Avatar

McCree

McCree

About

Username
McCree
Joined
Visits
994
Last Active

Comments

  • @DocOctober said:

    @McCree said:

    @DocOctober said:

    @Ashkiin said:
    McCree said:

    @Ashkiin said:

    McCree said:

    @Ashkiin said:
    
    This doesn't really make any sense. But it's funny 
    
    
    
    What's funny?
    

    The idea that by having more perks you need more perk slots. The number of perk slots was never influenced by the availability of perks but by balance, which should be obvious imo

    The idea was also suggested mainly because by having more perks to play with and more perks you could build way more builds. And I came with the suggestion to add a limit so you wouldn't be able to make SUPER OP builds.

    This is the killer one.

    That would be the most reasonable way to do it but you'd need a separation related to what they affect, not just strong vs weak.

    Regardless it would need perk changes and a category implementation which would be a nightmare to balance. Given it's already pretty hard to do it at all I'd say just leave it alone

    And here we have exactly the problem of categorising Perks, people are too biased to do that.

    You put Thanatophobia as a crutch Perk for Killers. You yourself said that Crutch Perks means that it is a powerful one. Thanatophobia is by no means a powerful Perk. In the best scenario (for Killers) of 4 injured Survivors for the duration of a gen repair (which basically never happens) it only adds about 10 seconds to a solo-repaired Generator. That is NOT strong. A failed Skill Check has almost the same effect as it regresses Gens 10 % (8 seconds solo-repair).

    I gave a reasoning to why I put that perk there. It's for limiting how many u can use of the gen stopping perks. You can't use ALL of them.

    That doesn't matter at all. It's not a strong Perk, there is no reason to limit it.

    I'm not limiting it in any way. I'm limiting the amount of gen stopping perks u can use. Dying Light Ruin And Thanatophobia... u can use just 2 of those. Then outside of those u could use Overcharge, Pop Goes the Weasel and Hex: Huntress Lullaby.

  • @HellDescent said:
    @Digwiid I hope you are right. I'd really like to see her power get a slight boost or addons so that survivors breathing/footsteps are slightly louder while she's using spirit walk, so its a little easier to track, tone down on that jet engine sound and change the way her husk works.

    Any idea if her sounds are directional when she's in the spirit form? Because if that's the case... WHO the heck thought that was a good idea

  • @DocOctober said:

    @Ashkiin said:
    McCree said:

    @Ashkiin said:

    McCree said:

    @Ashkiin said:
    
    This doesn't really make any sense. But it's funny 
    
    
    
    What's funny?
    

    The idea that by having more perks you need more perk slots. The number of perk slots was never influenced by the availability of perks but by balance, which should be obvious imo

    The idea was also suggested mainly because by having more perks to play with and more perks you could build way more builds. And I came with the suggestion to add a limit so you wouldn't be able to make SUPER OP builds.

    This is the killer one.

    That would be the most reasonable way to do it but you'd need a separation related to what they affect, not just strong vs weak.

    Regardless it would need perk changes and a category implementation which would be a nightmare to balance. Given it's already pretty hard to do it at all I'd say just leave it alone

    And here we have exactly the problem of categorising Perks, people are too biased to do that.

    You put Thanatophobia as a crutch Perk for Killers. You yourself said that Crutch Perks means that it is a powerful one. Thanatophobia is by no means a powerful Perk. In the best scenario (for Killers) of 4 injured Survivors for the duration of a gen repair (which basically never happens) it only adds about 10 seconds to a solo-repaired Generator. That is NOT strong. A failed Skill Check has almost the same effect as it regresses Gens 10 % (8 seconds solo-repair).

    I gave a reasoning to why I put that perk there. It's for limiting how many u can use of the gen stopping perks. You can't use ALL of them.

  • @WhateverIGuess said:

    @McCree said:

    @WhateverIGuess said:

    @McCree said:

    @Orion said:
    The game is intended to be balanced around 4 perk slots. Introducing more for both sides would break it, given how powerful the Survivor perks are.

    Did u not read what I suggested? It would make it better for everyone. And it's not like just the survivors would have extra perk slots.

    Here's a list of the survivors perks in 3 categories... initially thought I'd make just 2 but some of them are questionable.
    If by any chance they make extra perk slots. They could easily have the perks made into 2 categories and make it so u can use just 2 of those super powerful perks at most.
    Imma try to make a Killer one as well just to see how they balance each other.

    WHAT? How is Lithe, DH, SC, BL, IW and Sabo categorized as crutch perks? Is running a crutch perk too?

    By cruch in that situation I meant powerful xD.

    Okay, sorry I got a little bit triggered over that, because if someone claims those perks are OP crutches... HHHHH

    Yeah no I just went with the idea that if we were to have 5-6 perk slots as the OP suggested... Having the ability to use IW Decisive SB SC and 1-2 other perks was already way too much. This way you'd be limited to something like SB+SC +other 3-4 perks from the right side. Same for killers. Also if wondering why I put Thanatophobia at powerful perks... basically because having 5-6 perks would allow for way too much generator delaying and stuff so it had to be limited too.

  • @WhateverIGuess said:

    @McCree said:

    @Orion said:
    The game is intended to be balanced around 4 perk slots. Introducing more for both sides would break it, given how powerful the Survivor perks are.

