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Jack11803

Jack11803

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Jack11803
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  • @No_Mither_No_Problem

    Gen rushes are people spread out solo-in gens. That perk that boosts solo actio speed would make it (gen rushing) worse.

  • @Peasant said:
    It was planned to just give +1 skillcheck. The bonus skillcheck wasn't intended to grant another bonus skillcheck.

    Though now that you mention it perhaps it could be better designed like that. It would just need to keep decreasing the size of the skillcheck for each success until you only have greats left. Obviously the perk tiers would affect how significant the size decrease would be. I will edit the OP to say that soon.

    The small change to tip the balance from weak to OP lol

  • @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

    well that the trade off you have to take. either avoid the obsession or save (the best) for last) ;)

    This is a nerf in almost all situations.

    In case i was misunderstood, you will only lose all stacks when you hit the obsession on full stack not in the meantime, then it will be the regular 2 tokens per hit.

    I know. Almost everyone gets 8 tokens, downs the obsession, gets tokens back to 8, and kills them; keeping the tokens. That’d be ruined

  • @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

    well that the trade off you have to take. either avoid the obsession or save (the best) for last) ;)

    This is a nerf in almost all situations.

    How is it a nerf? you get the choice of either instadowning obsession or keep mini machine gunning, i only see great fun potential in this, imagin being the obsession and suddenly you are exposed for no apparent reason i would ######### my pants :P

    Imagine a no mither obsession body blocking a hook and tenacity-I gotta away. Imagine it.

    Well that is very situational tough, really surprise people think this would be a nerf. :P i was afraid it was gonna get the OP stamp.

    An old saying goes “don’t fix what isn’t broken”

  • @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

    well that the trade off you have to take. either avoid the obsession or save (the best) for last) ;)

    This is a nerf in almost all situations.

    How is it a nerf? you get the choice of either instadowning obsession or keep mini machine gunning, i only see great fun potential in this, imagin being the obsession and suddenly you are exposed for no apparent reason i would ######### my pants :P

    Imagine a no mither obsession body blocking a hook and tenacity-I gotta away. Imagine it.

  • @Peasant said:
    Well because it shrinks the size of the good skillcheck zone on the second skillcheck that might be easier than you think. Then again if the killer runs Unnerving Presense you are in deep trouble, especially with the tier 1 and 2 variants.

    Wouldn’t it just keep activating off itself giving free skill checks? That’d be a stellar perk. If you’re good enough, you could get a gen done in like 40 seconds

  • @Tsulan said:
    Jack11803 said:

    @Tsulan said:

    Jack11803 said:

    @Wolf74 said:
    
    Survivor have a free escape mechanic called hatch and now killer have a similar mechanic, but have to pay with a perkslot for it.
    
    Guess what? Survivor still think the first is fine and the second is unfair.
    
    survivorlogic
    
    
    
    I explain why above, if you want to read it.
    

    Wolf is right tho.

    I know. I just explained why they hate it. I hate it too. I hate it a lot. But it doesn’t need a nerf

    It's the perfect "counter" or at least backlash for DS. I even think it should affect all obsession perk users. Not only the obsession. 

    I’d gladly give it that and promise safety for non obsession peeps

  • Buffing raw movement speed isn’t a good idea, and if it ever happens, should only be a maximum of 2-3%. Remember it can stack with hope. (You’d be faster than cloaked wraith without add ons)

  • @DocOctober said:

    @Jack11803 said:

    @DocOctober said:

    @Jack11803 said:

    @DocOctober said:
    Should this OP git gud?

    Absolutely.

    Doing all the work, unhooking every one. Never getting downed. All this work, just to get quickly murdered does suck though, you can’t deny it. It pisses me off when I get a death sentence for DS users.... only I’m not using an obsession perk to warrant it

    It sucks, but you'll just have to deal with it. Rancor only gives the Killer an Aura flare-up, not an actual Aura, you on the other do see theirs. You have all the tools to go stealth mode in that situation and not be found.

    You can't be downed and killed if you aren't found. Let the others do the gate, then sneak out.

    I do. I’m just saying it sucks. I may be a Dwight main, but sitting in lockers because I HAVE to is a disgrace to the Dwight gods

    But it is a way to deal with Rancor. As long as a Perk has actual counters, it's fine.

    Yeah. Makes last second WGLF token clutches impossible though. WGLF should get buffed (more ways to get tokens)

  • @DocOctober said:

    @Jack11803 said:

    @DocOctober said:
    Should this OP git gud?

