Avatar

NMCKE

NMCKE

About

Username
NMCKE
Joined
Visits
8,638
Last Active

Comments

  • drunky26 said:

    Don't get me wrong. I play Claudette but im not a toxic flashlight [BAD WORD].

    I mean, she's tiny, black, short, has dark hair and clothing that makes her almost invisible.
    Why play shirtless David and get spotted miles away when you can be invisible with Claudette?

    She feels too cheap atm.
  • Brady said:

    @Nickenzie said:
    Brady said:

    Buff Left Behind and i.. JIZZED IN MY PANTS!

    Left Behind is really good now. Most killer's won't mind if the last survivor has a fair chance to spawn in the hatch anyways.

    Wait, in its current state you mean or the buffed version you suggested?

    The buffed version, it will be a great perk to help survivor deal with the loss of a survivor.
  • Milo said:

    Somehow those look like cool changes.

    Do you have a favorite one? :)
  • Thanatophobia, Knockout, Third Seal and Nurses calling.

    Addon of choice will be the facemask.

    A highly psychological slugging build that causes tons of salt.

    Toxic K btw

  • Also, do u have an idea to make no mither more attractive? I know it's meant to be kinda hardcore mode to use it, so I personally thought to just give 100% BP if u survive with no mither. Ur thought on that?
    @DwightsLifeMatters
    I buffed No Mither, now it's the exposed status effect since a instantly downing a survivor can be passed off as EW3, NOED, Devour Hope, previously injured by a bear trap, Iridescent hatchets, Rancor, being grabbed, and etc. This will give the perk user more ways to hide their perk.
  • Every game I was getting a message in regards of camping, while my chaser emblem had 0% near hook penalty. Stop hating on Tumtums! He's doing his best!

    He's on life support, he needs a rework ASAP!
  • Brady said:

    Buff Left Behind and i.. JIZZED IN MY PANTS!

    Left Behind is really good now. Most killer's won't mind if the last survivor has a fair chance to spawn in the hatch anyways.
  • @Nickenzie said:
    PhantomMask20763 said:

    This...this is fantastic, could you buff fire up too? :smile:

    @PhantomMask20763
    I buffed Fire Up :)

    I really like that idea! :smile: it's like a mini rancor, I'm guessing rancor would have the doomed status effect added as well. I really like this list and all the new status effects!!!

    Rancor and the momento offerings will have this status effect! Now when a survivor repairs a generator in front of you, they will regret everything!
  • This...this is fantastic, could you buff fire up too? :smile:

    @PhantomMask20763
    I buffed Fire Up :)
  • Sole survivor seems kinda OP there, they already have the hatch
    They are doing a Hatch rework, this means the hatch will have to be earned so let's say the hatch is more difficult to escape through. Sole Survivor will give the obsession a second chance but assuming you're a good killer, you'd check the exit gates as well to see if the obsession is making a break for it. The perk can work directly into your hands if you play your cards right.
  • Ok at first I confused myself after your explanation but then I realized you said Sacrifice and not hook, it takes a while to actually Sacrifice someone but you can hook all game. During that time you'll be downing people quick and breaking pallets quicker and maybe by the time you actually Sacrifice someone those pallets will be gone so when you lose your speed it won't be a real hindrance. That's balance right there, the balance we have with this perk right now that has every strike you lose speed never made sense to me because you strike fairly often lol.

    The point with my version of PWYF is to get your stacks by attacking the obsession preferably 3/4/5 depending on perk tier. Then hook everyone twice with your increased movement speed and interaction speed. After you hooked enough survivors, start sacrificing to slow down the game! :)
  • U don't get the third seal change, why is a nerf necessary ?
    It's a buff, allow me to explain. You can't see anything further than 32/28/24 meters. Imagine a Huntress throwing hatchets at you when you can't even see her or a Nurse about to blink to you without you knowing where she is at. Not to say aura outside of 32/28/24 meters cannot be read so this Hex actually does a lot! :)
  • KingB said:
    Does the pain status effect stack with stridor? Or does stridor inflict it? Love all these ideas! Gives some useless perks usability. 
    Strider will be changed to inflict the pain status effect instead and yes, they will stack! :)
  • Soul Survivor is actually useful with this, Monstrous Hooks sounds nice, Thanatophobia is more powerful, I already said I like Huntress, Brutal Strength NEEDS this upgrade, Third Seal looks interesting, but I don't know about Play With Your Food.

