NMCKE
NMCKE
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- NMCKE
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To be honest, I run Solo Survivor, OoO, BT, and WGLF. It's a great build against Freddy because if your in the dream realm with 3 tokens on Solo Survivor, it literally throws him off for a good 5 minutes as he thinks your in his terror radius. Now I can see you without you seeing me and I get the benefit of watching the poor thing struggle to find me while I technically infinite him.
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Basically when I usually play survivor, I try to hide but since the Doctor prevents this... I usually pallet loop him since there's tons of pallets. Then later the killer tells me I'm s*** but again it's almost impossible to hide from the Doctor. I know to hide in lockers but good Doctors can read your mind and check them in areas where you last been in. I honestly think that if the Doctor is going to buffed, the developers will probably have to rework him entirely.
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Actually, I been reading your LF posts and I wanna know your opinion about my suggestions.
Bubba's Chainsaw:
-Has 10 charges.
-Takes 3 seconds to charge Bubba's Chainsaw to 100%, each second charging his chainsaw will spend 0.5 charges.
-LF movement speed will remain at 115% while charging.
-Upon release, LF will go swing his chainsaw in front of him, each second his chainsaw swing is active, it'll spend 1 charge.
-LF can cancel his chainsaw swing by tapping the attack interaction key with a 1 second animation followed after the cancel.
-If Bubba's Chainsaw runs out of charges or LF bumps into a object, LF will enter a 3 second tantrum with limited movement.
-Cannot START charging Bubba's Chainsaw when at 2 charges or less.
-When not using Bubba's Chainsaw, regain 0.5 of a charge per second. This will be displayed around your chainsaw power icon, exactly like Myers Evil Within progress bar.
-His terror radius will remain at 32m because LF is a close range punisher so survivors need to know when LF is coming so they can avoid 1v1's in tight spaces.
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@DocOctober I usually run OoO, Solo Survivor, BT, and WGLF. It prevents the killer from finding me so I can't get farmed from other sand bagging survivors and I can safely unhook survivors WITHOUT sand bagging if the killer decides to camp. I just play extra cautious when I play survivor during 2x BP events because sometimes your allies are the killer lmao.
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Yeah, I wouldn't mind if they made an add-on that causes a bleed-out timer, it would be really fun @SoburrHippie :chuffed: If I remember correctly, the developers want every killer to have a set amount of add-ons for every rarity, correct me if I'm wrong. I don't remember the numbers they mentioned but I do know they want every killer to have 2 ultra rare add-ons. The Huntress only has 1 so eventually she will get a second add-on, hopefully it'll cause a bleed out timer like you mentioned without reducing hatchets.SoburrHippie said:I think her 1 shot is fine , guys usually bring in the infantry belt so she can have 3 hatchets.
But as another add on , I like the idea of a bleed out timer. That's pretty cool. -
+1
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@Milo
I also had the same idea for WoO, it should be a shorter range with no CD. -
Xbox One
Map: Depends on how severe the "Fog" is. Offerings such as "Murky reagent" "Hazy reagent" and "Faint reagent" seems to make lag/FPS more worse. I experienced this FPS drop on Autohaven Wreckers: Blood Lodge but I haven't played other maps with "Fog" offerings.
Killer: Nurse
During when I'll use her power: FPS would drop when I initiate the blink especially when their is more fog in the map. This has became slightly more severe ever since the 2.0.0 patch.
As always, thank you for showing your ever growing love for this community
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That's a good one lmao!MinusTheBillie said:The devs let us know what was up, you just didn't like the answers. Hope you feel better after your temper tantrum. With that attitude, you seem like a better fit in the Fortnite community anyways. Later!
P.S. - There's a typo in your name. There is an R where the N should be. -
Maybe make it where the first Jigsaw Box will never have the correct key? It's prevents survivors from getting the trap off instantly basically.
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Yeah, I watch Saw, Saw II, Saw III, Saw IV, Saw V, and Jigsaw. I like the choice of completing generators screws over your team because "Make your choice" your teammates has a option to let you struggle or have a 5 minute timer. Even if your teammates done 2 generators, you'll still have around 2 minutes.FrenziedRoach said:This is just bad overall and kills her overall feel. The idea is that completing generators screws your teammates over as it starts their timer. I mean, are you even aware how Jigsaw's traps worked in the movies?