    Absolutely.

    Doing all the work, unhooking every one. Never getting downed. All this work, just to get quickly murdered does suck though, you can’t deny it. It pisses me off when I get a death sentence for DS users.... only I’m not using an obsession perk to warrant it

    It sucks, but you'll just have to deal with it. Rancor only gives the Killer an Aura flare-up, not an actual Aura, you on the other do see theirs. You have all the tools to go stealth mode in that situation and not be found.

    You can't be downed and killed if you aren't found. Let the others do the gate, then sneak out.

    I do. I’m just saying it sucks. I may be a Dwight main, but sitting in lockers because I HAVE to is a disgrace to the Dwight gods

  • 5%? That’s literally useless. Just give it anti hangman and some totem breaking speed boost.

  • @DocOctober said:
    Should this OP git gud?

    Absolutely.

    Doing all the work, unhooking every one. Never getting downed. All this work, just to get quickly murdered does suck though, you can’t deny it. It pisses me off when I get a death sentence for DS users.... only I’m not using an obsession perk to warrant it

  • @Karltastisk said:

    @Jack11803 said:

    @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

    well that the trade off you have to take. either avoid the obsession or save (the best) for last) ;)

    This is a nerf in almost all situations.

  • @ZombieGenesis said:
    Maybe provide some upside for the obsession like an XP reward if they lose the killer in a chase (like 150xp or something?) and a small reward if they manage to escape the game(500xp?).

    Who knows. Maybe give them points for dying too. It may not make sense, but who gives a crap

  • Why’d you make thread twice?

  • @Karltastisk said:
    Ok so the perk save the best for last has now been pulled out from the grave, but i have an idea that would make this perk great! AND it fits the name perfectly.
    So what if the perk has the same type of token system, but when you have gained all stacks (8 tokens) the obsession gets exposed status. And if you then hit the obsession it will consume all tokens and you start from scratch. This will make the perk LITERALLY save the best for last! :D. And of course to balance this out. The amount of tokens might have to be adjusted, or maybe if you hit a non-obsession with full stacks you will lose half the stacks or something.

    Why im suggesting this is because, the perk is just middle tier. it's just decent. i want more "great perks"

    tell me your opinions, will this be to OP? or will it be a fun perk wich helps to bring more tension and danger of becoming the obsession instead of the safe haven it is now?

    Some would rather just keep the tokens...

  • @Peasant said:
    After succeeding a skillcheck a second skill check will appear that is tremendously/considerably/moderately more difficult.
    "I think we did a pretty good job so far."

    This perk would be crazy good. If you could hit greats anyway. RIP if they have ruin though...

  • @Tsulan said:
    Jack11803 said:

    @Wolf74 said:

    Survivor have a free escape mechanic called hatch and now killer have a similar mechanic, but have to pay with a perkslot for it.

    Guess what? Survivor still think the first is fine and the second is unfair.

    survivorlogic

    I explain why above, if you want to read it.

    Wolf is right tho.

    I know. I just explained why they hate it. I hate it too. I hate it a lot. But it doesn’t need a nerf

  • @Peasant said:
    Jack11803 said:

    @Peasant said:

    Jack11803 said:

    @Peasant said:
    
    For every failed skillcheck you gain a token. Each token increases the skillcheck success zone grows slightly/moderately/considerably.
    
    "What doesn't kill me will make me stronger."
    
    
    
    Why not make skill checks reward more?
    
    
    
    I wouldn't make skill checks be worth more as the aim of this perk is to make it harder to fail. This way, new survivors (or those who just struggle with skillchecks) have a way of learning how to hit skillchecks a bit safer.
    
    I'd say it's balanced rn as this helps for nearly every killer except Freddy Krueger, whom it screws you on. 
    

    Btw, when I say increased success zones, I am referring to the good skillcheck zone size.

    Ah, well anyway it should be a generic perk. People would be understandably angry if this one one of three teachable for a chapter. Good perk idea though

    Who said anything about making this a teachable? I'm just spitting out perk ideas for the devs.

    Yeah, but seems they forgot they can just add perks

  • I wouldn’t mind multiplying the time window by like..... TEN!

  • @Peasant said:
    Jack11803 said:

    @Peasant said:

    For every failed skillcheck you gain a token. Each token increases the skillcheck success zone grows slightly/moderately/considerably.

    "What doesn't kill me will make me stronger."

    Why not make skill checks reward more?

