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Mercury

Mercury

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Mercury
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  • Iridescent chains:
    The chains of your chainsaw seem to lift with the life of the entity itself. Revving up the chainsaw, but not going for the chainsaw charge, results in a 'whiplash' attack. This destroys objects like pallets, damages generators in its way and can hit over pallets and windows. This attack does not put into the dying state.

  • @Broccoli_Jaeger said:
    I like the new changes of STBFL. It requires a strategy to keep all the stacks. You either have to kill the obsession after every other survivor (which would give the name some sense) or you slug the obsession, get your stacks back and then kill her

    You can potentially grab them out of closets or when they have been hurt somehow. It shouldn't take away a stack, so hell yeah on that note.

  • The thing I wonder about is why it has to have a cooldown. :/

    If they change it, it would be nice to see the distance when it lights up, like you said and have no cooldown.

  • Thinking about it, it could work well with a slugging build. Not that I like slugging builds that much, but you could hold others off long enough to maintain your stacks before the obsession dies off.

  • @No_Cluie_Louis said:

    @Mercury said:

    @No_Cluie_Louis said:

    The reason i called the thread camping fix is because i think it's broken. Yes it does work at getting a survivor out of play and it isn't against the 'rules' , but it shouldn't do and it shouldn't be. It's people who think its a good strat that ruin the game. Any game can be played in a toxic way, even board games. Its called cheating and its the easiest thing in the world. You can easily not get caught and it makes the game easier, but it's no fun for you or the other people playing. I play both roles in DBD but mostly killer and I've never been able to understand why anyone would want to play like that, and think the way you seem to think.

    Alright: How to fix camping - Fix Looping.
    If you fixed Looping there no longer would be a profound reason to camp someone to death. Right now if I let that person who just looped me for three minutes go, that work was in vain. I will no longer feel inclined to camp, if you fix that problem.

    How about survivors drastically slow down, when they run through the same two pallets or windows over and over again? And their pallet throw down animation only happens at 30% speed once 60 seconds have passed.

    how many [BAD WORD] times am i going to have to say that i was suggesting this idea for if the game was balanced which its not. Stop [BAD WORD] telling me im ######### and consider the idea for a game that survivors couldn't bully the killer, but are camped anyway. Use your [BAD WORD] eyes dude.

    I'm sorry if it felt like it, but no where did I say that I think you're #########. You say 'if' the game was balanced. Aren't we clearly skipping something then? An even bigger problem is at hand. Until it's fixed this issue can not be looked at properly. We need to properly fix the game and then we can look at how people react. Do they still feel so inclined to camp? Yes- what's making that happen? No- problem solved.

    Yes- is it purely because they want to camp? Then let's make it a harder playsytle. But we should focus on what's the biggest issue first... Pallet looping. If we can balance this game out I'll be happy to look further into solving camping with you.

  • @Runiver said:
    Even tho I understand what you say, I'll tell you one thing :
    Don't ask for an aim assist to these devs. Unless you like hitting walls and windows. Because the last time they did try to get us one in game, this is what actually happened.
    The current "auto-aim" is already very discutable in that regard :
    https://www.youtube.com/watch?v=thaP5Gecj-I

    I think the origin of this 'auto-aim' is the grab function. The survivor is clearly injured and the game seemed to want and go for a grab instead of a hit. I have this issue too sometimes. Maybe if we bring attention to it a little more they can look at how the grabbing mechanic can be tweaked to prevent this. But this doesn't really have to do with the aiming of the hit.

  • @Aari_Piggy66 said:
    I mean iridescent stone there is a lot more useful especially to deal with your traps being disarmed as you don't have to constantly keep rearming them in popular loop areas.

    The new honing stone is pretty much making up for the diamond stone change because the only way that they can be safely freed from the trap is with their teammates, This gives you more than enough time to get to them or hell even leave them in the trap if you want for a while 

    Exactly, no loss here friend. Don't know why you feel like it's a nerf. :O
    The new iridescent stone is so much better and now it's no longer rng whether or not the person is in dying state.

  • @Aari_Piggy66 said:
    I kind of also want them to increase her crouch speed because you currently move slower than the nurse when crouched. This wouldn't be too bad but it means you waste a lot of time crouching around hell to mitigate some of the wasted time I tend to run whispers and only crouch when it activates.

    Also it makes addons like Amanda's letter seem really unappealing  as it already has massive negatives even without problem with the crouching speed but with the crouching speed in mind you remove a lot of your map pressure as you're moving incredibly slowly and you lose 3 traps and 2 boxes.

