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TraitorousLeopard

TraitorousLeopard

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TraitorousLeopard
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  • BHVR: "Infectious Fright could use some love, let's make it into one of the strongest snowballing perks in the game by letting it trigger any time someone goes down for any reason with no cooldown! No need for it to just trigger from basic attacks!"

    Hex: Third Seal, Remember Me, Surge, Dark Devotion, Franklin's Demise: "Are we a joke to you?"

  • You can also use them on certain cosmetics. Have you really bought every shard-buyable cosmetic you might want? Those can be pretty expensive.

  • Ah yes, because in addition to our meta perks that give survivors huge benefits for being hooked and downed, we need to restore the one that rewards them for being hit.

    How about buffing one of the many, many other Survivor perks in the bottom tier instead of the one that used to be busted?

  • I had this happen on 6 Feet Under. At least 2 Iridescent Emblems is pretty easy to replicate.

  • As a training wheels thing, I could see this being neat if it had a bit more info. Maybe if it included charges/second, remaining charges, showed % losses and gains from missed/hit skill checks, etc.

    But overall I think technician needs a lot more than that to justify using it, even by a new player.

  • Seems like David rests firmly in the F-tier of "His perks actually make him worse."

    D-tier would probably be like Kate and Ash. Perks that rarely end up having any actual value. I would include Ace, but he comes with Iron Will Lite, so he can be good with his base kit.

  • Honestly, the whole Shrine of Secrets idea needs to be scrapped. It feels very scummy and manipulative when certain licensed character perks just happen to show up on the shrine very rarely. I own all the DLCs, but I feel awful for anyone waiting on something to show up in the shrine.

    Just make it a consistent shop- buy any perk, any time, for 2k. Hell, make it 3 or 4k and have the shrine be for perk "sales". But let people consistently unlock gameplay relevant content.

  • Probably because it's the most exciting and fun part of a survivor match.

    "Sorry guys, I know we could work together for a risky and thrilling last-minute save, but there's enough BP to buy a broken key on the line here. I'm just gonna head out."

  • The idea that Killers would have some kind of unfair advantage if they had the bigger influence over the map choice is ridiculous.

    Killers tend to not use as many Map offerings because most strong Killer maps are in Realms with several other possible maps (ie Azarov's, Shelter Woods). Whereas very strong survivor maps are the only maps for those realms (Ormond, Lampkin Lane), or the entire realm is survivor sided (Coldwind, Red Forest). Even maps that can be Killer sided like Lerys or The Game often vary wildly depending on the actual Killer. Huntress/Billy/Oni aren't doing themselves any favors with an indoor map offering, so even the guaranteed maps are only useful to specific killers and builds.

  • @ZoneDymo said:

    ermmm we are all very aware of that tbh.

    I actually never noticed until this thread. Hundreds of hours in the game, but I would always click right to "Play as Survivor" or "Play as Killer" without really paying close attention to the campfire animations.

    I like how Laurie is constantly looking over her shoulders.

  • I agree, but then they would need to buff the incredibly unreliable invulnerability aspect of it. If it gave no distance, then you would avoid damage, the Killer would whiff and then... just hit you a second later, because you're still right next to them. It would become only useful against ranged killers, bear traps, or if you happened to dodge a hit RIGHT in a pallet that you could immediately throw down. And that's all apart from the fact that, thanks to dedicated Servers, the game often just gives the hit to the Killer anyway even if you were supposed to be invulnerable.

    So if they fixed the latency issue, and then gave some kind of reward for dodging a hit (Maybe if an attack hits your hitbox during the invulnerability period, you get 2-3 seconds of haste. So like a midchase sprint burst, but only if you actually use it to dodge hits) then I'd totally be in favor of this, but at the moment this change would just make it worthless.

  • I would say most of your complaints also apply to a Ghostface with Whispers, except he's 115% instead of 105% and has 1-shot potential. Scratched Mirror Meyers is a pretty underpowered gimmick build.

  • I think I know what they were going for- they didn't want someone to get their stun, or protection hit, or whatever and then feel like "Well, I got my challenge done, that's a win for me regardless of how this turns out." They wanted people to be actively trying to win each game in addition to trying to do their challenges, so they slapped on "and escape." But really, they should've slapped on "and escape through the exit gates" since the hatch promotes letting your teammates die.