    I wouldn't make skill checks be worth more as the aim of this perk is to make it harder to fail. This way, new survivors (or those who just struggle with skillchecks) have a way of learning how to hit skillchecks a bit safer.

    I'd say it's balanced rn as this helps for nearly every killer except Freddy Krueger, whom it screws you on. 

    Btw, when I say increased success zones, I am referring to the good skillcheck zone size.

    Ah, well anyway it should be a generic perk. People would be understandably angry if this one one of three teachable for a chapter. Good perk idea though

  • @ZombieGenesis said:

    @Jack11803 said:
    It’s not too strong in the grand scheme. It’s just WICKED personal. It’s the reason killers didn’t get a hatch like thing before. “Oh one escaped from pity, I still won” VS “I got killed by pity, I lost”

    I get that but I don't think they can balance perks based on hurting people's feelings. It's a game and if you're the obsession and don't have an obsession perk...play smart, play safe.

    I just hide in really obscure spots! LIKE A #########! But hey, I’m a Dwight main

  • It would and should be easier, IF bodyblocking wasn’t a thing.... but bodyblocking is kinda a thing

  • @Peasant said:
    For every failed skillcheck you gain a token. Each token increases the skillcheck success zone grows slightly/moderately/considerably.
    "What doesn't kill me will make me stronger."

    Why not make skill checks reward more?

  • @Wolf74 said:
    Survivor have a free escape mechanic called hatch and now killer have a similar mechanic, but have to pay with a perkslot for it.
    Guess what? Survivor still think the first is fine and the second is unfair.
    survivorlogic

    I explain why above, if you want to read it.

  • @JoannaVO said:
    No I think 100% is good enough, especially for We're Gonna Live Forever, have seen enough farming with it already and can't be arsed seeing more of it if it gets buffed. Same goes to BBQ, it's practically a free Survivor Pudding which saves you 4,000 bloodpoints everytime while your points get doubled.

    Add more ways to get tokens.

  • It’s not too strong in the grand scheme. It’s just WICKED personal. It’s the reason killers didn’t get a hatch like thing before. “Oh one escaped from pity, I still won” VS “I got killed by pity, I lost”

  • @yeet said:

    @Jack11803 said:

    @12youcant said:
    Ofc, nerf billy and more people will start playing Nurse. Great.

    Then nerf nurse too :)

    then nobody plays the game anymore

    Except the leatherface I said to buff.

  • @MegaWaffle said:

    @No_Mither_No_Problem said:
    R.I.P. LowBei

    Much like OchiDO, his ban was funnier than he ever was.

    As I told Jack he is back.

    Except he kept his PC MASTERRACE status!

  • @MegaWaffle said:
    He is back if that makes you feel better.

    It melts my ice cold heart!

  • ⊂ヽ
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    •) F
    < ⌒ヽ A
    /   へ\ B
    /  / \\ U
    レ ノ   ヽつ L
    / / O
    / /| U
    ( (ヽ S
    | |、\
    | 丿 \⌒)
    | |  ) /
    `ノ )  Lノ
    (
    //

  • @Wolf74 said:
    Still my point is, the will to use NM shows the overconfidence of survivor in general.

    I don’t use it, because it’s so bad. But I want to. I have no interest in challenge, I want it to be a perk of viable trade off. Equivalent exchange if you will. Give up health for other benefits. Not overconfidence, but the desire to switch around my strengths and weaknesses.

  • @SovererignKing said:
    Jack11803 said:

    @SovererignKing said:

    Jack11803 said:

    @SovererignKing said:
    
    Jack11803 said:
    

    @SovererignKing said: Jack11803 said:

    @SovererignKing said:    Jack11803 said:
    

    @SovererignKing said: Other ham buff it so it reduces sounds made with injured by 100% like Tier 3 Iron Will it doesn’t need anything. It’s a challenge perk that isn’t supposed to be rewarding at all really. And DS was MEANT to be get out of jail card. Doesn’t matter what it’s meant to be. If the original concept is messed up, or useless it needs change. You can already make the game harder by bribing no perks. It’s inclusion is stupid. It needs a buff (no mither) Yeah, DS was meant for that. That’s because it was designed before Patch 1.4.0. That patch re-sized the Survivors hit boxes to be smaller, which allowed for Looping to be more powerful by allowing for hugging objects tighter. No Mither was designed AFTER that patch, with Looping in mind for what it is today. 

