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KingFrost

KingFrost

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KingFrost
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  • Keys shouldn't be removed, but they should receive a minor nerf. It should take 5 seconds to open the hatch. Like the action for opening the exit gates. That way survivors can't simply escape mid-chase. Had it happen to me TWICE so far. Both mid-chase.

  • First impressions by description alone:

    Gearhead sounds decent. Even better if you pair it with Dead Man's Switch. That could be a very lethal combo. Do you stay on the gen, or let it be blocked for forty five seconds? Depends a lot on skill checks, though. Should make skill checks more likely while active IMO.

    Hex: Retribution sounds good. It being cleansed isn't the end of the world (Like with Ruin) so if it only lasts 10 seconds into the match, you still get at least SOME effect out of it. Could be better than Thrill of the Hunt.

    Dead Man's Switch by itself might be okay. Paired with Gearhead it could be interesting. But I doubt gens will be blocked for long. Especially once survivors realize you have this perk.

    Off the Record sounds like a weaker Iron Will mixed with a little bit of Distortion. Not sure why you wouldn't just run Iron Will, instead. Might give you a decent chance to self heal (Does it work on survivors healing you, though? Would look pretty funny seeing one person healing nobody) Might be useful in end game if the killer has Blood Warden. Honestly don't see many people using this one, though.

    Red Herring could be useful, especially if you've three-gen'd yourself. You work on a gen for 3 seconds, leave the area, hide in a locker and draw the killer to one of the gen's. Or at the beginning of the game. Countered HARD by surveillance in end game, though.

    For the people seems like a really strong perk. Especially against killers who slug. Allows you to trade a healthstate with a teammate, then two minutes later you heal back up once Broken has gone away. In the meantime you can heal your teammate all the way back to full health. If you're really good at looping this perk could be a bit broken.

  • I think there should be a hex totem that puts the survivor who cleanses it in the dying state after 30/20/10 seconds.

  • My suggestions:

    Babysitter: Just let the survivor you unhook also see the killer's aura for 4 seconds.

    I like your suggestion for Camaraderie.

    I think Second Wind is fine.

  • Killers have plenty of second chance perks. Ruin, Pop Goes the Weasel, Enduring, Spirit Fury, Overcharge, and Blood Warden are second chance perks in the same way Adrenaline, DS, Dead Hard, and Borrowed Time are.

  • I see a lot of people using Deja Vu, and I just shake my head. Rank 20's? Sure. It's a useful perk. Rank 8? There's no excuse!

    I'd play it on another system if they offered cross-progression. But I don't want to have to earn ALL THE TEACHABLES multiple times.

  • The issue with Mori's is, a killer can camp, tunnel, and then mori you straight off the hook. Had it happen to me against a Rank 1 Oni. (I was Rank 7). Keys are a bit unfair, but they do require a set number of gens. I don't feel nearly as cheated when a player leaves with a key as I do when I get tunneled off hook and mori'd.

  • DS and NoED are both fine. I say that as someone who plays survivor and killer equally. Perks are meant to make lives easier for those who use them (Except No Mither)

    Also, killers get less second chance perks because they are the role with power. A killer who's caught a survivor can camp, tunnel and end the game for a survivor. Survivors can only end the killer's game by either completing the objective or using an outside item (which killers also have with Mori's). So survivors need second chance perks to stay in the game, while killers do not (instead they need slowdown perks, which Killers have a LOT of)

  • DC Penalties should never be longer than 5 minutes IMO unless a player has been reported for unsportsmanlike conduct. But I think 5 minutes is fine.

  • I think on the first hook, unless all generators have been completed, if the killer is in a 16M Radius of the hooked survivor, and there are NO other survivors in the area (or the killer is in Chase), the hook timer should be paused.

  • The killer will be able to break pallets that are standing up, but if stunned by a pallet is stunned for twice as long as other killers.

  • When you're the last one left, you should definitely be allowed your escape attempts as long as you aren't on stage 2 already. It really sucks when you do most of the work. Unhooking, healing, and doing generators, only for your team to abandon you and not even make an attempt to save you. Especially when there's no NoED! I've had teammates come back for me when NoED is active! Not my fault I have crappy selfish teammates.