The problem most people don't consider when they start talking about the timer is they don't take into account that abominations like Swamp and Asylum exist. Those two monster maps are the reason they have to keep the timer so long. If those maps weren't so huge, they'd have the freedom to lower the timer.
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Thank you for the kind feedback, it's a lot better than saying it's "Stupied". Okay if you tried doing a generator with a active 5 minute timer, I'll do the math. Let's say you was on a hook and got unhooked which starts your 5 minute timer (300 seconds). Okay let's say it took you 10 seconds to walk to a generator (300-10=290 seconds) and you 0 to 100% the generator (290-80= 210 seconds). Since you completed a generator, your timer will be going 50% faster (210*.75=157.5 seconds). Let's say it took you another 10 seconds to walk to the next generator (157.5-10= 147.5 seconds) and you 0 to 100% a generator again (147.5-80= 67.5). Since another generator is completed, your timer will be going 50% faster again (67.5*.75= 50.625 seconds). You now have 50.625 seconds to search every Jigsaw Box which I heavily doubt is enough time to search your last Jigsaw Box for the key. Remember other survivors could've completed generators when you was on the hook which will speed up your timer.Aari_Piggy66 said:Even as a pig main the only things I agree with is the increased crouching movement speed and delaying the roar until you actually ambush.
5 minutes is way too much for something that's RNG based with that time I could do two generators and still have more than enough time to search the boxes.
Disabling the bear trap removes all the pressure that it has against it as you can take whatever leisurely time you need to actually get it off.
As for using the Hatch to escape I do feel like this needs to be mechanic that stays especially when it comes to end game where pig only has to be patrolling jigsaw boxes and with the fact that the Hatch closing mechanic will soon be a thing when they figure is out. I don't feel like this will be too much of a problem when it happens
As for doing generators speeding up time I feel like this would be better served as an add-on than anything else considering a lot of people have been suggesting making rule set no 2 part of her base kit this could be a good rework for it.
As much as I love it always in the last one you search I do feel like if they were to implement this idea it would have to be through an add-on and it would need some balancing.
As for disabling the RBT, I made this an option in case the Pig camps the final Jigsaw Box or you don't feel like It's a good a idea to search the Jigsaw Box. If you do disable the RBT, you can exit through the exit gate or hatch because the RBT is disabled. If you tried to disable the RBT when you haven't even seached your first Jigsaw Box, it would take 120 seconds for 4 Jigsaw Boxes to try to disable the RBT. If you ever stop for any reason, you'll have to start over! Additionally let's say the Pig used a exhaustion add-on, disabling the RBT wouldn't get rid of the exhaustion because you still have the RBT on you! You just disabled the timer and killing mechanism, that's all. If you want to get rid of the RBT completely then find the correct key which will be the final Jigsaw Box you search. -
I would rather face four survivors with this combo than four survivors using Decisive Strike. Besides it encourages stealth which I respect more than pallet looping.Abyssionknight said:Old SS and OoO worked exactly the same. No counterplay for a killer, they just have to hope that the survivor makes a mistake.
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Omg someone actually read my post and WAS NICE ABOUT IT unless your being sarcastic which please say your not!SpitfireOrMichina said:The pig dont need any buff and what you suggest is too strong
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I'm literally trying to suggest buffs to the Pig and you guys are being jerks and saying "It's stupid" CAN I NOT GET A INSULT AND GET SOME GOOD FEEDBACK, GOD BLESS!
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You don't have to be rude and a complete jerk about it! It's the same thing on the live servers, however instead you'll die from the timer and if you try for the hatch, the Pig will probably find you anyways unless SWF told you where the hatch is.Aziux said:Which proves my point further, which makes your "buff idea" plain stupid, it makes the game so there is a standoff and lord knows you get enough of that when you are 1v1 for hatch
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You don't have to DC, just run through the exit gate to ######### so you don't have to.Aziux said:Doesn't work, even with the "Disable RBT" Once the pig has someone trapped just afk crouch to body block the last trap they can never escape. Making them have to dc
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@Taelance @SpikeHowl
Did you even read my post completely before assuming why I added 5 minutes? I added 5 minutes because when other survivors completed generators over time, it would make your timer go faster. This is supposed to encourage other survivors to not do generators which is the Pig's goal, delay the game with RBT not kill survivors with RBT!Nickenzie said:
Thank you for some actual feedback! So I'll explain why I wanted the key to be in the last Jigsaw Box, increased the timer to 5 minutes, and changed the movement speed of her crouch.