    What you want is for No Mither to be made a viable perk that rewards you for taking the challenge. The reward is supposed to be in beating the challenge and still winning like normal. The challenge is the reward in itself. Though for the new generation, that’s not enough. Have to have more, have to be able to make a build around it to be viable.         That’s not what I want. I want it to be a good perk with a drawback to balance out its big bonuses        It’s. Not. Supposed. To. Be. Good.    Get that through your thick skull. What you want is essentially like picking Dante Must Die mode on Devil May Cry, but you get triple the amount of Green Orb drops from killing demons, as well as get double red orbs to level up faster, double yellow orbs for resurrections if you die.    What’s the damn point of picking hard mode, if they just give you a bunch of free ######### that basically takes the challenge out of even selecting it? 
    

    You want buffs on No Mither that counter act the draw backs so basically you aren’t even challenging yourself. Just changing your play style a little.  Not all killers are meant to be viable. Wraith should be unbuffed. Freddy shouldn’t get reworked, Spirits fine So because Survivors have one perk that is unviable,  that is totally optional to use, you think it’s perfectly fine to make a whole Killer completely unviable too? That is the dumbest argument you could possibly make. Though it’s funny how completely blind you are to the variation of “viability”. Completely black and white to you. You act like sticking on No Mither means you’re completely useless as a Survivor.  Are you viable as a Survivor with No Mither? Yes, yes you are. Most of all if you pair it with Dead Hard. Are you viable as Freddy? Yes, yes you are. The difference is what level of viable you are. Survivor with No Mither? Very viable, can still do a hell of a lot. Freddy? No where near as viable as any other Killer in the roster. Not even close.

    Same reason I ######### at Tru3Ta1ent and we get into arguments all the time. He’s so “black and white” about a counter. Either you counter it or you don’t, no middle ground. He refuses to realize there are “Soft Counters” and “Hard counters”. Just like you here, you’re so black and white. You don’t want to see the shades of grey. 
    
    
    
    It was sarcasm. I’m saying that whatever the devs day is irrevelent. Freddy needs a buff, spirit does, wraith does, no mither does. Many other perks too. You missed the point, you missed it hard
    

    I couldn’t care any less than I already do what M.Cote says, or any of the developers for that matter. That’s my own opinion on No Mither. Not the developers. You’re the one who keeps trying to say I’m quoting the developers, want to stop shoving words in my mouth? I have my own opinion thank you very much. 

    So why’d you try to refute me with an opinion? Seriously.

    This is all your opinion too. You have an opinion, I have mine, the developers have their own, so on and so forth. Quit trying to invalidate my opinion with your own. Your opinion is not worth more than mine either. 

    You refute with reasons why it shouldn’t be buffed. You basically came in here all like “well I just don’t want it buffed, so it shouldn’t” I said “it should be buffed because _____” you should do “it SHOULD NOT be buffed because _______”.

  • @Eninya said:

    @Jack11803 said:

    @DeadByFlashlight said:

    @Jack11803 said:
    They’re just given stronger abilities. Devs realize full speed would be crazy. Also, pig is 115 like everyone else. Doc is 110 in treatment. Myers is 104 in tier 1. Etc

    I think the word "stronger abilities" can be discussed after the last patch.... :wink:

    Nurse literally ignores game mechanics.

    She doesn't ignore skill, though, and neither does Huntress. The Spirit could probably use a buff, but the Pig, Hag, and Huntress don't (minus hatchet hitbox fix).

    Skill ain’t a literal game mechanic.

  • @ChesterTheMolester said:
    @SovererignKing
    Killers have "hard mode" addons like Speed Limiter, The Beast etc. you can even count Distressing in. They all reward you for the extra challenge.

    NM does not in any way. You get compensated for your downside with a bonus like Autodidact and Deliverance. 
    There is a dichotomy there. Im not against hard mode perks for survivors, but they should have no upsides to them and a reward for your risk.

    “But the reward is a sense of accomplishment!!!” /sssssss

  • @12youcant said:
    Ofc, nerf billy and more people will start playing Nurse. Great.

    Then nerf nurse too :)

  • @UncannyLuck said:
    Yeah, on the other hand if people want to do true "hardmode" builds then Autodidact 1 is perfect for that as it makes all your skill checks only slightly better than great ones after you do like 3.

    It doesn’t even effect you, just sandbags teammates. I’d totally farm you off the hook if you did that to me.

