IronWolf115
IronWolf115
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- IronWolf115
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@Tsulan said:
@IronWolf115 said:
To be honest, except for Myers, ALL the licensed killers need buffs10 out of 12 killers need buffs.
God that is a sad reality
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@White_Owl said:
Giving him full speed is too much. Imo making his rev speed like the Hillbilly's (so the same as running survivors) would make his chainsaw useful in chases.
I mean, when the Hillbilly is hugging the survivor he can rev the chainsaw without loosing ground and missing such a close range attack is unlikely, I don't see how this could make LF broken. Maybe the increased chase potential could make them less likely to perpetuate the camping LF stereotype.Yeah I could definitely reason with that as a buff that would make me happy as well as keep survivors happy. I think though if this is the buff they go for, he should get a terror radius reduction as well, agree?
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@Tsulan said:
@IronWolf115 said:
@Skorpanio said:
More objectives = More time for me to kill em
Sinse they get done with about 2-3 gens each game, more objectives would slow that down even more.
And I would have a ez time playing The Nurse.And I would finally have a Leatherface match that goes well.
Or a Freddy match!
Lol yeah very true!
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Tunneling is usually the better way to play because of the absurd requirements from the killers. I understand that it can be annoying for survivors but try and walk a mile in killer shoes and you will see why it is kind of necessary
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To be honest, except for Myers, ALL the licensed killers need buffs
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@Skorpanio said:
More objectives = More time for me to kill em
Sinse they get done with about 2-3 gens each game, more objectives would slow that down even more.
And I would have a ez time playing The Nurse.And I would finally have a Leatherface match that goes well.
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I personally don't think 3v1 is the way to go BUT the survivor need either more objectives or for their objectives to be harder. This would match up to the killer much better
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An idea I had for those who have concerns about him moving at full speed whilst revving the saw is that after 5 seconds of him holding the saw, he becomes fatigued similar to nurse. Him revving the saw at full speed is really an idea for around pallet loops so I DON'T want him to be able to just constantly hold the saw down
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@mintchapstick said:
@IronWolf115 said:
Yeah I understand your frustrations so don't worry i'm not arguing with you there. And yes as a Leatherface main myself you move incredibly slow during your tantrum stage. The issue with LF is that as I say he has no map pressure and maybe the case is more that his trade-off for that just doesnt feel enough. If they gave him something to help his overall speed to apply pressure then maybe chainsaw buffs wouldn't be as necessary but just right now he is not in a good place.Hmm, yeah, I see what you mean. We're not really disagreeing, so much as we're focusing on different aspects. I get the map pressure issue, it's just the thoughts of even worse chases running through my head that's distracting me. I'm not really sure how anyone would balance the two fairly, I suppose. I did look at your linked thread, but I didn't love it.
Well that for me is what should make Billy and LF different, is that Billy has great map pressure through his sprint, while LF should have worse map pressure but more punishing at close range
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@shadowsfall42 said:
IronWolf115 said:@shadowsfall42 said:
I don't think it should be full speed, I feel like that would be a bit much, like you said, it would be easy to rev infinitely until you come across a survivor. In a lot of situations, it would be kinda like having NOED at all stages of the game, except it doesn't have the drawback of survivors being able to get rid of it.
But I think that it's the right direction. I didn't actually know Billy was faster while charging than Leatherface. In that case, perhaps switch Billy and LF charging move speed? Billy doesn't really need it, and it would help out LF.
Alternatively bring Leatherfaces MS while charging up to match Billy, or at least higher than it is.
Yeah I mean in and ideal world, leatherface could stay at the speed that he revvs at right now, but I feel the payoff then should be better which then leads me to another buff that I am sure we can all get on board with, his acceleration. Right now his acceleration is abysmal it barely launches him forward, so if that got buffed then at least you would have more confidence in being able to hit a survivor once you have gone through the revving animation
Do too much and it's difficult to escape LF. Once he closes that distance, outside of pallets/windows/sprint burst, survivors aren't gonna be escaping the chainsaw. But more acceleration during the chainsaw swing could be enough to bring him up to an acceptable level without necessarily giving him too much. Perhaps if that gets increased, we take another look and see how he goes.