Why did I make it where the last Jigsaw Box will have the correct key? Currently it's RNG and some games when I play as the Pig, the survivors' RBT would be removed in the first 30 seconds. It doesn't feel right when your power is effectiveness is decided by RNG like totems (c'mon we can relate here) because then you'll have games were your power was non existent. With this change, it will guarantee that even if the survivor is optimal on path finding their way to Jigsaw Boxes, they would have to search all the Jigsaw Boxes. This guarantees a decent amount of time for the Pig where that survivor is not doing generators.
Why did I increase the timer to 5 minutes? Like I said previously, generators will speed up the RBT timer and I wanted to give a legitimate reason for other survivors to not do generators when someone has a RBT on them. Maybe I could increase the RBT timer to 4 minutes while keeping the 50% increase to speed for the RBT's timer for every generator completed?
Why did I increase her crouch movement speed to 100%? Okay, I like never use her crouch ability because Sprint Burst directly counters it however I still use it for pallet loop mind games but no more which that's the problem. I want her ambush to be more versatile while not being a must use 100% of the time. -
Stop being an D*** for once and be a gentleman because you seriously wouldn't act like this to someone in the real world. You need a lot more discipline because obviously you haven't been disciplined to know how to be a bro about saying things.
be glad that you peasants are getting an event at all. get a job and buy a pc if youre salty about this.
On the other hand, I think the bloodpoints event is okay, you can still farm bloodpoints and when PS4 gets the update. Start spending all of your points on the new killer and survivor, no big deal really. -
He's not native to English so just give this guy a free pass lol.zacmangaming said:Quit
Putting
Multiple
Spaces
After
Every
Sentence
And
Learn
How
To
Write
Like
You
Passed
The
Third
Grade
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Thank you for some actual feedback! So I'll explain why I wanted the key to be in the last Jigsaw Box, increased the timer to 5 minutes, and changed the movement speed of her crouch.Cetren said:A five minute timer is too long. Even in the event where pressure started to build due to compelted generators, it wouldn't make much a difference. Making the key always in the last box is quite blande imo, not only does it make searching the other boxes feel like a chore, but it allows suitors to optimize there paths through the boxes to hit them all quickly. Another problem is that it basically forces pig players to use their traps at the end of the game in order for the time to have a reasonable time for the trap. It reduces the amount of free playstyles viable with the trap. The ambush is fine as is imo, a niche tool that can catch survivors by surprise during the early game when that is most needed.
Why did I make it where the last Jigsaw Box will have the correct key? Currently it's RNG and some games when I play as the Pig, the survivors' RBT would be removed in the first 30 seconds. It doesn't feel right when your power is effectiveness is decided by RNG like totems (c'mon we can relate here) because then you'll have games were your power was non existent. With this change, it will guarantee that even if the survivor is optimal on path finding their way to Jigsaw Boxes, they would have to search all the Jigsaw Boxes. This guarantees a decent amount of time for the Pig where that survivor is not doing generators.
Why did I increase the timer to 5 minutes? Like I said previously, generators will speed up the RBT timer and I wanted to give a legitimate reason for other survivors to not do generators when someone has a RBT on them. Maybe I could increase the RBT timer to 4 minutes while keeping the 50% increase to speed for the RBT's timer for every generator completed?
Why did I increase her crouch movement speed to 100%? Okay, I like never use her crouch ability because Sprint Burst directly counters it however I still use it for pallet loop mind games but no more which that's the problem. I want her ambush to be more versatile while not being a must use 100% of the time. -
You haven't even finished reading my post, can you at least try to finish reading the ENTIRE post, please?Hillbilly420 said:@Nickenzie said:
Hello, my name is Nickenzie and I'll like to suggest some Pig buffs. Before I can suggest buffs, I'll explain the Pig's role. Her role is to slow down the game with her RBT while having a stealth threat that can add map pressure as a survivor won't know if your there or not.RBT:
-Increase the RBT timer to 5 minutes instead of 2 minutes and 30 seconds.And I stopped right there.
