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Hodderfodder

Hodderfodder

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Hodderfodder
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  • When the Plague has her Corrupt Purge, she no longer hears the chant. Instead her right hand has the red particle effect.

    Reason: The chanting she does when she has her power makes things like footsteps and whimpering incredibly hard to hear. The chant is only there for the killer, as survivors see the red particles, so just use that as the indicator for the killer too. Integrate the chanting into new chase music for her.


    The auras of Trapper's traps show up as white or yellow for him, rather than red.

    Reason: It's really easy to miss those little red auras, especially across the map.

  • Going to bump this.

  • I've been asking in many QAs and feedback surveys to change hex totem/ trapper trap auras from red to yellow or white.

  • Going to bump this thread, with some additional thoughts.

    1. QoL change: Give Blood Warden the same timer display, other perks like Make Your Choice, Pop Goes the Weasel, etc have.

    2. While you're working on hexes, I would greatly appreciate it if hex totems (and unset trapper traps) had a yellow or white aura, so they stand out much better for the killer to spot in the map. Small objects that are a faint red are so easy to overlook.

    In addition, I had a Hex Totem Placement thought: What if a hex totem spawns next to a killer's start location? That way no survivor will spawn with it, at least. (Granted if there's more than one hex totem, that won't work, but at least for one it would.)

  • IMO one of Thanatophobia's biggest issues is that it gets weaker as you kill survivors. You are removing a survivor you can't injure anymore. So the perk should get more powerful as more survivors die. Since it's literally "Fear of death" after all.

  • There doesn't look to be any dedicated thread to the Q&A reaction, so I'll just dump my thoughts in here.

    1. On the Three pillars (Slower healing, more rewarding sabo, faster recovery from dying):

    I actually disagree with the third pillar's necessity. You argue that with Sabo being easier, it will bring back slugging. When slugging was an issue, survivors didn't have options, but now they have three perks to combat slugging: Unbreakable, Tenacity, and No Mither. By increasing recovery speed, that buffs all three survivor perks. Meanwhile killers only have one: Knock Out, which SWF renders moot.

    I don't think the offered Saboteur perk is really giving that much. It takes 3 minutes for a hook/trap to recharge; adding 30 seconds to that isn't going to make a real difference. I feel like the 3 minutes is already a huge penalty. How about an effect like Technician, where a failed check has a 50% chance of not alerting a notification, and successfully saboing the hook does not create a noise notification.

    1. Freddy

    I really like the idea of him building his power as he puts people asleep, and being able to see the non-sleeping targets. However, if the point is that his power grows as he puts survivors asleep, it wouldn't make much sense to wake them up when they get hooked; that means that in order to do his job (sacrificing survivors), he's opting to lose power. That and, by Freddy's lore, things he does to you in the dream shouldn't wake you up.

    1. End game.

    It was mentioned one idea was that, when all the gens are powered, the killer can see all the survivors' auras. My issue with that is Bitter Murmur. Why take the perk, which lets you see auras around a gen when it's completed, and all auras when the gens are powered for just a couple of seconds, when you're getting a whole MINUTE for free? Perhaps, instead of showing auras, you show locations--like the new Rancor perk. (Of course, that screws Rancor then. Dangit.)

    I have a suggestion that might mess with maps, but how about this: the gates are not visible during the match. When the generators are totally powered, one gate is shown. At the 20 second mark, the first gate is able to be powered. At 40 seconds the second gate is shown. At the 1 minute mark, the second gate can be powered. So this gives survivors a choice: run to A gate, or wait around for the second, while the killer prowls around.

  • As a killer I should be able to decide if I want to play a game with someone with Twitch.tV in their name, or if their name is "Toxic David".

    Don't tell me that players don't dodge lobbies when they see a red ping.

  • Oh man I love that Cursed Loot perk. But boy would people get angry at it.

    Anyhow, the killer I'd love to see most would be one that's disease based. Their power allows them to infect SurvivorA with an effect. When that survivor comes into contact with SurvivorB (is unhooked, healed, works on a gen together), B is now infected. The effect on B could be less than it is on A, or a second effect. It could function like madness--the infection goes in tiers, getting progressively worse each time it's spread to you. Or it could require cleansing (like snap out of it) or a particular station (like a pig box).

  • Guessing it will be an original character.