    Also this is beating a dead horse but for the love of Ggd could you please make rule set no' 2 part of her base kit and just change that add-on into something more beneficial

    It would actually be nice if 'Amanda's Letter' increased her crouch movement speed to 4,6 meters per seconds. This would mean you could run around in crouched all the time without worrying about being too slow. It would effectively buff her ambush with that add-on, especially since it emphazies the ambush with only 1 trap usage and the 12m reading distance.

    And yeah I think rule set number two should be part of her base kit. That OR make it so she can pick up traps that have not been activated.

  • I wonder what would happen, when you vault and the survivor struggles free during the animation. thinking xD

  • Yeah both definitely need Bp 'reworks'. And Pig could use some base kit love, also true. I wish combat straps was part of her base kit. Instead of making it faster to crouch, it could increase her movespeed slightly in crouch mode.

    I like your idea for bp on pig.

    Some suggestions I would have for clown: Giving him bp for the amount of time Survivors spend in the intoxication cloud. The hit for the wasted score event should be the same as Hag, not only when they are under the influence, but some seconds afterwards.

  • @MegChicken said:
    Lowbei said:

    the exhaustion change was good

    It killed Vigil and other non sprint burst exhaustion perks. The changes were not good. 

    Maybe they could change vigil into affecting the cooldown in a chase or rather during sprinting. It would work as normal IF you have vigil with you. This would force them into bringing in another perk to keep up their shenanigans. Killer's were forced too long to bring certain perks as a standard, if it doesn't change then at least make it the same for survivors.

  • @Runiver said:

    @Mercury said:
    They should, they are counted as normal hits. Ever since the 'nerf' done to Play with your Food and Huntress Hatchets, I'm pretty sure it will take tokens. And a chainsaw hit is a chainsaw hit.

    I heavily doubt it. They do not count as normal hits, they just added some scoring events to them. We'll see tho, let's hope so.
    So far, 0 perks are affecting powers (except for Tinkerer, that is getting changed)

    They are normal hits that's for certain. Perks like devour hope and noed would apply to a speed limiter chainsaw and the same goes for huntress hatchets.

  • This could actually be a change to it that I can get behind. I feel like the way it's showing the killer you have no mither is the equivalent to survivors being shown there's a hex perk... that's not even in effect mind you.

    So yeah, I like the overall idea with the vulnerable state.

  • They should, they are counted as normal hits. Ever since the 'nerf' done to Play with your Food and Huntress Hatchets, I'm pretty sure it will take tokens. And a chainsaw hit is a chainsaw hit.

  • @No_Cluie_Louis said:

    The reason i called the thread camping fix is because i think it's broken. Yes it does work at getting a survivor out of play and it isn't against the 'rules' , but it shouldn't do and it shouldn't be. It's people who think its a good strat that ruin the game. Any game can be played in a toxic way, even board games. Its called cheating and its the easiest thing in the world. You can easily not get caught and it makes the game easier, but it's no fun for you or the other people playing. I play both roles in DBD but mostly killer and I've never been able to understand why anyone would want to play like that, and think the way you seem to think.

    Alright: How to fix camping - Fix Looping.
    If you fixed Looping there no longer would be a profound reason to camp someone to death. Right now if I let that person who just looped me for three minutes go, that work was in vain. I will no longer feel inclined to camp, if you fix that problem.

    How about survivors drastically slow down, when they run through the same two pallets or windows over and over again? And their pallet throw down animation only happens at 30% speed once 60 seconds have passed.

  • @Buily09 said:
    I don't think so this is good idea, since lot of people complaining about one-shot add-ons anyway. That add-on would be way better than was originaly and got quickly nerfed. Also, one-shot add-on on killer that can snipe you is rly too powerfull. So nerf was well deserved and that add-on in right hands with that +2 max hatches is still rly powerfull. So no, that would be way too good.

    This time it's actualy skill based though. The hatchet has to fly a minimum of eight meters to one hit down you. And I mentioned that the add-on specifically doesn't allow you to get more hatchets. You max out at five, that's it. It's not too powerful at all, since you can actively dodge, especially when the Huntress is further away.

  • @Jack11803 said:
    The only buff Freddy needs.

    He would have a huge lunge. xD

  • Of course I know the idea is flawed. But can people finally grasp the concept that general camping is part of the game and devs have told us many times it's supposed to be in the game?

    If you want to stop camping make it rewarding for the killer to leave the hook. If you pressure us into leaving by 'nerfing' it like this, I don't see myself going away. I'd just play even closer and safer to the hook. Have a nice little chat with you as we hang around.