    Did u not read what I suggested? It would make it better for everyone. And it's not like just the survivors would have extra perk slots.

    Here's a list of the survivors perks in 3 categories... initially thought I'd make just 2 but some of them are questionable.
    If by any chance they make extra perk slots. They could easily have the perks made into 2 categories and make it so u can use just 2 of those super powerful perks at most.
    Imma try to make a Killer one as well just to see how they balance each other.

    WHAT? How is Lithe, DH, SC, BL, IW and Sabo categorized as crutch perks? Is running a crutch perk too?

    By cruch in that situation I meant powerful xD.

  • @Ashkiin said:
    McCree said:

    @Ashkiin said:

    This doesn't really make any sense. But it's funny 

    What's funny?

    The idea that by having more perks you need more perk slots. The number of perk slots was never influenced by the availability of perks but by balance, which should be obvious imo

    The idea was also suggested mainly because by having more perks to play with and more perks you could build way more builds. And I came with the suggestion to add a limit so you wouldn't be able to make SUPER OP builds.
    This is the killer one.

  • @Orion said:

    @McCree said:
    Did u not read what I suggested?

    Are you the OP?

    So what if I'm not I've suggested an improvement to what the OP said. Does it not have any importance to you?

  • @Ashkiin said:
    This doesn't really make any sense. But it's funny 

    What's funny?

  • @Orion said:
    The game is intended to be balanced around 4 perk slots. Introducing more for both sides would break it, given how powerful the Survivor perks are.

    Did u not read what I suggested? It would make it better for everyone. And it's not like just the survivors would have extra perk slots.

    Here's a list of the survivors perks in 3 categories... initially thought I'd make just 2 but some of them are questionable.
    If by any chance they make extra perk slots. They could easily have the perks made into 2 categories and make it so u can use just 2 of those super powerful perks at most.
    Imma try to make a Killer one as well just to see how they balance each other.

  • I can only agree with this if u make it in 2 categories of perks. Because there are combo'es that are way too op to be fair. So for example all the clutch perks: Decisive/ SC/ Exhaustion Perks except adrenaline maybe/ IW and so on so forth are limited to 2 perks per build. Like they can only be placed in 2 slots of those meaning it's impossible to build something completely unfair.
    And while we're at it we can also make a bonus perk slot just for WGLF and BBQ&C. So you can consider those as passives.

  • @Jack11803 said:

    @McCree said:

    @Peanits said:
    While I don't mean to steal your thunder, I also want to suggest a third option:

    1. Remove the bloodpoint bonus from both, make that passive for everyone.
    2. Add an effect to WGLF.

    That way the end result is the same (faster progression for everyone), except that way you're not forced into using a specific perk just to level up faster. BBQ and Chili is a perfectly good perk on its own, you don't need extra bloodpoints to make it more desirable. I'd rather have that be a passive increase across the whole game. That way you're free to use another perk if it doesn't fit your playstyle.

    I'd rather have a bonus perk slot just for those bp perks.

    And not permanent double BP?

    That's exactly what I said. But I'd still have it be a perk.

  • @Peanits said:
    While I don't mean to steal your thunder, I also want to suggest a third option:

    1. Remove the bloodpoint bonus from both, make that passive for everyone.
    2. Add an effect to WGLF.

    That way the end result is the same (faster progression for everyone), except that way you're not forced into using a specific perk just to level up faster. BBQ and Chili is a perfectly good perk on its own, you don't need extra bloodpoints to make it more desirable. I'd rather have that be a passive increase across the whole game. That way you're free to use another perk if it doesn't fit your playstyle.

    I'd rather have a bonus perk slot just for those bp perks.

  • @Nickenzie said:
    Since I seen a lot of fog travelers who wanted to buff WGLF, I wanted to give my 2 cents on it and hopefully you'll agree!

    WHY IS WGLF WEAK COMPARED TO BBQ?

    The main reason why WGLF is weak is because the requirement to gain a stack isn't the survivors objective and it's not reliable!

    On the other hand, BBQ gives you stacks for rewarding the killer for DOING THEIR OBJECTIVE instead of not going out of your way to do something risky such as let's say "Hooking a survivor in the basement to gain a stack".

    So here are my two suggestions on how we can buff WGLF while being balanced:

    WGLF: (More Ways to Get Stacks)
    Your few friends deserve the best protection. Each time you rescue or take a hit to protect a Survivor, repair a generator, stun the killer with a pallet, gain 20 % stackable bonus to all Bloodpoint gains up to a maximum of 60/80/100 %.The Bonus Bloodpoints are only awarded post-trial.

    WGLF: (A Warning if The Killer is Coming)

    Your few friends deserve the best protection. Each time you rescue or take a hit to protect a Survivor, gain 25 % stackable bonus to all Bloodpoint gains up to a maximum of 50/75/100 %. When you perform hook rescue, after 3 seconds, receive a notification if the killer is coming to you.

    The Bonus Bloodpoints are only awarded post-trial.

    The notification will warn you if the killer is coming by looking at how fast the distance between you and the killer is getting smaller! If the distance between you and the killer is getting small real fast then the notification will go off after 3 seconds but it wouldn't if the distance between you and killer gets bigger or it's inconsistent!

