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Mrrgle_the_Mediocre

Mrrgle_the_Mediocre

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Mrrgle_the_Mediocre
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  • @Beardedragon said:
    hey guys.

    before the patch i had only ever played the hag once. i didnt like her due to her slow speed, and the fact that it took me ages to plant traps. while her speed is the same, it feels less hindered by the fact that the trap setting is faster, and i believe also the teleport range. anyway, thats not the issue.

    the thing simply is, ive had maybe 3 matches with the hag since then (and i really like the changes) but im actually not 100% sure about what the trap activation does to the survivor.

    so trap activates, and out comes a clone of me that stands still i can teleport to. but what does the clone do to the survivors? i am unable to figure that one out and the description doesnt help.

    ive seen survivors turn 180 degrese and run the other way, and ive seen people run the same way almost not being fazed almost. because i dont feel like ive consistently seen the same thing im just unable to figure out exactly what my clones do to survivors.

    do they turn 180 degreese around due to them getting a legit jump scare? or is the mechanic that it makes them go back and some people just turn back again very fast?

    can someone elaborate please.

    When a trap triggers, a Survivor will scream, revealing their position, and their screen will lock onto the trap for 0.1 seconds before being able to look away again. So those 180s you see happen are when a Survivor runs straight over a trap and their screen completely looks behind them.

  • @TheEliteTurtle said:

    @Mrrgle_the_Mediocre said:
    So, just Springtrap. Wonder where you got that idea.

    I like the Ticking Timer idea, bringing Springlock suits into the occasion is a pretty good idea, though my only question is how would a teammate rescue them from the hook?

    "Lurking Within the Afterlife," however, is awful. The name does not roll of the tongue at all and is far too long, try something else such as Wandering Spirit. That's not much better, just an example, but something shorter than that mouthfull is ideal. Also, the ability itself is completely busted. You disable all abilities to hault the Survivor's progress, which isn't very fun, at least to me. Then, being able to see Survivors within a 40 meter range is huge. HUGE. That range is huge. That range is further than BBQ and Chili, a Perk some people already consider to be overpowered. However, that's only if you left the suit next to your spawn. Which, why would you? You would only ever use this ability to get a quick look around the surroundings, so having to take such a long time all the way back to be able to do anything again is awful, and they'll already have moved. Also, we have no confirmed appearance on what William Afton looks like, so we can't really tell what his ghost looks like either. I have no clue how to rework this to improve it, and it might be better to just completely change it, as it'll either be way too weak or way too strong.

    Hex: Bloodtaste is hard to judge. I believe 15% more on a lunge would allow you to hit Survivors from a large distance away, which seems extremely overpowered. However, because it's attached to the Hex, it's hard to say for sure.

    An Unknown Desire: Right, again, work on the name. The name describes nothing other than there is a desire, which the flavor text has already explained. Perhaps something like Dark Yearning or something along those lines. As for the actual perk itself... eh, it isn't too bad. It's actually pretty good, I could see myself running it.

    Iron Skull: It should be your goal to not get stunned anyway, and so when you get stunned having a chance for the Pallet to break doesn't do too much; however, if it does break than it will completely negate any looping, however they'll have much more time to decide to run away so I don't know if that's for better or for worse.

    All three of the perks could use a little flavor text buffer, but that isn't really necessary and just a personal thing.

    Oh, a crowbar, wonder where you got that idea.

    Hey, any criticism is accepted!

    First, it would just be like a normal hook. They would just pull the survivor out of the suit.

    Second, I guess "Wandering Spirit" would be a better name for it. Another concept I had for it was for the spirit to not have ANY aura reading ability (other than to see your suit) and to just have an extremely increased hearing range, so things like gens, sprinting, healing, and other stuff would be easier to detect. It would make the abillity more skill based. I wanted this abillity to be a tracking abillity. It would have survivors who are doing gens and other actions be more vulnerable than those who are not. It would be a way to slow the game down a bit. Remember though, the spirit is very fast and can easily get across the map. Also, for Afton's spirit appearance, I just said an unshaped blur. The keyword is unshaped, so there is no real appearance needed.

