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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Prison administrative wing (similiar to lery) or Prison cell blocks (similiar to the game) might be feasible.

    An indoor temple map could work.

    Imagine entity unleashing it's inner weeb and building an asian palace or huge mansion. Remember that it doesnt know ######### about what it's recreating.

  • Good fellows wanting an amusement park should check out some gameplay footage of Identity V's amusement park.mit even has rollercoasters survivors and killers can use to juke the killer or simply move around.

    (You press space to enter the rollercoaster car, then A/D to exit left or right, or start it with W.)


    I have a prison centric chapter concept in the back of my head, so I'd propose a Prison realm.

    Outdoor: the Prison's dilapidated yards, chainlink fences, brickstone walls and a watchtower similiar to thompson house or coaltower, eith a survivor tracking seasrchlight activated by a generator.

    Indoors type 1. a mashup of administrative rooms and some prison cells or other rooms i. Aa prison (If it'd be my concept chapter, The Warden's office would be a location in this map)

    Indoor type 2. a "the game" styled map focused on a cell block. You know, the "prisoner's areas"

  • Doesnt matter how strong Spies is if the basic crows feel like on horse tranquilizer.

  • Disable your aftetgame chat. But wait 15~ seconds before leaving the round so they might start typing their rants.

    Feed on their hare without reading it lol.


    But seriously as everyone said. Ignore the butthurt losers who're butthurt because they lost.

    They'd whine at a trapper for getting 1 trap grab.

  • Nice sketches.

    Legion looks like a goddamn smiley😀

  • Lol at the idea of wraith getting free hits out of invisibility. The slowdown upon uncloaking cripples any chance of "free hits" if survivors would react instead of keeping up the rush.

    Back on topic I think total invisibility might be too strong, but reducing the shimmer/distortion the further he is away might actually worth testing. Or flatout make him completely invisible at a certain distance.

    Theres not much to tweak on his ability if it has to stay a QoL change 😀

    Personally I'd reduce the slowdown on uncloaking a bit, that spike of abyssal movementspeed takes so much out of his momentum. But as just mentioned, thats more of a buff than a QoL.

  • So as long a survivor or multiple are hooked, they gain free gen repair speed?

    I dont see 2man or 3man swf save anyone outside their group ever again.

    I dont like the spread the pain approach of this concept either, it's similiar to the emblem system in railroading killers into playing like survivor would prefer them to.

    The so called death-effiency-"problem" is not in need of a solution. You lose a member of the team, you get punished.

    The generator parts segment might be useable and has been discussed often on the forum. Bit it has nothing to do with death-effiency but with basic trial lenght or "genrush"

  • Nahh no blood, thats for prestige lol. Its just paint and dirt for our resident edgelords.

    I dont see why that cant be a thing though. If nursr can get a wedding dress and trapper gimp-gear, then give those broody teens some suits and dresses. Doctor could spare some.

  • The problem with killer buffs is that killers are all that unique compared to survivors.

    I think its the individual powers that should be looked at before doing crazy stuff like nerfing survivors to compensate or global variables like +2%ms on all killers.

    I belong to the team who'd like to BUFF only the weaker killers but leave top tiers alone for now, maybe buffing those later with QoL.

    Theres also a team who wants the top nerfed so that the lows dont need to be buffef that much, meeting in the middle distance.

    Then theres other scum who just want to nerf the top tiers.

  • Another important thing, especially for the auto-reset addon or a possible manual reset:

    Survivors should snap to the traps location, not the trap to the sirvivor like it currently is.

  • It'd be more interesting if the projection could hurt survivors but would have to go around objects. Would make him an excellent anti-loop killer. But i guess you wanted it to be some tracking tool.

    Might be on a survivor desired powerlevel, but i think the ability shouldnt be different depending on survivor count.

  • Whats with these lies about HB having longer lunges or no cooldown?

    He's a 115% killer, so his lunge is exactly the same AS EVERY OTHER 115% koller.

    The biggest bullshit is the lie about him having no cooldown. Similiar to nurse, after hitting or missing with his chainsaw, he cannot do any survivor interactions. Not attack, no chainsaw, no grabs or picking up. Thats a cooldown or even a self-disable.

    Compared to spirit who has NO cooldown but is restricted by a stupid stamina/fuel system. I think if she uses her ability for only 1 second and then attacks (i know, stupid example) she could use her ability right after the weapon wipe.

  • The reason that killers release later in the game's life feel weaker is because they are.

    At some point the devs decided to focus on survivor fun (too) instead of viable killers. Remember what they said anout viability.

