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NuclearBurrito2

NuclearBurrito2

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NuclearBurrito2
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  • Additional objectives are probably the best way to make this game better. If we get enough of them we could even SPEED UP gen repair time to compensate (less time holding M1 while sitting still. More time searching, making interesting decisions ect).

    More objectives means more for the survivors to do and more for the Killer to contest (which makes Killer more fun too)

    And what about giving the Killer things to find besides survivors? What if there was something he could find and transport to get buffs? Trading time for power, right now that is a bad trade but with some changes maybe not.

    And if we have multiple ways to power the gates then we can start having them all compensate for each other.

    Ex: There is a key in the basement that can open a partially powered door (5 gens). A fully powered door can be opened with nothing (7 gens)

    OoooOOO I have so many idea's now I just want to make a thread about it BRB!

  • "isn’t that abnormally high?"
    Yes. If I'm giving the killer a faster speed then I need to give the survivors a bigger head start

    "I may have misunderstood something, but basically this ability is useless apart from using it to prevent survivors from repairing or vaulting. Maybe you could use it to stop a survivor from dropping a pallet by shocking them?"

    Dropping a pallet is an action

    "so 6% extra in total. Maybe buff?"

    I'm more worried about 6% being too much than too little. 5% is a big deal

    "only good if you catch a survivor repairing and they just get away. Good for this killer, considering her power; not good for any other killers"

    You would be surprised how often that situation happens. If it's too weak it is a numbers issue so easy solve.

    "so how does this work exactly? If the killer hits you, you won’t take the damage. So basically at max it’s an infinite health state, since you’ll enter endurance every time you get hit forever. Maybe make it trigger exhaustion."
    Read the perk again. It's once per game

    "totally not a portable pallet drop"

    whistles innocently

  • @Dwight_Fairfield said:

    @NuclearBurrito2 said:

    @Eveline said:
    So points don't matter. You are better player if you hide in a locker whole game and better killer if you get one survivor and camp them.

    If you escape you win. So yes points don't matter so long as you get out. Hiding in a locker is bad because it doesn't actually work in the long run, eventually you have to leave that locker when your team is dead with 1 gen done cuz you weren't helping

    If it took 3 survivors just to get one gen done, then the team was either really bad, or the killer was insanely good.

    1st option. If a strategy works consistently you can assume a majority of people will try to use it. Doing so with the "hide in locker" strategy is not going to end well.

    Also the AFK crows are handy for this

  • @Eveline said:
    So points don't matter. You are better player if you hide in a locker whole game and better killer if you get one survivor and camp them.

    If you escape you win. So yes points don't matter so long as you get out. Hiding in a locker is bad because it doesn't actually work in the long run, eventually you have to leave that locker when your team is dead with 1 gen done cuz you weren't helping

  • Map Control? Power speed buff + invis
    Chase? Speed buff + Mind games
    Tracking? Lol no
    Utility? You can get a lot of free grabs using her power if you use it right

  • Legion does have counter play. He's considered super week in top ranks
  • Magnus13 said:

    Interesting. I’m not sure about the one less gen, but maybe have it so the last survivor repairs 40% faster without perks and add ons.

    Having it be 1 less generator means the Killer can't 3 gen (where he camps 3 gens thus not allowing significant progress). Particularly important if the hatch is near the 3 gens and definitely more important than a speed boost that already has a dedicated perk (which should probably be buffed regardless of these changes)

    Should probably mention that 1 less generator is already a 20% speed buff plus the part about them being unmanageable 
  • @Master said:

    @NuclearBurrito2 said:
    I want a killer with 120% move meant. Probably a larger terror radius and a relatively weak power to counterbalance but still. If you want a more specific suggestion then here is what I propose:

    Speed: 120%
    Terror radius: 40 meters

    Power: Spear Whip - Use the M2 button to throw your spear (which is attached to a steel rope). If you hit a generator or a pallet then you will break it. If you hit a survivor then they will cower for half a second, during which time they cannot do actions besides running (prevent's vaulting). If they are already doing an action besides running then it will be canceled and they will be pulled towards you slightly

    So a better trapper? :smile:

    no? This is nothing like trapper

  • Ok I'ma go turn this into a proper (ish considering I don't have lore) chapter suggestion real quick. I'll link what I come up with here, use this thread to talk about the idea of a 120% killer in general rather than the specific power listed

  • Also there aren't any survivor perks listed

  • "Vision is 25% better."