Or maybe you could trade off overall movespeed (110 base speed) for a lot less move speed lost while charging chainsaw but still some lost + more acceleration (even accelerating a bit faster than base speed) while chainsawing. Making him a much bigger threat when he gets in close, in exchange for him losing a bit of map presence. Maybe reduce his terror radius a bit too. Making it a bit easier to close the distance before survivors notice and chainsaw. I'm not sure if the move speed lost would be too much for him but I would feel that it's fair if his close range becomes probably the scariest on the game. My fear with this is that it might become too frustrating to face LF as survivors and people might just end up disconnecting every time its him.
I think though that that is the issue, it can be very difficult to close the distance, which is fine by me but I want my payoff for that to be rewarding. He SHOULD be difficult to lose once he is on your tail but right now it actually isn't that bad. This is because he slows down whilst revving the saw, losing some of his momentum he worked to get and also because of his acceleration mechanic he starts off slower than a survivor in his saw sprint and by the time he reaches max speed he barely moves faster than survivors and it only lasts about a second or two at that speed. Again I don't want him to be buffed where he is just the new Hillbilly, but I think it should be one or the other: Either give him something to make his map pressure better OR make his close range power more dominating
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@Dragonredking said:
@Hillbilly420 said:
@Dragonredking said:
I think the speed he has when reving is fine,if he kept his top speed he would just follow a survivor with his chainsaw revved until he is close enought for a guaranty down, I'd rather have him have more speed during his wild chaisaw burst or building speed faster.
It's more logical and would give him the mind game potential you are looking for without allowing people to just chase people braindeadly with his chainsaw revvedNope. You're wrong. Just straight up wrong.
The big difference aside from mobility when it comes to Billy and Leatherface is that Billy can mind game at pallets. So when he's chasing someone around a pallet spot he can bring out the saw real quick, make you think he's going for it, and force you to drop it much sooner then they usually would. When Billy brings out the saw for a moment he's not slowed down unlike Leatherface.
Leatherface cannot mind game like that at pallets because Survivors can see that he's slowing down. And because he doesn't get propelled forwards at insane speeds there's no real threat when you're looping him by a pallet.
and that why you should have read the whole [BAD WORD] post before answering since I literaly suggested to increase his topspeed and a faster speed build up during his chainsaw sprint to allow him to deal with say looper without [BAD WORD] giving him free pointblank chainsaw
Well I think the issue he is pointing out there is that you want to be able to rev the saw at full speed at least for a couple of seconds so that the mind game potential around pallets becomes stronger, rather than just increasing how fast he goes during the sprint itself. This is because Billy can pull the chainsaw out without losing to much momentum around a loop and scare people into dropping a pallet earlier than they need to. Leatherface does not have this capability currently.
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@mintchapstick said:
@IronWolf115 said:
He actually can barely move during his tantrum ( when he bumps ) whereas hillbilly has a much quicker recovery and tbh the range of his chainsaw sounds like latency issues. You have to remember Leatherface is one of the worst killers in the game for map pressure so his payoff needs to be a powerful close range gameIt could be latency issues, you're right, but it happens to me every time I go against a LF and I sincerely hate it. I guess it's probably like the windows where you're like a foot through them & suddenly you're grabbed by the killer and its like, 'wow BS.'
Anyway, it just sucks because it's a massively wide area even without latency issues & the chainsaw attack lasts so long that it's hard to get away from it sometimes, if that makes sense? Like, it seems like a fair trade off, because he's slower than the hillbilly but his attack range is so wide and goes on forever and you can only run forward instead of juking and it still will usually somehow get you. & are you sure that's true about the recovery time? Because usually when he attacks his chainsaw just keeps going even when he smacks into something. Idk, I have him, I should probably try it sometime and see.
Also this is picky and doesn't actually contribute to the discussion, but canonically he was kind of dumb and clunky with his chainsaw, so that might be actually be a factor in his character design.
Yeah I understand your frustrations so don't worry i'm not arguing with you there. And yes as a Leatherface main myself you move incredibly slow during your tantrum stage. The issue with LF is that as I say he has no map pressure and maybe the case is more that his trade-off for that just doesnt feel enough. If they gave him something to help his overall speed to apply pressure then maybe chainsaw buffs wouldn't be as necessary but just right now he is not in a good place.
