Jacoby2041
Jacoby2041
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- Jacoby2041
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I don't know about this but in any case they should include the hatch being blocked while the gates are blocked
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I hope the killer like tries to consume the map with fog and the survivors have to find/use lanterns or something ("some look for a light to follow") to clear the fog or they won't be able to see very well and the killer can come right up on them. And the lanterns should run out and the survivors have to find more. So it's a constant battle of spreading/removing fog. Even if it isn't like this I like the idea of a fog/smoke killer so I hope that's a big part of the killer and not just a thing on the teaser
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An easy solution is pick them up and put them on the hook, there, now they can't crawl out! You learn something new every day
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Whenever a gen goes off I get the worst feeling. But when I'm survivor and a gen goes off I gain 100% happiness for 3 seconds
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What if the killer is just an arm+smoke
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"Legion" and "Nurse tier" should never be used in the same sentence unless it's opposite day
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New killer sprints 300% speed but each time has 2 5 second long stuns
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I have like a ton of everything and I still don't bring stuff because I like going in with nothing. Also because if I bring anything I'm sitting there for 10 minutes trying to decide what combination of crap to use so it's easier to just say screw it I'll get something from a chest, the game can decide for me
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The thing is, the survivors get 16 perks altogether and the killer only gets 4. That leaves a lot of perk coverage for survivors but the killer only has 25% of the perk coverage to try to counter the survivors' perks.
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Actually SWF is stronger, and it's not ultra rare, it's ultra common
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Killer starts the game with no weapon and can't get one (and powers deal no damage), but you can poke survivors 10 times in a row to down them. The advantage is once the gates are powered you can press the special button to instantly explode and end the round so you don't have to wait any longer
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They need a survivor hex perk. If you destroy it you lose the perk, so now you won't know if it's yours or the killer's, kind of like how you don't know if it's Haunted Grounds.
(I'm partially joking but now that I think about it it could throw a twist on the game)
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Devs need to see this and really give it some consideration
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That's a good idea, since a lot of the time they are just in the radius for a few seconds or just on the edge of it, that would make those perks a lot more useful
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I like Nurse because I like the counterplay with juking and everything.
My least favorite to go against is Doctor. I just hate not being able to hide effectively. I also hate being against Freddy and Legion because their powers are just super annoying. Like they aren't really interesting it's just some garbage state I have to get out of, and it gets applied to me a bunch during the game.
I both love and hate Trapper, because I like how the traps are and the idea of them, but I'm also way more paranoid about them than I really should be. I also like how offerings and perks affect his power like no other killer, it allows for more interesting factors to be present going into each match.
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115% would definitely work, but it's not as interesting. I would prefer some aspect of Legion that causes survivors to want to avoid being injured (more than with a normal killer) so it actually synergizes with their power. Like, if his power made the bar start at half if you are hit while injured, maybe something more powerful or in addition to that. Not to mention they should make Exposed apply to frenzy attacks, at the very least to people who are already injured.
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With just what you have there I think slugging might become a bigger thing. Since the killer doesn't want them to die and cause other people to get boosts when the killer can still disable them by downing people without everyone else getting a boost, it might be better to slug everyone.
Still the idea is good and you make many very good points. All it needs is testing and some changes, as does any idea really.
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I get Backwater like 25% of the time when I play killer, which doesn't sound like a ton but considering how many areas and maps there are I get it much more proportionally speaking than other maps. To be honest I still think this is a coincidence, it's just really weird that I get this area so much. Not to mention I don't really like it either.
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Now I'm going to see it every time, can't unsee it
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Definitely 8. 6 would be nice too though, since bloodlust takes too long to activate to really be viable in my opinion. You get bl 1 sometimes but very rarely 2 or 3 so if they made them activate quicker but not be as high of a boost that is a compromise I'd be more than willing to accept
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Survivors don't need to keep screwing around forever and the killer should be rewarded for delaying them. It's not like hooks are dropping like flies either, you only have to use/lose a max of 4, which can be circumvented by using the basement. Even still, there are perks like Agitation and Iron Grasp or Hangman's Trick that make hook loss not so bad or nonexistent.
The gain for killers from this change is WAY smaller than the gain for survivors. Regenerating chests and pallets would ruin the entire game and almost no killers would play anymore (may be a bit of an exaggeration but still). The survivors should expend resources as the game progresses. That gives them another reason to escape. If they didn't, they could goof around so much longer. The killer has a much easier time when there are few or no pallets left and survivors' items are low or gone. That's the whole point. Time is intended to favor the killer, and it should stay that way. In fact, I'd be in support of a time limit against survivors (but it shouldn't be too harsh) that boosts the killer quite a bit when the time is up, making it extremely difficult for the survivors to escape after that point, so they have to hurry and get out before then.
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While we are at it, they should make Coulrophobia affect Snap Out of It (madness 3) like Nurse's Calling does. Since they make it count as healing for one perk but not another. I'm actually not certain Coulrophobia doesn't affect madness 3 because it is hard to tell but multiple people have said it doesn't.
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BBQ gives a functionality and BP, WGLF only gives BP. Anyone who thinks WGLF is somehow better just doesn't understand how the game works(Edit: I could see maybe if someone argued with the difference between survivors and killers, but still one does more than the other so it's kind of hard to argue the one that only does one thing (of relatively the same magnitude as well) is better). If WGLF had some kind of use other than BP then they'd be more on the same terms but currently BBQ is much better.
BBQ helps you win, WGLF doesn't.
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Every survivor has presents they have to deliver before the Grinch can steal them all. And the Grinch's dog will chase you and reveal your location
Dora has the map which shows all objectives and other players at all times but it constantly sings "I'm the map, I'm the map, I'm the map, I'm the map" the entire match
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It's not necessarily that there are balance issues, it's that running in circles is boring as hell and there needs to be more fun and intuitive gameplay. Chases should be about taking risks and trying to escape rather than delaying forever. Doing objectives should be about something other than staring at a generator and pushing a button occasionally for a minute straight. The killers who can counter looping shouldn't be the ones that are completely dominating the game while the ones who can't counter it are just getting destroyed all the time with mostly the only exceptions being against low skill survivors or those who are just messing around or refraining from looping.