  • @SovererignKing said:
    Jack11803 said:

    @SovererignKing said:

    Jack11803 said:

    @SovererignKing said:
    
    Jack11803 said:
    

    @SovererignKing said: Jack11803 said:

    @SovererignKing said:    Other ham buff it so it reduces sounds made with injured by 100% like Tier 3 Iron Will it doesn’t need anything. It’s a challenge perk that isn’t supposed to be rewarding at all really.        And DS was MEANT to be get out of jail card. Doesn’t matter what it’s meant to be. If the original concept is messed up, or useless it needs change. You can already make the game harder by bribing no perks. It’s inclusion is stupid. It needs a buff (no mither)        Yeah, DS was meant for that. That’s because it was designed before Patch 1.4.0. That patch re-sized the Survivors hit boxes to be smaller, which allowed for Looping to be more powerful by allowing for hugging objects tighter. No Mither was designed AFTER that patch, with Looping in mind for what it is today. 
    

    What you want is for No Mither to be made a viable perk that rewards you for taking the challenge. The reward is supposed to be in beating the challenge and still winning like normal. The challenge is the reward in itself. Though for the new generation, that’s not enough. Have to have more, have to be able to make a build around it to be viable.  That’s not what I want. I want it to be a good perk with a drawback to balance out its big bonuses It’s. Not. Supposed. To. Be. Good. Get that through your thick skull. What you want is essentially like picking Dante Must Die mode on Devil May Cry, but you get triple the amount of Green Orb drops from killing demons, as well as get double red orbs to level up faster, double yellow orbs for resurrections if you die. What’s the damn point of picking hard mode, if they just give you a bunch of free ######### that basically takes the challenge out of even selecting it? 

    You want buffs on No Mither that counter act the draw backs so basically you aren’t even challenging yourself. Just changing your play style a little. 
    
    
    
    Not all killers are meant to be viable. Wraith should be unbuffed. Freddy shouldn’t get reworked, Spirits fine
    
    
    
    So because Survivors have one perk that is unviable,  that is totally optional to use, you think it’s perfectly fine to make a whole Killer completely unviable too?
    
    That is the dumbest argument you could possibly make. Though it’s funny how completely blind you are to the variation of “viability”. Completely black and white to you. You act like sticking on No Mither means you’re completely useless as a Survivor. 
    
    Are you viable as a Survivor with No Mither? Yes, yes you are. Most of all if you pair it with Dead Hard.
    
    Are you viable as Freddy? Yes, yes you are.
    
    The difference is what level of viable you are. Survivor with No Mither? Very viable, can still do a hell of a lot. Freddy? No where near as viable as any other Killer in the roster. Not even close.
    

    Same reason I ######### at Tru3Ta1ent and we get into arguments all the time. He’s so “black and white” about a counter. Either you counter it or you don’t, no middle ground. He refuses to realize there are “Soft Counters” and “Hard counters”. Just like you here, you’re so black and white. You don’t want to see the shades of grey. 

    It was sarcasm. I’m saying that whatever the devs day is irrevelent. Freddy needs a buff, spirit does, wraith does, no mither does. Many other perks too. You missed the point, you missed it hard

    I couldn’t care any less than I already do what M.Cote says, or any of the developers for that matter. That’s my own opinion on No Mither. Not the developers. You’re the one who keeps trying to say I’m quoting the developers, want to stop shoving words in my mouth? I have my own opinion thank you very much. 

    So why’d you try to refute me with an opinion? Seriously.

  • @Orion said:

    @Jack11803 said:

    @Orion said:

    @Jack11803 said:

    @DeadByFlashlight said:

    @Jack11803 said:
    They’re just given stronger abilities. Devs realize full speed would be crazy. Also, pig is 115 like everyone else. Doc is 110 in treatment. Myers is 104 in tier 1. Etc

    I think the word "stronger abilities" can be discussed after the last patch.... :wink:

    Nurse literally ignores game mechanics.

    The Nurse's power allows her to bypass terrain, just like every other Killer power allows them to do something the others can't (invisibility for the Wraith, no terror radius for the Pig, etc.). She can still be stunned, blinded, juked, and so on.

    You misses the point. I’m saying nurse is really strong, he’s saying that their speed isn’t because of good abilities, and that their abilities are bad. (Spirit is who he’s mainly referring to.)

    I get your point. I'm just trying to make sure you don't spread misinformation about the Nurse.

    Ah, ok.

  • Why is this a choice? You know they can do both.