  • Ivory Mori is fine, maybe should require a total of 4 hooks before using.

    Ebony Mori should require you to hook each survivor once.

    Keys should require an action that takes X amount of seconds to open the hatch unless the EGC is going.

    Toolboxes should be nerfed. BNP's should be erased from existence.

  • Took me like 5 tries. Finally got it off a Decisive Strike at the end of the game. Ran all the way to the other side of the map to the exit and didn't look back.

    As killer, I've let at least three people go with No Mither. Made some friends that way.

  • He might be good at blinking, but skill will only take you so far. You need strategy, and his strategy failed. He slugged three people at the beginning of the game, and two of them got up. One might've had unbreakable (good use of his perk) and the other got healed. At one point during the video he says "We're not letting the survivors play the game!" At which point... he's got one player hooked, two are uninjured, and Nea is injured but up -- and she stays that way for four minutes.

    At the end, he lets Adam open the exit gates. Some people say "Adam didn't earn his escape!" But I'm not sure how people can say that without watching the match from his perspective. And clearly he earned it--he stayed alive until that point. Plus he must've had unbreakable, which definitely was a hail mary for his team. And without seeing things from his perspective, we have no idea what he contributed to the gens.

    So yeah, he had short chases. But he didn't capitalize on them. Skill only takes you so far. And it's hard to say how sneaky they were, since we don't see anything from their perspective. Nea went four minutes injured without him engaging her. Four minutes without healing is a lot of time to work on generators. I think he got a bit overconfident with the generators early in the match, which ended with a 2k. Could've easily been a 3K or a 4K, but it didn't end up that way. It happens. I'm definitely not at his skill level with any of the killers. So I can only speak from observation. But from what I see, there's definitely tactical errors in there that held him back from more kills. And it doesn't amount to "Just camp!" or "Just tunnel!" (He earned that DS btw. Claudette comes off the hook at 5:47, he picks her up just 6 seconds later at 5:53)

    Are there issues for killers that Devs need to look at? Absolutely! Toolboxes are definitely one of them. But I'm not sure this game is the best example.

  • If you camp and tunnel, you don't get to complain about gen rushing tbh. And yes, I play both sides pretty equally. When you camp and tunnel, guess what? Survivors have no choice BUT to gen rush! If their game ends because they get caught once, they have every incentive to bring in the best toolboxes, and do nothing but generators and avoid chases. Killer Mains are every bit as entitled as Survivor Mains.

    I've gotten Gen Rushed, and I've got tunneled. Neither are fun. And if you need to tunnel or camp, tbh you're probably not as good as you think you are. And when you face a better group of players, of course you're going to have to sweat.

    "But it's SO HARD PLAYING KILLER! ESPECIALLY AT RED RANK!"

    Yes, and it should be! That might not be something you want to hear, but playing the game at high ranks should be hard! You shouldn't be no-sweating every match when you're in the red ranks.

    "But Red Rank survivors don't sweat their matches!"

    If you don't make them, they don't. And of course a lot of red rank players are SWF teams that the game can't be balanced around unless you want to kill random play entirely. The game isn't designed for the coordination of a team of four survivors who can pick their perks in advance, cover their weaknesses, and communicate with each other in the game. SWF teams aren't invincible though. They're just MUCH harder to face for reasons outside the devs control.

    There are issues with killer that need to be addressed. Each killer needs a slight buff, so they're all more viable options beyond mid-tier range. Toolboxes need to be nerfed. Especially BNP's. Key's need to be reworked slightly. But so do Mori's! Getting tunneled off the hook and then Mori'd is the opposite of fun. Just like getting gen rushed is no fun.

    When I play killer, I don't camp and tunnel. If I see a survivor rescue another survivor, I'll kill the rescuer over the victim. (This changes in end game, at which point I think tunneling and camping are acceptable, because what else are you going to do? The power structure changes as soon as all 5 gens are complete. Unless you know where the other survivors are, or need to guard the exit gates, there's not much else to do as a killer. And when I play survivor, I don't bring in items (unless its for a daily or a rift challenge). Because I know how not-fun it can be to get gen rushed. But if you don't care about the other sides fun, then why should they care about yours?

