Myers and if Survivors are paranoid enough they'll avoid windows. I love Trapper, I'm not a Trapper main nor am I an expert on him but I see his strengths and weaknesses since he is someone I definitely want to be good at but his shortcomings are crippling sometimes.

    The problem with Trapper is that the game was not made around him, ironic since he is one of the original 3 and he was the only playable Killer in the Beta so you'd think the game and its mechanics would revolve around that.

    Trapper does need buffs, probably more buffs than any other Killer since his power is so unique and vastly under equipped to how far the game has come. He is the only Killer who wastes HIS OWN TIME using his power, Huntress has to search lockers to refill her Hatchets but that is nowhere near as bad as Trapper. Trapper is a great Killer concept-wise but his mechanics and design is lacking and inherently flawed.

    If Trapper started with all of his traps then he wouldn't be wasting as much time because he would focus solely on placing them and not half with searching. He would need to retrieve them eventually but that would be much later in the match and that would be ok.

    Start with all traps and get rid of the bag add-ons so he is always able to carry all of his traps. Implement that then he saves so much time and doesn't actually increase in power but instead becomes more balanced.

  • So let me ask you this, if you are at a loop and the pallet is already down and you see Spirit doing her janky hand movements because she's charging her phase, what do you do? I don't mean in general, I mean you personally in that moment what's your move?

  • If Death Garden gets popular enough to come to consoles, maybe.

  • Have you played Myers?

    Have you gone an entire match as Ghostface without Stalking anyone because you keep getting broken out behind walls?

    Stalking is fine, I thought this was going to be about replacing the Exposed power on them with something completely different.

  • Your team disconnecting and then laughing at you for not taking the Hatch.

  • I don't think it needs a rework but Iron Maiden needs a buff because the perk is meh and I have stated this several times with everyone saying I'm wrong. Yeah, such a great perk it works on 2 Killers, that 15 seconds is SO GOOD, ez 4k.

    No Mither needs a buff too, give it a 100% no groan sounds, it's not overpowered. Sure the perk is a disadvantage and not meant to be taken seriously but at least make it good. I want to use No Mither, I always look at it and I want to play all my games with it but those noises make me a hindrance for my team; as does being injured all match but that's not the point 😅

  • I hope in time we will get charms that aren't just faces and perk icons. This can get very creative if they allow themselves and we all know that the design is amazing at making up some sick cosmetics, Hallowed Blight is an obvious indicator of that so I'm sure future charms will reflect their talent later.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/818235#Comment_818235

    Not really a fan of it.

    Balancing 6 points of patrol would be way harder than 2/3.

    Well Killers with high mobility will still have no problem with it. Hag and Demo will be able to get there instantly.

    But I can see what you're saying, 4 Lanterns and 2 Exits with no way of knowing the Survivor progress until they see they've already been there. If the Killer is two steps behind then that's two steps the Survivor is out the door.

    What if, nothing is set in stone and anything can be made to work, after a Lantern is picked up a noise notification notifies the Killer a Lantern has been picked up and shows them where it happened?

    This way the Killer can predict which Lantern they will go to next or at least know where not to go and this tells the Killer they don't have to guard the Exit until they hear 3 Lanterns being taken. Now that I think about it, the Killer should see the Auras of the Lanterns to minimize how much they need to do, they shouldn't be spending time searching for something to guard, pretty hard to guard something you can't find.

    Also since I am not a Dev I don't know where these Lanterns would be placed, that's a difficulty I cannot change in my concept unless I they have a minimum to maximum distance from each other which might not be a bad idea.

  • I don't ready up, I check every Survivor to see they are friends or know any of the other people in my lobby. Knowing if they're SWF helps me with my tactics, I am better prepared if I know and that's fair. If they all have Private profiles though I'll just assume they're SWF Trash and ready up.

  • I thought this was going to be a ''legion still gets a massive amount of points'' post but am very happy to see this. I didn't know he had a 50% win/lose ratio but seeing Clown on this as well makes me very happy, unless the Devs want all Killers to be 50% then this list is the opposite of what we're hoping it will achieve.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/818066#Comment_818066

    It's 20

    But still, survs complain about current EGC because if you get find you're dead. That extra hit wouldn't make a diffrence either way

    And the animation from Lunar Event is literally unhooking animation. I was just asking.