  • I've used it specifically on body-block Breakout builds, usually with MoM, Breakout, WGLF, Self-Care and a decent Medkit so you can be healthy when anyone else goes down. This is, unquestionably, not the most useful thing you can be doing to help your team win the game, but it can be fun and the extra MoM hit later in the game is just the icing on top.

  • Longer range, with dragging speed being made proprtional to the distance of the shot. So hitting someone fairly close has the default reel speed, whereas a long distance shot would send them flying towards you.

  • Lightburning a wraith is basically just bullying. He already can't attack while cloaked, he doesn't need an extra weakness.

    Lightburning a Nurse has never happened.

    Removing Hag traps with flashlights is a feast or famine issue; survivor counterplay goes from "crouch walk to the hook and hope the hag forgot what her power is" to "immediately destroy the only mobility option of a 110% killer." I'd agree that survivors need more options for dealing with hag traps, but right now they only have the nuclear option.

  • @Peanits said:

    I wouldn't say it's completely unreasonable, but I don't know how useful that would be. You'd end up wasting a substantial amount of your flashlight waving it around looking for portals, and ultimately there's nothing you can do about them anyway. You can't close them until they've been used. The only practical application there would be to avoid a "surprise portal", but given the map-wide sound effect, you'd already be on edge.

    Actually, I would totally be in favor of this flashlight change if they just removed that global sound notification. It completely destroys any stealth potential; why even have the tiny undetectable window if it's accompanied by a blaring alarm that the killer is coming?

  • @SquirrelKnight said:

    Even killers have this problem, wraith, billy i think, spirit

    In Spirit's case, daddy "issues" might be a bit of an understatement.

  • Honestly, I would love if pallet freddy was just "Illusion Freddy." Fake breakable walls, fake blocked windows, fake chests, fake hex totems... heck, add fake survivors working on a generator.

  • I like doing really focused gimmick builds. Like, I couldn't imagine running just Plunderer's Instinct- it needs to at least have Ace in the Hole, and possibly Pharmacy for faster searching. Borrowed Time is a meta perk... but if we're doing an unhook perk, might as well slap on Babysitter, We'll Make It, and We're Gonna Live Forever. Or the opposite, perks for when I get hooked- Kindred, Breakdown, Aftercare, Camaraderie.

    That's probably been my favorite thing about Archives Challenges- I get a challenge, and then come up with a build where every single perk is relevant to that objective.

  • Might be fine if it had some kind of token system (So the Killer would have to do something to earn tokens, then spend tokens to break undropped pallets) but I'm not sure what would be a good token-earner.

  • Decisive Strike change is good.

    The Critical State thing sounds awful. What if the guy who unhooked you was the only other Survivor left, and you got hit but then he went down? You would literally have to sprint in circles to keep the timer going and try to go back and unhook him just to heal you just to avoid dying.

    I can understand the Dead Hard nerf- lots of people are responding with "just bait it" but the most effective use of DH is to use it for distance to reach a pallet or window that otherwise you wouldn't reach before the killer got you. You can't "just bait it" if the person isn't using it to dodge hits at all. So wanting a Dead Hard that's less good for moving towards a pallet would probably be a decent change, but I feel like it would need something to compensate so that the hit-dodging aspect is more effective or more rewarding.

  • Do you mean Shards (As in Iridescent Shards, the play-to-earn currency you can use to buy non-licensed characters, some cosmetics, and shrine of secrets perks) or Splinters (The Ultra Rare add-on that lets you play as a killer you have not unlocked yet)?

    If it's Splinters, make sure the bloodweb you saw them on isn't very old, because if you haven't gotten a new bloodweb on that character since they removed Splinters, the existing Splinters on that web usually aren't removed. If Splinters are showing up on recently generated blood webs, then that sounds like a genuine bug, but I haven't seen it happen in any of my bloodwebs.

  • I mean, if he LITERALLY couldn't catch you then I don't think Rancor would have applied.

  • I like the idea of Bubba's skin-masks for the original survivors-expanding those to the entire Survivor cast would be great.

    Maybe give something similar to Huntress; unique masks (in the style of her original bunny mask) for sacrificing a specific survivor X times.

    David -Lion Mask

    Ace - Snake Mask

    Kate - Horse Mask

    Etc.

  • @Almo said:

    No plans to remove perk tiers.

    A little disappointing, but thank you for the very fast response.

    Is there any interest in reworking the ranks of Discordance specifically, since it's a perk that most people consider to get weaker as it ranks up?