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@mintchapstick said:
@IronWolf115 said:
Well to be honest that simply isn't enough to make leatherface viable. His chainsaw is extremely slow and clunky compared to HillBilly's and his ability to hit multiple survivors only becomes a factor when he is camping, which is what I am trying to steer away fromYou say, 'slow and clunky', but from a survivor POV, I'd rather go against the hillbilly than LF, because LF's chainsaw just pings right off of objects and he keeps going, and there's no ability to double back on yourself as a dodge, and for some reason whenever I play against an LF he'll be like ten feet away from me but his chainsaw attack is still wildly slashing enough area to somehow find my hitbox.
More speed on top of that would really suck to play with. and not in a challenging way.
He actually can barely move during his tantrum ( when he bumps ) whereas hillbilly has a much quicker recovery and tbh the range of his chainsaw sounds like latency issues. You have to remember Leatherface is one of the worst killers in the game for map pressure so his payoff needs to be a powerful close range game
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Something I should also ask is what do you guys want for LF buffs. Rather than just responding to my ideas obviously you have the freedom to let your voice be heard!
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@ASpazNamedSteve said:
I am in favour of it, but I do worry that he'll have almost no reason to not be holding his power down at all times. Should be a bit more strategic than that if that became the case, like maybe making it just a tad slower than 100% speed.I appreciate your ongoing love for a generally unloved killer

Yes I do agree I really am just trying to find even ground where both LF players, and survivors would be happy.
Thank you BTW for the appreciation, I really just think that LF could be so much more but right now he just feels clunky and lazily designed IMO.
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@Hillbilly420 said:
He should be exactly like Billy in that when he revs he still maintains his momentum for a second. The problem is that he doesn't launch forwards like Billy when his saw is ready so the solution is to adjust it so when he revs he keeps his momentum for 2 seconds instead of just one. 2 seconds is roughly the amount of time for him to get the saw ready when using the best add-ons and Tinkerer.I can get on board with this, after all if you are using LF correctly you should be right on their tail when you rev the saw. This idea would benefit Leatherface more than it sounds
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@mintchapstick said:
Sure, he can get a speed buff--but only if you take away his 10 hour long chainsaw animation & his ability to hit everything around him in a wide circle while he's in it. Otherwise, not so much.Well to be honest that simply isn't enough to make leatherface viable. His chainsaw is extremely slow and clunky compared to HillBilly's and his ability to hit multiple survivors only becomes a factor when he is camping, which is what I am trying to steer away from
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@shadowsfall42 said:
I don't think it should be full speed, I feel like that would be a bit much, like you said, it would be easy to rev infinitely until you come across a survivor. In a lot of situations, it would be kinda like having NOED at all stages of the game, except it doesn't have the drawback of survivors being able to get rid of it.But I think that it's the right direction. I didn't actually know Billy was faster while charging than Leatherface. In that case, perhaps switch Billy and LF charging move speed? Billy doesn't really need it, and it would help out LF.
Alternatively bring Leatherfaces MS while charging up to match Billy, or at least higher than it is.
Yeah I mean in and ideal world, leatherface could stay at the speed that he revvs at right now, but I feel the payoff then should be better which then leads me to another buff that I am sure we can all get on board with, his acceleration. Right now his acceleration is abysmal it barely launches him forward, so if that got buffed then at least you would have more confidence in being able to hit a survivor once you have gone through the revving animation
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My favorite thing about Leatherface and Hillbilly is that a tree stops their chainsaw
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What if blood Warden activated for the normal 60 seconds for the first hook, and then for each consecutive hook after it adds on 10-20 seconds more? It would give more reason to go for multiple survivors after BW has activated
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@Milo said:
Double shards would be broken. After lvl 50 you get 600 shards per lvl instead of 300. But i say they could bring down the shop prices a bitNever mind I think I actually know what you mean now.....I'm just gonna shut up
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@Milo said:
Double shards would be broken. After lvl 50 you get 600 shards per lvl instead of 300. But i say they could bring down the shop prices a bitAh now then, I actually didn't know that it raised them after 100. I'm not there yet lol
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@Mringasa said:
Really doubt it. They are so easy to come by, that I can't see doubling what you get. Maybe if we went with the older style where you got them strictly for playtime rather than level, I could see it happening. You get so many though, I don't see them needing to be doubled.I was thinking more when thay add in lots of cosmetics because they aren't cheap so maybe some events then to lighten the load
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Time for some shameless promotion. I have actually made a list of a complete rework of his add-ons if anyone is interested.