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@Lowbei
Also, again, no, sandbagging is not reportable, but feel free to spam your butthurt reports all you want
How would you feel if someone repeatedly farms you? Like they don't even have BT to try to make sure that they keep their Benevolent points, they just want to get more bloodpoints while sabotaging your game. I'm like 90% positive that you mostly play killer so you have likely not experienced being the victim. If DC'ing is bannable for ruining other's experiences than why isn't farming bannable for the survivor purposely throwing the game and ruining your experience? I don't get it anymore...
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@Cetren @Star99er @RagingRealm
Are you just going to tell me these changes are bad and not tell me why? C'mon, I can't improve things if all the "feedback" your gonna give me is...Cetren said:This just sounds.... bad. Like, really bad. As in, why would I play pig with these changes?Star99er said:This is a nerf, not a buff
I need to why you think that this is a bad change or a nerf? I played Pig and she is my first P3 killer so I need to know why you disagree. I know my baby so just ask about something that you disagree with and I'll explain to the best of my will.RagingRealm said:This would kill off the already small amount of pig players.
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Question, how will the new solo survivor work against BBQ? Absolutely love this perk because killers always dribble me when I don't even have DS and I can combo it with OoO lol.
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@thesuicidefox I made a post about how the developers should rework the hook. Basically, when your on the hook for a extend period of time, you'll lose vision of everything. It's complete darkness, you can only see they hook and your survivor so you can't tell if your being camped or not. It makes being on the hook fun and it adds tension to the survivor because you'll never know if your going to be saved or not. Additionally you can't hear the killer's terror radius as well to make it confusing when you get unhooked.
Basically, instead of getting upset at killers for doing their job, make losing more fun!
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@Lily0Lily0 said:So the devs are talking about nerfing all the exhaustion perks, but I feel like most people would agree that sprint burst is the only perk that needs to be looked at. I thought maybe a way to change it would be to give it a requirement like all the other exhaustion perks. What if sprint burst activated after the survivor has been in a chase for 3 seconds? I think what most people dont like about it is that it makes survivor able to wait until the killer is right next to them, before they sprint away. With this change they wont be able to do that, but it will still let them create a gap between them and the killer.
With this change it would also not be a total counter to a lot of the killers abilities (Pig dash, wraith uncloak, cannibal chainsaw). Let me know what you think
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I have talked to a Moderator about your suggestion and he told me that... "It wouldn't prevent multiple uses of the perk while in a chase" "Survivors can react 3 seconds early and still get the same effect like before" I told him that his first point is true but I explained that sometimes survivors wouldn't have the time to wait for their Sprint Burst to activate within 3 seconds and could lead to the survivor taking a early hit. -
@only1biggsonly1biggs said:Is there a cap to be reached? I presume you lose the speed when dropping a chase?
If the developers take this direction with Bloodlust (which I highly doubt they will) then they will likely add a speed cap to the killer. Maybe 130% at most? However just keep in mind that it will take 1 minute and 2 seconds (1 minute and 24 seconds for 110% killers) to reach 130% (according to my geometric sequence math: 115*100.2%^(63-1)=130.165705%) with Bloodlust which most killers can't afford to waste that much time in a chase. Regular Bloodlust would take 45 seconds to reach tier 3 which I think that is 130%, correct me if I'm wrong because I don't know exactly the numbers for Bloodlust. -
@only1biggs
Hello, yes I agree with you because it boosts inexperienced killers to higher ranks when they should've been in their respective rank. However I'll like to suggest an alternative for Bloodlust if you don't mind while making it unreliable. Why do I wanna make Bloodlust unreliable? So killers will have to rely on skill rather than a speed boost to help them win chases, that's my goal.
Basically you'll get a 0.2% increase in movement speed every second while in a chase. This is a lot less than the regular Bloodlust and inexperienced killers can't rely on it as much, thus where the killer will need actual skill instead of a speed boost to win chases. Now I don't wanna any salt from this, I want feedback please! -
@PeanitsPeanits said:I don't think it would necessarily fix it. The proposed change essentially prevents sprint burst from activating more than once per chance. Adding a delay to the start would not.