    To HB especially it should be added that he's one of the original 3, he set the bar back then. Remember that his ability requires more skill to use than trappers or wraiths.

    Just compare RBT and sickness with madness. Madness atleast has effects all over its tiers and hinders survivors in muötiple ways.

    The Hillbilly isnt too strong, the others were designed weak.

    If you think this perspective biased or defending HB... let me rephrase it.


    HB was designed when the devs wouldn't know that the majority (95% according to survivors) of survivors would turn out to be brainless potatoes. Weak killers for weak survivors, which then get stomped by mediocre survivors.

  • I dont think that 5 perks are too unreasonable on both sides, although it would definitely require reworks of other mechanics too.

    Personally I'd test to restrict the first slot to the teachables of a character (both sides). This would probably create survivor metas though.

    Another thing to consider would be to reduce the total number of perks, merge them (botany + we'll make it for example), make them basekit or outright remove the unused perks.

  • There are multiple 2v8 discussions on this forum. Yes it would be glorious, no there wouldnt be a 1camps1hunts meta. But as i already said in those multiple discussions, there need to be certain modifiers on certain variables (gen times, sacrifice times etc.

    You should try to find Identity V's rulesets for their 2v8 mode, because i am too tired to find them in my post-history.

  • You think up your concept, write it down, check for readability. Then you post it in the "Fan creations" subforum. You'll need an eyecatching headline though (and avoid "new killer idea"). Then you pray to your gods that someone answers your concept with hopefully valid criticism instead of "it sucks". If your concept actually reaches a dev is purely up to chance tho.

    Normally the killer concept should include a Name, visual description, weapon description, height and movement speed might be helpful, and a hopefully easily understandable description of the ability and perks. A chapter concept adds survivor and map to this.

    Most people sadly spend too much time on the backstory than fleshing out the important ability.

  • ^ and then survivors cry about too many Hillbillies and demand him nerfed yet again.

    Forcing killers to only play one killer is no counterplay. Just because it doesnt matter with most survivors, there are some people who prefer to play other killers.

  • Let the killer queue up its activation once generators are powered.

    Your duration reset sounds nice too.

  • Why is the killer at fault if survivors unhook their buddies so that the killer will easily find them again?

  • Mine ideas are older than legion.

  • Survivors that reward camping in any way are worse.

    Sucide on hook? No longer needs to camp you

    Your team rushes to the rescue? They took the bait

    No one is doing gens? Your team is at fault.

    Camping will be there and work as long as survivors make it so.

  • Yes any killer could have the basestats of their abilities buffed, but without reworking the addons at the same time it will end up in a mess. I dont have much experience with all killers but i guess i can share some of my opinions.

    Doctor: would probably be fine'ish if they increased the base shock range a bit and reduce the delay between casting it and actually shocking a survivor (you all know how much it sucks when survivors still can vault even if theyre getting hit). The illusionary pallets could be slightly highlighted instead of only showing aura when not directly visible. Also the aiming help addon should be removed, if hes harder to learn, he can can be made stronger eithout survivor complaints.

    Pig's addons could learn a bit from Doctor's. They should have more effects, affecting both Ambush and RBT and maybe even survivors without RBT. The RBT addons need to be MUCH stronger when the Pig only has an absolue total of 4 Traps to use, being a finite ability etc. Did I mention it sucks she has a finite MAIN ability, according to heir current addons? Her addons need serious reworking, but I'm sure they'd balance a shorter base timer with even weaker traps or better chances for key boxes or something like that. My opinion is that she needs to somehow get more RBT, like simply giving her a new one after 2minutes after one gets triggered or removed. Obviously it also could spawn on a workbench in the basement or something likemthat.

    Nurse: I think the aiming help addons should be removed and the effect not build into the basekit. It'd make nurse too easy to learn and warrant lots of nerfs to keep survivors from reviewbombing. I guess she needs more special effect or debuff addons than those which mess with muscle memory, like debuffing all survivors near your landing zone. Probably remove the additional blink addons except one that only adds 1 without negative effects, make it very rare or ultra rare.

    Trapper seriously needs the bag and maybe even more traps either on all or only the bigger maps. Those might be his only addon related reworks. Concerning resetting trap, i think it'd be enough to make survivors snap to the traps instead like it currently is, so that the reset traps STAY where the trapper actually set them. Also trap hitbox nerf needs to be undone.

