KingB
KingB
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- KingB
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Comments
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@PiiFree that might work the first time, but any smart survivor will see you respecting pallets and then just not throw it down.
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They should add 4 special hooks per game. When a survivor is hooked on one they lose a random perk. Special hooks can only disable one perk then act as normal hooks. Sabotaging one of these hooks doesnt break it the first time, but disables the ability to remove a perk.
Only one perk may be removed from a survivor per game. What perk is removed is entirely up to RNG. -
@PiiFree have fun watching survivors bait the pallet drop and get an extra 1-2 loops.
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This is a base game mechanic correct?
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If they're cheesing the chase by moonwalking try to see if you can walk "through" them. Like when they turn around go towards them lmao I usually try to go directly around them by crouch walking. I usually get caught pretty quick but its funny to pull off.
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It's because they dont want to admit they are bad for having it activate. When I lose to noed I dont care because I could have prevented it. It punishes survivor mistakes, they popped gens too quick and didn't get totems. It has counterplay.
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@HatCreature There was a typo in my op. I said skill checks a lot and messed up and put good skill check. I meant any. The point was not to waste them on great skill checks. Tinkerer got nerfed, stake out gets massively buffed.
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@Eninya it does a different purpose than technician. Technician reduces noise made by 8m and also has a 50% chance to not explode the generator. The new stake out would force you to hit skill checks first. In which case you already dont need technician because you can hit skill checks.
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@HatCreature I'm sure all 5 people who currently run technician wont pass it up. Plus you have to be able to hit skill checks to make the new stake out work, which would defeat the purpose of technician. Its higher risk higher reward. Plus technician also reduces noise made by repairs by 8m. I'm fine with the numbers being tweaked. Does tinkerer really make sense with what it does?
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@Delfador I just think stake out has a really good concept but too harsh requirements.
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@powerbats I play on ps4 so take what I say with a grain of salt. I've never really encountered more than 1-2 amazing huntresses. Most are just meh.
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@DocOctober I respect that.
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@DocOctober That wont consistently get you tokens though. Plus it relies on too many things out of your control. It relies on the survivor to loop near where you are for an extended period of time, relies on it not being a killer with a small TR, and relies on the killer not to break chase and patrol gens. And if said killer does break chase since you're generally close to them and at a generator they will likely come to you.
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@HatCreature It already does that. The requisite to get stacks negates the benefits of the perk. It's not better than technician with this rework. Technician reduces sounds of gen repairs by 8 meters. Technician also doesnt require you to hit skill checks to activate.
Theres no need to use it at high ranks because at that point most survivors should be able to hit great skill checks. And at mid ranks you run a higher risk of facing killers with a smaller terror radius, making the perk almost entirely useless. Small game is a better counter to ruin than stake out and also massively helps prevent NOED.
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@DocOctober Unless I'm wrong its 15 seconds per token and capped at 3 tokens at tier 3.
Edit: I am wrong, its capped at 4 at tier 3. -
@DocOctober This doesnt change the perk's function, just changes the requisites so that it isnt so situational. I would argue this is a buff instead of a rework, because how often is a survivor going to be within the terror radius of a killer without being in a chase while working on a gen? Staying in the killers terror radius without working on a gen for 45 seconds negates the benefits of using this perk.
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I like the lullaby, it gives a unique aspect. However, I think the radius should be reduced to that of a regular TR and all perks impacting the TR should impact the lullaby.
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I personally never understood why RBT's dont start ticking immediately.
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Idk if I've commented but I would play killer more if I had meta perks on them. I make it to red ranks every season as killer and its rough because on billy I only have ruin 2. Once I get enduring/spirit fury on wraith I'm going to do a lot of end game builds. Biggest problem is people dont even loop properly but I still get gen rushed. They literally throw the pallet down the second they go through it and repeat for 20+ pallets. Then they have windows (dont have bamboozle on wraith yet either and hes level 50+).
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@OrionsFury4789 Yes, I play on max sensitivity. That's when auto-aim shafts me. It will go like down and to the left/right and they just keep running straight.
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I remember first starting out thinking it was a bug that was causing me to have inverted controls. Fun times.
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I've said a bunch of times that giving one token for unhooking and one for safe hook rescue would make it perfect. Or, just giving 2 tokens for a safe hook rescuse.
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It's not near as bad as the grim pantry.
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I never had it happen until I read this thread. You jinxed me.
