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Ssajbambusa

Ssajbambusa

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Ssajbambusa
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  • @lauraa It just feels so weird lining up a shot... it's almost like there were three different mouse sensitivities: being zoomed out, being zoomed in and being in animation to zoom in... and it feels so much worse after his change. I don't know if this is a thing, it just feels this way to me. Huntress uses very similiar mechanic, but her mouse sensitivity stays the same... In all honesty, Nurse is way easier to play for me.

  • Oh no...l don't like that some players have other idea of playing the game than my made up rules...

    Hmmm should I equip perks to counter the thing I dislike, for example Kindred or DS and just watch and laugh at them getting genrushed when trying to tunnel me?

    No, better to cry on the forum and not use the tools I am given.

  • @Hunter_Main_322 If you think that camping or tunneling is toxic, then I don't think we need to talk about the topic anymore.

  • @Dino7281 You just repeated what I said xD. The mechanics around the perk are busted, making it very strong but the perk itself is not broken really. In all honesty I find ShadowStep and Hex:Unbreakable way, way stronger.

    I would say there should be fixed amount of times a survivor can bless totems or that totem can be blessed before breaking,

    My idea is: Survivor have limited resources needed to bless a totem. It's 2 blessings + 1 per Boon perk equipped so with one boon it's 3 blessings per trial, with all 3 it's 5 blessings. Or maybe totem breaks after it's snuffed out for the third time?

  • @Dino7281 I don't think the perk itself is broken, it's just healing being very strong in general in the game (medkits being the strongest items since for ever) and boon mechanics being unfair. Killer has only 4 perks, but once totem is gone, it's gone. Survivors have 16 perks, but their 'hex' affects entire team and can be reapplied... like... something here is very wrong for a asymetrical game.

  • @Hunter_Main_322 Why aren't they good idea? Your job as a survivor is to survive, not rescue others. Sure you can, but it's just an extra... and we already have majority of perks being altruistic ones and the selfish ones... there are just a few of those and are trash (except DS, which is very easily countered too).

  • @sizzlingmario4 While I do feel like Sole Survivor and Object of Obsession should still synergize, your idea seems pretty cool too - fast self healing is actually what is always missing when being the last survivor (unless you have Iron WIll) and the action speed is helpful too. Would it apply to exit gates and vaulting too?

    I don't really like your idea for Fast Track though as it completely changes to perk theme: gaining benefits from leaving people to their fate turned into benefits from altrusitic play. Cool idea for perk, but this Fast Track specifically is meant to be selfish, just like Self-Preservation,

  • @Sakurra 5.3.0

    @jesterkind Then you have a perkslot that does nothing. Maybe it's good, I just can't see a scenario when it's worh 25% of your perk slots.

  • @jesterkind @GoshJosh The time you spend protecting your precious little totems is time spent not chasing survivors or pressuring generators. Boons will stop being used so much after a month or two when initial euphoria vains and maybe some deserved nerfs kick in. Then we are left with useless perk xD. Also you can just cleanse dulls for this effect to be minimal - and if survivors don't cleanse dulls it's on them, because majority of killers run noed due to boon meta.

  • @Dino7281 So literally everything a killer can bring can have hard counter, but one, niche thing of survivor kit can't?

    Killer sided game, ladies and gentlemen...

  • @ad19970 Job of a survivor is to survive, not to make the whole team survive. I really don't see a reason to stygmatise players who have different approach. This game is not to be taken this seriously anyway, there is just to much rng to sweat in it.

  • @ad19970 Great suggestions. The Buckle up ideas seem the most interesting, especially that Guardian (Babysitter) now does something like this, just for the hooks, being alternative to BT. I can see it working on Buckle Up.

    While I agree with the movement speed making or breaking the loops, Sole Survivor activates when game is already finished anyway, and almost 5% is not that big of a deal in this scenario. If survivor tries to loop, killer would just bloodlust to keep them theere and not run for the hatch.

  • Ever heard about depip squads? Google it if you didn't, then come back and we can talk.

  • This is asymetrical game and every issue is killer vs survivor issue in the core. You want a system so you don't have to think about lockers and learn the timing to not make stupid mistakes: fair, but if you get such system killers should get exactly the same system for picking up to not get CJed.

    It just shows how entitled you are, attacking me the second I mentioned killer needs the same.

  • @Faulds I really don't care about people who can't win against campers, dude :). FearMonger does not affect DS nor BT... so where are you going with this? This is topic about Fearmonger.

  • @Snowstruck It is unreasonable. Game really have bigger issues than people who can't press space in correct timing.