    Thoughts, opinions? Leave your civil feedback below! :)

    Seriously...5 pages of comments but on my complex idea nobody said anything.

  • @ToastfaceKilla said:
    So just hitting P3 with her, and having a fair amount of fun playing around with Perks and such, and although she's not trash by any means, and has a lot going for her once you get used to tracking survivors with haunting. The issue so far, is that a few of her mechanics force you to tunnel, what I mean by this is a few things.

    Her cooldown and general time taken to use her ability, makes it incredibly risky to use if you are not sure of getting a hit. Missing is such a huge time penalty (Especially when compared to similar killers) That you never want to make risky plays.

    This means that because Scratchmarks have a delay, and are generally unreliable even with predator, and following them is just asking to get juked, sound is by far your best tool in using her.

    So who makes more noise? Injured and recently unhooked survivors. If I haunt back to a hook after a rescue. (Which you can do from a fair distance, pretty rapidly) Its very easy to find the unhooked guy, and just tunnel them into the ground, its not something you do deliberately, but her power just lends itself to it, especially if running Stridor (Which she needs to even start being effective, put stridor in her base kit, seriously, without it survivors running iron will are invisible.) Going after a healthy survivor is pretty much never the best idea, because without the injured noises, its incredibly easy to get juked. I'm not sure how to fix this, and she still needs buffs in other areas, but as people find the most optimal builds for her, I think you are going to see a lot of salt because she really excels at just taking people out 1 by 1.

    Maybe it wouldn't have been such a problem if at least their stupid marks would work as they should and not appear years later. And I still don't understand how it works when u are a survivor. Do you know I'm exactly near u bcz u hear her screams louder? If so why did they think this was a good idea?
    She already has a hard time at getting her ability to good use. What's the point of making it even worse?
    Also if the sound is directional SHAME ON THEM.

  • @Might_Oakk said:
    Are you playing spirit. She's bugged.

    Yep... I kinda love her... xD

  • I actually have this every now and then but also when I start the game if I'm in alt tab the game bugs out and ends up not responding

  • @LatexT said:
    Meaning of this?

    In case u haven't seen to stun a killer now they literally need to be under the pallet. Not even a finger of theirs under the pallet when drop it will make them get stunned. Not to mention that the small extra time frame where a killer could get stunned after a pallet was dropped has been removed. While I agree with these changes and makes it better in itself for the gameplay. I want to have the hitbox on the lunge fixed too. I don't want to get hit when the weapon is miles away.

  • I just used it before hook saving somebody by throwing it near a locker. The killer went and looked around and then looked in the locker lol

  • I was literally repairing the gen then went off for a second and I got basement points. And the only moment I've been to the basement at that time was when I got the toolbox. I went in got the toolbox and left. I'm sure I couldn't have gotten that many points for that.

  • @Peasant said:
    Since I wasn't there and I can't look into your past my guess is you had some lag issues. That or you foolishly assumed that you can run through a pallet and drop it instantly behind you.

    I have 500 hours in this game so I know very well when I'm gonna get a hit at the pallet and that shouldn't have been the case. And nor have I had lag. My internet is just fine and the ping to the killer was pretty damn good. Haven't had lag at any time during the match.

  • @Peasant said:
    McCree said:

    @Peasant said:

    The pallet speed is only buffed if you are facing it. You still do the spin when you run through it.

    No... I literally mean I was on a side of the pallet and the killer was on the other side. The pallet went down before he hit me. He got stunned and I stil got hit.

    And? That's working as intended.

    That's anything but working as intended.

  • @Peasant said:
    The pallet speed is only buffed if you are facing it. You still do the spin when you run through it.

    No... I literally mean I was on a side of the pallet and the killer was on the other side. The pallet went down before he hit me. He got stunned and I stil got hit.

  • I would but like I need to get all the perks on jake atm so not really

  • @Tsulan said:

    @McCree said:

    @thesuicidefox said:

    @McCree said:

    @thesuicidefox said:
    If they want people to make safe saves with WGLF then it should give a flat 1000BP bonus post trial for every safe unhook. Then people will try to make those unhooks safe so they get more BP AND it encourages them to keep saving after they get 4 tokens.

    I mean that could work too but like still I really think that having more ways to get tokens would be beneficial.

    Nah, it's too complicated. If you want token for WGLF you make saves or take hits. Simple.

    How is it complicated. It doesn't make you have to do new stuff. You literally would just get tokens from doing usual actions. I don't understand your mindset.

    Everyone is telling you the same thing. Tokens should only be awarded for risking something by unhooking or protecting someone else. Not for doing your normal objective.
    Maybe the devs pick up your idea and give survivors another perk that gives bonus tokens for completing gens.

    I don't get why you'd go against it. It doesn't give u any in game advantage and considering how many killers and survivors there are having more bloodpoints gained on average is better. If you want easier tokens for killers then so be it I can easily come up with a similar update to the perk but I just don't understand why you feel like it should be dangerous to get extra points when u're literally playing with 3 perks as a survivor.
    You're literally risking by giving up a perk for those thing. Why do you think you need an additional risk. There are countless perks that could make it so you'd have a different outcome in many situations and u give those up for some bloodpoints. I don't think you'd need an extra problem. And I've had countless matches where I barely had 1 token. Not because I didn't go save but because for example the killer is camping(LF,HB, Myers with EW3 ready and so on), because others get there before I do, or the said survivors dc suicide on hook. Also disconnects affect us too so meh.
    If you want me to make an update to the killer perk too say the word and I'll do it.