    For the bloodtaste perk, it was supposed to be like this: Ruin is to gens as Bloodtaste is to survivors. Its unique quality is that it's supposed to be an abillity which starts weak and gets stronger as the game progresses (or until the hex is destroyed).

    For the second perk, I had no clue to what the name should have been (but again, Dark Yearning sounds better).

    The third perk was not really supposed to be good on its own. It would just make great combos with Enduring and Brutal Strength.

    The Crowbar thing was the only thing I took from your post, but what better things are there? I was thinking of a robotic fist as his weapon but I didn't want to copy the hag. A knife is something that Myers uses, so I cant do that either.

    There were two reasons why I though Springtrap should be a stand alone. One was because I had no clue who any good survivors there could be? I mean, maybe Henry? The second was to balance the number of killers to survivors.

    Fair enough.
    And by "wonder where you got that idea" I was referencing the fact that I made a standalone Springtrap concept ages ago that you commented on.

  • @TWiXT said:
    Essentially this mode removes the transparencies in the game and leaves it up to the survivors and killers to figure out what is going on, and is meant for those looking for a better challenge in this multiplayer game.

    Survivors:

    • No longer get 3x the notifications/perk symbols of what perk the killer is using that's currently affecting them. (No Hex or Cursed status notifiers, no notification of Exposed status when a killer triggers it affecting more than one survivor, no notifications for Blindness, Hemorrhaging, Hindered, Madness, or Mangled). Some exceptions apply: Exhausted status and timer remains, Exposed when on a timer (e.g. Make your Choice), Skill checks affected by a perk still show as Red or Reduced in success zones. Obsession status only becomes visible to the survivor upon their first dying state.

    • 45 second timer per hook phase (Total of 90 seconds as opposed to the current 120).

    • 5% greater penalty for failing skill checks (Failed skill checks = 15% drop in progression as opposed to the current 10% drop).

    • All killers Terror Radius's reduced by 6 meters.

    • Bonus 100% Blood point rewards.

    • Bonus 25% Player Xp Rewards.

    Killers:

    • No notifications for any perks the survivors use at any point.

    • Aura reading perks\add-on's reduced by 1 second in effect, but no lower than 2 seconds.

    • No visual notifications when a survivor fails a healing skill check unless within 24 meters of the event.

    • No indicators for survivors using the perk: No Mither.

    • Terror Radius reduced 6 meters.

    • Bonus 100% Blood point Rewards.

    • Bonus 25% Player Xp rewards.

    This mode is designed to remove the "Training Wheels" or "Hand Holding" of this game that everyone is accustomed to, and encourage them to use their well earned and honed instincts for understanding what their opponents are using in each match. My Hard mode concept is obviously more difficult for everyone, but I decided to submit Normal first as a test to the communities reactions before submitting it, and if anyone wants me to submit Hard or Insane mode, please up-vote and voice your interest.

    This is a fantastic idea, though Normal mode doesn't really sell it as a harder mode, lol. Maybe something like realistic mode?

  • So, just Springtrap. Wonder where you got that idea.

    I like the Ticking Timer idea, bringing Springlock suits into the occasion is a pretty good idea, though my only question is how would a teammate rescue them from the hook?

    "Lurking Within the Afterlife," however, is awful. The name does not roll of the tongue at all and is far too long, try something else such as Wandering Spirit. That's not much better, just an example, but something shorter than that mouthfull is ideal. Also, the ability itself is completely busted. You disable all abilities to hault the Survivor's progress, which isn't very fun, at least to me. Then, being able to see Survivors within a 40 meter range is huge. HUGE. That range is huge. That range is further than BBQ and Chili, a Perk some people already consider to be overpowered. However, that's only if you left the suit next to your spawn. Which, why would you? You would only ever use this ability to get a quick look around the surroundings, so having to take such a long time all the way back to be able to do anything again is awful, and they'll already have moved. Also, we have no confirmed appearance on what William Afton looks like, so we can't really tell what his ghost looks like either. I have no clue how to rework this to improve it, and it might be better to just completely change it, as it'll either be way too weak or way too strong.