  • The only thing I think Trapper needs:

    Auras of unset traps need to be more vivid. Bright red, like survivor auras, or yellow/white so they can be seen at a further distance.

    Being able to reset a trap without picking it up.

  • Note about the first perk:

    It differs from Technician in that Technician reduces the range a killer can hear a survivor is working on the generator. This one doesn't relate to range or the sound of a survivor worked on it, but how you can tell a gen is close to being finished by how loud it's chugging. Thus if you want to be the Gen Ninja, you run this perk AND technician.

  • @Smiler said:
    I would like to see a killer that "controls" a survivor. Like voodoo or something.

    I forgot to put this into my post.

    They've said in dev streams that they want to avoid those: Players hate losing control of their characters. We accept getting hooked/slugged as part of the game, but players don't like being idle. It's even worse when their character does something they don't want it to do. Any time players get their options limited--madness, RBTs, put asleep--they 1) it only effects their speed/ability to do an action, 2) can be overcome with skill, and 3) has a mechanical means (skill checks mainly) to escape.

    Same with visual fuckery. Apparently the clown's bottles and Freddy's dreamworld were worse, and the feedback was that it was too disorienting and made some people ill.

    They also tried a flying killer early on, but it was too powerful, and also it would involve clipping and other frames per second issues (but they said the same about rain, etc).

  • @Dabrownman1812 said:
    Hodderfodder said:

    @Dabrownman1812 said:

    Stridor, buff the numbers by 25% to injured and healthy and it'd be decent. 

    It wouldn't fit the perk's lore, but I think Stridor should also add meters you hearing gens and gens-being-worked-on. Basically the counter to technician.

    The lore is loud breathing, not sure how making breathing louder breaks lore. Stridor is sounds originating from the larynx or windpipe. Wouldn't make sense for gens since stridor is biological.

    I was saying that my suggestion---increasing gen noise--wouldn't fit the lore. I was quoting you just because you brought up Stridor details.

  • To me, the worst are Beast of Prey, Unrelenting, Surveillance, Spies, and Hangman's Trick. I know the answer of Unrelenting is "Just don't miss", but the actual perk just shaves off so little that it's useless. It actually saddens me every time I see it on a killer.

    I really hope Thanatophobia gets buffed in the next Mid-chapter patch. It could be the alternative to Ruin. It could be good, but the perk has lots of disadvantages. 1) Even if you have 4 survivors injured, it adds what, 8-122 seconds to something? Ohnoes. 2) It's hard to have that many survivors injured. But the biggest is that 3) The perk gets WEAKER as survivors die. It should make things harder, not easier.

  • @Dabrownman1812 said:
    Stridor, buff the numbers by 25% to injured and healthy and it'd be decent. 

    It wouldn't fit the perk's lore, but I think Stridor should also add meters you hearing gens and gens-being-worked-on. Basically the counter to technician.

  • @Lowbei said:

    idk about you, but every time i get impaled in real life, i feel refreshed and ready to run.

    IDK about you, but every time I'm killed in real life, I show up at a campfire ready to get killed again.

  • We sure do need two threads at the top of the forum saying the same thing.

  • My biggest objection to the proposed changes:

    1. Hook farming point loss. Hook farming is bad, but simply saying "If the survivor drops within 10 seconds, you were farming". Two days ago I was in a game where the nurse was no where near, I go to unhook--and BAM, the survivor didn't get a step before the Nurse flew in and they were down again. Huntress hatchets can do this. Hag can do this. A killer waiting 30m away to tunnel that individual down can do this. Not only that, but it incentivizes trolly killers to do it, taking your points away in addition to the benefit of downing/hooking/removing a survivor.

    2. The suggestion of removing all status effects upon hooking is wrong. MYC I agree with, that's fair. Even resetting exhaustion, that's fair. But effects like blind, mangled, etc--removing those effects from hooked survivors mean that those status effects are ONLY useful when the survivor gets away. Billy uses begrimed chains, he chainsaws a survivor, they go down, he hooks them. They are off the hook, the begrimed's effects never come into play. For them to come into play, he'd have to slug them and walk off.

  • I hadn't heard about the Asylum walk walkthrough. Didn't hear about anyone getting in trouble for the Wretched Shop walkthru wall, but I believe ya.

    Just wanted to be sure. Thanks.

