Justicar
Justicar
About
- Username
- Justicar
- Joined
- Visits
- 16
- Last Active
Comments
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@Attackfrog said:
Camping isn't a problem. -
I think it would be fine if it was simply reduced to green rarity.
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Survivors: Kindred
Killers: Spies from the Shadows -
I'm not sure it's not an issue with their matchmaking. I've gotten DC'd at match load an absurd amount during the past two weeks.
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I generally don't camp unless the exit gates are powered. My goal is for everyone to get as many points as possible and have as much fun as possible.
That being said, camping is okay anytime a killer wants to do it. Survivors hate it (and I get it, being camped sucks, especially if you die on the first or second hook), but sacrificing you to Spider-chan the Entity is the killer's primary goal.
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Good. -
That's a lot of overhead for a relatively minor QoL update for the forum. Personally, I'd be happy if we could just get new killer/survivor portraits available within a reasonable time frame.
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Claudette is just obnoxiously hard to find sometimes, depending on the map/outfit combination.
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I would add two additional changes.
- Unhooking a survivor does not notify the killer.
- Unhooked survivors are in a downed state and need to be healed back into injured state, unless the unhooker uses Borrowed Time or the hooked survivor uses Deliverance. In those cases, the Deep Wounds effect triggers immediately upon unhooking.
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I feel the Trapper would be in a good spot with just two changes:
- Fix the trap darkening addons so that they actually work. Additionally, I actually wish they didn't darken the traps, but actually added levels of transparency to make them harder to see.
- If an injured survivor steps in a trap, when they're freed they have Deep Wounds
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Regarding the hatch, I'd be fine with it staying in the game if they would just get rid of the BP bonus. There is NO reason whatsoever they should be giving a BP bonus to a pity mechanic.
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@EntityDispleased said:
Pretty sure all the good killer perks have been mentioned so I'm gonna recommend Iron Will from Jake and Balanced Landing from Nea.I stopped using self care since I got iron will and I can work on gens when injured making the game go by much faster. Pair it with dead hard and it becomes a really solid combo.
Balanced landing can either be extremely useful or extremely useless depending on which map you get, but it's still a really solid perk.
I was going to make the same suggestion. I've been running them recently and they're really solid perks.
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Personally, I'd prefer a quarter or two of no new killers or survivors, but instead focus entirely on bug fixes, streamlining, and enhancing gameplay. I think that will be better for the game long term.
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I've always thought that Spies from the Shadows should be base kit, with the perk changed to increase the range to 48m/60m/map-wide.
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@Salty_Pearl said:
I was originally gonna rework it and make it affect wiggling speed but I was afraid too many people would complain. But other than that I like your idea!Every time Boil Over comes up, somebody always mentions that devs don't want to affect wiggling speed because reasons. But it's bullshit, since Iron Grasp already does that in the other direction.
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I'd much, much rather them simply make SWF a separate queue that doesn't affect rank for the survivors, while increasing BP gains for the killer by 50/75/100% depending on the size of the SWF.
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The toxicity is caused by people framing everything in terms of killers vs survivors like they're rooting for their favorite bloody football team. I'd wager the vast majority of the playerbase (not the folks on these forums) don't play either side exclusively.
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@RainyAnjel said:
Also, not to be rude, but they weren't exactly good at the game. No jukes, no mindgames, stuff that i see my friends doing in survivor rank 12-16. Honestly, the rank 9 guy was better than the rank 4.
Can someone explain?Because rank only takes time, not skill.
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Survivors should be unique per match. No Squadettes or David trains, only one of each per match.
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@RabidWabbitz said:
Robert England version of Freddy!This.
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@The_Crusader said:
Dwight_Confusion said:Myers' add ons are perfectly balanced.
Stop crying.
This is where I would use the LOL button.
This is where I would use the LOL button.
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Freddy: Dream transition is triggered by lullaby (closer = faster). Change M2 to a dreamworld altering power.
Myers: Remove the per-survivor cap on stalking. Corn does not prevent stalking.
Trapper: Base kit starts with two traps.One thing I thought of when typing the above. I'd love to see a universal change where if a killer is in the cornfield, it cuts their terror radius in half. In the movies, corn fields tend to be a death trap. In DBD, it seems to be the other way around.
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@Cetren said:
I'm pretty sure it comes from the type of tree, not the actual color of the forest bro.I always thought it was a reference to the amount of blood spilled there.
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Absolutely not.
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Please no. Leave that nonsense in Fortnite.
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I'd rather go the opposite route - if a hex totem is cleansed, the killer can turn a remaining dull totem into that hex totem, at the expense of time (20 seconds or so). If you have multiple hex totems cleansed, the restore order is based on the hex perk order.
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@not_Queen said:
- The closest the hooks can spawn from each other is 16m, on different tiles.
That is far, FAR too close.
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I'm all for getting the game on some other stores, but I'd much rather see it come to GOG than either Epic or Discord.
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There's an easy solution for this. Just treat it like they did killer hook proximity. If you go two minutes without doing anything (totems, gens, unhooks, chests, etc), you start to slowly lose lightbringer emblem points. It requires a stream of work to prevent it or stop - you can't just tap a gen, you'll need to work on it for at least 15-20 seconds, do a full totem, do a full chest, etc.