    Hex: Bloodtaste is hard to judge. I believe 15% more on a lunge would allow you to hit Survivors from a large distance away, which seems extremely overpowered. However, because it's attached to the Hex, it's hard to say for sure.

    An Unknown Desire: Right, again, work on the name. The name describes nothing other than there is a desire, which the flavor text has already explained. Perhaps something like Dark Yearning or something along those lines. As for the actual perk itself... eh, it isn't too bad. It's actually pretty good, I could see myself running it.

    Iron Skull: It should be your goal to not get stunned anyway, and so when you get stunned having a chance for the Pallet to break doesn't do too much; however, if it does break than it will completely negate any looping, however they'll have much more time to decide to run away so I don't know if that's for better or for worse.

    All three of the perks could use a little flavor text buffer, but that isn't really necessary and just a personal thing.

    Oh, a crowbar, wonder where you got that idea.

  • @feffrey said:
    If you want easy wins play these killers for a easy win

    Doctor
    Freddy
     Wraith 
    Hill billy
    Leatherface 
    Clown
    These killers here take zero skill to use
    Most players that use them just hold spam their ability 

    "Freddy
    Wraith"
    lol no

  • @BLUE_APE said:
    Camping sucks, we all know this, don't bother arguing. Its lame, a wasteful match, and a pethetic way of trying save your rank.

    Now if you want to do it this way, its more fun and fair for both sides.
    I camped only once with Wraith, but I let the hooked person get saved, and I went after the person who wasn't just on the hook.

    So heres a fair, fun and more efficent ways to camp.
    1.
    (Whatever killer your playing) after hooking the survivor, get a good little ways away, (roughly around til the hooked S. doesn't hear your heart beat) and wait, for someone to come and save the hooked one. let them save the hooked S. and then charge after the the survivor who wasn't just on the hook.

    reasons: you get can effectively get points from all survivors more likely saving your rank, and higher chance of just sacrificing a survivor because the same one that got saved might try to save again.
    Its as simple as 123 hook, wait, chase, and repeat. If you choose to attack during a rescue....well just think about why killers could be getting nerfed.

    1. A more tricky but fun way, is to GEN CAMP!!
      you find a number of gens clusterd close together (roughly 3 or 4) and when it comes down to the last gen, you gaurd those gens and rack up those points. Survivors will have to rotate between doing gens and dodging the killer, plus if the killer is running over charge and unerving presesnse, will make it impossible. repeat this for a good bit (make sure you maxed out on points) and then slowly try to down and then hook a survivors one by one (make sure that any near by hooks haven't been saboed. maybe run hang man's trick)

    I think option 2 is the best bet though,and I like killer's doing that, because then its really fun just tagging in and out on both sides.

    Camping hooks is for weak players and who can't (or won't) want to try to play the game the way it was meant to be played.
    Lame-Ohs.

    This is like those Soccer Moms that say they've found a healthier alternative to a sugary food that's "just as good," but in reality it tastes like ######### and it does your body no benefits.

  • @skynight said:
    Coulrophobia on Freddy. Bond, Kindred and Open Handed on survivor. The more Open Handeds the better! :-D

    You want healing to be slower in the Dream World, so they can get more skill check chances? M'kay.
    But yeah, maximum Aura Reading is a blast, you feel like an All-Mighty seer.