  • Dead hard, Iron Will and hit validation... There is literally nothing more you need.

    Yes, god tier Nurse has no counterplay and will always win... the thing is, Nurse has the lowest kill rate in game for a reason... there is maybe 5 god Nurses in community and I guarantee you never faced any of them. Just play Nurse yourself, see what is very annyoing to face and do just that as a survivor.

  • Personally I hate it with a passion, because I never take off Kindred from my survivor.

    Balance-wise it's pretty good, but not broken. It just counters the most broken perks and survivors don't need perks to win.

  • Go play her, then we will talk :).

  • If want to do this, separate keys for picking up survivor and breaking pallet.

    Either go fair or not at all.


    It's not the game deciding, it's you not paying enough attention or having enough experience. The prompt on the bottom of the screen is there the entire time, telling you what you are about to do. Just play more and it won't happen to you. Knowing vulnerable spots helps too (Haddonfield's unsafe pallet into fence vault or locker next to jungle gym pallet for example).

    More important than camera angle is where you are at the moment.

  • Bumping up, cause I do think that 'selfish' perks do need some love in this game.

  • @TheGannMan Put the same amount of time into Nurse you've put into Spirit, I'm pretty sure you would have better results against decent survivors.

  • Hit Validation should not work with it. You're late wth timing based perk? Too bad...

  • Noed is already very weak perk?

  • @Marigoria said:

    Yes, because VPN only affects killers.........

    Explain

  • @Thadius @ReikoMori You guys do realize that as killer you don't need to take every chase (especially in pain houses) and that you can actually snuff out boon totems, right?

  • I would say she's fine, but lack of stand still mind game makes her ten times harder to play. Just pick up Nurse IMO.

  • Of course it should be.

    But devs prefer to 'fix' the cosmetic glitch instead. Every patch they 'fix' it, for new version of it being discovered an hour later...

    As we all know, cosmetic glitch is the most urgent issue right now, massively impacting the gameplay and balance of the game... What a thousand or two thousand of hackers can do compared to skin glitch?

  • Both are ridiculously strong perks. Unbreakable is better if you want to use just a 'get up perk', but using 2/3 boons at once is much stronger, because you bless the totem once for value of multiple perks.

    Honestly, both Unbreakable and Exponential should be nerfed.

  • @Bennett_They1Them Totems are very loud? The closer you are the louder they get?? Do you really need aura reading???

  • @Bennett_They1Them Around the totem untill it is snuffed out... How is this permanent? Hope is stronger IMO.

  • @Aven_Fallen As I see it, it would actually discourage camping. Survivors knowing such a thing is in game would try to crouch near hook for two minutes much less likely (They know they can't be seen with BBQ so they feel safe now).

    Killer doesn't see anyone near hook even though he has suspicions? There is no reason to stay there other than spite (and noone uses Sole Survivor, let's be honest here). If anything it would decrease hook camping. No one here, no reason to stay. Someone in here? Killer can start new chase immediately.

    I mean, you can't force people to not play stupid anyway, I see people stop doing anything once I get hooked WITH KINDRED ON, the whole team xD. We speak about people with brain, not the rank 21 MegHeads.

  • Every single one of Boons is ridiculously strong, but I think ShadowStep is the most underrated. It lingers after leaving the area and prevents aura reading (many people don't even know this). Combine it with Iron Will and you are uncatchable when played smart.

    I would vote on Hex:Unbreakable, but it's on PTB and will most likely be nerfed - if not count my vote as going for Exponantial. I think Unbreakable speed increase should be nerfed to what it used to be and Exponential should not go above 50% bonus... It still will be too strong though. Boons as a mechanic are increadibly not fair when compared to hexes.

    CoH seems to be overhyped IMO, but is also strong. Just bring medkit xD.

  • Shack is okay, but it shouldn't allow for spawning of strong loops next to it. Ormond and Fractured Cowshed are the most notorious with this bs. Unless it's strong antiloop killer or someone with instadown, good survivors will keep the pallet in this shack for ever, making the killer waste about a minute every time they want to chase someone there. If I'm just a m1 killer and survivor shown to be decent and thinking I don't even bother chasing in this kind of scenario.

    Hell, even two TL walls next to each other are super strong when used correctly.

    Edit: Couple of shacks (on new maps) are have 'butterwalls' though, where Blight just slides of them... and while it is annoying at first (and screws up new Blights) it can lead for some sick hits. I think that every shack should behave the same and not be map dependant (Exception: Saloon, shack there has breakable wall and it should be kept as it's unique feature).