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@Aari_Piggy66 said:
Moving at normal speed whilst revving the chainsaw seems way too overpowered it makes it very easy for you just to get right behind the survivors back. Especially considering Leatherface already gets a speed boost when the sprint is activated.A balancing factor I figured for this is that if he holds the saw too long, he will become fatigued for 2 seconds making him much slower
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@VolantConch1719 said:
I like the idea of this.
The game is rated M, so I don't think they'd be worried about sexual assault cases. I mean, Philip (the Wraith) literally beat his boss's skull until nothing was left but "a wet mass of red flesh", so a sexually assaulted character wouldn't be far from my disbelief. The backstory is really nice though.
Ability wise, as everyone else has said, Penance is a little overpowered, but would defiantly separate her from the others. When I first read it, I read only hooking one Survivor to gain Ascendance, so I saw that as way too powerful. Reading it again though, considering how hard it can be to hook all Survivors once, that isn't all THAT overpowered. Bloodlust isn't exactly reliable, so it not building up during Absolution isn't that major, the speed doesn't seem bad, and I think every Killer main would like to be able to break pallets easier. The lunge just seems a little powerful and would get Survivors angry REALLY fast.
Hex: Genesis is a bit much. Maybe have Tier 3 go to 5% or something along those lines, but going down to 0% is just a bit overpowered for the low level perk.
Prophet: I think this one is a bit situational. If all the other survivors are close by, then it is really nice. Otherwise, there's not much point in it because you are still chasing or just downing your Obsession. Cool idea, but I think it should do a little more. Unless you're Nurse or really want to mess with people.
Repent: Not really feeling this one. Unless I was the Doctor with illusionary pallets, I wouldn't really use this perk. Unless it's there for a decent length of time (you didn't specify time), I don't see any use in it.
Overall though, I really like the idea, I was just saying a few criticisms that were in my head right now. Can I also say that I think for a mori she would "pray" to the Entity (who she still thinks is God) to absolve the Survivor's sins before brutally stabbing them. I think that wold tie in to her backstory and role as the Archangel very nicely.Man ( or woman ) thank you for the feedback! I understand what you mean about Hex: Genesis, I will always say that this is really just a template for the devs to look at.
Prophet is exactly like you say, situational. I designed it like that so that it wouldn't be considered a COMPLETE counter to stealth. Originally it was going to be that after you kicked a generator you would see the survivor that last worked on it but I thought that that killed stealth a bit too much.
I just want to make sure that you understand what Repent is, when each survivor is hooked for the first time ( Like BBQ ) it will physically drop the nearest pallet so you could break it. I did this because it would come to a total of 4 less pallets that the survivors can use so I find it pretty strong, but I understand everybody has their own take on a perk's effectiveness.
Again thank you so much for taking the time to look though!P.S. I like your Mori idea, I originally thought of it to be what she did to her husband where she carves a cross into you chest and then plunges the sword into you. Both of these are cool ideas!
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@Irisora said:
@IronWolf115Very nice power and perks ideas, i would like to see something like this in the game. Of course with her power tweaked because it looks a little op. Nice backstory too.
They really did say something about no flying killers? I never hear that
. Anyway with what Ironwolf describes it won't be a killer that could fly very hight. @IronWolf115 It would be a glide maybe slighty higher than a corn field?Yes to be honest not even as hight as the corn field, maybe slightly higher than Nurse? Thank you so much for the feedback!
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@Dabrownman1812 said:
IronWolf115 said:OK, so i'm gonna take a stab at a killer concept here, it isn't perfect but if the devs liked the idea they obviously would tweak it to the way it needs to be. So without further a do.... The Archangel!
Name: Evelyn Adams-The Archangel
Speed: 115% m/s
Terror Radius: 32 Meters
Weapon: Cross Blade, A slender but razor sharp sword with a metallic cross hanging from the hilt
Backstory: ( Shortened for easy reading )
Religious woman who has an abusive husband, she goes to church everyday for comfort and one night gets sexually assaulted at the church ( dark I know ). She goes home after the ordeal and her husband immediately starts to abuse her, she takes an antique blade from the fireplace and kills him. She carves a cross into his chest in hopes that God will see it, she hears faint voices in her head to go to the church tomorrow. The next day she heads back to the church with the blade and massacres everybody there believing the voice to be God telling her to do it. After it is over, she kneels and prays for more guidance, and black tendrils envelop her and she becomes the Archangel in the Entity's realm.