    Define better

    "his terror radius is reduced by 95%"

    Considering its base TR is 15 this should just remove it entirely kinda like pig

    "When observing a player, he begins to learn from them, predicting their movements. Thinking like them."

    Which does?

    "When lunging at a player without being in a chase, the survivor will take double damage and fall to the ground."
    "3) Trapper || Sounds Of survivors are amplified when you are not chasing them."

    Pro tip. Make sure the Killer is always at his strongest when he is in the chase, otherwise you get situations like the Legion with Moon walking.

    "There is a 20% chance that the survivor will become hindered until healed to full."

    This doesn't feel like it belongs, it's more of an addon. Also REEEEEE RNG!!! (I know this isn't that kinda game but I still prefer less RNG when possible)

    "His vision will increase by 300% during this time."

    Again. Vision isn't a stat, what does this mean?

    "When a survivor is hooked he feels unstoppable, and for 60 seconds his movement speed will reach 150% when outside 36m of the hooked survivor, however his terror radius will increase to 30m."

    Woah woah woah, that is WAY too much speed.

  • As a spirit main I can confidently say I have 0 self esteem issues

  • @fluffybunny said:

    @NuclearBurrito2 said:

    @fluffybunny said:

    @NoShinyPony said:

    @Watery said:
    Do keep in mind that syringe and stryptic are very rare items and cost a lot of bloodpoints. Insta-heal has its downsides- you lose the medkit, making it one time use.

    These add-ons may be rare in theory but you find them in every bloodweb on lvl 50. Spending bloodpoints is not a downside gameplay-wise. And of course, insta-heals are one-time-use? If they weren't, nobody would need to play this game anymore.

    When losing a brown medkit is the only argument somebody can bring up, then you know there really is no argument.

    We have talked about these points several times already in this thread.

    If they're in "every" bloodweb, where is it?

    bottom left ;)

    I am so curious if that's going to be a brand new part. That add-on is utterly useless now. Given, it needed a tweak, but still. EDIT: It was a BNP fml lol

    If it was an insta-heal that would have been hilarious

  • @fluffybunny said:

    @NoShinyPony said:

    @Watery said:
    Do keep in mind that syringe and stryptic are very rare items and cost a lot of bloodpoints. Insta-heal has its downsides- you lose the medkit, making it one time use.

    These add-ons may be rare in theory but you find them in every bloodweb on lvl 50. Spending bloodpoints is not a downside gameplay-wise. And of course, insta-heals are one-time-use? If they weren't, nobody would need to play this game anymore.

    When losing a brown medkit is the only argument somebody can bring up, then you know there really is no argument.

    We have talked about these points several times already in this thread.

    If they're in "every" bloodweb, where is it?

    bottom left ;)

  • @fluffybunny said:

    @Master said:

    @NuclearBurrito2 said:

    @Ihatelife said:

    @NoShinyPony said:

    @Ihatelife said:

    @NoShinyPony said:

    @Ihatelife said:
    Jesus christ. Survivors needs also some helpful stuff like insta-heals. Every side have a different benefits in the game. Such as the killer can mori survivors, insta-down them etc. Besides survivors more die than escape.

    I believe that helpful stuff should still be balanced. I'm fine with the existence of insta-heals as long as there is a downside which makes the add-on balanced.

    In general, if there is a strong perk/item/add-on for either survivors or killers, it should be balanced. I don't like the freebie character of insta-heals. It takes no skill, there is no risk. There is no equivalent for killers with such a freebie trait. A killer equivalent would be that somebody just randomly loses one or two health states. And of course, that doesn't sound reasonable at all. So why should survivors have such an unbalanced add-on?

    Than why killers should have mori, insta-downs add-ons? Mori after the nerf doesn't have a downside. You just need to hook a survivor and ta dam you can mori him. Without this you must have to get them killed by hooking them 3 times per person, so there is not downsides for this offering. Insta-down hatchets? Yes there is downside by reducing the carrying a hatchets to only 1, but you have unlimited times to use it and insta-heals are only once per trial.

    First, I don't think the Ebony Mori is balanced. It's too strong. But the existence of one unbalanced thing doesn't justify the existence of another unbalanced thing. There simply shouldn't be anything unbalanced in a game.

    As you described, insta-down hatchets have a downside. And on top, it still takes skill to hit a survivor and the killer has only 3 attempts (if the add-on for additional hatchets is used). After these 3 attempts, the chase is over. Insta-heals on the other side take no skill at all. Just make a click and it's done.