  • @thesuicidefox said:

    @McCree said:

    @thesuicidefox said:
    If they want people to make safe saves with WGLF then it should give a flat 1000BP bonus post trial for every safe unhook. Then people will try to make those unhooks safe so they get more BP AND it encourages them to keep saving after they get 4 tokens.

    I mean that could work too but like still I really think that having more ways to get tokens would be beneficial.

    Nah, it's too complicated. If you want token for WGLF you make saves or take hits. Simple.

    How is it complicated. It doesn't make you have to do new stuff. You literally would just get tokens from doing usual actions. I don't understand your mindset.

  • @HeavenlyClassic said:
    I would like more percentage.
    So I get 4 ,this full stack so I get 100percent bonus
    Allow more so I get more bonus
    As it is once i reach 4 i see no reason to go out of my way to save someone at possibly cost of my life. However until I get 4 I always drop what I'm doing to save.

    Does nobody pay attention to what I write? That's why I said you'd have more tokens. Still a max of 100% but with more ways to get tokens.

  • @thesuicidefox said:
    If they want people to make safe saves with WGLF then it should give a flat 1000BP bonus post trial for every safe unhook. Then people will try to make those unhooks safe so they get more BP AND it encourages them to keep saving after they get 4 tokens.

    I mean that could work too but like still I really think that having more ways to get tokens would be beneficial.

  • @Khalednazari said:
    There's no need to change We're Gonna Live Forever, just like BBQ & Chili doesn't need to either. We don't have to keep asking to change how things works always. Feels unnecessary.

    I just suggested a change that would only give more to the players not take away. I don't see why there's a problem with that. Also people can ask whatever they want as it's part of the freedom of speech. If they have a different opinion on that they can share it. There's no need to try to silence others.

  • @Delfador said:

    @McCree said:

    @Delfador said:

    @McCree said:

    @Delfador said:
    I think WGLF definitely needs something. I don't know if the proposed rework would work but as a survivor, it is really difficult to get tokens and when you try to get them, you put other survivors at great risk.

    The only tweak it needs is heal tokens.

    %100 healing= 1 token.

    You can reach %100 by healing different survivors. What I mean by that is that lets say you found a survivor but he already healed himself %25 so you get to keep your %75, if you find another survivor and heal her up to %25, you get a token.

    It would be better I think.

    Any reason you think it wouldn't work? Check out the edited post. Maybe it makes more sense and you'll like it more now. Not sure if u understood it before so yeah.

    Increased tokens can mess up with the game's economy. You might think that I don't want survivors to earn more bloodpoints so that they can't buy insta heals etc. but in reality, if the survivors can get %400 more bp, killers can play a couple of survivor rounds and get their powerful ultra rare addons etc.

    Completing generators, opening exit gates do not fit into the perk's idea. We are gonna live forever as its name implies, forces you to help your teammates directly. Yes, generator completing, opening exit gates are also beneficial but it feels like they are not related to the perk.

    I believe counting healing as a token is the only thing this perk needs.

    Did u read the edit on the op?

    Oh I didn't see the edit part, read the whole post again instead.

    It would make much much more difficult to get tokens and make the perk over complicated. I mean we can discuss this but I don't see devs making this change.

    I still don't see how it would make the tokens much more difficult to get when those actions like unhooking/protecting hit and stuff like that still give 25% per action. It's literally the same thing but with more ways to get stuff. If you aren't that good at math just go with what I said trust me. It's right number wise. And while yes it could be a bit more complicated as a perk the general demise of it would be basically.. you do stuff and get bonus points.

  • @Delfador said:

    @McCree said:

    @Delfador said:
    I think WGLF definitely needs something. I don't know if the proposed rework would work but as a survivor, it is really difficult to get tokens and when you try to get them, you put other survivors at great risk.

    The only tweak it needs is heal tokens.

    %100 healing= 1 token.

    You can reach %100 by healing different survivors. What I mean by that is that lets say you found a survivor but he already healed himself %25 so you get to keep your %75, if you find another survivor and heal her up to %25, you get a token.

    It would be better I think.

    Any reason you think it wouldn't work? Check out the edited post. Maybe it makes more sense and you'll like it more now. Not sure if u understood it before so yeah.

    Increased tokens can mess up with the game's economy. You might think that I don't want survivors to earn more bloodpoints so that they can't buy insta heals etc. but in reality, if the survivors can get %400 more bp, killers can play a couple of survivor rounds and get their powerful ultra rare addons etc.

    Completing generators, opening exit gates do not fit into the perk's idea. We are gonna live forever as its name implies, forces you to help your teammates directly. Yes, generator completing, opening exit gates are also beneficial but it feels like they are not related to the perk.

    I believe counting healing as a token is the only thing this perk needs.

    Did u read the edit on the op?