    The Normal PWYF gives you a max 15% extra movement speed, this give you 5 but a 15 extra in action, it's kind of like a combo of the normal perk and Fire Up which is awesome. When you say disable does that mean you can't get anymore tokens or the perk itself is turned off and the effects are gone?

    PWYF does give you 15% but you wouldn't stay there long. You'll usually have no tokens because breaking and losing the chase is much more time consuming. My version gives a incentive to go for your obsession just like Dying Light but instead you don't tunnel your obsession to death since it will disable the perk. Disable is where the perk is not functional, just like a Hex perk when it's cleansed.

    This is what PWYF is trying to say, "Hey, if you go after your obsession to get stacks but don't sacrifice anyone, I'll give you a permanent 25% action speed and 5% movement speed increase"
    Try stacking this with Brutal Strength for 45% pallet breaking speed increase.
  • KingB said:
    Does insidious counter BT? Like if I was in the area and saw they were going for the unhook could I use the perk and counter BT?
    Yes, because BT activates when a survivor performs the unhook action within the killer's terror radius. However, remember that Insidious doesn't instantly remove your Terror Radius and will take 4/3/2 seconds for your Terror Radius to slowly decrease to 0m.

    Let's say you have Insidious tier 3 and you're 16m to a survivor unhooking another survivor. You'll need to be standing still for a little over 1 second before hand to reduce your Terror Radius just less than 16m assuming your terror radius is 32m. The survivor wouldn't be in your Terror Radius and thus, no BT.
  • Avariku said:
    Master said:

    @MhhBurgers said:
    With this patch I vow to only play insidious leatherface to camp the ######### out of ppl, it's not like the devs will be able to nerf facecamping more without all killers stopping to play the game.

    I will run slugging doc to protest :wink:

    I will say I don't care about getting slugged, but if the camping does get worse than it already is... I will absolutely drop this game without looking back. 
    (I'm already facing campers on nearly 3/5 matches as it is on xbox. no point in watching a load screen for a game I won't even be able to play)

    and before I get the usual "bye" "get out" "wont miss you" responses... just a reminder that this game needs survivors just as much as it needs killers.
    Camping is a strategy BUT I feel like the hooked survivor should get bonus Lightbringer points when generators are completed. After all, you are being a "distraction" which allows you to let your teammates do generators.
  • Peanits said:

    @Nickenzie said:
    I have a better idea and this can be interesting for the killer and the survivor so tell me what you think! :)

    Hex (Huntress Lullaby): Your desire to kill sings a song that numbs survivors from danger. Every time you hook a survivor, receive a token up to a maximum of 3/4/5 tokens.
    -1 Token: Terror Radius reduced by 25% and your movement speed is increased by 2%.
    -2 Tokens: Terror Radius reduced by 50% and your movement speed is increased by 4%.
    -3 Tokens: Terror Radius reduced by 75% and your movement speed is increased by 6%.
    -4 Tokens: You have no Terror Radius and your movement speed is increased by 8%.
    -5 Tokens: Instantly sacrifice any survivor you hook and your movement speed is increased by 10%.

    These effects won't be addictive meaning if you reached let's say 2 tokens, then you'll lose the effects of having 1 token. Additionally, reducing your terror radius bonus also applies to the huntress' lullaby since is also counts as a Terror Radius.

    My concerns there:
    A) It's a little too much like devour hope.
    B) <--- That's a really cool B. 10% is a huge difference. Combined with TOTH and your 0m terror radius, the survivors are going to have one hell of a time trying to cleanse that totem. (Also again with devour hope, you'd have instant downs, making it even harder.)
    C) It would probably feel really bad to be the survivor who gets downed by Sonic and instantly sacrificed because two or three other survivors played poorly and gave the killer stacks.

    Might make it a tiny bit too easy to snowball out of control with that combination of perks.

    Well it is a hex perk and I feel like hex perks should be strong if they can be removed at anytime (risk and reward). However, what makes it sound OP is the fact that survivors will now need to pay attention to the killer because you would get a notification like other hex perks.