    Actually Myers problems with most addons is that they all need to be reworked. When they nerfed his stalking gain, they didnt readjust the addons affecting that (tombestone etc), so those need tweaking. The other addons only affect one tier.... This is bad all his addons should have effects on all tiers of his ability. The stalking aura idea sounds good though, not sure to remove addons affecting it afterwards or not, though. Tier 1 longer lunge could be default too i guess. Also somehow regenerating evil on survivors is needed, having a finite ability is bullshit as I already mentioned on Pig, for Myers its even worse as he only has his M1 afterwards.

    Wraith seems in a good spot currently, and i think the only minor buff he needs isnt really addon related, the maximum movement speed penalty at the start of uncloaking could be reduced a bit, thats all.

    For Clown I think causing exhaustion seems a bit too strong. Does no one ever think of the survivors? Jokes aside, maybe the gas could stop debuffs from ticking down by default. I think his reloading time could be lower, or not slow him down that much.

    Working Chili addons for Bubba. He's losing distance on survivors because he charges longer than hillbilly, gets slowed down while charging, and then averages at normal walking speed during the actual sweeps (according to wiki). They should reduce the movement speed penalty while revving the saw and have him start his sweeps at that speed obviously. Also his charging mechanic should be the same as Hillbilly's for player convenience. Ever canceled a 99% saw? Annoy as hell.

    Freddy, Legion, Hag, Plague: no experience with them and absolutrly unsure what to do with those. For Plague there seems to be more of an issue with the fountain heals and base stats instead of addons, the discussions about her are rather... Fresh.

    Wow that turned out to be some wall of text.

  • Too strong if just added into the game as it is.

    If added without longer base gen times, its too strong for mediocre or actually good survivors, but longer base gen times would punish the potatoes.

    Adding such a combo mechanic would definitely need adjustments to the skillcheck trigger chances and base progress bonus, not to mention the killer compensation which I'm only adding to this discussion to ######### balancing this idea up even more.

    Pardon my killer bias but it'd also incite survivors even more to stay on the same generator. Better to keep the combo up than to swap generators\ save someone. Those generators would be tunneled to hell. And yes, the combo would NEED to regress/reset with time spend not doing anything except great skillchecks for balance reasons.

  • Of course its unintended gameplay if the survivor leaves the trial by means outside the trial. Personally I'd include the "leave game" option in the menu for this logic, but people might get salty.

    It is an exploit. Remember kids that exploiting things means to use something (unfairly) to your advantage, be it having smaller collision boxes to run around obstacles in smaller curves or making the hastch spawn because the number of alive survivors drops below the needed threshold.

  • You guys defending the perk are aware that its currently not working against blink hits because of a bug, right?

    This means the devs are planning to or actively fixing that...

    This means that Blink hit, lethal blink, surprise attacks, phantasm hits, dream chaser, grudge hits (spirit), willmprobably all count for MoM tokens.

    Basically all abilities thast rely on M1 attacks to deal damage will be affected.

    The only things im unsure about are Ambush, Hatchets and Feral Frenzy.

    So the only killers capable of reliably NOT triggering MoM would be the chainsaw bros and plague if survivors are dumb. So much for counterplay.

  • @projecteulogy said:

    I think this is hilarious actually. All the times killers responded to camping and tunneling threads with "git gud"... now you have DS 2.0

    I really only see Doc, Wraith and Hag being at a real disadvantage. You can still slow them down with Clown's tonic. Then anything with Insta-downs, which are the killers most played at red ranks.

    Instead of "nerfing" the perk, make certain scoring events NOT count as a normal attack.

    Pig's Ambush

    Wraith's Surprise Attack

    Hag's Attack after Teleporting

    Clown hitting an intoxicated survivor

    Survivor's Affected by Doc's Tier 3 Madness

    Spirit's attack after coming out of Hunting mode

    And anything else I may have missed.

    And then the devs confirm that blink/lethal blink not working is a big and will fix it soon.

    Which will probably include all those attacks you mentioned.

    Maybe not ambush as its not an m1 animation lol

  • Obsession state needs to be detrimental to survivors regardless of perks used.

    Being able to mori the obsession by default or let the obsessed sirvivor suffer some %-penaöties are common ideas.

  • Camping works because survivors reward it.

    "Tunneling" is the fastest or efficient way to get rid of a sirvivor, 3 survs make less progress than 4.

    Tunneling is the sane as genrushing, i dont see sirvivors changing generators every 25% of progress. It baffles me how many survivors are tunneling generators.

  • So no long blinks followed by corrections, plus fatigue, plus waiting for full gauge again because 2 small blinks cost that much, all while following a surv whos faster than you?

    Actually this would add another "cooldown period" after fatigue...

    How about actually coming up with a slightly more detailed rework than just tossing a single catword into a circle of people already slightly angry at anything.

    A gauge would just for balance need to remove fatigue and atleast 110 ms.