  • It's always punishment instead of reward. Why not make it, that if a survivor is unhooked outside of the killer's terror radius, the survivor is dead upon next hook, skipping the summoning phase. There, fixed camping.

  • @JEWberry said:
    Freddy Needs:

    • Terror Radius Reduction
    • Less Wake-Up interactions(Self-Care doesn't wake you up)
    • Shorter Dream Transition Time
    • Putting Someone in Dream Transition interrupts their current action
    • Freddy can't get blinded by someone that is not in the Dream World(Not Needed, just something cool that could be nice for Freddy)

    These changes imo would make Freddy tremendously better. I don't see the devs reworking Freddy's entire ability as that is a lot of work and is almost like coming up with an entirely different killer.

    However, killers in general need buffs to combat the strength of survivors. These could be: Nerfing meta survivor perks, fixing pallet looping/map structure, and buffing the mid-low tier killers that need it(Trapper, Wraith, Freddy, Pig, and Hag).

    The Devs did nerf pallet looping a little, but it is still a problem for most m1 killers that are forced to go through the loop and are punished for it. I hope more balance changes come soon as i am really hoping that the devs try new things and experiment in the ptb to see if it is really a good choice. Utilizing the PTB to test balance changes that they are unsure of is a step in the right direction and hopefully they continue this to make DBD a more fun game for both sides.

    I dislike the idea of giving him less terror radius to make his aura reading more powerful. I simply don't like that about Freddy. I mean, we can give him less terror radius, but take away the aura reading. Instead we could go with something like: When you have been asleep for twenty five seconds without succesfully waking up you are exposed.
    I'd see that as you fall deeper in his realm you are in even more danger and exposed to Freddy himself.

  • @SaltyKiller said:

    @Mercury said:
    I mean there are a lot of cool ideas here guys, but I doubt they will take a too gory route. The game might get restricted in some countries or something. I dunnu, then again watching Hag's mori... who knows what is stopping them. I would reall like to see an update to the pig, when the survivor is actually equipped with a rbt that she simply crouches over them and messes up the timer completely, making it pop, just as the survivor slowly turns to the Pig.

    Really breh? Really?

    https://www.youtube.com/watch?v=mG2tlKZlXPU

    The survivor doesn't open like a flower aftwerwards for a reason, don't you think? They are holding back.

  • I think they are reworking it to at least no longer be a Hex perk, so it's simply a Hex supporting perk. So we at least get that. :/

  • As a Pig main, would you also rather have something to boost your ambush attack? Right now I strive to P3 all my Killers and have played a lot of Pig when she came out and now recently again before I prestiged her. The traps are definitely cool, but I would also love to see a little love tap done to her ambush. Like potentially they could make those combat straps just a base kit thing.

    Any ideas for a different 'game' and rules which focuses on her ambush? :chuffed:

    Like she dismisses the RBT and instead survivors get those traps used in the third movie which killed the doctor she was threatened into killing, unltimately resulting in her death. Those shotguns rings or what they were called. Maybe survivors couldn't get too close to each other at that point or smth. I dunnu, I'll leave it to the experts. :)

  • No. No. No. No. I don't want to ######### my pants when I tread very slowly through Lery's and suddenly Mister Moonface stands right in front of me with that very deep and through-a-mask breathing.

    Edit: Which of course means yes.

  • Hey, that's a pretty cool idea. Even though I think that no way in hell would Amanda start off a tape saying hello everyone. xD

    It definitely changes the way she is played and enables you to focus on your ambush a lot more, not having to really worry about trapping someone so quickly.

    So you would be able to set the trap on your head immediately, even when the generator is at 0%? Wouldn't it be kind of hard for miss piggy though?

  • Hey, I suggested this in another post but I think I have something that could help balance out swf and gen rushing in general. We all know how swf groups usually work, one tries to distract you, the other three work on sperate gens and they pop the floop out of them.

    The whole idea is this: should a lone survivor be able to do a generator all by themselves? I thought this could potentially work as a great way to slow the game just enough, without completely ruining the survivors chances of escape.

    A lone survivor would be able to repair a generator up to 50%, at which point the entity stops them from working any further. At this point another survivor would have to keep working on the generator. In solo queue this would mean two survivors are needed to complete a generator. This would ensure you can pressure the active generators more, since they can only bring so many up to 50%. This 'passive entity blocker' would deactivate once there are only three survivors left.