  • Definitely not a licensed one, since we've got two in a row before The Clown. So, we're just gonna have to throw a dart through the dark to try and hit the dartboard, and guess what kind of content they would make.
    I'm thinking some sort of cyborg; we haven't had anything very mechanical yet except maybe the RBT, but since Killers have to have been human at one point we can't go full-on robot. So cyborg it is. They might have something involving Generators.

  • @FrenziedRoach said:

    @Mrrgle_the_Mediocre said:
    -Plays Leatherface
    -Camps with Insidious in the Basement.

    People get real mad about it, but really I think it's just free jumpscares. (And free points)

    That happened to me the other night. Scared the ######### out of me because apparently insidious silences the chainsaw now and I missed seeing that update somehow.

    Guess I need to check the corners now when I approach the hook. LOL

    Oh damn, does it? I didn't even know that, lol. Yeah, I think it's always best to quintuple check hooks when the killer is Leatherface, Trapper, Hag, Pig, or Wraith. Camping with the Wraith is really good, and you don't even need Insidious. Same with Pig, Pig doesn't need Insidious either.

  • Kate seems shockingly unfazed about what's happening. Just mild concern.

  • I've never whinged in my life, man.
    Mainly because whinging isn't a thing, but, you know...

  • @axlehead72 said:
    So I've got an idea for a survivor perk and I was wondering what you guys would think about it, so here goes:

    Psyche!:When vaulting or throwing down a pallet and the killer hits or interrupts you while carrying out this action, all damage that would be done is negated. If you were going to be hit, the vault or throwing action is cancelled and you run at 150% your normal running speed upon landing on the ground (if you vaulted from a higher place) for 1.5 seconds, and you vault 50% faster for 1.5 seconds (if you intended vaulting through the same window again, I'm pretty sure the killer would've been able to interrupt you). Causes exhaustion for 60/50/40 seconds. Cannot be used while exhausted. If the killer would've interrupted you the action is not cancelled and the killer is stunned for 0.5 seconds and you still run at 150% your normal running speed upon landing for 1.5 seconds.

    I hope this perk isn't too op (I would've said 60 or more seconds at tier 3, but with the exhaustion nerf an inevitability, I don't think it's needed), it's a bit like a reverse lithe and an automatic dead hard combined together in a reliable format. It should be noted that the killer wipes his weapon as per usual as you run away if they hit you. (So perhaps it could be considered a mini DS as well, one where the killer can still look around??). Could it be changed a little to make it more fair for killers? I know it creates another safety net for survivors, but perhaps it could be predictable, like if a survivor slow vaults on purpose to get the killer to activate it, and the killer knows they have it, the killer could possibly walk around the other side to hit them there instead after the vault animation is complete. You also would waste the speed boost if you decided vaulting through the window again. But as I said; it provides a reliable safety net (most of the time, like any other exhaustion perk).

    And again, tell me what you think below!!

    Nah man. The last thing we need is Pallets to be even stronger.

  • @SnakeSound222 said:
    I had just sacrificed a third Survivor as Doctor on Mother’s Dwelling and was making a beeline for the hatch. I get there right before it opens. I don’t see the last Survivor, so I kick the gen beside it. After I’m done, I turn around to see a Dwight running toward the Hatch. He jumps in, but I grab him. The moment Doc slams him on the hatch, he DCs. 

    I was Doc again on The Pale Rose against a 4-man SWF. I had just finished sacrificing the third Survivor because I couldn’t find the fourth (they already entered Madness 1). BBQ finally reveals the location of the fourth survivor (a P3 Meg), and she’s running to the hatch. I run to the hatch and start zapping the area. My first zap gets her. She’s in the shack. She runs away from the hatch, trying to distract me. I keep zapping, trying to put her into Madness 3 (hoping she might get tricked by an illusion). This is when she uses Sprint Burst and makes a beeline for the hatch. Now, because she was behind a log, she had to go around me. I was right on top of her. I kept chasing because I knew she wanted me to hit her so she could escape. I don’t hit her, and I let her reach the hatch. She jumps in it and I grab her. I take her down to the basement. She’s wiggling really hard, but I manage to hook her. I check the endgame screen and see that she has Decisive Crutch. I didn’t get any salty messages from her, but I’m 100% sure she was salty because she didn’t get to use the king of crutches to “outplay” me and escape. She and her friends were probably all very salty and were most likely calling me all sorts of names. I did, however, get a message from a Tapp that I killed earlier in the game calling me a “lil dick pussy” because I tunneled him. You’re the closest Survivor to dying, why would I let you go? It’s just common sense to keep hooking you. 