You could also make a case for sprint burst simply being used more strategically if there were a three second delay. Rather than sprinting away at the last second, you could instead time it and have it activate right before the killer swings, potentially giving you even more distance as they recover from their missed attack. Basically I think it would have a pretty negligible effect. They'd just have to get off the generator and start running three seconds sooner.
I actually think the change they're doing is a good move. Sprint burst shouldn't really activate more than once per chase. It's a pretty big game changer even if it only activates once. 3 seconds of 150% speed will net you 4.2m of distance from the killer (assuming the killer moves at 4.6m/s, some move slower). That 4.2m will take 7 seconds for the killer to close. A free 7 second headstart is a pretty big deal, and will almost always be enough time to get to a pallet/jungle gym. Getting a 7 second headstart multiple times in a single chase is a little much.
(That's also considering it's a 4.6m/s killer, which is currently the fastest. If you're up against a 4.4m/s killer, that's a 12 second distance gain.)
You have a really great point, Sprint Burst provides a lot of value for just being a perk and a 3 second delay won't prevent it from being used multiple times. However it feels rather bad when you perfectly got into position as Pig, Myers, or Wraith and suddenly the survivor takes off going 250% when a 3 second delay would be enough to probably get a hit. One time I was working on a generator and Leatherface walked up to me by surprise. He started to charge his chainsaw and before he could've put me into dying state, I Sprint Burst away WHILE making him use his chainsaw. I ended up getting loads of ground on that chase which a 3 second delay would have gotten me put in dying state and avoided the entire chase altogether. In general there's countless times where a survivor wouldn't have 3 seconds to get to safety in time for their Sprint Burst to activate which would result in the killer getting a early hit. Now I'm not saying the direction that the developers are taking is bad, I'm just saying my suggestion should be tested as well and at the end of the PTB, the developers can see which nerf is more effective. -
@Peanits Do you think a 3 second running requirement to activate Sprint Burst will solve the perk? Like I said in a different Sprint Burst thread, survivors can't get cocky with it and will allow stealth killers to do their job. If a survivor runs for 2 seconds then quickly release the Sprint key and instantly holds it again to reset the Sprint Burst requirement to save the perk. We could add a slow decrease ramp to 0 seconds so a survivor can't save the perk, problem solved
Or like you said...
This may also be a great solution to a bigger problem to exhaustion. Great thinking!Peanits said:This was mentioned in the last dev stream. If perks like Dead Hard/Lithe end up being too weak because of it, they may be tweaked individually.
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@Someissues
I like most of your balance ideas, it's really interesting and can improve the Pig. However I dislike a few of your ideas and I'll directly point them out
I agree on having Rules Set No. 2 already in her kit because technically the game has not started and can prevent survivors from getting the trap too early. However it should reveal allall of the Jigsaw boxes the moment that their RBT is active, not when it's at 50%. If RBT showed the Jigsaw boxes at 50%, you'd get a 4 man every game if you used Tampered Timer + Jigsaw's Annotated Plan as the survivors would only see the Jigsaw boxes when their RBT is at 1 minute. That's not a lot of time to search 5 boxes in unless you get extremely lucky and get the correct box which the first box is a 20% chance if there's 5 Jigsaw boxes.Someissues said:Rules Set No.2 should be built into her kit, makes no sense this is an Ultra Rare
Make Box Auras not appear right away while survivors have the RBT on. Make them appear when the RBT is 50%.
I agree, the insidious sound gives you away which ruins the point of the Pig's crouch ability. Her yell is okay and it's not like a survivor won't have enough time to use their Sprint Burst anyways.Someissues said:Remove the Insidious sound when she lunges but keeps the yell.
Amanda's Letter is too punishing since it only leaves you with one trap and two boxes
Replace the Default skill checks on the boxes for ones like the DS and Madness ones. Don't grant additional progress as well.
There also should be a very rare addon that gives you 3 traps, 2 traps for Rare, like the one trap for Uncommon
Amanda's letter should increase the time to charge your ambush but it will put survivors into dying state upon a successful hit. Thoughts?