    It's similar to the one other insta-down add-on in DbD. That's it. Not a lot of killers even have insta-downs.

    "You can only use insta-heals once per trial" is not a downside, either. If you could use them multiple times, nobody would play DbD anymore.

    Than... I'm okay with insta-down nerf if we nerf a mori.

    Make a thread about nerfing Mori's then. I'm certainly up for the idea if you have something specific in mind

    Well 4 insta heals are way more powerful than a mori, so.....

    I don't think those are actually more powerful than a mori, unless we're talking about the green sort specifically, which we wouldn't be. If everyone had a syringe, that would be 4 extra lives, while a mori would reduce 4 extra lives. Mind you, both are ultra rare and one side requires 4 to have the same affect. Additionally, moris can be done wherever and if you're getting up someone from the ground, you're often exchanging a health state for that. You also need to be in the right place at the right time. A person with a syringe being miles away from the downed person doesn't help even remotely. When you're chasing someone with a mori, you're often right on them.

    A green Mori reduces 4 lives.

    An ebony mori reduces 16 lives

    Just saying

  • @Master said:

    @NuclearBurrito2 said:

    @Ihatelife said:

    @NoShinyPony said:

    @Ihatelife said:

    @NoShinyPony said:

    @Ihatelife said:
    Jesus christ. Survivors needs also some helpful stuff like insta-heals. Every side have a different benefits in the game. Such as the killer can mori survivors, insta-down them etc. Besides survivors more die than escape.

    I believe that helpful stuff should still be balanced. I'm fine with the existence of insta-heals as long as there is a downside which makes the add-on balanced.

    In general, if there is a strong perk/item/add-on for either survivors or killers, it should be balanced. I don't like the freebie character of insta-heals. It takes no skill, there is no risk. There is no equivalent for killers with such a freebie trait. A killer equivalent would be that somebody just randomly loses one or two health states. And of course, that doesn't sound reasonable at all. So why should survivors have such an unbalanced add-on?

    Than why killers should have mori, insta-downs add-ons? Mori after the nerf doesn't have a downside. You just need to hook a survivor and ta dam you can mori him. Without this you must have to get them killed by hooking them 3 times per person, so there is not downsides for this offering. Insta-down hatchets? Yes there is downside by reducing the carrying a hatchets to only 1, but you have unlimited times to use it and insta-heals are only once per trial.

    First, I don't think the Ebony Mori is balanced. It's too strong. But the existence of one unbalanced thing doesn't justify the existence of another unbalanced thing. There simply shouldn't be anything unbalanced in a game.

    As you described, insta-down hatchets have a downside. And on top, it still takes skill to hit a survivor and the killer has only 3 attempts (if the add-on for additional hatchets is used). After these 3 attempts, the chase is over. Insta-heals on the other side take no skill at all. Just make a click and it's done.

    It's similar to the one other insta-down add-on in DbD. That's it. Not a lot of killers even have insta-downs.

    "You can only use insta-heals once per trial" is not a downside, either. If you could use them multiple times, nobody would play DbD anymore.

    Than... I'm okay with insta-down nerf if we nerf a mori.

    Make a thread about nerfing Mori's then. I'm certainly up for the idea if you have something specific in mind

    Well 4 insta heals are way more powerful than a mori, so.....

    so...? Finish your sentence please

  • @thesuicidefox said:
    Not bad ideas. I wouldn't change the heartbeat reveal to an aura though, I would leave it as it is. DW timer should be 45 seconds to keep it even (if a hit removes 15 that is).

    However I would like to point out that DW isn't exclusive to Legion, as it can happen with BT as well. They would need to buff BT again otherwise it would be easy to chase the BT guy until they bleed out. Also they should prioritize Mending over Snap Out. Right now Doc can put you into madness 3 and gets a free easy counter to BT.

    Thx for the feedback. I'll fix everything

  • https://forum.deadbydaylight.com/en/discussion/45661/legion-sidegrade#latest

    @Dragonic_Lycan this rework is intended to help with most of the common legion complaints without removing the parts of it that make it fun like the Parkour

  • @Poweas said:
    Running a killer for 4 gens, a kobe or 4 manning a toxic SWF with Hag. Since they got an advantage against her.

    Kobe in general is satisfying as heck

  • I understand that he needs changes. But I don't think it is because of the pallet vaulting and more because of how he is low risk/low reward with his power.