Power: Ascendence/Penance/Absolution
Begin the match with the Penance ability. A lash whip that when it makes contact with a survivor drags them back towards you for 6 Meters. Penance has a range of 12 Meters, but if it misses has a cooldown of 2 seconds.
Hook each survivor once to reach Ascendence, A powerful angelic form.
During Ascendence, Penance is changed to Absolution.
Absolution allows The Archangel to glide infinitely at 125% m/s. She must stop gliding in order to attack.
Absolution has a 3 second start up time. Bloodlust cannot build once you have triggered Ascendence
During Ascendence, The Archangel breaks pallets 50% quicker and her lunge attack moves 40% faster.
Perks: Hex: Genesis, Obsession: Prophet, Repent
Hex: Genesis
While this hex is active, ALL generators that have progression, but are not currently being worked on, will rapidly regress back to 20/10/0% completion.
Obsession: Prophet
Become obsessed with one survivor. Each time you hit your obsession, 1/2/3 survivors auras are revealed to you for 2/3/4 seconds.
Repent:
When a survivor is hooked, the closest pallet is dropped and revealed to you. This effect only applies the first time 2/3/4 survivors are hooked.
Add-ons: ( ideas )
Ultra-rare: Holy Relic.
Reduces the number of survivors needed to be hooked to activate Ascendence by 1
Ultra-rare: Angel Feather.
Movement speed gains from Absolution go from 125% to 130%
Summary
The idea behind this killer is to start out quite weak, but once you reach ascendence becomes a massive prescence on the game from her speed abilities.
I hope you enjoyed this idea, let me know what you think!
Sounds cool, broken mechanics through, retracting survivors towards you and 2 second cool down? That's a regular hit cool down pretty much. Also the gliding and fast movement for so long, they did say no flying killers ever so I wonder how they would put a take on this. Be dope to this in game though. They probably wouldnt put sexual assault stuff in there.
Yeah I mean like I say it's really just a template for them to work with if they so choose. Just to clarify the flying is actually more like a hover ( similar to Nurse ). Thank you so much for the feedback!
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@Irisora said:
@IronWolf115 said:
@Irisora said:
By my experience at playing LF and facing him as survivor. I think what he needs its a buff to his addons specially with the nerf that is coming to tinkerer. Because as i said in another LF thread you can easily chainsaw survivors with the right addons: for example Carburator tuning guide ( rare decreased charge speed) and The Beast's Marks (rare chainsaw movement speed increase)The problem is that without those addons he's useless and can't catch up survivors. So in my opinion he needs a slight increase to his base chainsaw movement speed. And a buff to his addons due to the incoming nerf to tinkerer.
The issue there though is that he would still RELY on the add-ons to be useful, and a small buff to his movement speed DURING his chainsaw sprint wouldn't solve any issues. LF map presence is almost non-existant which would be fine if he was far more punishing at close range which he isn't right now. The ideal buffs would be that he can move at normal speed whilst revving the saw, acceleration is buffed to make him go much faster ( thus also buffing his chilli add-ons in the process ) and an add-on rework to give him more unique add-ons rather than just all of the Billy's add-ons.
Yes i can agree with that, LF relies heavily on his addons and without the correct ones he's a weak killer. So maybe instead of buffing the addons, his power could be buffed and the addons nerfed a bit or changed to compensate.Chilli addons needs to be fixed too.
Yeah exactly. I'm sure I speak for most LF mains when I say that we don't want LF to be the new Nurse or anything like that. We just want him to live up to that close range punisher role that he is meant to be.
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Even with bloodlust in the game it is crazy hard to deal with survivors, bloodlust gone?
You wouldn't stand a chance.
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Well this post picked up more traction than I thought it would, thanks guys!
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@Irisora said:
By my experience at playing LF and facing him as survivor. I think what he needs its a buff to his addons specially with the nerf that is coming to tinkerer. Because as i said in another LF thread you can easily chainsaw survivors with the right addons: for example Carburator tuning guide ( rare decreased charge speed) and The Beast's Marks (rare chainsaw movement speed increase)The problem is that without those addons he's useless and can't catch up survivors. So in my opinion he needs a slight increase to his base chainsaw movement speed. And a buff to his addons due to the incoming nerf to tinkerer.