The skill checks in the Jigsaw boxes should be left alone because lower ranked survivors will struggle against her even more which I think we want the game to be forgiving for newer players.
Yes, the developers stated they wanted every killer have a set amount of commons, uncommon, rare, very rare, and ultra rare. If the Pig needs more addons and the developers plan on adding more then your idea will likely be added. Overall great brainstorming and keep up the good work
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@yeet
I don't think any killer should have 120% base movement speed, your talking about a 5% increase in speed and you may not know how powerful that may be. Don't get me wrong Leatherface needs a buff but not in his movement speed. I'll suggest some options and hopefully you'll like one of them
1.) Decrease the time to charge his chainsaw to 100%. This would allow leatherface to not lose much distance between the survivor and himself when he decides to charge it.
2.) Reduce the speed penalty when he charges his chainsaw. Same reason as #1, he won't lose much distance between him and the survivor.
3.) Increase the time to charge his chainsaw to 100% but completely remove the speed penalty. This will allow his to pressure survivors to not get close to him and allow for mind games at pallet loops. -
@dbd900bach Spare him the "Get gud" memesdbd900bach said:I do just fine playing nurse on high ranks and she's not even my main. She doesn't have to be the strongest killer. Just because she holds the title doesn't mean she has to have it at all times. Also
Get good
If you played nurse on console before then you'd know how laggy she can be! It's not that @DavyisKing is garbage at playing her, the FPS drop is what's causing him to play like a garbage nurse which that's out of his control. I prestige my Huntress to P3 however I stopped because every time I released a hatchet, my screen would freeze. Now, I did hear people saying the Huntress FPS drop has been fixed but I haven't been able to try her out.
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@dbd900bach It's not a bad idea and if it proves to be overpowered, at least it's in the PTB.dbd900bach said:I think giving leatherface the choice to stop his chainsaw swings at will, though I'm not sure how much this could help if at all.
Tell me what you leatherface mains think. -
@Visionmaker You had me crying on the floor laughing when I seen these nerfs for the Huntress lmao! You probably triggered every Huntress main out there that seen what you said lol.Visionmaker said:It doesn't make sense that Huntress gets five hatchets when clearly picking up ONE each time she visits a locker.
Next nerf:
Huntress can only hold up to 2 hatchets at one time.
Huntress is slowed 10% movement speed for each hatchet in her possession.
Huntress now recharges one hatchet per locker search.
Huntress hatchet throws now have cooldown of 30s due to exhaustion from flinging hatchets all the time. -
@Runiver
Oh, I completely understand what you mean now! It makes complete sense, now since I completely understand everything...
Your killer's strength: Mid-Tier (More specifically the upper mid-tier now)
Do you have anymore killer ideas? Really interested because I like to see what others can think of! -
@BOSS242 I also work at Sony as well and we're buying everyone 5000 auric cells for painfully keeping you all waitingBOSS242 said:
This is true! I have a cousin who's friend is married to a guy that's seeing the head tech at Sony as one of his in the closet side pieces and he said "yep, what that guy said"!!
If you also want the 2.0.0 patch early, call DC-DbD-Camp3rs-Salt and receive 5000 more uric cells!
Jk, I fooled you all!
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I'm asking will it waste the perk if the killer drops you because it's a once per match perk. If the killer drops you and then picks you up, would it give you another chance?No_Mither_No_Problem said:And I'm saying, doesn't it already?
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I'm saying that if the killer drops the survivor, would it cancel the entire perk?No_Mither_No_Problem said:Doesn't it already? That's a separate issue.
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@Runiver
Hello, I will review your killer idea and give core feedback about certain things
What makes a killer strong?
-If the killer can end chases FAST and EFFECTIVELY.
@Runiver I don't understand what you said here: I'll highlight specifically in BOLD.Runiver said:Share the pain
The first part of his power is tied to his terror radius and his vision, and is a passive ability.
Survivors in his terror radius suffer hallucinations. They are, however, very different of the Doctor's ones, and do not remain if you leave it. They are composed of :
Fake Survivors, eventually running your way.
Fake Red Stains over walls.
Fake Vault blockers.
A temporary Fog that slowly increases if you do not leave the area, restricting faraway vision.