    If my version is a but too much, how would you balance Huntress Lullaby? :)
  • I have a better idea and this can be interesting for the killer and the survivor so tell me what you think! :)

    Hex (Huntress Lullaby): Your desire to kill sings a song that numbs survivors from danger. Every time you hook a survivor, receive a token up to a maximum of 3/4/5 tokens.
    -1 Token: Terror Radius reduced by 25% and your movement speed is increased by 2%.
    -2 Tokens: Terror Radius reduced by 50% and your movement speed is increased by 4%.
    -3 Tokens: Terror Radius reduced by 75% and your movement speed is increased by 6%.
    -4 Tokens: You have no Terror Radius and your movement speed is increased by 8%.
    -5 Tokens: Instantly sacrifice any survivor you hook and your movement speed is increased by 10%.

    These effects won't be addictive meaning if you reached let's say 2 tokens, then you'll lose the effects of having 1 token. Additionally, reducing your terror radius bonus also applies to the huntress' lullaby since is also counts as a Terror Radius.

  • I've one 4 games today with it with noed because this is a endgame build bit still man seeing them from so far with such a short range is useful lol
    Not to me, I use Sole Survivor lol
  • MandyTalk said:

    Can you please keep this on topic - categorising a person by their avatar? Really!?

    Either discuss this like adults without the insults or passive aggressiveness or you leave me no option but to close the thread.

    Let's go MandyTalk, you're the best! :)
  • Peanits said:

    Heyo. So I should probably explain.

    In the perfect world, we'd have all the reactions and everything would be great. You could upvote things that were good, downvote things that were bad, awesome things you think are awesome, and LOL things that made you laugh.

    The first problem came with downvotes. There were some other functions attached to downvotes that could not be removed, namely that after a certain number of downvotes, the post would be hidden. That's out of the question because it basically means that anyone with an unpopular opinion is effectively silenced (or in the case of large threads, anyone with an opinion in general on the first page or so). So unfortunately, downvotes had to go. Downvotes are really key here, LOL became a negative thing because we had to get rid of them.

    Then LOL sorta' took over that place. Fair enough, we didn't really mind, even if it is a little more rude than a downvote. No biggy. But then a couple other problems surfaced. We had a few instances where people would run a bot or even just manually use a bunch of alt accounts to spam reactions (almost always LOL) on people they disagree with. I'm talking thousands overnight. Those guys have been dealt with, but it still kept happening every once in a while. Beyond that, there were a bunch of times where someone would follow someone around and LOL every single one of their posts (and yes, we can see who). This also lead some people to accuse other people for it, often innocent people.

    As much as LOL was a good thing, it was also abused. A lot.

    So we're going to try this out for a while. Hopefully we'll be able to get a tighter reaction system some day, but for now we're going to roll with this and see how it goes. The silver lining is that this might promote some constructive discussions. Rather than just dog-piling on someone you disagree with and flooding them with LOLs, someone's going to have to post why they think it's a bad idea and then everyone can upvote that.

    Yes, but now you ruined my meme...

  • body blocking is legal, also the code I do not understand at all

    It's in JavaScript, it's a programming language.
  • Tsulan said:
    You sound a little bit to optimistic for what little has been revealed. 

    As far as we know, they could implement a monthly fee. 
    Connection could persist. 
    Region lock could come back.
    Some areas might not get any servers at all like Australia. 
    Etc.

    Please don't behave like this announcement solved all problems. 
    Why can't you just be thankful for what you get? Saying what you just said makes me surprised they didn't change their minds.
  • JanTheMan said:
    Nickenzie said:
    JanTheMan said:
    Feed me answers please.
    Map pressure is your ability to prevent survivors from doing something whether that be completing generators, healing, totems, exit gates, and etc.

    Nurse can do this especially well because she can be in many places within a short amount of time.
    So would it be fair to say that Freddy has bad map pressure since he has to put survivors to sleep, for him to interact with them?
    Well, my answer is more of a yes because he has to wait 7 seconds after he reached a survivor to apply proper pressure but Freddy does have 115% movement speed.
  • powerbats said:

    @Wolf74 said:
    4 hits.^^
    So he is the opposite of an insta down killer.
    He doesn't half the amount of hits to down someone, but double. XD

    Isn't this where you come up and non frenzy smack them since they're wounded already at that point?

    That’s the idea, but the thing is, at 110% speed, it can take a long time. 
    A very long time.
  • Janick said:

    @Wolf74 said:
    4 hits.^^
    So he is the opposite of an insta down killer.
    He doesn't half the amount of hits to down someone, but double. XD

    Actually, we see him more as a delayed insta down killer.

