Sin_A_Man_BunZ
Sin_A_Man_BunZ
About
- Username
- Sin_A_Man_BunZ
- Joined
- Visits
- 26
- Last Active
Comments
-
"An interesting idea but numbers need more tweaking and a stronger drawback"
Well essentially it gives you instant Bloodlust 2 once you get stunned, so if you're getting stunned from a point where you haven't started a chase at all yet, or haven't reached Bloodlust 2 yet, then it's a bonus that could help catch a survivor. It would probably honestly be too crazy though if it gave the same speed boost as Bloodlust 3, but who knows. They could test that out and see how it plays.
As far as stackable with other perks, I don't believe any of the movement perks stack (could be mistaken, not sure) but that is on the Devs to decide and implement. If stacking it isn't bad, then go for it.. however if it creates problems then don't stack it. Again, let them test it out and see how it plays.
For any drawback, well if you use this perk and it activates then you restart Bloodlust, so if you're already at Bloodlust 2, then you have another wait to reach level 3. The drawback is simply that, making you take longer to get Bloodlust. It will all depend on what you're prefered playstyle is. The perk isn't met to be a meta perk that every killer uses, just the ones that see it as a good fit with their playstyle.
Also, not every perk has to have a strong drawback to it. There are plenty of perks that you only benefit from with the only drawback being that it keeps you from using other perks. However, the entire point of the post was just to submit my idea and get community feedback on what could be changed to make it even better or more useful. If you've got any ideas on what would benefit this and improve it, then please share it.
-
@Someissues said:
No one is asking to remove SWF, if a Killer is up against a group of 4s, he should have an extra perk slotOtherwise Killers will just dodge nonstop until there is a solution in place
I used to think an extra perk slot was a good idea too, but after putting more thought into it, decided against it.
My reasoning was, what if you play as Nurse and have 2 SWF players that just instantly DC because they simply hate playing against Nurse killers, or you kill one and the other DC's or gets purposely killed so they can move on to the next match with their friend. Great, now the other 2 poor players who had absolutely NOTHING to do with that SWF duo has to play against a killer using an extra perk while they get a huge disadvantage
I totally understand your reasoning and the sentiment behind thinking it would be a fix, but personally I just don't think it's a proper fix.
-
Kate
Hands down. That hook scream, UGH
-
Honestly, I think having BT activate if you get yourself off a hook isn't a bad idea at all, especially since it only activates if your within the killers terror radius anyway while doing the unhooking. I'm for it, sounds fun.
For those against it, if you honestly think that a single person (or even a full team) is going to run a build of Borrowed Time / Up the Ante / Slippery Meat plus Salty Lips offerings for EVERY MATCH... you're far to negative. That's an entire build each match set up for just ONE chance at possibly getting yourself off a hook and taking an additional hit against a killer. Also, they will probably need to run Self Care in that situation so they can heal to get out of the BT state before falling down.
Sure, people MIGHT run that full build once in a while as a troll or to try it out, but I really don't think anybody would run that full perk build for every single match. I mean they could already run Up the Ante / Slippery Meat and offer Salty Lips for every match RIGHT NOW and get themselves off the hook, but how often do you run across it currently?
However as a killer, you should love that build because then they wouldn't have DS or any exhaustion perks. :-P
-
Laurie is my pick just because I'm such a huge fan of the Halloween movies and her character.
Tapp looks awesome in game though so I do like him as well.
Bill is a nice addition for sure, so I don't have any issue with him.
Quentin though................... It should have been Nancy, that's all I'm gonna say.
-
I played against a Nurse whose build was Bitter Murmur, NOED, Blood Warden, Remember Me
We spent the entire match wondering what perks she had because none of them were obvious in game. We all expected NOED by the time the last generator was completed, but had no idea the amount of hell we were unleashing when we finished it.
Funny ending to the match though, I'm sure she completely bodies teams with that build most of the time.
-
I've seen how it can be pretty easy for a SWF team to completely wreck a killer and grief / troll. It's frustrating for sure and I totally understand a lot of the killer sentiment of wanting to fully delete it from the game.
I've only ever been able to think of three possible solutions that might make it a tad bit better for all involved. I think if they could implement at least one of these changes, it would make the experience more tolerable for killers and not a complete ruin of the game for survivors.
1) Anyone playing as a SWF team is not allowed to bring any items into the game. Allow them to use offerings and perks all like normal, but set it so they just aren't allowed to equip any items to their characters. That would probably help since most of the complaints are less about how they team up but more about all the BNP's, Insta-Heals, Flashlights, Keys and such.
2) Give killers an automatic Safety Pip and BloodPoint Bonus for playing against a SWF team. Even if it's just two people teaming up as SWF, set up the matches so that the killer can't possibly rank down or de-pip at all from that matches outcome and then toss in bonus points for playing it to completion. The bonus BP could be anything from an extra set amount of BP (Like a flat 10,000) or just a multiplier (2SWF = 50% / 3SWF = 75% / 4SWF = 100%) but have it set up so the killer MUST complete the match, no rage disconnects.
3) Just give all survivors the option to use In-Game Voice Chat during matches but buff the hell out of all killers and their perks. The survivors would have the option to communicate or mute other survivors but only they can talk to each other. Killers still wouldn't be able to speak or hear them at all and could only communicate in after-match chat boxes. Sure this could be rough because not everyone speaks the same language and obviously there are people that might abuse it or be annoying... but it won't happen every match and that's what the mute option is for.
-
Look at it this way, if a killer camps ONE survivor for the entire hook dying process, technically the other three survivors could complete three generators in that amount of time. The killer doesn't get any additional points (for chasing, hitting, hunting) they are only getting the full hook and sacrifice points.
Pips don't really matter in this game, what's important are both BloodPoints and Shards. You earn the most of both by fully playing each match. If a killer wants to hard camp a hooked survivor, then let them. As a survivor, just go do what you need to get out and move-on. The killer is only hurting themselves by camping and if they chose to make the grind even harder by costing themselves both B.P. and I.S. then let them. Hopefully they'll change tactic and learn it's typically a better strategy to not camp.
Yes, camping sucks for the person being camped cuz they get low B.P and I.S. out of it. Yes if they had an item they lose it. Yes it's unfun for the other survivors too.... but it's not going to happen every single match to the same person. Are you really going to completely ruin your day and possible hours of enjoyment because that ONE Leatherface stood right in your face with his chainsaw prepped until you died?
It's a game, matches don't last long. There are thousands of killers waiting to play against the thousands of survivors lurking around. It's ok to be frustrated, annoyed, angry even sad about how the match turned out but just keep telling yourself "It's just a game".
My personal way of handling frustrating matches like that is to just move-on to another match ASAP and hope it turns out better than the last one. Worst case scenario, if it seems like the game in general is tilting or aggravating me a little more than normal ... I'll just stop playing it for a few hours and come back later or just wait til the next day. There are other games to play and things I can do and I refuse to let a silly game get me that angry and upset.
-
The one thing I think would be a great buff to it honestly would be NOT having it show the cross / plus sign and injured survivor icon to the KILLER. Other survivors seeing that you have No Mither is fine, then they are aware of your situation and know if they should risk trying to pick you up from dying state or any healing.
However, I think it would be a greater perk if that info was hidden from the killer. He wouldn't know you are running it until he goes to smack you and it's an instant one-shot (just like NOED). That would also mean not having you look as in the "injured" state while running around the map.
The could still have it so you are lightly bleeding / leaving a trail and making the pain / grunting noises, just not show that you're character is injured. That might be enough to make it feel more worthwhile to run because then it would require the killer to pay a bit more attention to what they are doing with each survivor.