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@The_Crusader I usually follow a 3 pallet rule. If they aren't down by 3 pallets I break chase and patrol gens. They didnt even have to throw any pallets. I physically could not catch them. I'm gonna trim the video of it and post it at some point. I couldn't use bloodlust either. I made some bad chasing choices but there wasnt anything I could do right, just stuff I could do better.
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@NoShinyPony @thesuicidefox They all ran straight to the middle at the start of any chase. I was playing trapper but they got ruin at the start and I had traps in the middle pallets, they didnt have to use them. It was all windows.
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Nurses calling, distressing, coulrophobia on a doc.AlwaysInAGoodShape said:In what build would you use it?
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I dont understand all the fuss about the lanterns. The cosmetics aren't even that great David's donkey jacket is 1 million times better (I'm biased tho david main).
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Lobby-dodging isnt a problem. Making items invisible is a bad choice because then so many killer perks will be irrelevant.
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Its been proven to be overpowered.
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@RWoodrow how much should I expect one to cost? I've seen varied prices.
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The reason for the gap is that killers are reliant on survivors mistakes. Veteran players make less mistakes for the killers to capitalize on. Plus, newer players tend to have problems doing gens. Once they learn how to do gens properly there isnt much a killer (except nurse) can do.
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@PhantomMask20763 I should be a dev. @Peanits feel free to use this freddy rework idea!
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Make default dream transition time zero. Survivors in the dream world suffer hindered, and move at 10% movement speed, suffer from exposed, can be moried regardless of hook stage, and freddy can always read every survivor's aura.
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Cote as killer and ochido w swf as survivors. Everyone gets a character and perk wheel.
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@Kaelum Again, how? The issue is disconnects wasting offerings. Thinking logically add-ons would be wasted as well as offerings. You said players should be sent back to the lobby with offerings. I thought of an idea to make it feasible.
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@fcc2014 I dont dent solo players are underpowered against killers. The scale of balance is
1. Swf
2. Killers
3. Solo survivors.
I'm a p3 david and facing rank 7ish killers I play swf (without comms) and rarely get dodged. Last night out of 5 games 1 we got dodged and 1 was a dc at the start. The other 3 were normal games. -
@fcc2014 That doesn't mean it's any less broken. They aren't and shouldn't be removed entirely. They should either be nerfed or killers should be given compensation to compete. If devs allow the imbalance to remain for so long wouldnt logic dictate people would want to avoid it eventually? Instead of worrying about lobby dodging we should worry about why people dodge the lobbies in the first place.
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@fcc2014 I never said delete swf. I'm saying it's broken in its current state and killers stand little chance against co-coordinated swf groups. How about if players also git gud and stop relying on crutch perks and voice comms?
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@Kaelum how is it off topic? The issue was disconnects wasting offerings. How can it be abused by anyone? It's the killer not wanting to waste UR add-ons on 3 or less survivors. Its not forcing anyone into anything, both killer and survivors have to agree to it. It's basically a reset because no one likes playing busted games.
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Imo if someone DC's killers should have the option of giving survivors a surrender button. Everyone gets 5k bloodpoints and a black pip while getting back any items/add-ons/offerings. Yes some will abuse it but if it is abused then we have what it is now.
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They honestly need to rework leatherface or at the bare minimum 90% of his add-ons.
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Devs already said they aren't going to touch trapper for awhile.
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The more threads there are the more the devs will listen. Persistence is key.
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They should integrate more perks into killer for each swf member. Like 2 people of SWF gives you ruin (if you have the teachable) 3 gives you ruin and noed, all 4 SWF gives you surveillance ruin and noed or something. Then both sides get extra perks from having swf.
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@Swiftblade131 you can't see it through any cracks, there was a locker on the other side along with 2 barrels. Finding it would've been pure luck had they not been chased there.
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@Swiftblade131 it wasn't found until I chased someone by it. You can only see it from the angle I was standing at.
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Trapper main here, I love this idea. You could make it cause hindered, deep wounds, or broken for X seconds after escaping a trap.
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@Tzeentchling9 Its still a really good spot. It was only found when a survivor accidentally ran past it in a chase
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@fluffybunny I can see how what i said can be confusing. I picked up my controller with my right hand then I hit triangle while grabbing the other side with my left. My left hand accidentally hit the left trigger switching me to wraith while readying at the same time.