    Like I said in my OP, he's like the Pig (slows down the game) but he does lack lethality.
  • JanTheMan said:
    Feed me answers please.
    Map pressure is your ability to prevent survivors from doing something whether that be completing generators, healing, totems, exit gates, and etc.

    Nurse can do this especially well because she can be in many places within a short amount of time.
  • powerbats said:

    @DocOctober said:

    Pallets don't help you? Just vault right back when Legion vaulted. His momentum carries them beyond it, giving ample time to be safe again.

    At any rate, I prefer the QA team's proposals.

    But does he not get affected by the slow vaulting which is why his momentum carries him past then? Also wouldn't the survivor be exposed to an attack even if he slides forward some due to the slow vault?

    Like I said before, if you have the sensitivity and you expect it. You can prevent survivors from hopping back over the pallet without them taking a stab. :)
  • Vietfox said:
    I felt so bad when i saw his rank.

    Yeah, I wonder why rank doesn't mean anything when you can go against ranks 18's to reach rank 1. The system is really broken sometimes, happens to me when I play killer on boosted survivors.
  • Janick said:

    @Nickenzie said:

    Then I'll mend when the chase breaks, I'm a great survivor and I'll mend beside pallets to make sure you won't sneak up on me. If you sneak up, I'll use the pallet and mend until you use the power to catch me. Repeat until either I'm downed (you have wasted a lot of time not pressuring generators) or until you give up on me (even worse). I'll be honest, I'm terrible at survivor, especially in chases but this killer is a laughing stock. At least with Freddy he doesn't have to hit you 5 times to down you.

    Hello

    I would like to make it clear that the Legion requires 4 hit to down a Deep wound Surviror.

    The first hit is the initial 30 sec, a subsequent hit removes 10 sec, for a total of 4 required hit. If you are experimenting a 5 hit chase, please let us know because it is definitely a bug.

    Thank you

    Yes, it's a bug as the hit sometimes doesn't register or the DW bar doesn't reflect the second hit. This is kinda rare but is annoying when this happens, thank you for asking! :)
  • I feel like the killer should be rewarded for leaving though, something to entice the players to leave like extra bps

    I was thinking more on the lines of the survivor getting bonus Lightbringer points when other survivors complete generators while you are on the hook. That way, you'll still have a great chance to pip (If your teammates do generators) while the killer gets his sacrifice.
  • Vietfox said:
    You are right, i don't think it's unfair.
    Btw, someone told me you are on ps4 now :p
    Nope. I’m on Xbox still lol. 
    Aye, wish we could play together lol.

    I like your idea! :)
  • “Each time another survivor is hooked, gain a token. Each token grants a stackable 8 meter zone of protection where the Killer cannot read your aura. You can earn up to 9 tokens. If a survivor is killed or sacrificed after being hooked once, gain 2 tokens. If a teammate is killed or sacrificed after being hooked twice, gain 1 token.”

    The last 2 sentences basically mean if a survivor isn’t hooked 3 times and either dies on their first hook or dies on struggle you still get all 3 possible tokens out of them. 9 tokens of Sole Survivor would give you the same amount of protection as you do now (72 meters), however, with these changes it would give you more of a gradual buff to your disruption as your teammates slowly die and be overall more useful.

    The differences in tiers could be the maximum amount of tokens you can gain. It could possibly go like,

    Tier I: 5 tokens

    Tier II: 7 tokens

    Tier III: 9 tokens

    Please let me know what you guys think as I really want to make other obsession perks more attractive for Survivors instead of the obsession being synonymous with DS.

    Thanks for reading :)

    Actually, I had a idea similar to this but it has a secondary effect if you are the obsession. I feel like every survivor obsession perk should have two versions: Obsession and non obsession version.

    Sole Survivor: A supernatural bond with the Entity gives you hope during problematic situations. For every survivor eliminated from the trial, receive a token up to a maximum of 1/2/3 tokens.
    -1 Token: Killer cannot read your aura within a 32 meter range to you.
    -2 Tokens: Killer cannot read your aura within a 64 meter range to you.
    -3 Tokens: You are immune to the killer's aura reading abilities and if you are the obsession, gain the ability to open the exit gates without needing to complete all of the generators.
    Increases your chances of becoming the killer's obsession. Only one obsession per trial.
  • Peanits said:

    Read over the new feedback, I'll give my thoughts here.