  • @Tsulan said:

    @McCree said:

    @JoannaVO said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @JoannaVO said:
    Would like to see this implemented in the game. Often see people with 'We're Gonna Live Forever' in my matches and the majority seems to farm hooks, without borrowed time (could be that I just happen to be extremely unlucky, but I doubt that). So yes, give people who want to use the perk more options to gain tokens other than unhooking which results in unsafe unhooks at many times.

    This is one of the reasons I suggested this but not the only one. It's already hard as it is to get tokens without having others get in trouble... or yourself for that matter. Compared to the killer the tokens here are harder to obtain. And even with what I suggested it's not guaranteed you'll always have full tokens worth of extra points but you'll start to average a higher percentage.

    That´s the whole point. Survivors should get an incentive to go for unhooks (preferably save ones) instead of only doing gens. Risk something and get a reward. Killer tokens are way harder to obtain btw. Because the killer has to hook every survivor to get 4 tokens. Survivors just need to get hit near a injured survivor to get a token. You don´t even have to unhook. Make a risky save, get hit after unhooking = 2 tokens. That´s supposed to be harder than hunting down 4 different survivors?

    The huge difference being the fact that the killer perk does something else apart from giving bloodpoints?
    And no it's not hard to hook every survivor. Sure it might be hard to kill all of them but to hook each of them at least once? Yeah I doubt it. Tell me when it's the last time u didn't hook all survivors at least once?
    And survivors already have an incentive to go for hooks. Bloodpoints and tokens nonetheless. Still I don't agree with ur opinion. It's all yours but I'm not going to change my pov just because u might want me to do so.

    That question is easy to answer: almost every match. Why because survivor dc the moment they get downed. Killer doesn´t get tokens from that survivor.
    Also BBQ gives the killer an incentive to leave the hook. Would you prefer it, if the devs take that away?

    And if they dc how is that my fault. Why don't you suggest the devs to do something about it? It's not an excuse for not having a change to we're gonna live forever.
    Even if it does it doesn't mean they will. There's a difference. Not to mention that if the killer won't leave he still can get tokens out of the other survivors... the survivors can't do the same.

    Killer can get 1 token maximum per survivor. Survivors can get max tokens from 1 other survivor.

    Yeah uhm no they can't. At most they can get 2 from 1 other survivor.

    Not really, taking a hit near a hook for a survivor or taking a hit near a injured survivor in general (healing etc.) grants you a token, so you could technically get all 4 tokens just from 1 survivor.

    Technically but not from just unhooking. And still don't think it would be a bad idea to have more option on how to get tokens. Since the person above was complaining about the killer one. They could also have other options... like the survivor one after a chase of like 1.5k if u hit down the survivor u get a token or smth

    You get tokens for unhooking, blocking (getting hit while the killer carries someone), protecting, hitting the killer with a pallet when he carries someone and even flashlight saving.
    Isn´t that enough?

    So basically you get tokens for unhooking(that being if the killer isn't camping), when taking a hit with any other survivor close to you and hitting a killer with the pallet when he carries a player which let's be honest rarely ever happens. The flashlight saving don't award tokens. I've done it countless time and it never added to my tokens. You should also check out the edited post because maybe you didn't understand what I wanted to do here either XD.

  • @Delfador said:
    I think WGLF definitely needs something. I don't know if the proposed rework would work but as a survivor, it is really difficult to get tokens and when you try to get them, you put other survivors at great risk.

    The only tweak it needs is heal tokens.

    %100 healing= 1 token.

    You can reach %100 by healing different survivors. What I mean by that is that lets say you found a survivor but he already healed himself %25 so you get to keep your %75, if you find another survivor and heal her up to %25, you get a token.

    It would be better I think.

    Any reason you think it wouldn't work? Check out the edited post. Maybe it makes more sense and you'll like it more now. Not sure if u understood it before so yeah.

  • @JoannaVO said:

    @McCree said:

    @JoannaVO said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @JoannaVO said:
    Would like to see this implemented in the game. Often see people with 'We're Gonna Live Forever' in my matches and the majority seems to farm hooks, without borrowed time (could be that I just happen to be extremely unlucky, but I doubt that). So yes, give people who want to use the perk more options to gain tokens other than unhooking which results in unsafe unhooks at many times.

    This is one of the reasons I suggested this but not the only one. It's already hard as it is to get tokens without having others get in trouble... or yourself for that matter. Compared to the killer the tokens here are harder to obtain. And even with what I suggested it's not guaranteed you'll always have full tokens worth of extra points but you'll start to average a higher percentage.

    That´s the whole point. Survivors should get an incentive to go for unhooks (preferably save ones) instead of only doing gens. Risk something and get a reward. Killer tokens are way harder to obtain btw. Because the killer has to hook every survivor to get 4 tokens. Survivors just need to get hit near a injured survivor to get a token. You don´t even have to unhook. Make a risky save, get hit after unhooking = 2 tokens. That´s supposed to be harder than hunting down 4 different survivors?

    The huge difference being the fact that the killer perk does something else apart from giving bloodpoints?
    And no it's not hard to hook every survivor. Sure it might be hard to kill all of them but to hook each of them at least once? Yeah I doubt it. Tell me when it's the last time u didn't hook all survivors at least once?
    And survivors already have an incentive to go for hooks. Bloodpoints and tokens nonetheless. Still I don't agree with ur opinion. It's all yours but I'm not going to change my pov just because u might want me to do so.