    So what do you think of the idea? I was trying to find something that wouldn't change what players already do, opening Exits, patrolling certain areas, hiding, hunting etc. Peanits said they are working on changing Exit locations so they're farther apart, if they do that then this idea would benefit from it. I've come up with other ideas but this one is more in-depth.

  • Maybe it's another issue of a software thing? Kind of like how people want built in comms but they've said several times it isn't a thing they're able to do, unless they said that about something else.

    They have this feature on the forums and it would be nice to have it in chat. I am seeing a lot of people who have seen this in other games talk negatively about it, probably because of how unintentionally hindering it is. I myself have been censored and temp banned on here for certain words.

  • @Milo said:

    the Survivor must collect 3 out of 4 Lanterns, each Lantern applies progress to the Exit switch up to 9 seconds of progression leaving 7 seconds for the Survivor to do manually

    Why 9 seconds, how 7 seconds (the gate is 20)

    Additionally, during the 1v1 the Survivor is given the Endurance status giving them 3 hits before they go into the Dying State, that is if they are in the Healthy state, if they are Injured it will still be 2 hits.

    The Survivor has the advantage of taking 3 hits, this is because it is a 1v1 and the Survivor is inherently at a disadvantage with no real way to get out so they need a boost in this scenario.

    What does this accomplish really? Im really curious, except the "force" openning the gates by taking hits. Also you can still be instadowned.

    They have no Auras

    The Perk Left Behind will be changed to reveal Auras of the Lanterns

    ^

    Also how far away would those be? How long would be the animation (the unhooking one?)

    Ins't the Exit 16 seconds to open? Or am I getting 16 from Remember Me? If the Exit is actually 20 seconds then the Lanterns should take away 13 seconds so they'll still have 7 seconds to open it. I don't want the manual part to take too long because the current EGC we have now is if you get found at 1 of 2 Exits that are pretty close you're dead. They gotta have a chance and now I'm seeing why they shouldn't be getting an extra hit lol

    The idea of an extra hit is more of a boost for Survivors if they get found. In lower Ranks if you get found you're dead but more skilled Survivors will be able to hide and escape chases so they won't need that extra hit. I mostly put it in there because depending on how the match went you could have no pallets, it could be really small, it's basically just a boost to make them feel better. It isn't 100% necessary and if it's too powerful it can be removed.

    The Animation for taking a Lantern was originally going to be the same exact animation you have for taking a Lantern, from the Lunar Event. But now that you mention unhooking, that seems the way to go. As for the Aura for the Lantern it really all comes down to where the Lanterns can spawn, I think the max distance can be 24-32 but I'm leaning more towards 24. That would have to be a thing they would have to test, if the range is too big then it would be too easy but if it's too small then it's not happening.

  • Unmasked Legion <3 Susie is so beautiful under that mask, damn if we could get one where she's wearing braces 😍

  • I've seen a few Nurse's, I'm Rank 5 and can barely keep Rank 4. One Nurse I juked really hard but it was Yamoaka and I was at an amazing jungle gym. Another was really good but I don't remember the outcome of that match, not as many Nurse's nowadays. I've been seeing a lot of Ghostfaces, Mikey, Billy is even played less than Nurse from my own experiences.

  • So there's a hard cap, or supposed to be of 5 Ranks above and below the Killer Rank but it doesn't always seem to work. This was introduced a little bit ago when they tweaked the Ranking system so low Rank Killers wouldn't face three Rank 1s because they grouped with their Rank 20 buddy.

  • I feel the opposite, I finished my Archives and I want more challenges lol

    The Rift though which I don't think you're talking about though is burning me out. I hate the grind for unlocking Perks on Killers and seeing 70 damn Tiers that take over an hour to complete each one is very daunting. I unlocked my first full outfit with Serum last night and maybe tonight I'll go up 1 more Tier. The Archive challenges from Tome 2 will help but we've all seen Tome 4 and that's not happening, grinding for the Rift is too much in my opinion.

    But then again we won't know until Tome 2-4 come out, maybe someone will complete the entire damn Rift before they all come out. I am curious to see how far I can get in the Rift before Tome 2 comes but I know that real progress only comes from that so maybe not far.