  • Oh yeah. Another good one for me is downing and hooking a survivor who is tbagging at the exit gate with NOED + Spirit

  • @Peanits said:
    I'm not sure this could work unless the game was entirely reworked from the ground up. This would essentially mean that you are guaranteed to get a hit every 20-30 seconds. With that in mind, it would become less about who can outplay the other and more of a race against the clock. Your ability in a chase wouldn't be nearly as important as your teammates ability to do generators.

    I feel like this would take all skill out of the game. Catching someone as the killer isn't about capitalizing on someone's mistakes or mindgames, it'd just be about walking after someone until they can't sprint anymore. Survivor wouldn't be about trying to outsmart the killer and knowing how to run tiles, it would just be about doing generators as fast as possible before the killer has time to down everyone.

    The only way I can see this working is if killers also had the same mechanic, though this would not work as-is because killers have a wide variety of powers that would circumvent that (blinking as the nurse, chainsaw sprinting as the hillbilly, etc.). If the killer has more stamina, the system would be negligible as killer. If the killers have the same amount of stamina, there would be a very real chance that the killer runs out of stamina first and can't possibly catch up.

    I'm also not sure how much of an effect removing scratch marks would have. So long as you can keep track of that survivor for the first ~20 seconds, you can hit them and cause them to bleed. The blood trail would be very easy to follow. At this point they will also been groaning in pain so unless they are running Iron Will, it's going to be impossible for them to lose you. It would also be hard to lose a killer when they know you're going to try to hide after ~20 seconds in a chase.

    The short version, I think this would basically just be free downs for the killer. I feel like this would take a lot of skill out of the game and just turn it into a race against the clock. You're more or less just getting a super bloodlust every 20 seconds, whether you break pallets or not.

    The fact that this would require a full rebalencing of the game is something I acknowledge. Hence why I am pitching this as a separate gamemode instead of as a change to the current one, too different to work with the current one.

  • @fluffybunny said:

    @NuclearBurrito2 said:

    @fluffybunny said:
    Honestly I don't think Hex: TotH should be a hex, but a normal perk. I'm not sure if having it block all other totems for a certain amount of time would be a good idea. The game's already kinda buggy. I dunno how easy that would be to code in, especially considering people can be on totems at the same time.

    Well it basically IS a normal perk. It just happens to interact with other hex's. But there is no totem you can break to remove ToTH

    Well, no, I mean I don't think it should be a hex in game, but I don't know how possible or broken the suggested reworks would be.

    Oh so just re-name it then

  • Idea: Make ToTH light up all dull totems and give the notification on cleansing the real totems. Remove all the other effects

  • @fluffybunny said:
    Honestly I don't think Hex: TotH should be a hex, but a normal perk. I'm not sure if having it block all other totems for a certain amount of time would be a good idea. The game's already kinda buggy. I dunno how easy that would be to code in, especially considering people can be on totems at the same time.

    Well it basically IS a normal perk. It just happens to interact with other hex's. But there is no totem you can break to remove ToTH

  • Literally just make it a heal over time.

    Not useless in a chase but still gives a chance to be stopped by the killer

    Not useless outside of a chase as you can do other things in the mean time

  • @MojoTheFabulous said:
    If anyone has played F13 i'm sure it's not hard to imagine how this would play out.

    I haven't. How did that play out there?

  • Did everyone just ignore the part where I counterbalance the change in a way that actually makes getting out of a chase in the time given plausible for the average player?

  • Yeah. Personally if I was designing this game myself I would have added a stamina system in the first place. The only reason I'm pitching it as an alternate mode is because of how much it would throw of the balance of the game right now due to how much it's been developed this way

  • Added names to the items

  • @Poweas said:
    Why? Why don't they just rework instaheals and leave it at that. Make it so that they can fill 30% of the bar instantly.

    No need to make a whole new item that's just a waste of time.

    The item idea came first. Reworking instaheals was just a side effect I thought I would do while I was at it but the the core idea of items that give direct buffs in a chase is only indirectly related to insta heals.

  • Btw. I have no idea how to make the ebony addon work with the yellow syringe.

    Just saying

  • @MegaWaffle said:
    Can we just change the Brown syringe to a Jar of Ants?

    Ants in your pants: Once picked up by the killer remove the lid on your jar of Ants and fill your pants. Wiggle bar fills 50% faster, the killer is knocked around 50% more AND the killer is disgusted by the fact that you put ants down your own pants and truly just wants to put you down now anyways.

    my god. This suggestion murdered my lungs.