    That question is easy to answer: almost every match. Why because survivor dc the moment they get downed. Killer doesn´t get tokens from that survivor.
    Also BBQ gives the killer an incentive to leave the hook. Would you prefer it, if the devs take that away?

    And if they dc how is that my fault. Why don't you suggest the devs to do something about it? It's not an excuse for not having a change to we're gonna live forever.
    Even if it does it doesn't mean they will. There's a difference. Not to mention that if the killer won't leave he still can get tokens out of the other survivors... the survivors can't do the same.

    Killer can get 1 token maximum per survivor. Survivors can get max tokens from 1 other survivor.

    Yeah uhm no they can't. At most they can get 2 from 1 other survivor.

    Not really, taking a hit near a hook for a survivor or taking a hit near a injured survivor in general (healing etc.) grants you a token, so you could technically get all 4 tokens just from 1 survivor.

    Technically but not from just unhooking. And still don't think it would be a bad idea to have more option on how to get tokens. Since the person above was complaining about the killer one. They could also have other options... like the survivor one after a chase of like 1.5k if u hit down the survivor u get a token or smth

    I definetly agree with you on the fact that there should be more ways, and I explained above why, but I don't think generators should be involved. I mean, you do have to do something for the (if gained 4 tokens) 100% extra bloodpoints, which is just like a Escape Cake which you didn't have to pay 4,000 bloodpoints for. If I use the perk, and I have a good match in which I'm altruistic I get around 20,000 bloodpoints, that doubled for all the matches I've played is a pretty decent reward for just unhooking and taking a few hits near injured survivors, which I do anyway without having the perk.

    That's exactly why I suggested the addition of more tokens. So the tokens from a generator wouldn't be as important as the others. Check out the edited post. Maybe it wasn't clear what I intended

  • @JoannaVO said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @JoannaVO said:
    Would like to see this implemented in the game. Often see people with 'We're Gonna Live Forever' in my matches and the majority seems to farm hooks, without borrowed time (could be that I just happen to be extremely unlucky, but I doubt that). So yes, give people who want to use the perk more options to gain tokens other than unhooking which results in unsafe unhooks at many times.

    This is one of the reasons I suggested this but not the only one. It's already hard as it is to get tokens without having others get in trouble... or yourself for that matter. Compared to the killer the tokens here are harder to obtain. And even with what I suggested it's not guaranteed you'll always have full tokens worth of extra points but you'll start to average a higher percentage.

    That´s the whole point. Survivors should get an incentive to go for unhooks (preferably save ones) instead of only doing gens. Risk something and get a reward. Killer tokens are way harder to obtain btw. Because the killer has to hook every survivor to get 4 tokens. Survivors just need to get hit near a injured survivor to get a token. You don´t even have to unhook. Make a risky save, get hit after unhooking = 2 tokens. That´s supposed to be harder than hunting down 4 different survivors?

    The huge difference being the fact that the killer perk does something else apart from giving bloodpoints?
    And no it's not hard to hook every survivor. Sure it might be hard to kill all of them but to hook each of them at least once? Yeah I doubt it. Tell me when it's the last time u didn't hook all survivors at least once?
    And survivors already have an incentive to go for hooks. Bloodpoints and tokens nonetheless. Still I don't agree with ur opinion. It's all yours but I'm not going to change my pov just because u might want me to do so.

    That question is easy to answer: almost every match. Why because survivor dc the moment they get downed. Killer doesn´t get tokens from that survivor.
    Also BBQ gives the killer an incentive to leave the hook. Would you prefer it, if the devs take that away?

    And if they dc how is that my fault. Why don't you suggest the devs to do something about it? It's not an excuse for not having a change to we're gonna live forever.
    Even if it does it doesn't mean they will. There's a difference. Not to mention that if the killer won't leave he still can get tokens out of the other survivors... the survivors can't do the same.

    Killer can get 1 token maximum per survivor. Survivors can get max tokens from 1 other survivor.

    Yeah uhm no they can't. At most they can get 2 from 1 other survivor.

    Not really, taking a hit near a hook for a survivor or taking a hit near a injured survivor in general (healing etc.) grants you a token, so you could technically get all 4 tokens just from 1 survivor.

    Technically but not from just unhooking. And still don't think it would be a bad idea to have more option on how to get tokens. Since the person above was complaining about the killer one. They could also have other options... like the survivor one after a chase of like 1.5k if u hit down the survivor u get a token or smth

  • @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @JoannaVO said:
    Would like to see this implemented in the game. Often see people with 'We're Gonna Live Forever' in my matches and the majority seems to farm hooks, without borrowed time (could be that I just happen to be extremely unlucky, but I doubt that). So yes, give people who want to use the perk more options to gain tokens other than unhooking which results in unsafe unhooks at many times.

    This is one of the reasons I suggested this but not the only one. It's already hard as it is to get tokens without having others get in trouble... or yourself for that matter. Compared to the killer the tokens here are harder to obtain. And even with what I suggested it's not guaranteed you'll always have full tokens worth of extra points but you'll start to average a higher percentage.