These hallucinations do increase a lot in intensity if you look directly at the killer.
The killer is also notified by white eyes stains, that remains for 5 seconds, of you stare at him for more than a very few seconds, while you're in his terror radius, even out of a chase.
Your killer is not meant for chases, instead it's more of a "slow down the game" type of killer. I see your killer like a reverse version of The Pig because her power can waste the survivors time and will punish the survivor if they choose to waste their time. However, your guaranteed a hook around every 2 minutes because if you find a survivor you would curse the survivor, wait for the last survivor with the curse to enter dying state, walk to the survivor, pick the survivor up, hook the survivor, and repeat. This killer is getting a steady supply of hooks every so often if you play your cards right with him which isn't bad. You can sometimes get 2 survivors, one with in a chase and the other by the curse which is neat. However he's basically a M1 killer and will struggle to get the "Good" survivors because the survivors determine the killers outcome which I think will be this killer's downfall. Yeah, he's not meant for chases but eventually a killer will need to chase a survivor and that's what I'm trying to say.
Your killer's strength: Mid-Tier
Share The Pain:
It's not bad on paper but however experienced survivors will adapt and it will be like going against the doctor. If your in the killer's terror radius, the survivor will likely spawn in a area anywhere around you. If you see the survivor run through a wall, you'll know it's a fake survivor and it's not a survivor that can have the curse which can ruin the point of having fake running survivors. Additionally the fake vault blockers will be obvious to most survivors as if your in the killer's terror radius and see a window get blocked randomly, you'll immediately know the window blocker is fake because there's no reason why the window should be blocked. This killer will become weak when survivors begin to understand how he works and will lead to this part of his power becoming weak.
Possible Fixes:
-The survivor will be a A.I that will path find it's way to you while running to make the survivor look realistic. Additionally the A.I will be wearing one of the random survivors' cosmetics to not look obvious to be a hallucination. The fake window blocker needs to be replaced because it's pointless if a survivor will 100% of the time know it's fake and can still vault the window. Everything thing else is great and we'll thought out, you did amazing @Runvier so keep up the good work and keep brainstorming more killer ideas
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No I didn't forget about what I said previously actually. What I mean by "I feel like pallets should be more of a throw it down and forget about it" Is a survivor shouldn't be able to loop a killer around, it should be more of something to create distance between you and the killer is what I'm trying to tell you. Looping causes a problem, the survivor can waste the killer's time and WHILE creating distance between the killer and the survivor. If looping couldn't waste the killer's time but can still create distance, you would basically solve the looping problem. I'll demonstrate for you, imagine going to a loop, throwing doing the pallet, and moving to the next loop. The killer would go around the obstacles which that causes the killer to lose ground on you. That's what I'm aiming towards when I say "Throw it down and forget about it" and don't assume I want pure UNSAFE impossible to mind game pallets, I just want pallets to be UNSAFE enough for a mind game for the killer. It should make you think twice if you want to loop the killer unless your really great with mind games.SoulKey said:As far as i see, this only means you are asking for unsafe pallets where you just drop right before you take a hit and sprint away.
So what's the point of having LoS blockers then if they don't make pallets UNSAFE enough for a mind game? Basically when the developers added LoS blockers, they wanted to make pallets more about mind games. If you can't see where the killer is at or if the loop is extremely small, that's a UNSAFE pallet. Maybe I should use UNSAFE loops to help you understand better so I apologize either way hopefully you know what I mean. Additionally I'm not bending facts, you need to think critically about why the developers make these changes. @SoulKey I can't explain any deeper about what I'm trying to say, if you don't see where I coming from then I can't be anymore specific. This discussion was really fun by the way!SoulKey said:I did watch the full stream and they have said nothing about making all pallets unsafe. You are kind of bending facts here. Have a wonderful day as well Nickenzie.