    Tunneling isn't even a real thing if you ask me, just an excuse to explain why they feel angry after they lose.

  • -Plays Leatherface
    -Camps with Insidious in the Basement.

    People get real mad about it, but really I think it's just free jumpscares. (And free points)

  • Just figured I would say this, even despite their simplicity, all these gifs of yours are really cool!

  • Ah, bummer. I got a kobe and escaped through hatch, I was wondering why I didn't get the achieve.

  • @Dabrownman1812 said:
    Windows is underrated, map knowledge or not, mid to late game pallets aren't guaranteed and you travel to a spot and have to take an L cause there's no pallet left. Not all pallets are visible from any angle, especially  some of the god pallets.

    Maybe so, but the long frickin' 40 seconds cooldown makes it so it only works every blue moon.

  • @Immersed_P3_Nea said:

    @Jack11803 said:

    @Immersed_P3_Nea said:
    Bond. So many different uses for it.

    Bond should get buffed... currently it’s only effect is increasing my chance to vomit in disgust and other survivors incompetence by 99%

    My favorite use being, "Oh hey, teammate in a locker for 2 minutes, I'm gonna open this until you come out"

    That's the most practical use of the perk, lmao

  • Even if they don't implement this, they should add a "No Backwater Swamp" button.

  • @thesuicidefox said:
    Meg is the best starter character because she has 2 meta perks and 1 high tier perk. No other survivor has that many good perks. Claud has SC which is meta, and Empathy which is like mid tier at best. BK is IMO worthless tier. Nea would also be above Claud because UE and BL are really good perks.

    Kate should be higher. WoO and DWM are actually really nice perks. BO is okay, I think it's map dependent, but her perks are definitely better than most.

    You should know that Bill's perk are set to "All" for consoles, because Bill could not be brought over. But I think he would be 4th, right below Claud, because Unbreakable and Borrowed Time. Left Behind is not bad, but very situational. Still better kit than the rest of the cast.

    Meg's aight, though I still think Claud's healing is better. But Nea stays in 3rd because she has some good sneaking with UE, sure, but BL is not that great, it's just a lesser Sprint Burst, which I still don't think measures up to our all holy savior Self-Care. Speaking of Self-Care, when paired with Botany Knowledge, it becomes even more godlike. Botany Knowledge does suck unless put with Self-Care because it just makes Self-Care better.

    No, Kate shouldn't be higher. Dance With Me is okay, but... like... just okay? Windows of Opportunity is worthless if you already know the map at least a little bit, in which point WoO is just wasting a perk slot, and Boil Over is bad. Just bad.

    Anyway, Bill's three are nowhere near that. Unbreakable is ultra situational, it's once every 16 matches or so that you even get to stand up on your own. Borrowed Time is good, I'll give you that, But it's not so good that it singlehandedly puts him in 4th place. I might put him over Ace, but that's it.Also, Left Behind is poo poo. If you're the last one alive, then go through the hatch. If the hatch isn't open, then bummer. You don't need an entire Perk slot to get one Generator done to open the hatch. If you're more than one Generators away from the hatch, then you just weren't meant to win.

  • @MegaWaffle said:
    If you are including Nea in this list then I guess all killers are fair game, so I say Myers and Laurie's bush ;)

    MY MAN THEY'RE SIBLINGS

  • @Dabrownman1812 said:
    Even without open handed, alert is still good. 