    I hate the grind, I took a 2 day break from this game a little while ago and that's not a good sign when you have rewards locked behind a grind that's time constricted.

    6 months before everything goes into the store btw

  • I think this is cool, it would be extremely powerful with Plague and cleansing would almost be mandatory at that point. Unlike everyone in this discussion, I understand the BP bonus is for the Tiers of the perk and not because we need more points, like what else can this perk have that needs Tiers?

    Maybe this perk can decrease the Survivor FOV by 3/4/5 degrees while on a Gen as well?

    This perk would be damn powerful, Legion would be amazing since everyone would be injured, don't heal you get punished, if you heal then you're fine.

  • I completely agree, I think it will happen eventually but not right now as it is still a fairly new perk, came out this chapter. I don't play Huntress but I can already feel the satisfaction of a long range Hatchet activating Surge 😌

  • This sings to my soul <3

  • I like both options, Option 1 would be really easy since I tr to do this anyway. If I'm chasing someone I've already hooked and I manage to spot someone I haven't I immediately switch targets; just a habit from using BBQ a lot.

    Option 2 is basically the same thing but more fair, if I had to choose I would pick Option 1 as it's flexible but I wouldn't mind Option 2 since I use Devour for my Moris and some of the people I Mori are on death hook anyway.

  • They're releasing a fix for this, they put out patch notes.

  • @THEghostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/814292#Comment_814292

    Once I read up to Clown, I realize the blurriness survivors recieve is little to nothing, but the add-on that increases it should be basekit imo.

    That would help out a lot as I do notice that Survivors panic when they're in the cloud and can lose direction but needing an add-on just to make that part of his power strong feels bad and forces him to be weaker in places he needs it.

  • @[Deleted User] said:

    I’d like to add that if you’re serious about investing time into Clown, I recommend playing as many matches as necessary where you DON’T CARE about losing, and practice getting direct hits with the bottles. Be right on top of survivors at first, it teaches you the first part:biding your time and choosing your moment. Then gradually try from further and further away until you feel very comfortable with the throw arc.

    Don’t ever expect to reach a skill level of 100% accuracy, but it should be possible to get good enough to rely on it most of the time.

    Why though?

    IT’S SO GODAMN SATISFYING INTERRUPTING A VAULT, HEAL, REPAIR, UNHOOK, PALLET DROP, TOTEM CLEANSE, OR GATE OPENING FROM A DISTANCE.

    Feels so good.

    Thanks :) I was thinking of that while I was writing. The arc is weird, I think to go far you need to throw more straight and aiming up is more of a time based bottle? I'm really excited :) I'm watching some Clown gameplay right now to study.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/814118#Comment_814118

    Exhaustion perks wouldn't need to effect stamina at all and be kept as they are.

    My thinking on this is how worthless blood lust is. As it is now you can't build blood lust at all without it costing you too much time. BL needs you to be IN a chase for it to work. This means some loops wont trigger BL like Haddonfield. The Survivor breaks line of sight too much for you to keep in a chase so you never build BL. And without a chase the Entity blocker for windows wont trigger either. This is why the Harvesters on Coldwind are so strong. Someone jumping that vault wont start a chase and can sit there till forced out but can still reach the next loop by the time the Killer commits to the vault himself. And in the cases where you could make use of BL, a Survivor can force you to lose the game doing so from how long it takes. Or simply force you out of BL by pallet camping a safe loop.

    Blood lust doesn't work. The Entity blocker isn't good enough. Survivors have too much control over a chase in general. So what is needed is to either take away some of the Survivor's control or limit it.

    A main reason why most all mid and low tier Killers are so weak and non-viable is from Survivors running them through loops. If Survivors couldn't loop as well in general. Then map design could be way more open to more ideas, Killers wouldn't need to be so powerful, and we wouldn't have to wait for months or years on constant reworks.

    Preach about that BL, I was legit chasing a Laurie tonight around a hill and the shack and because was in an amazing spot she denied me getting into the chase the entire time and the one time I did start it it went away almost instantly because of how she moving. I can understand the concept better now seeing how it would benefit situations like that.