  • @Orion said:

    @Jack11803 said:

    @DeadByFlashlight said:

    @Jack11803 said:
    They’re just given stronger abilities. Devs realize full speed would be crazy. Also, pig is 115 like everyone else. Doc is 110 in treatment. Myers is 104 in tier 1. Etc

    I think the word "stronger abilities" can be discussed after the last patch.... :wink:

    Nurse literally ignores game mechanics.

    The Nurse's power allows her to bypass terrain, just like every other Killer power allows them to do something the others can't (invisibility for the Wraith, no terror radius for the Pig, etc.). She can still be stunned, blinded, juked, and so on.

    You misses the point. I’m saying nurse is really strong, he’s saying that their speed isn’t because of good abilities, and that their abilities are bad. (Spirit is who he’s mainly referring to.)

  • @DeadByFlashlight said:

    @Jack11803 said:
    They’re just given stronger abilities. Devs realize full speed would be crazy. Also, pig is 115 like everyone else. Doc is 110 in treatment. Myers is 104 in tier 1. Etc

    I think the word "stronger abilities" can be discussed after the last patch.... :wink:

    Nurse literally ignores game mechanics.

  • They’re just given stronger abilities. Devs realize full speed would be crazy. Also, pig is 115 like everyone else. Doc is 110 in treatment. Myers is 104 in tier 1. Etc

  • @Tzeentchling9 said:
    Usui said:

    Like I said a million times, there hasn't been a good survivor perk since David King. Yet killers have been getting at least 1 good perk every single chapter.

    Dance With Me, Tenacity, Stake Out, Pharmacy, Vigil.

    Just because Survivors refuse to branch out, doesn't mean their perks suck.

    Dance with me - one trick pony that requires several perks to work. Even then it’s not good. Tenacity - requires several perks to even have A CHANCE of working. Maybe every ten games... but unbreakable by itself would’ve worked if the killer left you there. Stake out - it just isn’t good. Pharmacy - can’t even go above green, straight up locks it. Also, useless if teammates search chest. It’s chest effects should be added to plunderers, and this should be some healing buff involving medkits. Vigil - used to be useful. Now it ain’t.

    Keep in mind there’s tons of perks that have been released with these, with a so many being bad.

  • @Delfador said:

    @Jack11803 said:

    @fcc2014 said:
    Tsulan said:

    Just change the way the bonus bloodpoints are awarded. WGLF and BBQ award the points after the match. No one left behind, Distressing, ToTH and the new killer addons give the bonus during the match. While it should be after the match. 

    Survivors just need a new perk that gimps their game while using it, but in return awards more points. Maybe something that reduces the terror radius of the killer for every survivor who uses the perk.
    Additionally I would introduce a special item that slows gen repair speed by 50% but gives 100% bonus points for gen repairs.

    I like that idea. Using a perk to gain more bloodpoints(survivor side) while auto reducing or eliminating the killers terror radius.

    I don’t. Notice he said for everyone one running it, makes it stronger for everyone. Basically one Guy effects the whole team. I don’t want to lose my ears because some turd put in that perk

    He also said for every survivor who uses the perk.

    I mean English is not my native but I think it means survivors who do not use the perk will not be affected.

    You’re right. No comma screwed me up

  • @ZombieGenesis

    Also, gens do give tons of its coop, but if not..... anyway, it it DOESN'T change, it would make WGLF less risky to give gens as a token

  • @ZombieGenesis said:
    I will say I do think gens should give more points overall though. I never liked that you got so many more points for saving someone from a hook than you did for soloing a gen. I always felt it kind of encouraged the wrong kind of play (toxic hook saves). I also think they should give BPs for being in the killers terror radius while not being chased (stealth). Not sure how much but some at least. Stealth play right now only rewards you with an escape, very few BPs.

    Lots of terror radius things should actually be 32-40m. Just make it hidden so it doesn’t reveal a stealth killer.

  • @ZombieGenesis said:
    I play on the PS4 as well (I play on PS4 or PC depending on where I am). Despite "one from yesterday" I still haven't seen any in my time on the PS4.

    Well they do only happen after cosmetic update, to farm XP

  • @UncannyLuck said:
    Can't you get bold by standing in the terror radius and then leaving? Or hanging out in the basement?

    The only thing you can't get is altruism, and I guess in theory you could get that with an AFK trapper running bloody coils + self-setting traps.

    Killer was wraith. They do it to farm XP. I’m not gonna sit in the basement for a year when I can hop into another game.

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