  • Personally, I think the Wraith's addons should be looked at. Does ANYONE use more than Swifth Hunt and Windstorm?

    Who the hell is going to use The Ghost? With the reduction of lightblind, who uses the Blind Warrior?

  • Oh wow that's naaaasty. But also very powerful, especially for Leatherface, Hag and Trapper. The latter two prepping the basement ahead of time and then laughing. It would also encourage survivors to just hide near/in the basement for quick rescues.

    A simple suggestion would be giving the basement it's own terror radius.

    Another would be putting two basements on the map, one in each of the two locations. (IMO this should be an ultra-rare offering, but as a perk it's equally sneaky.)

  • I actually saw this game talked about at PAX or E3, back when they just had the Trapper.

  • The devs know that hatch standoffs are not fun, and are tinkering with ideas. They are making a change to allow the killer to close the hatch, but there's still a chance the survivor can escape.

    One was that the survivor has to do another gen to open the hatch. Another was that closing it powered the exit gates.

  • "Trapper getting buffed!"
    "Trapper IS buff. Look at those arms.".

  • Really excited for these changes. Been watching TheEntitysLeftHand and thus inspired to play Trapper more, and I'm enjoying it. Gives me a reason to start grabbing Bloody Coils in the web too.

    The one thing I wish they'd done was make unset traps easier to find. It's so hard for me to spot those faint red auras unless i'm on Coldwell. And if you have the tar bottle, they can be fairly invisible. Wish they'd make the auras either vivid red like the gens are now, or change their aura to yellow.

    I figure they keep the trap addons because otherwise they'd have to make a whole new set of addons to replace them.

  • @ChesterTheMolester said:
    What are those changes? Stop blue balling me damnit.

    Trapsetting speed halved.
    Sabo'd traps respawn after 3 mins.
    Disarm and Sabo time increased; disarm is now 2.5 (was 1.5); with addons you can get to 3-4 seconds.
    Addons changed. Too many to note, but here's several I can recall:
    Bloody Coil: If a healthy survivor sabos or disarms a trap, they are injured by the trap. Slight increase in disarm/sabo time. (Not sure if this is pink or purple rarity)
    Diamond Stone is now Iridescent Stone: Every 20 seconds, random disarmed/unset trap becomes set (with noise).
    Honing Stone: If a trapped survivor frees THEMSELVES, they are put in the dying state. (Will be a status symbol to tell them they are screwed like this).

  • Same. I've recently gotten into the Trapper, after watching TheEntitysLeftHand on Twitch.

  • What I'm wondering is if the notification sound is the same as a failed skillcheck sound. Because if it is, there's nothing to let the killer know that the gen is at 90%, and their terror radius is currently at 0. Instead of the perk being "HEY GET OVER THERE" it's "Hey someone's working on a gen over there".

  • I loved all the changes, but there's one thing I wish they had addressed: the auras of his traps. They're hard to spot. Either making them as vivid red as the generators now, or making them yellow.

  • Instead of tokens, I think it should just be a charge. Hook a survivor, you have a charge that you can use at any time. But you can only hold one charge at a time, so if you hook another survivor before kicking a gen, you don't get two uses, you still have just one.

  • I like the trap station idea, because I honestly have such a hard time finding the random spawned traps. Their auras are so faint. Although I don't know if they'll do that; on one of the streams, they said one idea they had for a Trapper rework was an ultra-rare that every (minute? 20 seconds? I don't remember), an unarmed trap randomly arms itself.

    If no trap station, I sure would like them to change the auras to yellow so they're easier to spot from halfway across the map.

    As far as disarming, I think those would make for better addons to replace the "harder to sabo" addons.

    Addon 1: Skill check to disarm.
    Addon 2: More difficult skillcheck.
    Very Rare or Ultra Rare addon: Failure causes the survivor to be trapped.

  • The problem I find with people is that they don't realize you can't heal them if they have space bar held down.

    I DO think the tutorial should have "Item use".

  • And I'm sick of playing against SWF. That pretty much destroys certain killers like the Trapper. And you bet I'll dodge any lobby with a troll handle like "Loop'n'Kiter" or a .tv in their name.

    How about letting killers set whether they are willign to be matched with SWF groups. That way it isn't a separate queue, but an option to avoid.

  • The hedge maze would be cool.

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