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MistressChara

MistressChara

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MistressChara
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  • Perk is fine, mildly annoying but it's really only rework worthy when being run by all four survivors which rarely ever happens.

  • Are you planning on making the Pig's Reverse Bear Traps work with the End game collapse and if so in what way or just disabling the kill on exit gate leave?

  • When Legion first came out, the idea behind them seemed to be that they were a passionate and impulsive group of teenagers that gone astray rather than "killers" in the traditional sense. Being slow but also being able to break into a sprint, having survivor vault abilities, and being able to hit people repeatedly was a big part of making this character thematically consistent with this ideal. Going forward with this rework how do you think the new changes will reflect this image?


    Love you guys and hope these changes end up being for the better rather than for the worse.

  • I think it's understandable given how sweeping these changes are. Of course we haven't gotten the chance to test them but even still a lot of people like to play Legion and like the character. To see the power completely changed (and lets be honest, it definitely at least looks like a massive nerf) is hurtful to a lot of people. I'm sure more constructive and detailed discussions will come out when the PTB is released.

  • Pretty sure Filthy Blade addon alone does not cause the exploit, but there is an exploit currently where if you run Filthy Blade+another mending time addon it causes it to stack per hit infinitely. This means that mending times will eventually take upwards of 20 minutes if the game lasts long enough.


    Edit: Accidentally posted from two accounts, ignore the first one.

  • @Dreamnomad said:
    You definitely put a lot of effort into the concept. Please take my feedback as the healthy criticism it is meant to be. I don't like the killer's power for a number of reasons. The biggest reason is that it doesn't actually help you chase survivors. Like at all. Not only that, but you'd be running at 105% move speed when it matters the most. It would be torture chasing survivors around. The other thing I don't like about it is that you are introducing AI characters into the game. The random nature of their movement isn't skill based.

    As far as the perks go: Faulty Wiring. This is pretty overpowered in some ways when you think about it. I don't really have a problem with the survivors getting their aura revealed for a few seconds if they fail a skill check on a generator. But I do have a problem with survivors auras constantly being revealed in a chase when they fast vault a window. The biggest problem would be with tunneling since it would effect unhooks. It could also have problems with synergy on other perks or abilities. Lol, it would crap all over distortion though.

    Hex: Tortured Soul I have a couple of issues with. I don't really think killers should be rewarded for having their head slammed by survivors. I have no issues with perks that counter pallet stuns, but no perk should have a killer saying "please, may I have another?" Aside from that, the bonuses are a bit on the bonkers side. Have a different way to acquire the tokens and tone down the bonuses and it'd be cool.

    Dark Desire. I have no problem with it. I doubt it would see much play though since bloodlust has been nerfed.

    Necromantic, this is an interesting idea. The vast majority of the time it wouldn't actually do anything unless you stacked luck effects. You would just wind up killing yourself faster. I guess it would be fine.

    Heroism, I have a couple issues with this perk. How many actions are you using after the exit gates are powered? You don't have any generators to work on. So that only leaves unhooking, healing, and breaking totems right? The bonus is incredibly small and the conditions for the bonus bloodpoints are kind of silly. I don't think there really should be any occasion where a survivor will gain more bloodpoints for getting themselves killed. I can just see stupid occasions where 3 survivors have escaped and one survivor is begging the killer to kill them.

    Impersonator- I don't like that this perk is basically a SWF only perk. It would be borderline insane bringing this perk not knowing what your allies are running. Also, 9 times out of 10 if you wanted to stack effects it would just be better to bring the same perk yourself. But it is very creative idea. I can honestly say I haven't ever seen anything like it suggested before.

    Anyway, those are my thoughts. Thanks for taking the time to come up with this post. I enjoyed reading it.

    Thanks! I had a lot of trouble thinking up the killers perks, and I think that kind of shows in the quality of thought put into some of them (such as Hex: Tortured Soul like you stated)

    The biggest thing behind Necromantic is that It's meant to be used with other perks such as Up the Ante and Deliverance, by itself its not very useful.

    Impersonator is my attempt at making a bit more team based play in perks... I once saw a chart listing all the perks on an X and Y axis by "Overpowered/Underpowered", and "Situational/Team based" (or something along those lines) and noticed that there were very few perks that really focused on teamplay.

    Heroism would only give you more bloodpoints than an escape if you had done well that match (15k or better) and would still sacrifice your ranking so while I do think you hit the nail on the head with the issue of people trying to kill themselves for points, I don't think it would be a massive issue outside of bloodpoint events. As for the action speed, it could help you with healing and unhooking as you said, but also if one of the exits was still unopened, or if you were facing a killer that had some kind of action tied to their power (Removing Pig traps, snapping out of it, waking someone up, etc...)

    As for Faulty Wiring, I actually did not even consider the possibility of revealing survivor aura's mid chase due to window jumps... (not sure how that didn't occur to me since it seems obvious...) And I'm not sure how that makes me feel... Thanks for pointing that out!

    As for the power, the movement speed thing is mostly a thing I tried to do to make the killer a bit more interesting than just normal killer with AI assistance. But it's purpose is to allow you to have very high map control and get a good hit on survivors before they realize you're coming (as your footsteps would be heard from a lesser range than a terror radius) Kind of similar to how the Pig and Michael can get easy first hits the same way.
    I'm not really of the same mind of a lot of the community where I think that every killer needs to have a power that helps in the chase, but I do see the issues with not being able to compensate for chasing time. I wanted this killer to be less of a mechanical skill based killer (ironic, I know...) and more of a mental skill based killer (ala the Hag and Trapper). I don't think the remnants are quite as random as they are at first glance because the idea I had was to build remnants around gens you know survivors are going to try and do (such as pale rose gen) and use the discs to change their AI and manipulate survivor behavior accordingly. I'd like to hear any thoughts regarding editing the power to be more interactive and more balanced keeping that design philosophy in mind~

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