    No. But... I need a second

    Edit: Ok I'm good now

  • @Poweas said:

    @NuclearBurrito2 said:

    @Poweas said:

    @Delfador said:

    @Poweas said:

    Honestly, I'll just say I strongly disagree with you. With everything you said. If I did all 5 of the gens and died that's a win for me. Most people in this community would agree with what I say which is that if you pip, that's a win. Or at least 3 man, that's a win also.

    I agree with you wholeheartedly.

    As a survivor

    If I can save a teammate but give my own life for him/her, it is a win for me.
    If I score 20k or more, It is a win for me whether I die or not.
    If I run the killer for 3-5 gens, it is a win for me whether I die or not.
    If I did something that won the game for my fellow survivors, be it baiting the killer, completing all the gens etc. it is still a win for me whether I die or not.

    If I escape through the hatch, I don't consider myself as the winner and I don't think that many survivors consider themselves successful as well.

    Hatch is just a free escape mechanic and every single survivor knows it.

    Hell, even when I escape through the exit gates, sometimes I don't feel like I won the game.

    It is more complicated than 'escape is always win' and 'only the 4k is win for killers'.

    Yeah I highly doubt that person understands the game well. They might be fairly new if they see it that way.

    On one hand I am fairly new. On the other hand I doubt more experience would change my mind as my argument is in the form of a definition rather than a logic based line of reasoning that could potentially be falsified.

    Trust me you'll realise it soon.

    Realize what

  • MakeDBDHorrorAgain

  • @Master said:

    @NuclearBurrito2 said:

    @Master said:

    @NuclearBurrito2 said:

    @Master said:

    @tehshadowman33 said:
    Why do we even have see-through walls? It's stupid.

    You only want ez 4ks? :smile:

    Wouldn't this be more of a buff for survivors?

    No, its the killer red stain that you can see through everything

    Like I mean. Its more important that the Killer can see the survivors through walls than the survivor seeing the killer through walls

    That would be the case in a normal horror game. However, in DBD a survivor that is aware of the killers loaction can simply loop him. If the survivor can see you at any time, there are no mindgames and you have too run out the loops like an idiot which is the biggest design flaw DBD has (next to hatch mechanic)

    Yes it sounds ridiculous, but DBD Is not a hiding game where you actually have to be scared of the monster. You have plenty of safe zones and loops you can carry out straight forward without having to fear anything since you can always see the killer

    Sounds like a fundamental problem with the game that is beyond the scope of this suggestion.

    I really wish this game was more of a stealth game. I love hide and seek games.

  • @Ihatelife said:

    @NoShinyPony said:

    @Ihatelife said:

    @NoShinyPony said:

    @Ihatelife said:
    Jesus christ. Survivors needs also some helpful stuff like insta-heals. Every side have a different benefits in the game. Such as the killer can mori survivors, insta-down them etc. Besides survivors more die than escape.

    I believe that helpful stuff should still be balanced. I'm fine with the existence of insta-heals as long as there is a downside which makes the add-on balanced.

    In general, if there is a strong perk/item/add-on for either survivors or killers, it should be balanced. I don't like the freebie character of insta-heals. It takes no skill, there is no risk. There is no equivalent for killers with such a freebie trait. A killer equivalent would be that somebody just randomly loses one or two health states. And of course, that doesn't sound reasonable at all. So why should survivors have such an unbalanced add-on?

    Than why killers should have mori, insta-downs add-ons? Mori after the nerf doesn't have a downside. You just need to hook a survivor and ta dam you can mori him. Without this you must have to get them killed by hooking them 3 times per person, so there is not downsides for this offering. Insta-down hatchets? Yes there is downside by reducing the carrying a hatchets to only 1, but you have unlimited times to use it and insta-heals are only once per trial.

    First, I don't think the Ebony Mori is balanced. It's too strong. But the existence of one unbalanced thing doesn't justify the existence of another unbalanced thing. There simply shouldn't be anything unbalanced in a game.

    As you described, insta-down hatchets have a downside. And on top, it still takes skill to hit a survivor and the killer has only 3 attempts (if the add-on for additional hatchets is used). After these 3 attempts, the chase is over. Insta-heals on the other side take no skill at all. Just make a click and it's done.

    It's similar to the one other insta-down add-on in DbD. That's it. Not a lot of killers even have insta-downs.