    Regarding the changes to deep wound: I don't feel like this would be a significant change. If it's a 60 second timer by default and depletes at a 50% rate during a chase, you're still looking at two minutes before they actually go down. Sure, you could use your power again to shave off a little more time, but if it takes 30 seconds to cooldown, you're still looking at a significantly long chase just to down someone with it. For that reason, I don't really see the need to have it deplete at a reduced rate in a chase at all if the timer is going to be extended.

    Being unable to mend yourself back when injured would be neat. I think that more than anything could give the legion a lot of power. It would slow down survivors more than they currently are (where they can immediately start mending the second you turn your back and move to the next survivor), and more importantly, it would allow you to interrupt the probably-still-injured survivors as they're mending each other up, which plays nicely into his power.

    Regarding frenzy changes: I'm mostly on board with this, I don't see any real downside here.

    The QOL change: I wouldn't want to see that happen. Removing the double stun is one thing, but reducing the fatigue period if you purposefully end frenzy would make the killer very overpowered. You could tag a survivor with deep wound (injuring them), catch back up in frenzy, end frenzy, close the small distance they gained very quickly, and then use a regular M1 to down them. Unless they are immediately next to a window or pallet when your frenzy ends, they're dead.

    The big issue with frenzy is that it ignores all of a survivor's counterplay. Pallets don't save you, windows don't save you, nothing does. If the legion gets remotely close, they're going to hit you. That's why I see it as a very tricky killer to balance. How do you make a guaranteed hit powerful without making it feel unfair to play against? And at the same time, how do you make a guaranteed hit weaker without making it feel weak to play with? It's a tricky situation, I don't really think there is a right answer to.

    In any case, still good feedback, I think the general idea is good but the killer itself is incredibly touchy to balance. It's hard to say whether or not it would be enough or whether it would make them overpowered, but it could be interesting. I would say that the fatigue reduction couldn't happen, though, that would make him way too powerful at something he's not designed to do.

    Pallets don't help you? Just vault right back when Legion vaulted. His momentum carries them beyond it, giving ample time to be safe again.

    At any rate, I prefer the QA team's proposals.
    Well, it's all about the killer's sensitivity and if he can see it coming or not. It's like a 360 in terms of its surprise factor but after the first surprise, you'll usually expect it.
  • Congratulations, you are threatening to use a review system like its intended, while being a negative drop in a see of positive.

    How badass.
    You're so awesome! :)
  • Nickenzie said:
    Orion said:

    @MisterCremaster said:
    @Orion Of course, the minute I say, "I never get messaged" - I immediately get salty survivors calling me terrible and camping. I got 4k on a SWF group and they only managed 1 generator. A.) I had BBQ Chill so I would never camp, B.) If I was camping, they should have gotten at least 3 generators.

    If you play Killer, you will get messages like that, eventually. It's only a matter of time.

    I was playing nurse with insidious and NOED. I blinked behind the exit gates and wait for them to gen rush me so one of the victims would open it. The moment the gate open, a hopeless meg ran to me and I surprised her.

    "Nice crutch NOED"
    "Lol, it's just a game. Chill out."
    People are naturally more hostile towards nurse players because of how ball busting she is for people that don’t know when to split up and survive individually. I’d actually argue that nurse’s idolization comes from her most likely unintentional ability to cripple teams that decide to stick together, especially quickly. And she’s able to catch up as well as long as she is paying attention. 
    I don't like NOED because it's a crutch but I was doing something I seen on YouTube for fun lol.
  • Orion said:

    @MisterCremaster said:
    @Orion Of course, the minute I say, "I never get messaged" - I immediately get salty survivors calling me terrible and camping. I got 4k on a SWF group and they only managed 1 generator. A.) I had BBQ Chill so I would never camp, B.) If I was camping, they should have gotten at least 3 generators.

    If you play Killer, you will get messages like that, eventually. It's only a matter of time.

    I was playing nurse with insidious and NOED. I blinked behind the exit gates and wait for them to gen rush me so one of the victims would open it. The moment the gate open, a hopeless meg ran to me and I surprised her.