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The's Shape's ability is literally called Evil Within.
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@Malakir said:
Love the idea buuuut
Impossible. Too much coding, bugs that might touch other aspects of the gameToo much work and not enough people to work on it even if I would love to
Not at all. It's essentially a tile update. They could tie this into the killer's customization options such that it gets set when the match is loading. It wouldn't be truly customization (and all or nothing design change for the basement), but it'd be something new to sell us in the auric shop.
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I'm so tired of these threads.
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@xmenfanatic said:
@Justicar said:
This + the locker buff = why do the devs hate Freddy so much?What was the locker buff? All I heard about was the new killer perk that causes exposed when you leave a locker
Lockers now block aura reading. According to this other thread, that includes Freddy's dream world aura reading.
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Nurse destroys Spirit on PC. On consoles, it's reversed.
But on PC, if a good nurse finds you, your skill level as a survivor is basically irrelevant.
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This + the locker buff = why do the devs hate Freddy so much?
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Bug Report: Survivor was downed somehow, plz fix.
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@PureHostility said:
Imho, after 2k of hours, L3 on my Trapper all I would love to see changed:1) Start with 2 traps by default. (Major buff)
2) Traps are darker by default. (Minor buff)That's it.
Nothing more.I agree with the above, but I would add one other thing:
3) Fix his darkening addons so that they actually work (they're currently bugged so that they only appear darker to the killer, not the survivors).
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It'll be awhile before I get Jake's face for my Bubba. Getting Claudette's was effortless, however.
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As others have already said, you're not going to pip if you're only getting points in one category. Regardless of how many gens you ran the killer around, if you don't get some points in at least one or two of the other categories, it doesn't matter in the current emblem system.
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Since everyone keeps debating the facts, here's the link to the wiki article on it: Black Lock Visibility
The Hatch will become visible ("spawn") whenever the number of fully repaired Generators exceeds the number of living Survivors by 1. This is true for the following scenarios: Four Survivors: 5 fully repaired Generators / Exit Gates are powered Three Survivors: 4 fully repaired Generators / 1 Generator left Two Survivors: 3 fully repaired Generators / 2 Generators left One Survivor: 2 fully repaired Generators / 3 Generators left -
@AshleyWB said:
Not the status effect but yes to how the legion will deep throat you when hit.Oh my.
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It's your own fault. If you'd quit camping the gens then I wouldn't need to tunnel and camp you to keep you off them.
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I'd be perfectly happy with this if it goes both ways. Let the player choose a single Killer they don't want to play against, and let Killers choose a single Survivor they don't want to play against.
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@SkeletalElite said:
The helmets aren't meant to get kills unless the survivor doesn't actively attempt to remove them. They're supposed to slow the game down by forcing the survivor to not work on gens even after they've been unhooked, so you can exert more pressure.They can definitely do so if used right. I've played games where the Pig used the decreased timer addons, and if you didn't do a beeline from puzzlebox to puzzlebox, you were dead.
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This would unfortunately break things a bit. I think a better solution would be to have the camera sit a bit higher than her actual head in order to combat the issue. I definitely find the Pig impossible to play due to the crouching camera height.
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@Boss said:
Because players are allowed to not want to start playing with someone.This. If my lobby has
- A Twitch handle
- A Squadette
- An obvious 4-person SWF
- Terrible pings
Then I'm dodging it.
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Here's the changes I would make:
- 1 Exit Gate, 1 Hatch
- When all gens are powered, both activate and can be opened.
- When all gens are powered, the exit gate is shown to both the survivors and the killer. The hatch is not.
- Both the gen and the hatch can be opened at the same progression rate.
- The hatch does not make its normal sound until it has been fully opened.
- If there is only one survivor remaining, the hatch can be opened by that survivor if found regardless of how many gens have been done.
Thoughts?
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@Tzeentchling9 said:
Brady said:@Justicar said:
@Brady said:
SWF was always intended. The info you have is false.
Source or STFU. Aura reading perks alone make it very obvious this is not the case.
They said it on their own stream...
Followed immediately by a statement that they knew voice coms would break the game, but can't do anything about it.
SWF like to leave out that little detail.
Do you know the time stamp? I see this mentioned all the time, but after much searching I've yet to find out when it was supposedly said.
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Has anyone tried with a build that plays to its strengths rather than holding onto the meta for dear life? I'm curious as to how a build based around PWYF and Bamboozle would play out.
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@Poweas said:
@Justicar said:
There are two things that killers need to be viable:- Map Pressure
- Anti-Looping Abilities
Nurse is godly because she's great at map pressure, and a giant middle finger to looping survivors. Hillbilly is amazing at the first and pretty good at the second. Pretty much every other killer is weak in one of those two areas.
Hag has both, she forces survivors to crouch around and she can middle finger looping survivors too, with more accuracy then Nurse (not more effectively). And if they run while she traps, she can just bait it at the next loop for that sweet hit. Any advice for learning Billy btw? I used to be godly with him but I've got rusty ever since I've learnt Hag and Nurse and I really want to get back to the old days.
Not really. She has great map pressure, but even with her traps she's fairly susceptible to looping, since the moment she crouches down to trap, a competent survivor will simply move on to the next loop.