Kilrane
Kilrane
About
- Username
- Kilrane
- Joined
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Comments
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You feel it on doors the most imo
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Doctor is more powerful than any other Killer?

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Give the Mimic Killer the ability to create a random Killer illusion of their choice.
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Yeah, sorry no. I think this is OP.
What "problem" are you trying to solve?
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Check this dude's videos. Watch how he plays the different Killers and practice applying it.
https://www.youtube.com/user/TrU3Ta1ent
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Huntress when the walls fell.
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I agree but what would Thrill of the Hunt do?
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After being BM'd the entire match by "The Large Mamou" I said there's no reason to be rude after he said "easy". Was then told this nice bit of report spawning stuff:


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Had this happen just two nights ago. Was herding a Survivor towards a trap and he ran right over it. I followed directly behind him and ate it instead.Master said:@Leatherbilly said:
Pretty frustrating that you can trap a narrow corridor dead center and still have survivors squeeze through like a rat.Just a small change would go a long ways in this regard.
The most frustrating thing is when the survivors hitbox is small enough to pass through the wall and the trap, but when I do the same, I get stuck in my own trap.
Not gonna lie, if that happens I will tunnel that survivor to death and then go afk in the basement

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I take your statement to mean that you think this is balanced (in my mind at least) against SWF but not vs solo play.Jack11803 said:@Kilrane said:
rmills963 said:@Kilrane said:
Yes, it would cost SWF more time because Hex Perks are more robust.
No, it's an insane buff that makes them horribly unbalanced. Hex perks are already good enough needing to be found once, let alone finding ruin 5 times, thats just obnoxious. especially if you have thrill of the hunt. Totem perks are in a pretty good spot, i just want to prevent them from being seen upon spawning or devour being destroyed when they dont even know what it is
Why is it horribly unbalanced? Why is it obnoxious?
Because if it did that to SWF, it’d basically infinity gauntlet solo players out of this dimension
No. Solo players need to hunt for totems too. Hex: Ruin is used to slow down the game because there is hardly any time sink that Killers can introduce. Solo players are affected by that just as much as SWF. -
Because time is king in this game. Already Killers that are not top tier struggle with Survivors because of all the time wasting and second chance perks they have. Picking a totem perk under this system would give Survivors a much needed time sink that is currently lacking in the game and expand the current meta. Your idea gives totems gives Hex perks a marginal amount of bonus time. Survivors will still spawn next to totems and will either tap a gen to see if they get the Curse then go back or immediately pop the totem.rmills963 said:@Kilrane said:
rmills963 said:@Kilrane said:
Yes, it would cost SWF more time because Hex Perks are more robust.
No, it's an insane buff that makes them horribly unbalanced. Hex perks are already good enough needing to be found once, let alone finding ruin 5 times, thats just obnoxious. especially if you have thrill of the hunt. Totem perks are in a pretty good spot, i just want to prevent them from being seen upon spawning or devour being destroyed when they dont even know what it is
Why is it horribly unbalanced? Why is it obnoxious?
Totem perks are extremely powerful, devour can snowball an entire game if left unattended, ruin makes games take nearly twice as long if that isnt destroyed. needing to find all 5 totems takes WAY too much from survivors, it is already nearly mandatory for time it stalls the game for already. How is requiring to find all 5 totems balanced? My intention was to stop the spawn breaking of totems so they dont feel like dead perks
Some are well hidden, however those locations are memorized by high ranked survivors. Totems are a more complicated subject because of how powerful they can be but also because of how easily they are removed from play.NotBiasedAtAll said:Yeah, I don't think hex perks being transferred from totem to totem is too good of an idea.
Some totems are already hid well. Now, if totems didn't have the chance to spawn right next to objectives or survivors, I think hex perks would be in a great place. Only lighting up when they are in use, as the topic creator said, is also a minor buff that I think would make sense.
All in all time is what is important here. Losing a perk slot should require much more work than spending a small amount of time on totems. -
Wraith should reach into someone's back and rip out their spine and skull forming it into a new weapon.
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Why is it horribly unbalanced? Why is it obnoxious?rmills963 said:@Kilrane said:
Yes, it would cost SWF more time because Hex Perks are more robust.No, it's an insane buff that makes them horribly unbalanced. Hex perks are already good enough needing to be found once, let alone finding ruin 5 times, thats just obnoxious. especially if you have thrill of the hunt. Totem perks are in a pretty good spot, i just want to prevent them from being seen upon spawning or devour being destroyed when they dont even know what it is
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Gameplay was originally not designed for SWF. In fact SWF was tacked on, that's why there's still the vestigial problem SWF has with having to reform after every match. Gameplay play was specifically designed with not knowing how the other Survivors would act or play.
In my opinion: that's the reason the game has had this problem. -
Yep, SWF are overly altruistic. You can and should abuse. Welcome to the "power role". Lol
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Yes, it would cost SWF more time because Hex Perks are more robust.ceridwen309 said:@Kilrane said:
I think all totems should work like NOED in that if one is up and not inhabited by a Hex then it will inhabit that totem. This includes after the totem it is inhabiting already is destroyed. What I mean by this is: say you have Ruin equipped, Survivors find and dismantle your lit totem, they succeed in breaking it, Ruin will then transfer to an uninhabited totem and light that one up.It will give totems a much larger time sink for an objective that Survivors should be doing anyway.
SWF scenario with this:
"Hey guys? We got ruin."
"Ok...everyone find a totem, but wait to break it."
"Got your totems?"
"Yeah. But the killer is patrolling them."
"Don't get caught. Who has the lit one? Ah, good....pop it!"
"Now, everyone start working on their totem. If all goes well...this leaves only one more."
"Drat, now he's going to camp that one."
"Treat it like standard ruin now, Noed at least can't effect us."3 gens later.
"We are 1 man down, 1 hooked, and 2 gens left to go. Since he's distracted...let's try to pull his attention in two. You go for the hook...I'll go for the totem."
Totem popped....another man down....another gen popped....1 gen remaining.
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Somehow a thread that is about the expectations of behavior that Survivors have for Killers turned into a debate about a whataboutism.
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1) Doctor
2) Wraith
3) Trapper
4) Cannibal
5) Nurse
I know. I'm a weirdo. -
I almost made someone poop themselves with the Doctor. I used Insidious and waited by a gen they had been fighting with me over. One poor behbeh came over all stealthy-like. I watched him for a couple seconds to let him get comfortable and then snatched his ass off that generator like a fat kid defending the last slice of cake.
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I think all totems should work like NOED in that if one is up and not inhabited by a Hex then it will inhabit that totem. This includes after the totem it is inhabiting already is destroyed. What I mean by this is: say you have Ruin equipped, Survivors find and dismantle your lit totem, they succeed in breaking it, Ruin will then transfer to an uninhabited totem and light that one up.
It will give totems a much larger time sink for an objective that Survivors should be doing anyway. -
I think Wraith should get a much more significant speed buff when invis. It's sitting at 126% while cloaked. It should be much higher: 150% or so. His bell rings twice per channel. I think his bell when rang once should give some short range aura buff. 5m Survivor aura detection for 1 second.
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If you run in a straight line when playing against a Huntress that's on you too.
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/10chars -
If you get into a locker you'll stop accruing madness.
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That'll happen. The worst is when the Survivors BM the entire game and when you scoop them up for the final hook they pull the plug. Yay.