    Not really. It's just a little unnecessary. If you're close enough for it to work, then you should be able to just tilt the camera to see them anyway. At least, I believe. I've never used the perk so I don't really know it's max range.

    Anyway, yeah, Lithe is alright. But not enough alone to boost Feng higher than C-Tier, at least to me.

  • @guest602 said:
    What about iron will? This is an amazing perk I don't understand shy its underestimated 

    I mean, you still leave a trail of blood, and when you're injured it should be your goal to heal yourself or get healed anyway. It CAN save your life, but not always. Not nearly consistent enough to be good enough, at least to me. Plus, Calm Spirit and Saboteur suck so much that Iron Will isn't enough to boost Jake alone.

  • Go to your profile at the top, then on your profile just press Change Picture next to your picture.

  • @MegMain98 said:
    Spot on for the most part especially with Meg and Claudette being top two. Although I’d say Nea and Laurie could swap for A and B. Decisive is Laurie’s strongest perk but sole survivor isn’t a great perk and OOO isn’t as great as Urban Evasion. Balanced Landing is just a sprint burst but with a condition attached to it. I’d say Laurie is A tier but if she is A tier then so is Nea.

    I’d also put Feng ahead of Ace. Again, Lithe is another sprint burst but with a condition attached to it. Technician at level 3 can be pretty powerful while Ace’s entire perks rely on RNG.

    I swapped Nea and Laurie.
    I'm still gonna keep Ace ahead of Feng though, because his potential has a team supporter over Feng's specific selfish perks still keep him higher in my opinion.

  • @Tombstone218 said:
    Excuse me, Left Behind saved my ass one singular game out of like, 7 games so it's also a god tier perk.

    But of course.

  • The first thing I notice is that Freddy would greatly appreciate Obsession: Relentless Pursuit.

  • I like the way all of these look.

  • @ProfoundEnding said:
    For Feng, with Technician,  having a 50% chance for the generator to not explode isn't a low chance if you ask me lol.

    Oh, I thought it was 30% at maximum, my bad. 50% isn't terrible. Though, you should just not miss the skill check in the first place, with the only exception being something like Overcharge which IS the perk Technician is trying to counter what with Feng Min and The Doctor being linked and all.

  • @Nidak82 said:
    That is udderly ridiculous? Why do they ban people who tamper with skins but don't care about the inner mechanics of the game they designed?

    Heh. Udderly.
    The correct word is utterly, my dude. Just your local grammar critic.

  • Not really a concept as much as it is just art.
    Good art though.

  • Looks good! A new Red Forest map sounds good, I really like it's aesthetic.

  • There isn't much to it. He's just the Hillbilly with better anti-palette, you said it yourself.
    Plus, the design isn't that interesting, though that isn't really your fault and more so the fault of whatever media you took it from.

  • @flamestandish said:

    @Mrrgle_the_Mediocre said:
    Alright, so I planned on making Perks for these guys and I decided to research them and it ended up being a bizarre experience throughout Wikipedia, in which case I've found out that the specific instance of these characters you're using here are from an obscure PC game about Alice in Wonderland in which case everyone seems real mean? How strange. Unfortunately I don't know enough about the game to accurately give many ideas.

    Though I can say that the mechanic for the killer does not sound fun, at least to me personally. Rather than having a unique and savage tool to help you maim Survivors in a classic Slasher fashion, instead you have to play a mildy enhanced baseline killer with the Ability to switch between another mildly enhanced baseline killer in a couple seconds; however, I don't believe you have time to switch between them quick enough in during a chase for the difference between the two to be relevant, and if you could it would be overpowered. So unfortunately I don't have too many solutions to the problems at hand, because I kind of suck at constructive criticism but also because I know nothing about the source material game other than you can throw jacks at people as demonstrated in the boss fight video I watched.

    Alice in wonderland is a movie(film) the game is just a spin off.