    In swf it works alike. If it's a full four man group you need three survivors to finish a lone gen, as they can only work on each gen for 33,33~%. It would mean you could chase someone efficently, knowing they either are all working on one generator or they can only bring them up to 33%. Once a survivor died it would go up to 50%. And after another died it would deactivate the passive.

  • I mean there are a lot of cool ideas here guys, but I doubt they will take a too gory route. The game might get restricted in some countries or something. I dunnu, then again watching Hag's mori... who knows what is stopping them. I would reall like to see an update to the pig, when the survivor is actually equipped with a rbt that she simply crouches over them and messes up the timer completely, making it pop, just as the survivor slowly turns to the Pig.

  • @DepravedKiller said:
    Lol image if this works with iron grasp perk! just drag them around the map

    Lol I would make donuts with the survivors. :chuffed:

  • Hey, I think the illusion idea sounds great, but probably won't be implemented. It would require the devs to create some sort of AI and as far as we know, they didn't intend to do such a thing. Another question would be: Since the phantoms don't do anything like they can't hurt you, wouldn't survivors simply ignore them? A lot of survivors don't fear Freddy at all, so they probably would be left unimpressed and keep doing what they're doing. Especially if the real Freddy gets close and the illusion vanishes. :ohnoes:

    I had some different ideas for Freddy too, maybe you'd like them. I always felt like there is a lack of actually being scared of falling asleep. Especially since Quentin is there and he knows how terrifying Freddy can be. With Quentin being there we can also dive deeper into the movie's lore and digg up different stages of dreaming. Quentin would be the expert at the campfire, telling the others what exactly they need to do to survive. I would like to suggest three stages instead of two for the survivors.

    Stage one is simply being awake. You would start off like this normaly as in every other round, only hearing Freddy's lullaby. Once he tagged you after a transition of four seconds you'd enter the second stage. Alright here is the first thing though. People don't like that you have to wait as Freddy to hit someone, so I would almost suggest, that people start off in the second stage, not even realizing they are dreaming, yet.

    Stage two is microsleep. If you remember the movies you can clearly recall the supermarket scene. Freddy interfering with the real world, shredding through the shelf and even hurting Nancy. This would be the stage we have right now for dreaming survivors. Freddy can hurt and touch them. However he can't see them outside of his terror radius. (I never like this feature, I have a different idea instead. But later on~) Their action speed is halved and a skillcheck failure would return them to stage one. Even though they return to stage one, they keep a debuff, causing them to fall asleep again after twenty seconds. If another survivor wakes them up, they return to stage one with the debuff but it takes fourty seconds to fall asleep again. So self sustaining can only get you so far. A survivor that wakes themselves for two times in a row and falls back asleep gets an extra debuff, exposing them to Freddy in the dream world.

    Stage three, the deep sleep. The most feared stage. After a survivor has been asleep for at least fifteen seconds and has not woken up, Freddy can pull them further into the dream. They transtition from microsleep to deep sleep. In this stage they are seperated from their body, as it lies on the ground, sleeping. I'll split it here to explain what Freddy and the survivor can do at this point.

    To be honest I don't really know what Freddy's power in the deep sleep should be, so I am open to suggestions. I have ideas, but they might be too harsh. :)

    For the survivor: The survivor awakens in the third stage, cut off from his other teammates. They don't see anyone and objects appear differently like chests, totems, hooks or generators swap their models or such. In this stage they essentially have to 'realize' they are dreaming and they have to find the exit. Realizing they're dreaming can be achieved by investigating the different objects. After a sort of action like cleansing or something, the item is shown as what it really is and they slowly realize they're dreaming. The number of times this has to be done can be discussed further. Once they've realized they are dreaming, they have to return to their body and wake themselves up, which could take about 12 seconds. This can be sped up with another survivor beside your body, waking you up in half the amount of time. Also a survivor in deep sleep can be woken up with a medkit without them having to realize they are dreaming. This depletes the medkit. I imagined there would be some adrenaline in there, so please tell me if you like or dislike this idea. The other survivor would inject them with adrenaline, causing them to wake up and return them to stage one, like the normal wake up action would.

    I imagine they won#t go with this idea, since it would probably be too much work but hey- I can hope, right?
    Get it? Hope? ...nah, I'll shut up~

  • @Hobolobo27 said:
    I made a separate post on what I think they should do with Freddy which hasn't gotten anywhere near as much attention as this post did for some reason. I put a lot more thought into the Freddy one than this one.