  • As a survivor, I'd escaping through the gates feels like winning. Alternatively, getting someone else out feels like winning; for example, if the Killer is camping a hooked survivor right near an open gate, so I do an unsafe unhook and get downed, allowing the other person to escape, I'd say that feels like a win as well.

    As a killer, mostly number of hooks. If I get a 4K with 4 hooks, I wouldn't feel as good about it compared to a 0K with 8 hooks. I'd say a 12-hook game is the goal to aim for every time.

  • I think the simplest fix is that it should only trigger when the Killer and Survivor are looking at each other, rather than happening when the Survivor looks at the killer. This would keep the strong (though not as strong) and risky elements of the perk intact while giving the Killer a decent amount of counter-play.

  • I mean, he's already hell on 90% of maps. So either you're on a good map for him, and you can probably get a sneaky hit and end the warm-up, or worst case-scenario you get looped for 2 minutes and the warm-up times out.

  • The only addition I could think of would be adding "Reaching Tier 2 Evil Within" as a Killer-specific trigger for ending the warm-up. Getting from EW1 to 99% EW2 is a huge amount of progress that never requires Myers to start a chase, land a hit, or get within a few meters of a survivor. By the time he's out of EW1, he's basically past his sometimes frustrating "setup" phase anyway.

  • Why does healing heighten the survivor hitbox, especially when most healing animations involve the survivor bending over to heal someone or themselves?

  • I think this is a much better solution. I can understand why the devs like the idea of a "selfless" Perk, but BT is so strong that it makes you feel like an ######### if you're not running it. Killer camps/patrols for the entirety of a hook phase timer? Then you just gotta run in and do the unsafe rescue before they hit phase 2 or die. Killer completely ignores you and beelines for the person you unhooked, and immediately downs them because you didn't have BT? Guess you're a bad teammate because you didn't run BT.

    The unfortunate truth is that depending on the game progress, hook location, and Killer's behavior, you will have situations where an unsafe unhook is the only unhook. And I'd much rather that the decision to have that extra hit of protection from BT was a decision made by the person I'm rescuing, rather than the game expecting me to make that decision every game.

  • I'm more optimistic than most because all it has to do is hit the very, VERY low bar of being better than the emblem system.

    We currently have a system where it's easier to rank up as Legion than Billy because Billy downs people "too fast". I mean, they can't do worse than that, r-right?

  • Wiggle speed is a dangerous thing to mess with, especially when stacked with all the other perks and tools to prevent a killer from getting someone to the hook. If Boil Over was buffed, I would much rather see an increase to the wiggle strength and hook aura blocking instead of just a faster wiggle.

  • He is fast, and those bottles are annoying. How about we drop his speed down to 110%, and make the bottles more direct- hitting someone won't slow them or blur their vision, it'll just deal a damage state, but only from direct bottle hits. Maybe they can have status effects, but only from add-ons. Damaging bottles is pretty strong though, so to compensate he'll have to reload at lockers. Maybe have him constantly wheeze and laugh too, so people can hear him coming and tell what direction he's coming from.

  • m8 did u just nerf buckle up

  • "Survivor Master Challenge" lol

    Taking sandbagging to a whole new level...

  • I dunno about a base regression, but that sounds like it'd be a decent perk benefit. Remember Me might actually be worth using if, in addition to adding time to the gates, it also added regression.

  • I definitely agree DS needs some changes, but...

    As other people have pointed out, removing DS when another survivor is hooked just gives the killer the ability to just down and slug the person who was just unhooked, then return after hooking the other person who did the save. I think a good caveat would be that if another survivor is hooked while you're not in the dying state, it goes away, but the timer is still active if they're hooked while the DS survivor is slugged.

    Also, the idea that stunning the killer is an "aggressive action" is kind of ridiculous. Are you expecting the people you're chasing to not drop pallets? Or if they're running Head On to not use it? The unhooked person trying to get away and them stunning you are in no way mutually exclusive.

    The only part where I think you don't go far enough is lockers. Jumping into a locker while DS is up is literally just rubbing your protection in the Killer's face; it's taking something that should be a reward for the killer, a grab, and turning it into a huge penalty if DS is up. Lockers are the worst because they force a grab, but honestly I think any grab, from vaults, gens, unhooking, etc. should not trigger DS. This would work in the spirit of punishing "aggressive actions" while DS is up.

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