    That´s the whole point. Survivors should get an incentive to go for unhooks (preferably save ones) instead of only doing gens. Risk something and get a reward. Killer tokens are way harder to obtain btw. Because the killer has to hook every survivor to get 4 tokens. Survivors just need to get hit near a injured survivor to get a token. You don´t even have to unhook. Make a risky save, get hit after unhooking = 2 tokens. That´s supposed to be harder than hunting down 4 different survivors?

    The huge difference being the fact that the killer perk does something else apart from giving bloodpoints?
    And no it's not hard to hook every survivor. Sure it might be hard to kill all of them but to hook each of them at least once? Yeah I doubt it. Tell me when it's the last time u didn't hook all survivors at least once?
    And survivors already have an incentive to go for hooks. Bloodpoints and tokens nonetheless. Still I don't agree with ur opinion. It's all yours but I'm not going to change my pov just because u might want me to do so.

    That question is easy to answer: almost every match. Why because survivor dc the moment they get downed. Killer doesn´t get tokens from that survivor.
    Also BBQ gives the killer an incentive to leave the hook. Would you prefer it, if the devs take that away?

    And if they dc how is that my fault. Why don't you suggest the devs to do something about it? It's not an excuse for not having a change to we're gonna live forever.
    Even if it does it doesn't mean they will. There's a difference. Not to mention that if the killer won't leave he still can get tokens out of the other survivors... the survivors can't do the same.

    Killer can get 1 token maximum per survivor. Survivors can get max tokens from 1 other survivor.

    Yeah uhm no they can't. At most they can get 2 from 1 other survivor.

  • @NiteN_⑨ said:
    I made a similar suggestion but for a different perk.
    "No Mither will grant a 100% bonus to the user’s individual bloodpoints if that player escapes"
    So instead of putting your teammates at risk, you are putting yourself at risk. And it could stack with WGLF for a 200% bonus.

    I like this suggestion. +1

  • @Tsulan said:

    @McCree said:

    @Tsulan said:

    @McCree said:

    @JoannaVO said:
    Would like to see this implemented in the game. Often see people with 'We're Gonna Live Forever' in my matches and the majority seems to farm hooks, without borrowed time (could be that I just happen to be extremely unlucky, but I doubt that). So yes, give people who want to use the perk more options to gain tokens other than unhooking which results in unsafe unhooks at many times.

    This is one of the reasons I suggested this but not the only one. It's already hard as it is to get tokens without having others get in trouble... or yourself for that matter. Compared to the killer the tokens here are harder to obtain. And even with what I suggested it's not guaranteed you'll always have full tokens worth of extra points but you'll start to average a higher percentage.

    That´s the whole point. Survivors should get an incentive to go for unhooks (preferably save ones) instead of only doing gens. Risk something and get a reward. Killer tokens are way harder to obtain btw. Because the killer has to hook every survivor to get 4 tokens. Survivors just need to get hit near a injured survivor to get a token. You don´t even have to unhook. Make a risky save, get hit after unhooking = 2 tokens. That´s supposed to be harder than hunting down 4 different survivors?

    The huge difference being the fact that the killer perk does something else apart from giving bloodpoints?
    And no it's not hard to hook every survivor. Sure it might be hard to kill all of them but to hook each of them at least once? Yeah I doubt it. Tell me when it's the last time u didn't hook all survivors at least once?
    And survivors already have an incentive to go for hooks. Bloodpoints and tokens nonetheless. Still I don't agree with ur opinion. It's all yours but I'm not going to change my pov just because u might want me to do so.

    That question is easy to answer: almost every match. Why because survivor dc the moment they get downed. Killer doesn´t get tokens from that survivor.
    Also BBQ gives the killer an incentive to leave the hook. Would you prefer it, if the devs take that away?

    And if they dc how is that my fault. Why don't you suggest the devs to do something about it? It's not an excuse for not having a change to we're gonna live forever.
    Even if it does it doesn't mean they will. There's a difference. Not to mention that if the killer won't leave he still can get tokens out of the other survivors... the survivors can't do the same.

  • @Tsulan said:

    @McCree said:

    @JoannaVO said:
    Would like to see this implemented in the game. Often see people with 'We're Gonna Live Forever' in my matches and the majority seems to farm hooks, without borrowed time (could be that I just happen to be extremely unlucky, but I doubt that). So yes, give people who want to use the perk more options to gain tokens other than unhooking which results in unsafe unhooks at many times.

    This is one of the reasons I suggested this but not the only one. It's already hard as it is to get tokens without having others get in trouble... or yourself for that matter. Compared to the killer the tokens here are harder to obtain. And even with what I suggested it's not guaranteed you'll always have full tokens worth of extra points but you'll start to average a higher percentage.

    That´s the whole point. Survivors should get an incentive to go for unhooks (preferably save ones) instead of only doing gens. Risk something and get a reward. Killer tokens are way harder to obtain btw. Because the killer has to hook every survivor to get 4 tokens. Survivors just need to get hit near a injured survivor to get a token. You don´t even have to unhook. Make a risky save, get hit after unhooking = 2 tokens. That´s supposed to be harder than hunting down 4 different survivors?