    Not that theres any need for a nurse rework.

  • According to the wiki, he averages at about 115%ms during his sweep, this means he doesnt gain on survivors but actually falls behind because he simply slows down too much while revving the saw.

    He cannot catch up to survivors running in a straight line unless he'd beeing touching them before starting to charge.

    Yes that is probably his main problem.

  • 1.Change the charge type to be the same as billy's

    2. Choose 2.a or/and 2.b

    2.a Reduce his charge time to be the same as billy's

    2.b Lessen the movement speed penalty during charge time.

    Those would be the most requested changes i can think of.

  • It worked for survivors on Freddy and the recently reworked DS .... so killers will do as survivors ever did and complain too.

    Remember that the devs are obviously scared of tweaking survivor stuff because theyre always complaining.

    Atleast there werent any killer-initiated reviewbombings.

  • Killers should start complaining even more. Afterall it worked for survivors on Freddy AND DS.

    Cant wait for the additional Enduring nerf.

  • In my opinion the mere state of being an obsession should not be desireable regardless of perks used on BOTH sides.

    Before it's rework, the obsession state was used to determine who's using DS. Think about it, survivors WANTED to be the obsession.

    As mentioned before, merely being declared obsession should not be desireable for survivors.

    Ive sern similiar discussions theorizing about

    -giving obsession a %-penalty on all interactions,

    - making obsesssion mori-able after first unhook /

    -Rancor / DL as default mechanism

    Etc.

  • If its to powerful to remove completely they still could make it distance based

  • Swfs suck because they dont need to bother to get better because they KNOW how their teammates will react. Even more so with CWF.

    "Ahh killer is scary, stop following meeeeeee LoLoLOlol."

    "Killer on me, rush gens"

    Same thing.

    Once swf start doing things seriously, they break the game.

  • On the confusion about double pallets...

    They can still appear because the game has to place a certain nimber of pallets, this will ignore the range conditions if the minimum number hasnt been reached when theres "no free space" left.

  • Doesnt the trapper circus cosmetic basically scream "leatherdaddy"?

  • Movement speed is amongthe most gamebreaking variables in the game.

    I think it shouldnt be touched like that.

  • Pig but with facehuggers instead of rbt.


    Otherwise theres multiple possible abilities.

    -"Crawling over obstacles" / vaulting all/certain obstacles "clawprint-aura" for possible locations

    -Huge jumping ability (l4d hunter)

    -small leaps followed by lunge attack (nurse' blink with locked range, collision still intact, leaping into objects performs a vault) lunge attack possible while climbing objects.

    Etc.

  • Imagine all generators resetting and the killer simply getting up again myers' style (not jason lol).

    I think restraining hag would be like trying to capture a human sized rabid feral animal, barehanded.

  • As much as i want to see everyone below nurse and billy buffed, adding movement speed will break the game.

  • Killer sound issues dont get fixed, happened twice already.

  • Chainsaw cooldown is fine, he cannot do anything in those 3 seconds.

    spirit has no cooldown, just a damn stamina system.

  • Mummy with exposed heart and 2 ai mummies. Player can switch positions, beating heart indicateds "real player". See IdV's hell ember as example how it works lol.


    Some sort of military prison warden or medieval gaoler who traps survs in cages/barriers made of "entity blocker"

  • With how devs manage killer's ability to hear stuff, i wpuldnt trudt them with sich a tweak.

  • Its sad how every survivor here claims that four kills is something special but escaping is not.

    The game treats 4k and escaping the same. There is NO additional reward for less than killing all four survivors.

    Anyways back to topic.

    If the game would consider dc'd surcivors as sacrificed in ALL Mechanics or emblems it wouldnt be so bad. But that a siicide leads to another escape right afzer shouldnt be a thing. There should ne a longer delay between a DC and that stupod zhong opening.

    More important would be to disable the hatch after a gate is opened.

  • Killers pick NOED or camp because survivors dont cleanse or do hookrush.

    As long as survivors reward killers for their decisions/strategies etc, they will use those.

    And lol, killers goal is not to stall the generators, their goal is to kill ALL survivors, the generators are just a means to the cause. So if survivors get caught in the endgame by noed, its not because the killer failed, but because the survivor did fail at stealth.

  • An excellent game

    The Killer says: Got'cha Noob

    NOED and Camping.



    Up the hook you go

    Leatherfaces eyes are close

    His Chainsaw goes WRRRYYYYYYY

  • No reason to limit perks or share debuffs when buffs dont get shared.

    I think just giving them myers stalk without anything attached to it is kinda... weird.

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