    Well, actually Alice in Wonderland was a book, turned movie, turned many other things. All I'm saying is that this specific iteration of cruel Tweedle Twins is from an obscure game.

  • @EpicFailTryHard said:
    Grey87 said:

    If the guy on hook can hear your terror radius the whole time he is on then yes you are camping.

    Unless all the gens that are left are close to the hook as well.

    Anyone saying otherwise is biased killer main.

    Standing next to the hook is hard camp while "patrol" is not as hard but also is.


    sounds about right.  what is the purpose of being so close?  the exact same as standing in front of them.  the killer's attention is focused on the hook.  "patrolling" is merely an attempt to conceal what is obvious to others.

    You know the Terror Radius is uh, how you say... quite big?

  • Bump because I like these ideas

  • @DieCampersDie said:
    Mrrgle_the_Mediocre said:

    @DieCampersDie said:

    So let's just argue and say that there was an offering, that as the hooked survivor, with a good aim, you can spit on a camping killer, and gain like 50% BP bonus in boldness.  

    And maybe a temporary vision penalty for the killer for camping AND getting spat on?

    I like this. it doesn't necessarily punish a camper for camping other than shaming them and mild blindness, and rather just benefits the Survivor. Meaning that if you camp someone, they'll most likely say "Thank you very much!" instead of "[BAD WORD] camping fag." Though I'm sure most people would still find a way to make "Thank you" very toxic. Anyway, the problem with this perk is how it is a complete detriment if a Killer decides not to camp at all or decides you aren't worth camping.

    Sadly camping is going to happen, this option just gives you something to do while the other survivors gen rush!

    No no no, you misunderstood me, that's what I like about it.
    I'm under the camp that finds Camping acceptable, it IS a strategy and it IS fun and fair.
    That's why I feel this Offering is such a good way to combat camping because it doesn't do anything to stop it, rather just gives the Survivor some compensation, so maybe they won't be a jerk at the end of the match as bad.

  • @Jack11803 said:
    You guts are merely stroking you’re own ego thinking your the better person by not bragging. It’s rarely that. Some people actually think about what they want to wear.

    Wow, how dare my guts do that. I'm going to have to contact a doctor to get my guts fixed, no cocky guts allowed inside of me.

  • @Hillbilly420 said:
    You should never camp and never tunnel.

    Now that's a fake pro tip, lmao.

  • @Grey87 said:
    If the guy on hook can hear your terror radius the whole time he is on then yes you are camping.
    Unless all the gens that are left are close to the hook as well.
    Anyone saying otherwise is biased killer main.
    Standing next to the hook is hard camp while "patrol" is not as hard but also is.

    That's... a joke statement, right? Sorry, I genuinely can't tell. It's stupid enough for me to think it's a joke, but at the same time it's juuuuust believable enough for me to think otherwise?

  • @Pandakecks said:
    Iam saying this as a Player from the first Hour, i have over 3k hrs in the game. Spent on both sides.i loving this game but...
    if this is going life, like it is with a overpowered trapper and the bullshitty nerfs to the exhaustion perks i will never play it again. That is not fun at all, neither for me playing as trapper or Killer( where is the challenge anymore?) and as a survivor.

    BHVR, stop listening to crying baby killers with 300hrs! Instead complaining about everything in the game and survivors are beeing OP, they should spent time in the game and get better.

    The exhaustion perk nerfs needed to happen and you know it.

  • Alright, so I planned on making Perks for these guys and I decided to research them and it ended up being a bizarre experience throughout Wikipedia, in which case I've found out that the specific instance of these characters you're using here are from an obscure PC game about Alice in Wonderland in which case everyone seems real mean? How strange. Unfortunately I don't know enough about the game to accurately give many ideas.