  • Can we at least have them NOT spawn near survivors? I've spawned into the game, made my way to my hex totem to put a hag trap down, only for it to already be destroyed. It had ZERO chance to make any impact on the game at all. So I had to continue the match with 3 perks against 16.

    Would be nice if we could select a backup perk to replace the hex perk (Can't be another Hex Perk) in the event our hex totem is destroyed. But I don't see the Devs ever doing something like that. (Haunted Grounds would be an exception since it already punishes survivors)

  • Here's an idea to counter camping:

    On your first hook (and only your first hook) the hook timer will not progress while the killer is inside the 16M radius of Kindred UNLESS a survivor is in the same 16M Radius. This ONLY goes for the first hook, and before the fifth generator pops. Once the final generator pops, The hook timer will continue no matter what. Or maybe more balanced, it could be tier 2 kindred with a 12M radius.

    This gives survivors a better chance not to be camped on their first hook (giving them slightly longer games), and even if they are they aren't screwed when they get auto-sacrificed on their second hook. In return, it gives killers information. They'll know a survivor is within 16M of the hook if the progression starts immediately.

    But it would be unfair to do this, without also nerfing toolboxes, giving most killers a rework to make them more viable and give them more pressure and giving them a better way to start the early game without two gens popping in the first minute of the game.

  • Survivors would be more encouraged to actually do totems instead of leaving them up if they could see how many totems were left. They'd still have to hunt the totems, they'd just know how many are left. So instead of finishing up that last generator, they might be encouraged to go hunt those totems before NoED kicks in. As it stands now, it's better to just do generators than totem hunt because you don't know how many totems have been cleansed. Right now, might as well take your chances with NoED. The killer might not have it, and even if they do they might not find you first. You don't know how many totems are left, there could be 2, or there could be 5.

  • Other stats people might be interested in:

    -NoED was used 18 times, but only secured 6 extra kills.

    -Only 3 players escaped through the hatch

    -6 deaths were from Mori's

    -Only one death was from the End Game timer expiring

    -2 deaths were from bleeding out

    -Only 7 games were there NO survivors with Self-Care.

  • I'll keep track and see if these change any over the next 50 games. Though some of them might be skewed by the Archives. So I might wait before counting games again.

  • Fixed. Nobody used that one either.

  • First level wasn't too bad. Didn't realize I could just pallet stun a killer as Jane to get Jane's Victory. And an Oni was nice enough to let me crawl through the exit gate to get Poised Performance. Phase Warrior was a little challenging for me because I'm not good with Spirit at all.

    Currently Level 32 in the Rift.

  • Just some ideas:

    -Let the trapper carry 5 traps at a time, and let him start with all of his traps. This means he doesn't have to go around looking for his traps for set-up. Add-ons that increase his traps means he still gets to carry all of his traps at once

    -Survivors cannot attempt to escape traps for 10 seconds. After that, survivors have a 20% chance of escape (Down from 25%) Add-ons can increase this time. Other survivors can rescue them before their ten seconds is up.

    -Trapper has a secondary ability: While carrying no traps, he can create 'minor traps'. These traps don't actually trap anything, but do alert the trapper when someone steps on them. Similar to the Hag's traps, but larger and no teleportation. (They'd be about the size of Demogorgon's portals) With add-ons, these traps can have secondary effects. The temporary traps do NOT break, but he can only have up to 5 at a time. Survivors can destroy them. It takes 16 seconds to destroy one. They would be hard to see.

  • It'd just create all kinds of new problems, with mid-rank survivors facing high rank survivors.

    Low tier killers need to be boosted imho. Give them some way of slowing the game down a little. And for killers who already have that but need other boosts (Like Pig) give them boosts elsewhere.

  • Protection hits work for me on Switch. They're a little finicky though. I've often unhooked a survivor, taken a protection hit, got a point in WGLF, then 10 seconds later got a second point for the safe unhook. Can't speak for other platforms though.

  • They can work on objectives, doesn't mean they'll necessarily complete them. I had a game a while back in Lerys, survivors had 1 gen left. 3 Survivors alive. I defended those generators for a good 10 minutes. Survivors would go to the other end of the hospital, hide and heal up. (I didn't risk chasing them long). With Surveillance anytime they started working on a gen, I'd find them, kick it, and chase them around a bit. Took me a while to get them, but it was really satisfying to actually get them instead of just having a clock run out.

