PanicSquid
PanicSquid
About
- Username
- PanicSquid
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Comments
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I would need the entity to buff me, to be a viable survivor. I don't know how to fix a generator, I'm out of shape, I'm not certain I could lift someone off a hook effectively, and my first aid skills are beyond rusty.
Perks:
"What are you going to do, Stab Me?" A few years of teaching Renaissance swordplay rarely comes in handy. When facing an attacking killer press the active button to side step the attack. (exhaustion effect goes here)
Heavy Weight: Its a shame [panicSquid] stopped going to the gym. Killer moves 5/10/15% slower when carrying a survivor with Heavy Weight.
Totem Smasher: Just kick the pile of bones. Totem cleansing speed is increased by 10/15/20%.
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Some of the perks you mentioned aren't bad, its just that people are playing the best perks, the actions of individuals are whats making things boring for you.
Small game is a nice totem hunting perk if you're not using Detective's Hunch, Iron grasp is good if you want to basement hook people, deja vu prevents three gen-ing yourself if you use it right, and Deerstalker is good for people who can't find slugs..
The issue is that you can only run 4 perks, and most of us use our perks as crutches to carry us through the game.
Perhaps we should all replace some of our meta-perks with some non-meta ones. Then maybe others will join in too.
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As a killer main let me say who dabbles in survivor:
Adding sections to rebind keys is meh, its not really needed.
The blood point cap is there for a reason, mostly to keep people playing the game between patches. If you could earn 10 million bloodpoints you could just horde them then drop it on the new chapter characters and not play the game before the next chapter after that. Besides what do you need 10 million blood points for?
Survivors being able to kill themselves on hook is fine, and the part about letting survivors go free from a camping killer is bad. I've had to play close to a hook because of survivors swarming that hook, or sometimes you need a person to hit stage 2 on first hook. Camping is a necessary evil, but do it in moderation.
Perks: Just no. DS and BT are not "bullying" the killer in the endgame. They're tools to save either yourself or a teammate (arguably when its needed most).
- No objection to reworking the Iri Head.
- I think you're proposing that auras of asleep survivors are revealed outside of Freddy's terror radius as an add on. while getting rid of the ability to fail a skill check to wake up. If that is true, that would be a horribly overpowered add-on. Freddy doesn't need that kind of a buff.
- No. Spirit needs some way to track the person they're chasing in phase. If they can't see you, your trail, or hear your grunts of pain, you are invisible to them which makes their power useless.
- Leave the Wraith's add-ons alone. The iri clapper is ultra rare, its not overpowered if you consider its rarity.
- Tombstone Myers is weird. But in my 400~ hours I can count the number of times I've seen a tombstone Myers on 1 hand. Perma teir 3 myers is fine. The counter to that is to not let him get tier 3.
- Nurse is nurse, she is amazing even without add-ons, in the right hands. Most people aren't that good with nurse.
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Killer is all about time management. How quickly can you remove player hook states while racing against the gens being completed. Optimally you want the least number of survivors working on gens that you can get. Camping, Tunneling and Slugging are tools that a killer might need to use, but should only be used in moderation if you want to succeed.
For example you might camp near a hook to go after the would be rescuer, which would then force another survivor to have to come in for the rescue, or the person on the hook loses an extra hook state.
Or you slug the rescuer that traded after rushing an unhook, then tunnel the unhooked to slug them too, then you hook the rescuer. This forces another survivor to come and unhook the rescuer and to revive the slug.
But if you rely solely on camping, tunneling and slugging, a good group of survivors will make you pay for it. Survivors can do gens against a camper, A good looper could run a would be tunneler pretty much indefinitely while the others do gens, and slugs can recover so that they can be quickly picked up by another survivor and they can wander off so the killer can lose them.
Then there are the perks that you can use to punish these behaviors more: DS, Unbreakable, Soul Guard, Borrowed Time and Adrenaline are the most obvious that come to mind.
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@KeredDog said:
Remove it. ######### is so annoying and unfair, every time I lose anything I'm carrying because I'm hooked or it is impossible to find the item. ######### this perk.
Losing dropped items is kinda the idea behind Franklin's Demise, and its a way for the killer to counter items in the game. You can evade a flashlight or run lightborn, but there is nothing else you can do against a map or a key. This allows the killer to potentially remove these items from play, assuming no survivor recovers the dropped item.
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Festering is an interesting word, because it can mean an infection/open wound, something rotting or " undergo physical and mental deterioration in isolated inactivity."
So maybe someone with open wounds or mental issues from isolation? I'm thinking Candyman still..
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Surge is best left as a set range, Stealth Killers can benefit heavily from surge.
Imagine this situation: you are playing Ghostface with Discordance and Surge. You get a notification that 2 players are working on a gen. You sneak up, mark one of them, then rush in to down them. Surge goes off making the Gen regress, you are now free to pursue the 2nd survivor for free map pressure.
What if Surge could damage an already regressing Gen?
What if it makes a Gen regress more if a survivor is on the gen when its surged?
Maybe injure a survivor working on a gen if that gen is surged (this is probably OP) ? or maybe a debuff on that survivor instead