    "Nice crutch NOED"
    "Lol, it's just a game. Chill out."
  • @Nickenzie said:
    Introduction

    I been doing some research for a while now and I'll have to say, he's very weak. This is due to the fact that he can't secure his hooks easily which is what the game evolves around. For you to hook someone as The Legion, you'll need to hit a survivor with your power four times down or you can M1 a survivor with a 110% movement speed twice (or once if they are in the deep wound status effect). Both processes takes a long time to secure a hook because you are simply doing something that is inefficient. Yes, the killer is a "Pig" where (s)he can cause survivors to waste time by mending but that's not good enough to justify his weak ability to hook survivors. How Can We Make The Legion Better?


    1.) When performing a normal M1 attack on a survivor without using your power, you won't drain your power gauge.

    Reasoning:
    (Spoiler)

    2.) When using Frenzy on a injured survivor, they will be put into dying state instead of gaining the deep wound status effect.

    Reasoning:
    (Spoiler)

    3.) Get rid of the double stun when attacking a survivor with the deep wound status effect. Pick one developers, the fatigue or the attack cool down.

    Reasoning:
    (Spoiler)

    4.) The mending action should be considered as a healing action and mending should take the same amount of time as a regular healing action.

    Reasoning:
    (Spoiler)

    5.) Show survivor's auras that don't have the deep wound status effect after instead of having a symbol in the direction of where the survivor is at.

    Reasoning:
    (Spoiler)

    That's it, yes we may not need all of these changes but we do need most of them to make him better as a killer. Please tell me what you think below with reasoning and justification.

    Don't say, "You're playing him/her wrong." Guys I watched a SWF and they weren't sweaty, they was just playing together to have fun. The killer got a few 1k and 2k by spreading the damage, the killer was obviously good but he wasn't able to get hooks easily.

    Here's a video on why the killer isn't good, he doesn't have a way to get hooks. You either focus one survivor down, hope to win a 110% chase with a normal M1 attack, or pray that the survivors don't know what the mending action is. Pardon his language and I don't believe this PTB is bad, it just needs a few changes so ignore his huge exaggeration regarding the PTB patch as a whole.

    P.S: Notice how every hook he got was because it's was the survivor's fault for losing a chase to a 110% M1 killer. He was also spreading the damage on his first game and look how fast survivors can mend, it practically had no effect.

    Here's another one by Monto, he says everything better.

    Another one with him using No Mither

    teach me how you so good at making these type of rework ideas

    Your quote is outdated as I completely redone my thread, take a look because I think I'm going places with my suggestions! :)
  • I would love to give some feedback on your ideas, but I actually haven't seen much about the new character. I haven't seen any gameplay or his ability, so I can't really give you anything constructive.

    It's all cool, but you can get a general idea on how bad he is when you see multiple YouTubers especially Tru3ta1ent saying he's good against BAD survivors.
  • Orion said:

    Camping is a hot-button issue for many Survivor mains, who often say it's "unfair". Well, I say it is fair, for now, but I'd like to discuss when it might become unfair.

    First, let's analyze camping, from the Killer and Survivor's respective perspectives.
    The Killer had to:

    • Find a Survivor (won at stealth)
    • Hit a Survivor
    • Hit a Survivor again (won the chase)
    • Pick up the Survivor
    • Get hit with Decisive Strike
    • Find the Survivor again (won at stealth again)
    • Hit the Survivor again (won the chase again)
    • Carry the Survivor to the hook while preventing flashlight rescues and bodyblocking (won at whatever you want to call this)

    Now from the Survivor's perspective, the Survivor had to:

    • Be found by the Killer (lost at stealth)
    • Get hit by the Killer
    • Get hit by the Killer again (lost the chase)
    • Hit a skill check
    • Be found again (lost at stealth again)
    • Get hit again (lost the chase again)

    Under these generic circumstances, the Killer did everything right. They found and hooked a Survivor. They succeeded every step of the way and should be rewarded for it. The Survivor's only success was hitting an easy skill check and they got their second chance for it. Camping is fair.

    When would camping be unfair? Well, when the Killer did absolutely nothing right, the Survivor did absolutely nothing wrong, and yet the Survivor ends up on the hook anyway by the will of the Entity. Under this hypothetical and unfair scenario, the Survivor would be punished for doing everything right, as opposed to the current, normal scenario, where they're punished for doing everything wrong.