    At most I'd say if no gens have been completed for more than 10 minutes, let the killer open the exit gate. That way survivors still have a shot at leaving.

  • So on the other side, if the killer doesn't hit someone for 10 minutes, the generators become auto-completed?

  • They should combine it with Kindred. That way you'd also discourage bad saves when the killer is nearby camping without having to use another perk slot.

    Also I've caught many a survivor with BBQ + Chilli.

  • If the problem is that people aren't doing totems because they don't know if the killer is running NoED the solution is simple: Make NoED part of the Killer's base skillset. Let the survivors know how many tokens still need to be cleansed in the HUD, because otherwise that'd be unfair. But if NoED is base kit, then survivors aren't 'wasting time' by doing totems.

  • It'd be nice. I might get the game for another console if they allowed it. I mean even if you wanted it separate for some reason, you just wouldn't have to link accounts or whatever. I have a cousin who has it for XBOX One and who is going to get it for Switch, but she doesn't want to lose all her progress. I'd probably consider getting the PC version if I ever had a PC that wasn't crappy and didn't have to farm bloodpoints to start all over.

  • I think a better idea might be to require a secondary objective to open the exit gates. Like start all 5 generators, and earn enough "Hope Points" to power the exit gates. Let hope literally power the exit. You could get hope points for doing things like unhooking survivors, spending time in the basement, escaping chases, cleansing totems and getting protection hits. The fewer survivors alive, the quicker the hope bar fills. So escaping from the killer might earn 10 points if there are 4 survivors, 15 if there are 3, 20 if there are 2, and 25 if there is 1.

  • There's a thumbs up button on consoles, but I'm not sure it actually does anything. It'd be nice if we had a few button options. Like:

    Survivor to Survivors:

    Thanks for the Save!

    Thanks for healing me!

    Good Game!


    Survivor To Killers:

    Congrats!

    Good Game!

    Better Luck next time!

    Sorry my teammates teabagged you (okay probably not this one, but I so want to apologize to killers when my teammates teabag them. Its so uncalled for)


    Killer to Survivors:

    Good Game!

    That was Rough!

    Better Luck next time!

    Almost had you!

  • If survivors can blacklist a killer, can Killers blacklist survivors? Cause I'm pretty sure we'd never see Claudette again! (Not that we ever saw her in the first place..)

  • I'd like to see all of them get some slight upgrades. Like let the Trapper start with all of his traps and let the Nurse see her blink destination like the add-on lets her do.

  • Wraith. I have yet to meet a Wraith that doesn't camp.

  • There's several problems with your ideas:

    First, it wouldn't discourage tunneling at all. In fact it'd encourage it because by definition an unsafe hook is when either the unhooker or the hooked get hit. That means that the killer can just hit the guy on the hook within 10 seconds, put him back on the hook, and it'd be absolutely no problem. Because once the person being unhooked is hit, its by definition an unsafe hook.

    Second, by shortening the timer with a different hook, you've basically made the perk completely worthless. Especially since it needs a safe unhook to begin with. DS would NEVER get to be used.

    DS isn't unfair to play against. Killers can already just slug you and leave you there until they think its safe to pick you up. Or just wait for you to bleed out. And don't forget you're in an injured state after Decisive strike anyway. So if the killer hunts you down again and hits you, its game over. Had a game like that tonight as matter of fact. A Michael Meyers hooked me, a Dwight got slugged while I got saved. I went back up to the generator not realizing Meyers was there about to kick the generator (which was 99% done). I fixed the generator, he pulled me off, I DS'ed him, ran as fast as I could but he still got me in the end. The others got away though, since it was the last generator. Even after DS, the killer still has an opportunity to catch the person and hook them again.

    Also if the killer is hooking two other people in one minute, the game's already pretty much in his favor. Not sure why it needs to be made more so.

  • Survivors SHOULD have to play perfect not to get hooked once. Killers pretty much already have to play mistake-free if they want to do decent. Chase one person too long, and you might as well give up. Especially if they have Purple Tool Boxes and Parts. Those aren't fun for killers to deal with at all.

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