The issue there though is that he would still RELY on the add-ons to be useful, and a small buff to his movement speed DURING his chainsaw sprint wouldn't solve any issues. LF map presence is almost non-existant which would be fine if he was far more punishing at close range which he isn't right now. The ideal buffs would be that he can move at normal speed whilst revving the saw, acceleration is buffed to make him go much faster ( thus also buffing his chilli add-ons in the process ) and an add-on rework to give him more unique add-ons rather than just all of the Billy's add-ons.
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@xxaggieboyxx said:
Don't know if it was said or not I'm too lazy to look be he shouldn't move at the same speed while revving because then he would just constantly be revving and only release on a survivors backTo balance that then IF it does become an issue, make it so that if after 10-15 seconds he has been revving the chainsaw and he doesn't release it in some way, he becomes fatigued ( similar to nurse ) for 2-3 seconds
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@White_Owl said:
@IronWolf115 said:
@White_Owl said:
Currently LF is awful in map presence and in chases unless he gets lucky and finds a survivor in the open, that is true, but saying he has no upside is plain wrong.
His greatest strenght is that he has the ability to snowball like crazy, the only one with a similar potential is a slugging Nurse. Slap on him Territorial Imperative and he becomes a death machine. At that point you don't need to care about chase lenghts and gens because survivors will just keep coming to you if you play your cards well. So in the end I think that LF is in a good spot and any buff done to him could make him borderline op. My only complaint about him is that compared to other killers he is very limited in his perk choices (Territorial and Agitation are a must, and BBQ helps a lot) and most of his addons seem lackluster.BTW a plain speed increase is a terrible idea as a killer buff, because at that point the ability could be irrelevant and it would just become a "M1 to win" killer with no skill requirement at all.
His upside though is a really unfun way to play. With LF I want to chase a survivor like a maniac with the chainsaw and feel powerful doing so. The way he is played right now is, like you say, a VERY campy playstyle which no killer should rely on. I agree that his strength defencibly should stay but he vneeds MUCH more offensive capabilities. He is also one of the worst killers at dealing with pallet looping. And to finalize, in high rank most survivors will see that you are trying to basement them so if they are smart they just leave it alone and complete the gens.
I found that he is actually better when you are not camping because then survivors will just gen rush like crazy, that's why I say Territorial and BBQ are required. If you go around patrolling gens and hitting people far enough for TI to activate, someone is almost guaranteed to go for the save at one point.
Personally I wouldn't be against a buff to his chainsaw to make it more useful in chases (like giving a clue when the charge is full so you don't risk loosing it if you let go a millisecond too early, and increasing his speed while revving the chainsaw) but I suspect he was created the way he is to make him feel different from the Hillbilly. Afterall, any buff to his chainsaw would probably make it more similar to the Hillbilly's.
Yeah those buffs are actually what a lot of people want along with his acceleration to be buffed so that I think is definitely is the way to go
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@White_Owl said:
Currently LF is awful in map presence and in chases unless he gets lucky and finds a survivor in the open, that is true, but saying he has no upside is plain wrong.
His greatest strenght is that he has the ability to snowball like crazy, the only one with a similar potential is a slugging Nurse. Slap on him Territorial Imperative and he becomes a death machine. At that point you don't need to care about chase lenghts and gens because survivors will just keep coming to you if you play your cards well. So in the end I think that LF is in a good spot and any buff done to him could make him borderline op. My only complaint about him is that compared to other killers he is very limited in his perk choices (Territorial and Agitation are a must, and BBQ helps a lot) and most of his addons seem lackluster.BTW a plain speed increase is a terrible idea as a killer buff, because at that point the ability could be irrelevant and it would just become a "M1 to win" killer with no skill requirement at all.
His upside though is a really unfun way to play. With LF I want to chase a survivor like a maniac with the chainsaw and feel powerful doing so. The way he is played right now is, like you say, a VERY campy playstyle which no killer should rely on. I agree that his strength defencibly should stay but he vneeds MUCH more offensive capabilities. He is also one of the worst killers at dealing with pallet looping. And to finalize, in high rank most survivors will see that you are trying to basement them so if they are smart they just leave it alone and complete the gens.
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Male: Leatherface ( He would do ANYTHING for you )
Female: Pig ( She likes to play games ) -
William Birkin from RE. His power is that he mutates when generators start to be complated
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@dbd900bach said:
I think giving leatherface the choice to stop his chainsaw swings at will, though I'm not sure how much this could help if at all.