    If the Survivor somehow had a passive slowdown then Entity Blockers wouldn't be needed as they'd be slower to reach them, loops would be more unsafe no matter how safe it actually is etc. Bloodlust can be switched to the Survivor side to make them slower instead of making Killers faster, role reversal.

  • HOW EACH KILLER PROVIDES PRESSURE

    Trapper---strategic traps can create a surprise snowball

    Wraith---He has stealth and speed, able to disappear at will allowing him to juggle.

    Hillbilly---Instadowns create a passive pressure felt by all Survivors and he has high mobility to juggle

    Nurse---I have no comment as I don't play her and rarely see her

    Huntress---Long range Hatchet snipes but she can also juggle Survivors in a chase wounding several Survivors in quick succession.

    Hag---Teleportation

    Doctor---can stall the game indefinitely by existing

    Michael---1 minute of instadowns creates fear and can create a massive snowball

    Leatherface---He has instadowns, grouping up is never a good idea if he's close which forces Survivors to split up. Leatherface can also snowball if he tricks Survivors into feeling safe to unhook.

    Freddy---Teleports, naturally slows Gens, ability gives off Survivor locations, a good Freddy is a good juggler.

    Amanda Piggy---Traps scare Survivors into not doing Gens and also punishes for them doing Gens. Her power stalls the game passively.

    Spirit---High mobility juggling, incredibly hard to predict where she will be at all times.

    Legion---instantly injure multiple Survivors and renders them incapacitated for 10 seconds, can be done multiple times, basically keeps everyone within an instadown state.

    Plague---everyone is an instadown and they are very loud and sneaking is difficult in some areas. If he she gets her upgrade she can take down entire groups within seconds, basically a Myers with range.

    Ghostface---stealth makes him completely unpredictable enabling him to juggle, can instadown groups of unaware Survivors.

    Demogorgon---teleports around the map and his portals waste time to destroy, the very nature of the portals puts Survivors in a constant state of indecisiveness by choosing to destroy them or not destroy them.

    Clown---can slow down Survivors and blur their vision at loops giving him an opportunity to shut them down and force a Survivor into a Dead Zone

  • The idea is cool and I like it but the stamina feature is pretty punishing in games similar to this.

    In Last Year: The Nightmare the Killers had stamina and damn if you ran out the moment you reached that kid you wouldn't hit them because your speed went DOWN.

    In Friday The 13th the Counselors have stamina but that's because Jason is incredibly slow

    Basically you'll regret having stamina introduced into the game because it severely made things harder. Also how are you going to differentiate your Exhaustion from Stamina? That's two different things you have to worry about that almost do the same exact thing.

  • I think the Fusebox thing is cool, maybe cut the amount of fuses to 6 in total so to open both gates you need 3 each, if you design a mechanic where you expect all 4 Survivors to be alive to use then you're setting them up to win every time.

    Survivors cannot have a base 15% regression speed to Gens when injured because of perks like Thanatophobia and Dying Light, those perks will be too powerful and need to be changed and that's too much work.

    I don't understand the pillar thing, what was its purpose in the match? Is that an end game thing or something else?

    The Killer blood pool is a sweet idea, I do like that a lot as it gives every Killer a bonus no matter who they are and it isn't too powerful either since it lasts a minute and takes 2 minutes to come back.

  • Awesome, this is a mix of the OG Legion and new Legion, they still have DW to slow people down but it also has the added bonus of being able to eventually down someone with DW. This way Legion isn't oppressive, they have counters just like normal Legion, and Legion players get their lethality back <3

    @Peanits can you show this to the team? This is super simple and probably the simplest version we could get that's still fun.

  • Ok I really like the idea of losing a 1 Token when the power ends regardless but I think to make this a solid change would be to make it when you down someone with FF meaning with 4 Tokens you lose all the tokens and go back to 0. This way you're gaining strength throughout the match and then when you use your ultimate ability you start over. Otherwise once when you get to 4 Tokens you'll 1 Token but you'll still be at 3 and you can literally just double tap the next Survivor.

  • So to be clear, If I activate FF and I hit a Survivor I get 1 token but lets say I my power runs out before I hit someone else, do I lose that Token or do I keep it?

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