    Though I can say that the mechanic for the killer does not sound fun, at least to me personally. Rather than having a unique and savage tool to help you maim Survivors in a classic Slasher fashion, instead you have to play a mildy enhanced baseline killer with the Ability to switch between another mildly enhanced baseline killer in a couple seconds; however, I don't believe you have time to switch between them quick enough in during a chase for the difference between the two to be relevant, and if you could it would be overpowered. So unfortunately I don't have too many solutions to the problems at hand, because I kind of suck at constructive criticism but also because I know nothing about the source material game other than you can throw jacks at people as demonstrated in the boss fight video I watched.

  • @flamestandish said:

    @Mrrgle_the_Mediocre said:

    @flamestandish said:
    If it is paid, it’s pay to win. If it is free it means that you would force a person to play the game so that they could grind enough bloodpoints to go through all webs to obtain the new perks at level 3. A perk dlc would kill off a lot of players who just enjoy the game. If bhvr did this, it would show too much to the community that they only want people to play the game and there is no heart only profit and success. Which I am sure they wouldn’t want to promote.

    I... don't really see how that only promotes only profit and success, but aight.

    The more players in the game, the more likely it is that other people will purchase it. It is how most games are sold. Following the crowd sort of speak. More players means that the game will rank higher in the steam charts (not sure if console has an equivalent but there too). BHVR want the game to still be fun.

    I am not knocking your creativity by the way, it is excellent that you are thinking about and actually putting forward ideas. Maybe you could try and link them to a killer?. A lot of previous perks are tied to a certain killer type.

    Yeah, I guess I can see where you're coming from, though it requires a bit more pessimistic of a mindset. Unfortunately, with companies like EA and Activision walking around it isn't an uncommon or even an incorrect mindset to have.
    Anyway, currently I have 10 Perks here, soon to be more whenever I decide to get off my ass. Since each Killer has 3 perks, then once I reach 12 perks that that is 4 killers that would have to be created just to tie up all these simplistic Perks. I suppose the best thing to do with this is to just label it as ideas rather than an entire Paralogue. Oh yeah, I think I called it a Chapter instead of a Paragraph previously, my bad. I don't know if that really changes much, but yeah.

    I appreciate your input, and it's probably about time I add some more perks, lmao.

  • @DeBest2879 said:
    The camera is a item that allows a survivor to film the area and reveals auras of killers, pallets, windows etc. to other survivors. The ultra rare add on you can attach to it allows all auras to be seen anywhere for any survivor for the entire game. Camera looks like a film camera or phone.

    Only if the Killer can break it by swinging at it, not sure if the Survivor needs another indomitable tool.

  • @flamestandish said:
    If it is paid, it’s pay to win. If it is free it means that you would force a person to play the game so that they could grind enough bloodpoints to go through all webs to obtain the new perks at level 3. A perk dlc would kill off a lot of players who just enjoy the game. If bhvr did this, it would show too much to the community that they only want people to play the game and there is no heart only profit and success. Which I am sure they wouldn’t want to promote.

    I... don't really see how that only promotes only profit and success, but aight.

  • @robin said:
    Borrowed Time's old glory needs to be restored. Let it protect both people again

    But... but... but... my Bubba's Chainsaw against hook saves...

  • Well, you are being blinded. It's supposed to be bright. Not much else I can say.

  • @Nos37 said:
    Just got trolled by two survivors last match. One had Bond and knew I was in the locker. They waited for the killer to come near before opening the locker, but the killer didn't notice. That person left before another survivor who was being chased came up and opened the locker I was hiding in before running off. They did not have Quick & Quiet, so I knew it was on purpose. The killer pulled me out of the locker.

    Reported both of them, but it won't do anything.

    I wish that if a survivor opens a locker mid-chase to troll the person hiding in it, they swap places with the person inside the locker when the killer opens it...

    My favorite part about this is just the idea of a Survivor opening a locker, throwing the other person out of it, and hopping in themselves. Only problem is, depending on the Killer, one might try to go after you instead, even though the one in the locker is a much easier target.

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