Tell me what you leatherface mains think.Good idea, combine that with other buffs that we have mentioned and that would be really cool
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@Leatherbilly said:
I wish BHVR would at least tell us if they plan to help him.I keep putting stuff on the forums about him, and I always try and ask in their streams and Q&A's but I have never heard anything. The only thing I have heard recently is that they plan to give him an ultra rare.
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@SaltyKiller said:
@Someissues said:
Freddy is already getting buffedLeatherface needs Ultrarare, the only licensed killer without it.
and the Pig, so many issues on her kit
people dont die on hatch with trap on, past exit games (Bug), death timer too easily abused, aura for boxes shown at start is just dumb, and the ultra rare should make it not visible
They've never given a timetable as to when Freddy's getting buffed.
Leatherface just needs the slowdown when revving the saw to be removed and one or two other slight changes to differentiate him from Billy. Let his Ultra Rare be an Ebony Mori. That's fine IMHO.
Pig is fine except for the gear add-ons (that increases time to search a box) not working and her leap attack or dash attack or whatever it is making a noise before she attacks. She's a very easy fix.
Wraith is another easy fix I'd say.
I wouldn't be surprised if they have to actually listen to the community and adjust the Trapper again.
With Leatherface I think it is both removing the speed penalty when revving the saw, and also BIG buffs to his acceleration to make him go much faster
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@yeet said:
@Jack11803 said:
Only killer that could be given 120% is wraith, and it’s fit his theme and make sense too. Everyone else could probably get a power buff. Leatherface could get something like a buff to acceleration?Wraith has a power that lets him apply pressure outside of chases, leatherface has nothing
Acceleration is also a trash stat, even the award winning chilli does nothingYeah, acceleration NEEDS a big buff to give him more speed. This consequentially would also buff his chilli add-ons
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@only1biggs said:
@IronWolf115 said:
@only1biggs said:
@IronWolf115 said:
Well you can't really do anything against decisive other than just take it, and I dont camp so when borrowed activated, it was the survivor that got off the hook. And yes I play killer to the best of my ability in the current state of the game, the issue is not that killer can be beat, the issue is that much of the time it is out of their control. Good survivors with crutch perks dominate killers, especially if they are SWFWell, yes you can. You can slug the first guy with ds, dribble, drop from heights, dribble after a few seconds of struggle for others you think might have ds... You have to be near for borrowed time to activate, so why not just chainsaw the one who saved and then chase the one with ds, leave him to heal for two health states to waste his time, then hook the one you just chainsaw'd. I don't know I wasn't in your game, but it seems like there are options and if you are playing to the best of your ability right now, then you're probably not as good as those you faced and/or you made a lot of mistakes.
Good survivors with crutch perks dominate if they know what they are doing and aren't brain dead..most of the player-base is brain dead. Sure, there are exceptions and also wild outliers like having 4 top players in one lobby playing in a manner that is not how people play the game normally...to say this is normal is not true and dishonest though.
So uh..."git gud"?

Well first of all you can't dribble if you are not near a hook so I don't know where that is coming from plus it wastes time anyway. I did hit the borrowed time survivor and then go after the rescuer, but the rescuer got to a pallet and the guy that was bleeding out just got near instantly healed by his team mates. In regards to making lots of mistakes, I made a few in the match of course, but what killer doesn't? Yet for some reason these few mistakes may have cost me. So what.... I am supposed to play flawlessly? Impossible.
Most of the player base are NOT braindead when it comes to high rank ( which is what I am talking about here ). "git gud"? How about the game gets balanced to make killers an ACTUAL threat first.Yeah, I don't know what to tell you. If you are knowingly making mistakes and then asking for a win or complaining about losing, then you need to have rethink.
And if you are a billy and you went after the rescuer AFTER the one who was unhooked, then you tunneled? I mean...you could have downed the one who saved, then get a hit on the one who was rescued, then gone back and hooked the guy who you downed. This is just based on the very limited info I have.
Anyway, keep complaining or try to learn...there will be bad games for everyone.
Or just listen to like minded killers, of which there are MANY and just circle jerk each other.
o/
Oh don't worry I absolutely will keep complaining until killer balance is addressed properly
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Well I am just gonna say that when you have 12 killers in the game and only 2 or maybe 3 are viable ( Nurse, Billy and possibly Huntress ) then there are some big issues. But not on the survivor side. Survivors have had Decisive strike for nearly 2 YEARS now and they are only now just considering nerfing it. Self Care doesn't look like it is going anywhere anytime soon, and the pallet "nerfs" that they did actully did nothing and in some cases ( Macmillan Estate ) actually ADDED pallets in. Survivors have not even remotely felt the nerf hammer unlike killers who have had to deal with Freddy getting destroyed a week after his release, ridiculous buffs to the flashlights although at least they reverted that, and whenever they do nerf survivors it feels like they try to compensate them by nerfing killers as well.