    The huge difference being the fact that the killer perk does something else apart from giving bloodpoints?
    And no it's not hard to hook every survivor. Sure it might be hard to kill all of them but to hook each of them at least once? Yeah I doubt it. Tell me when it's the last time u didn't hook all survivors at least once?
    And survivors already have an incentive to go for hooks, bloodpoints and tokens . And I wasn't against the idea of having the killers get easier tokens but after all this discussion isn't about that perk is it? Also I still don't agree with ur opinion. It's all yours but I'm not going to change my pov just because u might want me to do so.
    Also it's not fun in any word to have someone farm you just for their tokens. Basically that's what the other options would be there for.

  • @JoannaVO said:
    Would like to see this implemented in the game. Often see people with 'We're Gonna Live Forever' in my matches and the majority seems to farm hooks, without borrowed time (could be that I just happen to be extremely unlucky, but I doubt that). So yes, give people who want to use the perk more options to gain tokens other than unhooking which results in unsafe unhooks at many times.

    This is one of the reasons I suggested this but not the only one. It's already hard as it is to get tokens without having others get in trouble... or yourself for that matter. Compared to the killer the tokens here are harder to obtain. And even with what I suggested it's not guaranteed you'll always have full tokens worth of extra points but you'll start to average a higher percentage.

  • @Tsulan said:

    @McCree said:

    @Tsulan said:
    That would be to complicated. Right now its nice and simple. Let´s keep it that way.

    How exactly would that be difficult? The perk would work exactly the same. It would just have just some numbers tweaked and new ways of getting tokens..

    People would get tokens for doing the objective instead of saving people. Why bother getting that survivor off the hook, if i can just stay at my objective and finish it? Also, when do you draw the line? Do i have to do the whole gen alone to get a token? Just finish it? Do x amount? If i do the gens with others does everyone get tokens or only 1? What about the gate?

    Ok so it's still ur objective to escape and having others by your side only makes that easier so going after them still stands... not to mention it still awards 1/4 of the max amount of tokens.
    You just have to be on the said generator when it's completed to get a token same for the gate.

  • @Tsulan said:
    That would be to complicated. Right now its nice and simple. Let´s keep it that way.

    How exactly would that be difficult? The perk would work exactly the same. It would just have just some numbers tweaked and new ways of getting tokens..

  • and if it doesn't go thru? I haven't made any spam in that post although I might've tried to post it again and again when I saw it didn't work.

  • I don't understand why would u want a buff for that perk anymore after the buff to the survivor pick up animation speed. IT makes u immune to blind when picking a survivor simply because there isn't enough time to blind anymore and nor there is on pallets.

  • @Tsulan said:
    McCree said:

    @Tsulan said:

    Doc_W__HOLLIDAY said:

    Tsulan said:
    
    @McCree said:
    
    I'm not exactly sure what the first 2 comments have to do with what I posted.
    
    
    
    Let me explain: First of all, when the PTB was still active, you had aprox 30-40 minutes lobby time as killer.
    
    Second, the killer isn´t really strong and survivor already know how to avoid her.
    
    
    
    I refuse to believe that!
    
    Goddamnit I really wanted to like her. She looks awesome.
    

    She'll probably take Freddys place. Or Wraiths.

    She's nowhere near low tier. She's not top tier but she's pretty close enough it's just hard to play properly. Guess like who. Her ability might need a small change to the cooldown but other than that she's really powerful in the right hands.

    Remember that they remove her ability to see blood, since it's a add-on. She's way to add-on dependant. Hopefully I'm wrong, but I don't think that she'll be able to play consistently on high ranks.

    Yeah I've seen that earlier today. What the heck tho. That was important to her core gameplay ...

  • @Tsulan said:
    Doc_W__HOLLIDAY said:


    Tsulan said:

    @McCree said:

    I'm not exactly sure what the first 2 comments have to do with what I posted.

    Let me explain: First of all, when the PTB was still active, you had aprox 30-40 minutes lobby time as killer.

    Second, the killer isn´t really strong and survivor already know how to avoid her.

    I refuse to believe that!

    Goddamnit I really wanted to like her. She looks awesome.

    She'll probably take Freddys place. Or Wraiths.

    She's nowhere near low tier. She's not top tier but she's pretty close enough it's just hard to play properly. Guess like who. Her ability might need a small change to the cooldown but other than that she's really powerful in the right hands.

  • @Tsulan said:

    @McCree said:
    I'm not exactly sure what the first 2 comments have to do with what I posted.

    Let me explain: First of all, when the PTB was still active, you had aprox 30-40 minutes lobby time as killer.
    Second, the killer isn´t really strong and survivors already know how to avoid her.

    It's not about how strong the killer is. I enjoy her gameplay thus even if it was the weakest out of them all I would still play her.

    @Master said:

    @McCree said:
    I'm not exactly sure what the first 2 comments have to do with what I posted.

    PTB is overrated, dont feel bad because you play on console

    I literally don't know why u got the idea I play on console. I said I can't play on PTB "anymore". Why? Because it ended.

  • I'm not exactly sure what the first 2 comments have to do with what I posted.

  • Well this was fun xD.

  • @McCree said:

    @Silas said:
    Are you a high rank? That could have something to do with it.. shrug

    Nope. don't normally play killer but like daily stuff and meh.

    eeei now I got in 1 match.

1 2 3 4 5