Pr0p3r9
Pr0p3r9
About
- Username
- Pr0p3r9
- Joined
- Visits
- 559
- Last Active
Comments
-
Memento Mori offerings are strong enough they don't need a buff. You seem to be saying that these mini-moris might be add-ons, but I still disagree. The amount of time it takes to pick up a survivor and hook them and the amount of time it takes to mori a survivor are part of the balance of the game. Being able to quickly kill a survivor is so high impact that it's part of Pyramid's power, which is a much more significant piece of kit than add-ons or a singular perk. It may seem like only 12 seconds, but that can be a long time in the right circumstances. These mini-moris would also negate DS and all saving methods (Flashlight, Pallet Stun, etc.), which is very high impact. Even with Shape, I'm not sure I like how accessible his tombstone piece is.
-
Midwich is like a square with a top-left corner (A), top-right corner (B), bottom-right corner (C), and a bottom-left corner (D). Corner A and C have stairwells that you can always travel up and down. Corner B is a bathroom that has a hole that you can drop down from. Additionally, there is a stairwell blocked by breakable walls in corner B that the killer can open if they want to. Corner D is the library and has a ramp that leads up and down. Initially, you have to go through a side-room on either floor in order to reach corner D's ramp, but there are breakable walls near the ramp that the killer can break to make it faster to traverse.
On line AB, there is a locker room on the outer side of the map. This room has an always broken wall that allows you to drop down into the exit gate area. On line CD, there is a room with a large hole in the floor. Dropping here will land you in the other exit gate area. Additionally, there is an always broken wall on an upper floor hallway on the interior side which can be used to drop down into the courtyard. I can't remember what hallway that drop is in, but you should notice it quickly enough when you get in game.
There is always a generator somewhere in one floor of corner D. There's always a gen in the courtyard. I'm not sure at all about this last one, but it seems that there's typically (maybe always?) a gen in or near the room with hole drop down on the top floor of line CD.
Gens can spawn in the hallways, but they more frequently spawn inside the classrooms. Sometimes a gen will spawn in front of the exit gate area, but I can't remember if that gen spawns in front of exit AB or exit CD, or if it's even consistent. It may be rng.
A good rule of thumb on Midwitch is that it's always easier to go down than it is to go up. If you're looking for gens or patrolling for survivors, I recommend you do it on the top floor while listening to what's going on below you. If you hear something you want to interact with below you, go to the nearest drop down and find it on the bottom floor, or else find something to do on the top floor instead.
-
This seems to me to be under the domain of aura reading perks. Bond, Aftercare, and Empathy already don't see that much use, and giving Head On a built-in aura reading functionality would devalue these perks even more.
-
Seems like a waste of dev resources for a niche utility. You and others who want the same should just use a random number generator with Trapper at 1 and Pyramid at 20. Until the next chapter release, you can even use a 20-sided die to make the decision.
-
Map Pressure is what wins all games. Having said that, the best form of map pressure is downs, which is a function of your ability to chase. So you're asking whether A or B is the best way to win when A is a subset of B. It'd be more appropriate to ask whether downing a singular survivor or injuring multiple survivors is a more effective form of Map Pressure.