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@yeet said:
@Judgement said:
I'd say either 120% movement speed, or to remove the slowdown when charging Chainsaw Run.
Other than that, I agree with this post.removing the slow would be problematic as there would be nothing stopping him from just holding it and running up to survivors
I would simply balance him moving at max speed whilst revving the saw like this then: After 10 seconds of him continuously revving the saw, if he hasn't let go to do the sprint, then he becomes fatigued ( slower ) for 2 seconds.
In regards to the post itself, I think it would be interesting to see that. There is the PTB, changes like these are what it is there for.
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@The_Manlet said:
Only if the Clown one has lots of honking.Lol yeah I actually thought of that. I would love the pig to have a kind of remix of the SAW theme though.
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@only1biggs said:
@IronWolf115 said:
Well you can't really do anything against decisive other than just take it, and I dont camp so when borrowed activated, it was the survivor that got off the hook. And yes I play killer to the best of my ability in the current state of the game, the issue is not that killer can be beat, the issue is that much of the time it is out of their control. Good survivors with crutch perks dominate killers, especially if they are SWFWell, yes you can. You can slug the first guy with ds, dribble, drop from heights, dribble after a few seconds of struggle for others you think might have ds... You have to be near for borrowed time to activate, so why not just chainsaw the one who saved and then chase the one with ds, leave him to heal for two health states to waste his time, then hook the one you just chainsaw'd. I don't know I wasn't in your game, but it seems like there are options and if you are playing to the best of your ability right now, then you're probably not as good as those you faced and/or you made a lot of mistakes.
Good survivors with crutch perks dominate if they know what they are doing and aren't brain dead..most of the player-base is brain dead. Sure, there are exceptions and also wild outliers like having 4 top players in one lobby playing in a manner that is not how people play the game normally...to say this is normal is not true and dishonest though.
So uh..."git gud"?

Well first of all you can't dribble if you are not near a hook so I don't know where that is coming from plus it wastes time anyway. I did hit the borrowed time survivor and then go after the rescuer, but the rescuer got to a pallet and the guy that was bleeding out just got near instantly healed by his team mates. In regards to making lots of mistakes, I made a few in the match of course, but what killer doesn't? Yet for some reason these few mistakes may have cost me. So what.... I am supposed to play flawlessly? Impossible.
Most of the player base are NOT braindead when it comes to high rank ( which is what I am talking about here ). "git gud"? How about the game gets balanced to make killers an ACTUAL threat first. -
Well you can't really do anything against decisive other than just take it, and I dont camp so when borrowed activated, it was the survivor that got off the hook. And yes I play killer to the best of my ability in the current state of the game, the issue is not that killer can be beat, the issue is that much of the time it is out of their control. Good survivors with crutch perks dominate killers, especially if they are SWF
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- Freddy
- Wraith
- Leatherface
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@only1biggs said:
This again? This means nothing. If you believe that all your games as killer are against 4 sweaty guys who are only out to make you de-pip and not do anything else...then you are delusional.We all know it's survivor sided when up against 4 survivors who know what they are doing, but that is so rare it's laughable. Killers need to stop whining and learn and become better. I know because I used to moan too.
Again, the "experiment" showed nothing more than an extreme variant of play style, which is an outlier and can't be looked at when balancing a game.
You will have good and bad games. The amount of games where the killer makes mistake, after mistake, after mistake and then proceed to moan and whinge about how unbalanced a game is.... it's pathetic. Take responsibility and learn from mistakes and realise that when you go up against a sweaty squad, it means nothing. Take the L and move on. It's a rarity.
If it's not a rarity for you, you're probably a bad killer.
I'm rank 5 killer, yesterday I ran into literally SIX games of 4 man SWF, 3 games ALL of them had borrowed time, 2 of the games they ALL had decisive strike. I got my rear handed to me as Hillbilly. " So rare it's laughable "
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I hope they get the remake version of Leatherface as an outfit because I think he looks really cool and creepy