    I agree with basically everything but the only time camping is just unfair is when I'm at a disadvantage. For example: A survivor DC'd and there's 5 generators remaining yet I'm getting one hooked because there's no survivors are close to the hook. That's when I think, in my opinion, camping is unfair.
  • powerbats said:

    @Nickenzie said:
    powerbats said:

    @Nickenzie said:

    I have mixed feelings about this since it could over complicate things about the DW status effect. Regardless, great idea @powerbats! :)

    Yeah I can see how it could overcomplicate things which is why i'm hoping better minds than mine can think it through , especially the math side of things where x times the y equals EFF YOU CALCULUS !!!!!

    Are you talking about the timer picks up in speed when you don't mend?

    Yes, if you're not in a chase then say after 5 seconds the timer starts counting down and goes faster the longer you don't fully mend. So if you start running around the progress you made will also start to decay back to zero and the timer then starts ticking quicker.

    If you add in the effect they can't work on gens until fully mended then to fully heal is x seconds, 15 for the mend and the SC time.

    Ah, I understand now! Basically, your mend progress will decrease first then your actual DW timer will decrease second. The longer you don't fully mend, the faster this happens! Okay, this is easy to understand and I think this would be a great edition to the DW status effect! Phenomenal thinking there @powerbats, keep it up! :)
  • powerbats said:

    @Nickenzie said:

    I have mixed feelings about this since it could over complicate things about the DW status effect. Regardless, great idea @powerbats! :)

    Yeah I can see how it could overcomplicate things which is why i'm hoping better minds than mine can think it through , especially the math side of things where x times the y equals EFF YOU CALCULUS !!!!!

    Are you talking about the timer picks up in speed when you don't mend?
  • powerbats said:

    I like the suggestions and @Peanits reasoning is rally good as well. i discussed this with @DarkWo1f997 in another thread to address similar concerns.

    I would think that once out of the chase his timer could tick down the further away he is from the victim, so if for instance he loses them. At the start of an internal 5 sec timer he doesn't re-aquire them then the timer ticks down at an ever increasing rate.

    So .5 ticks per second then increasing steadily like BT timer to being depleted at 15 seconds and the only cure is Mending. To keep people from just losing him and Mending for 1 second the pause on the timer will have a decay effect that stacks.

    The more you pause the mend similar to the old SC at a pallet pause routine the faster the progress you made will decay back to zero. This would put pressure on people to stop and mend completely.

    One thing you could also add to it's effect is to make it so you can't repair gens similar to how you can't do so in Madness Tier III.

    I'm not sure how or where this could be tied into your suggestions though or whether it'd work well with your stuff.

    I have mixed feelings about this since it could over complicate things about the DW status effect. Regardless, great idea @powerbats! :)
  • If deep wound is applied before the survivor is downed, if he goes down by any means other then deep wound timer running out it should pause and stay until survivor is hooked.

    So, if I was downed with 5 seconds remaining on DW. If I recover to the injured state and 5 seconds later, I'm downed again? I don't mind this since you can mend at anytime.
  • Lmao killer mains crying because they cant camp with him.

    God forbid any of you play the game properly.
    No comment.
  • Fenrir said:
    The ultimate thread
    What do you think about my suggestions?
  • TBH give him 115% speed, remove the double stun and survivors that were injured before DWE tagged can no longer mend themselves (or only up to 90% like being downed)

    That should be enough.
    The developers don't like to increase a killer's movement speed even through it would be a good fix to the killer. However, if they decide not to then my suggestions are perfect to making The Legion a more lethal killer while remaining at 110%.
  • Peanits said:

    Read over the new feedback, I'll give my thoughts here.

    Regarding the changes to deep wound: I don't feel like this would be a significant change. If it's a 60 second timer by default and depletes at a 50% rate during a chase, you're still looking at two minutes before they actually go down. Sure, you could use your power again to shave off a little more time, but if it takes 30 seconds to cooldown, you're still looking at a significantly long chase just to down someone with it. For that reason, I don't really see the need to have it deplete at a reduced rate in a chase at all if the timer is going to be extended.

    Being unable to mend yourself back when injured would be neat. I think that more than anything could give the legion a lot of power. It would slow down survivors more than they currently are (where they can immediately start mending the second you turn your back and move to the next survivor), and more importantly, it would allow you to interrupt the probably-still-injured survivors as they're mending each other up, which plays nicely into his power.

    Regarding frenzy changes: I'm mostly on board with this, I don't see any real downside here.