  • Bumping up, because I feel like this is somewhat important.

  • @Tr1nity Thanks, this still doesn't answer the question to which state.

  • Very poorly asked question as Freddy was changed multiple times.

    I think he should be reverted to his original form where he couldn't hurt you if not asleep, but all actions took twice the time in the dream world. This was the most creative and original design for a killer which people could not play that well, but if someone was good at old Freddy (his glympses!) it was insanely fun for both sides.

    Previous Freddy with no slowdown and many snares - the most boring killer to go against so if you asked about this one it's a no.

  • @Fuzzels Good one :). I will take any infinite over survivors not needing to know timings for pallet saves, using dead hard ect. You can play Hag, Spirit or Nurse to not care about infinites or just trap it with Trapper, but when survivor can be late with pallet save while injured or exposed, get revived, stun killer and just get away, there is a problem. Having half of the team incapacitated or 0 pressure at all is literally handing over the game to survivors. Not to mention that Haddonfield is still in game.

    It's just so sad when they can actually fix mories and keys (and by fixing I mean make them useless, but at least this bs is not longer in game) just to break the game even more.

    Oh and the golden whataboutism. I didn't play in 2016, but I do play this game reguralry for almost 4 years now, so tell me how little I know about it's balance. If you really think the game is so fun now, go play not an instadown killer. Enjoy, cause I just can't.

    It's not that hit validation is such a giant issue that makes the game unplayable, but it's one of many issues that contribute. If things worked as intended, it would be actually nice, because the very idea behind many changes (hook invulnerabilty and the said validation for example) are good, but with the current execution they are just yet another layers randomly bugging out and screwing just one side of the players - and this is unacceptable.

  • @ad19970 I agree on the lunge shoulding be a primary focus now, but I find his power very weak. Only thing I saw it helping with was assuring hits on short (VERY short) loops and scouting. Projectiles are too slow and transparent - easy to try juking. Maybe I was playing only against bad Pinheads, but only times I've seen them actually getting kills were when braindead (or memeing, who knows) survivors were just hanging out hits to him playing like just m1 killer. If the chains actually connected somewhat consistently then maybe... right now portals spawn in the stupidest spots ever and even if they do spawn in a way they have chance to connect can break instantly when turning corner. I would like to spawn them more in front of the survivors than all around so chains don't break randomly or by Pinhead himself and this way they would have lesses chance of breaking on the obstacles, because they would spawn more in the way of survivors, making them run past portals and giving less chances of aligning it against corners and stuff.

    His chains do need to explode interrupted skillechecks though, this is simply insulting that they don't.

    I do like the interactivity of him, the box (waiting to solve it when he wants to zone or carry is cool), breaking other people's chains... it is fun and cool, but just super weak. His power is very hard to use and not rewarding. I wonder if adding longer lasting chains depending on how far the m2 projectile actually traveled would be good, so he can actually try and get closer after using the power. Right now there is literally no point in even trying to land a medium/longer range chain other than stopping the cleansing or door opening animation.

    Oh no, wait, he is strong against consoles, because break chain button is the same for vaulting window or pallet :).

  • Some kind of event to grind. Finding crown, gnome, canker ect. It's fun and gives survivors secondary objective to actually not sweat in this arcade game :).

  • I don't see a reason why his perks would be renamed though.

  • Work on your english though...

    You asked if chain should break and then give answer YES, then continue with how it shouldn't break...

    He needs buffs

  • Right now - F

    If they add some quality of life to chains in general (exploding interrupted skillchecks, making them not break over terrain and Pinhead himself and actually connect and not miss ALL THE TIME) and make the chains you hit with his M2 (not Chain Hunt) a bit more impactful then he can be C.

    Right now he is Clown with hard to hit power.

  • Why excluding Huntress? She is literally girl with axes.

  • I'm not really sure about the perk. The effect is pretty strong, but it can be removed and it is not a perk that works instantly.

    I find Kindred better and more useful, but team mate with aftercare is always a pleasant sight, especially when it comes to 2/1 scenarios.

    I think this perk could use some love, some kind of small buff, because all the methods of self healing and the no heal meta in general make it not so useful.

    How about adding 25% speed boost when healing person already highlighted by your aftercare?

  • @ElusivePukka Respectful post, I appreciate. And yes, footsteps and grass moving are helpful a lot. I only with the audio oclusion was not acting up when there is just one inch of height difference.

  • Honestly, I think maps should be randomized. You do have map offering for it.

    If anything I would prefer to actually have higher chance of going into realm of the killer. Not super big chance, than slightly bigger than other maps.

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