    "You can only use insta-heals once per trial" is not a downside, either. If you could use them multiple times, nobody would play DbD anymore.

    Than... I'm okay with insta-down nerf if we nerf a mori.

    Make a thread about nerfing Mori's then. I'm certainly up for the idea if you have something specific in mind

  • @Master said:

    @NuclearBurrito2 said:

    @Master said:

    @tehshadowman33 said:
    Why do we even have see-through walls? It's stupid.

    You only want ez 4ks? :smile:

    Wouldn't this be more of a buff for survivors?

    No, its the killer red stain that you can see through everything

    Like I mean. Its more important that the Killer can see the survivors through walls than the survivor seeing the killer through walls

  • @Poweas said:

    @Delfador said:

    @Poweas said:

    Honestly, I'll just say I strongly disagree with you. With everything you said. If I did all 5 of the gens and died that's a win for me. Most people in this community would agree with what I say which is that if you pip, that's a win. Or at least 3 man, that's a win also.

    I agree with you wholeheartedly.

    As a survivor

    If I can save a teammate but give my own life for him/her, it is a win for me.
    If I score 20k or more, It is a win for me whether I die or not.
    If I run the killer for 3-5 gens, it is a win for me whether I die or not.
    If I did something that won the game for my fellow survivors, be it baiting the killer, completing all the gens etc. it is still a win for me whether I die or not.

    If I escape through the hatch, I don't consider myself as the winner and I don't think that many survivors consider themselves successful as well.

    Hatch is just a free escape mechanic and every single survivor knows it.

    Hell, even when I escape through the exit gates, sometimes I don't feel like I won the game.

    It is more complicated than 'escape is always win' and 'only the 4k is win for killers'.

    Yeah I highly doubt that person understands the game well. They might be fairly new if they see it that way.

    On one hand I am fairly new. On the other hand I doubt more experience would change my mind as my argument is in the form of a definition rather than a logic based line of reasoning that could potentially be falsified.

  • @Damon22441 said:

    @Acromio said:
    Looping is cancer too, (and let's not forget it's an exploit), but survivors do it all the time.

    It's not an exploit, #########
    "Looping" is the only real defence a survivor has against a killer that moves faster then them, accelerates over time (Bloodlust), and has whatever anti-looping ability they have (i.e. hatchets, speed bursts, traps, blinks, vaults, ether, and quick pallet breaks via chainsaws).

    What about hiding. Or pallets. or jungle gyms

  • @AStupidMonkeyy said:
    Waiting 20 seconds for her power every time at a pallet waste so much time, is why.

    You don't use up the full charge every time you activate it. I've rarely had that problem. The only time I let it drain completely is when I'm going for a grab half way across the map

  • Freddy tier:

    1. Legion - He's not bad, he's actually mid tier but he deserves a rework. He has no counterplay, takes almost no skill and annoying as hell. Low skill cap/Low reward.

    Cancer or not this is a tier list, not a fun list. If he is mid tier then he should be ranked as such regardless of how much he needs a rework. Freddy needs his rework BECAUSE he is trash, that's why he deserves the bottom spot. Legion needs his changes for reasons not related to balance (also some balance problems but that's every killer besides the top tiers so yeah).

  • @thesuicidefox said:
    1) Stealth already exists in the game and it's quite powerful IF you know how to actually do it.
    2) As killer, stealth is very boring and frustrating to deal with. When you walk around and feel like you are alone on the map the game is really dull.
    3) As survivor, the game is way more fun when you get chased. Stealth has it's place but it should definitely not be the emphasis of the game.

    1) Clearly not enough given how the chase ends up being the primary means of defense when it should be secondary at most and more likely a last resort.
    2) As a Killer main I highly disagree. I prefer tracking gameplay to chasing gameplay. An extended chase gets frustrating far faster than an extended search while shorter more decisive chases are extremely satisfying and having a more stealth focused game solves many if not most of the balance issues with the killers
    3) As a Killer main it's not really easy to say for sure. But there are other people on this thread who have already stated their preference towards stealth as a survivor.

  • So everytime the killer throws down a pallet it breaks and he goes into a dy- whispering noises

    Ok so my adviser tells me "that's not how that works you idiot"

  • @Master said:

    @tehshadowman33 said:
    Why do we even have see-through walls? It's stupid.

    You only want ez 4ks? :smile:

    Wouldn't this be more of a buff for survivors?

  • As a spirit main while I wouldn't be against this, I don't think this is needed

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