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@No_Mither_No_Problem Great idea! However wouldn't dribbling counter the perk completely since the perk is "Once per match"? Just letting you knowNo_Mither_No_Problem said:Anyone whose played Killer once knows that DS is an infuriating meme Perk. A lot of people agree that the best way to nerf DS is to remove it from the game, but I propose a rework idea:
Make Decisive Strike function similar to the Brand New Part Addon: Once per match, when picked up by the Killer, succeed a series of Skill Checks that appear every two seconds to escape from the Killer's grasp. Successful Skill Checks raise the progress bar by 20% and affect the direction of the Killer's movement similar to normal wiggling. If a Skill Check is failed, you will have to resort to normal wiggling, but you keep the progress made by successful Skill Checks. Higher levels of the Perk affect how much successful Skill Checks affect a Killer's movement, the difficulty of Skill Checks, and the stun time if all Skill Checks are successful.
With 20% progress and Skill Checks that occur every two seconds, the minimum time a Survivor needs to escape the Killer's grasp is 10 seconds. A good deal slower than DS is right now (which is the point) but also a good deal faster than regular wiggling, which typically takes somewhere around 17 seconds iirc.
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@light141 The only thing I see wrong with camping is that it's not fun for the receiving end which is the survivor "Sucks to be that guy". I did propose a complete change to the hook mechanics in one of my discussions but it's rather long. Basically to sum up what my hook change would do was that you wouldn't know if you would get saved or not so basically it would make being on the hook more interesting. Think of a dark fog that surrounds you when you being on the hook for too long and it's gets to a point where you can only see your survivor and the hook, nothing else! Only you would see this and not anyone else
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@StalwartXX I often get called a camper and receive hate mail because I always comeback to the hook when I seen that the hooked survivor has been unhooked. I wish they made this a killer perk already because it's what the community needs.


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Okay, I'm just going to be direct with you. If you wanna be good against the clown, you'll need to know when to forget about the loop. 9/10 times he'll throw his bottles around the pallet loop area and then fake you out on one direction to gain distance on you and hit you because you're not fast enough due to his bottles' slowness effect. When the clown prepares the loop by throwing his bottles around the pallet loop area, just run to the next loop because he would then just wasted his bottles preparing a loop that you won't use. I know this because I main Pig, it's the exact same thing when I play her. I will crouch and will fake out what direction I would go to gain distance then ambush the other direction to loop around and hit the survivor. Again, the only way to counter this is by moving to the next loop when I begin to crouch so I can't do my ambush tactics. Hopefully this will help you and sorry about my previous post because it seemed to cause people to tell you to "get gud" when they aren't telling you how exactly which I think is just rude.chickenman12365 said:I can loop fine, i just never get the option to loop because the second he sees me, he hits me with a potion then i'm already hit.
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I actually didn't say that, your putting words into my mouth or you didn't read properly. I think you read my post wrong so here's my quote and I will bold certain words to catch your attention so look carefully at what I saidSoulKey said:Now you say it's not very unsafe to the point where a killer gets a hit.
Additionally, if you wanted proof of the developers taking the line of sight blockers, mind game route to make pallets a little more UNSAFE, go to YouTube and search developer stream #99 "Indecisive Strike". That's my source, check it out and have a great time @SoulKeyNickenzie said:
I think your jumping to conclusions, it wouldn't be very unsafe to a point where it's a GUARANTEED hit for the killer. It would be unsafe enough that it's a mind game to loop the killer, which I feel like the developers are trying to do with line of sight blockers. If you have a problem with the developers direction, go to the developers and complain please.
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@PieMan Honestly I think that the BNP nerf is a bit too much in my opinion. I will show you my suggestion on a nerf so here it is!
Brand New Part: (Ultra Rare Add-on)
-The "Repair" action will be replaced by the "Quick Install" action.
-The "Quick Install" action will take 20 seconds to complete.
-During the action, success zones are tremendously decreased and the odds of triggering a skill check will be tremendously increased.
-When completing the "Quick Install" action, whatever progress the generator was at will be instantly increased to 100%.
-Failing a skill check, stopping the action, or finishing the "Quick Install" action will consume this add-on. -
@OP I currently like the killers getting buffed, it's more fun and challenging
However I feel like that certain nerfs are kinda overwhelming (I'll talk about that later) but it goes both ways. Survivors need buffs in certain areas and so do killers, yeah killers may need more buffs than a survivor would but overall it goes both ways.
The only nerf I dislike is Self Care:
-I feel like you should lose 25% of your healing progress and get normal regression after instead of completely resetting your progress to 0.