    I'll check it out. :)

  • @Hobolobo27 said:

    Mercury said:

    It's still nothing compared to the Nurse's kit. If we want to balance this game out at some point, we need to start of the right way. We need change for weaker killers so I say we buff them immensely and then watch how we can tweak them afterwards- I didn't use the word nerf for a reason there.

    I suppose. Wraith and Freddy would be the first ones to work on in my opinion.

    They definitely deserve it. I wish Freddy had been a monster from the very beginning, but he felt lackluster. It was fun, but not what you would have imagined him to be. I really hope both, Freddy and Wraith get into high-tier at some point.

  • @Hobolobo27 said:
    Mercury said:

    I mostly would like the Wraith to stay true to what he was intended to be. I like Philip the way he is! But yes, he could use A LOT of love. I had a certain idea for the Wraith, that could potentially be great for chases, too. What do you guys think about this:

    The Wraith stalks survivors in his cloaked phase, analyzing his prey. Cloaking fills a meter of the Wraith, if he chooses to uncloak when the meter is full, he activates Death's stare. The survivor he looks at is slowed down to a specific ammount. (This would be able to be altered by add ons like the stare can cause exhaustion or slow even more.) This would help our dearest Philip in chases too, since you would be able to stalk a survivor looping you and then slow them down in the loop, getting off a hit.

    What do you think? :3

    Edit: I mean there's gotta be some point to him getting points for stalking, right?

    It's an interesting idea but may be considered a bit OP. Maybe somehow disorienting the survivors could work but slowing then down is a touchy situation because all survivors can do is run.

    It's still nothing compared to the Nurse's kit. If we want to balance this game out at some point, we need to start of the right way. We need change for weaker killers so I say we buff them immensely and then watch how we can tweak them afterwards- I didn't use the word nerf for a reason there.

  • I also had ideas for specific add-ons. Names can be decided later, but there were some like this:

    • The stalking time for 'Death's stare/gaze' is tremendously longer, but succesful attacks cause the victim to go in the dying state.
    • Your 'Death's stare/gaze' causes exhaustion.
    • Your paralyzing gaze causes your victim to have its gaze fixated on you. (The survivor's camera would be locked on the Wraith, like the Hag's phantasms.
  • @Saphhira said:
    Halloween costumes would be great! If not full costumes, then at least some head cosmetics. I think it would be kinda funny if everyone had a Trapper mask. :p

    A Trapper mask for survivors would actually be a really cool thing for survivors. :chuffed:

  • Huntress is fairly great. I enjoy her and that your aim practically decides how the match goes- apart from some hitbox issues...

    There is no real counter to looping except playing Nurse or if there's obsticales you can throw over the Huntress can deal with it too, but otherwise there's only giving up and going back to patrolling gens.

    For Killers that work great in high rank, I am certain you are quite familiar with the holy Trifecta: Nurse, Hillbilly and Huntress.

    Perks that usually work great is like you said ruin, BBQ&C, Nurse's, since some still heal in your terror radius. Other things like Agitation CAN work against body blocking most of the time, since you run faster than they can block. I like to use others things that slow specific actions down, like remember me. The perks come down to your playstyle and how you feel good about it, so try out some builds and see what you like best.

    I hate camping myself and usually don't do it, but- IF you know someone is nearby and they have been overly altruistic, don't shy away from protecting your territory and make them respect your authoritah~.

  • @Soren said:
    Only Quality of Life I see: fix her bug when she breaks a pallet (she used to be able to see the survivor, now she looks down) + remove her cooldown upon a teleport where you can't move.

    A huge quality of life / buff would be to allow her to teleport even when she is in "weapon swipe cooldown".

    That's not really a bug, pallets are meant, but not exclusively used for, to lose the killer and break a chase. Like small line of sight breakers. Before this was impossible since the Hag could still see you, so they probably changed it to this.

    What I would like to see, I dunnu if others would agree on this, would be for her traps to not activate while I am carrying someone. It's a real bummer when your work gets destroyed by someone communicating to someone else that you can ruin all of my traps and I am unable to do anything about it. I dunnu, what do you guys think?

  • Honestly I would like if the sabotage action influenced the rescue of survivors more than the denial of hooking for the killer. Like it's more of a long range safety measure rather than area denial.

    Maybe sabotaging a hook could cause the hook phases, depending on which you have reached, to be longer by like fifteen seconds or smth. Give it like a bonus so if on the first hook you have a guaranteed escape chance when attempting. I don't know how others view this, but I got the hook, so I could finish you off easier at this point. They should suffer some kind of status though, like they are exhausted.