    The QOL change: I wouldn't want to see that happen. Removing the double stun is one thing, but reducing the fatigue period if you purposefully end frenzy would make the killer very overpowered. You could tag a survivor with deep wound (injuring them), catch back up in frenzy, end frenzy, close the small distance they gained very quickly, and then use a regular M1 to down them. Unless they are immediately next to a window or pallet when your frenzy ends, they're dead.

    The big issue with frenzy is that it ignores all of a survivor's counterplay. Pallets don't save you, windows don't save you, nothing does. If the legion gets remotely close, they're going to hit you. That's why I see it as a very tricky killer to balance. How do you make a guaranteed hit powerful without making it feel unfair to play against? And at the same time, how do you make a guaranteed hit weaker without making it feel weak to play with? It's a tricky situation, I don't really think there is a right answer to.

    In any case, still good feedback, I think the general idea is good but the killer itself is incredibly touchy to balance. It's hard to say whether or not it would be enough or whether it would make them overpowered, but it could be interesting. I would say that the fatigue reduction couldn't happen, though, that would make him way too powerful at something he's not designed to do.

    This is why I say you, Peanits and MandyTalk are the most reasonable mods. Thank you for the amazing feedback, I'll make some changes but first I'll explain why I decided to make these changes.

    "For that reason, I don't really see the need to have it deplete at a reduced rate in a chase at all if the timer is going to be extended."
    Reasoning: I'm scared that if it depletes normally while in a chase, he would be too overwhelming for the survivor being chased. Then again he is a 110% movement speed killer so maybe this wouldn't be too much to ask for. So, I'll take your word and change it to where the DW timer will deplete at its normal speed when in a chase.

    "
    Removing the double stun is one thing, but reducing the fatigue period if you purposefully end frenzy would make the killer very overpowered."
    Reasoning: I wouldn't mind if they didn't go through with the reduced stun time if you purposely end your Frenzy since maybe it could be a bit much. However, the double stun absolutely needs to go ASAP!

    I wished more people could be give me feedback like you just did, thank you! Means a lot to see someone take some time to help me understand their point of view! :)
  • Orion said:

    @Theluckyboi said:
    I think you all missed the point of the converstion, should minor offenses be bannable?

    You consider them "minor offenses". The devs do not. Can you guess whose opinion actually matters?

    @Theluckyboi said:
    They say that the "hot milfs in your area" advertisings sometimes do lead you to hot milfs in your area, but who knows

    Go look it up, if you have the intellectual honesty to admit you were wrong.

    @Orion
    Obviously they don't know what things are bannable. Additionally, they also think their actions have no consequences and they are not the one to blame. I'm just gonna give up on explaining why but before I go, I'll leave this link here for them to look at.

    Violations and consequences:
    https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
  • @Nickenzie said:
    MhhBurgers said:

    @Nickenzie said:

    Orion said:

    @MhhBurgers said:
    
    @Orion said:
    
    @MhhBurgers said:
    
    The amount of SJWs is already way to high.
    
    And a lifetime ban for something that was an obvious joke? Yeah totally not a PR stunt.
    
    
    
    The amount of people who oppose basic respect because they think it's "SJW" is too damn high. Congrats on falling for common manipulation tactics.
    

    It's a friggin role-playing video game and tbh I would count that as in character, but "homophobic slurs" seems to be a much harder subject than childrape in fallout 3 and shooting people on sight.

    Stuff like this is why I regret coming to the west.
    
    
    
    It's the rules everyone agreed to upon purchasing the game. If you didn't agree with them, you shouldn't have purchased the game. It's that simple.
    

    ^Bràvo! Couldn't have said it any better! :)

    How many contract rules are you breaking in your life but you seem to care alot about video game rules LUL.

    If I didn't care about my video game rules then I wouldn't be here because I would already be banned. Ofc I'm not perfect but I do learn from my mistakes and try to improve, thanks for asking.

    I bet you're also one of the ppl who believe that steam accounts will be banned if you behave badly enough, the rules in this game aren't being enforced unless you're seriously hacking, this goes for most games by the way.

    And as said, most true gamers break rules left and right anyways, starts at pirating everything. There's a reason why mainstream media hates us.

    Well of course I do, if you are breaking the rules continuously then there is gonna be consequences for your actions. That's basically how things are and without it... it would be choas.
1 … 98 99 100 101 102 … 138