    I would have some more ideas, maybe even for the perk, but let's just settle it here for now.

  • Sounds interesting and would have potential. You would also have to be careful like perhaps survivors could cling to something in the way and hold on in an attempt to struggle out of your grasp. So dragging would be useful on an empty stage like the cornfields. I would love to see a killer drag a survivor down some stairs. xD

  • I mostly would like the Wraith to stay true to what he was intended to be. I like Philip the way he is! But yes, he could use A LOT of love. I had a certain idea for the Wraith, that could potentially be great for chases, too. What do you guys think about this:

    The Wraith stalks survivors in his cloaked phase, analyzing his prey. Cloaking fills a meter of the Wraith, if he chooses to uncloak when the meter is full, he activates Death's stare. The survivor he looks at is slowed down to a specific ammount. (This would be able to be altered by add ons like the stare can cause exhaustion or slow even more.) This would help our dearest Philip in chases too, since you would be able to stalk a survivor looping you and then slow them down in the loop, getting off a hit.

    What do you think? :3

    Edit: I mean there's gotta be some point to him getting points for stalking, right?

  • @DasMurich said:
    The biggest problem in my opinion is the time it takes to repair generators vs the time it takes to kill survivors. 

    The time required should be equal. 

    80 seconds on a gen, 5 gens for 4 survivors is 160 seconds (multiple survivors working multiple gens). Should take take no more than 160 seconds total time on hooks to off all survivors, or 40 seconds per survivor. 

    The time required to accomplish the core objectives are grossly imbalanced.

    Killers need a huge boost. 

    I just got a very weird idea, what would you guys think about this:
    Each survivor can only repair about half of a certain generator, before the entity cuts them off. So it's always two survivors needed to finish a generator or one can work it up to 50% and then someone else can work on it afterwards. This can be altered by specific things like:

    • If the killer chooses to kick the generator, the survivor can go back to working on it and perhaps finish it.
    • The survivor had finished working on it and 45 seconds have passed so he can do the other half by himself.

    This would of course no longer be the case when only one survivor is left.
    Edit: Scratch that when two survivors are left, otherwise it would be too cruel.

    But I would feel like this could potentially slow it down a little bit, since survivors would have to actively work together instead of just rushing through each and every generator by themselves.

  • @Matlshot said:
    It's no secret that for the male half of the players would like to see more girls-killers.

    Why is it only the male half? ._.
    Of course I would love to see a new addition that is female, but you make it sound like we hunger for a female devilish killing misstress or something. Just wat...

  • @Jack11803 said:
    Everything you need to know is right here.

    This. Is. Art.

  • Sorry to burst the bubble, but- Myers can't die. He just can't. Then also take Freddy. Death doesn't want Freddy. Even when Michael would be able to get him into the real world and kill him there, he'd just come back. So we are at an impasse of these two coming out on top of the rest. It's all fine and dandy that Nurse and Wraith could stay in that spirit world- forgot the exact name- but they would still die in a fight to the death.

  • You're right, I suggested in another of these Freddy buff post that microsleep would indeed be a cool addition to his kit. I don't want to go into full detail, but I would love it if survivors had three states to be in against Freddy. One awake, two microsleep, third is deep sleep. I had some ideas but never felt like posting them, so meh... Let's just see what comes with the next big update.

  • All I would wish for would be that it still maxes out at 100% but we only have to get two stacks with 50%. So only two unhooks or blocks or w/e. I would love if they added in that healing another person by one health state gives you a stack, too.

  • Enduring doesn't work for pallet saves... for whatever reason. You suffer the normal stun duration. Fells quite unfiar to be honest.

  • Actually sounds kind of interesting, but as Fropps pointed out it's sort-of~ not in the right place to be poweful enough in high ranking games.

    My question would definitely be, could you call the other people during an active chase? Maybe if you are chasing someone, can you call ALL other survivors simulaniously outside of your radius?

    Would the survivor have to stand still during the call? Can the killer actually move while the survivor has been called?

    Would you consider making it like this: The phone calls themselves can send of emp waves, some how having an effect on generators people are working on? Like either they can't be touched for several seconds or lose some progress?

  • When playing Michael I think it's obvious that playing The Devil Within by Digital Daggers is a no brainer.

  • Leatherface is most often the top spot in any of my games. I think the newest addition the Clown is in recent matches number two. Maybe people don't have all the stuff they need yet and are still getting used to him, so he might swap back to place three, whos current holder would be the few Hags I come across. :dizzy:

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