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Trwth

Trwth

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Trwth
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  • @Gardenia said:

    Sounds like you got this idea from my hero academia

    I actually didn’t. Is there something like this in MHA?

  • AAAAAAAAAAAAHHHHHHHHH!!!

  • Awesomesauce

  • I run We'll Make It regularly and this is what I hate seeing the most.

  • I always wanted an arctic-themed chapter! Darkness Among Us didn't quite cater to that, but at least we have this now!

    I love the freezing mechanics, as they very much create a game that allows environmental props to have an actual role in-game. Plus, it encourages people to use their senses while searching for Survivors as the Killer. I would say that the power seems a lot like Doctor's Shock Therapy, but this is way too good for that. The second ability is awesome-sounding! Such a chaotic power sounds like a total nightmare to face, which is always welcome in my book!

    The Survivor that comes with this package has a pretty neat and fitting summary. Their perks also fit their character perfectly! It seems to me like quite a lot of people want the pallet-sprinting perk. I personally feel like Do or Die is what DS should do by default, so perhaps it can have a different effect.

    All in all, what a wonderful chapter!

  • Wraith is very balanced as he is. Nothing about him is too weak or too strong. He encourages loads of different playstyles, whether it be aggressive or passive. Personally, combining them both is a great way to be passive-aggressive makes him a nightmare to face.

    I do like the idea of having his breaking and vaulting speed increased while cloaked though. It makes him get things done quicker during his downtime, which is something I think he should definitely have.

  • Just like what the guy above me said, it is meant to be leaned more towards Killers. In the past, when the hatch opened and the Killer found it first, then it really did not matter. If you camped the hatch, then the Survivor could just sit there and wait until the Killer gives up, thereby robbing them of a well-earned 4K.

    Now, whoever finds the hatch first comes out on top most of the time. If the Survivor finds it, they jump in and escape. If the Killer finds it, then they close it and the remaining Survivor is given one last chance of escape. It is very small, but it is appropriate, as the Survivor has failed their previous objectives.

    Victories are earned, not given.

  • The only thing I see that is ridiculous about her is her Prayer Beads add-on and how common it is. I don’t know if it’s just my awful luck, but Spirits I face almost always have Prayer Beads on.

    My only change would be to either change or remove Prayer Beads, and also to remove her collision while she is phasing.

  • As a Plague player, I actually noticed this today while I was grinding to retake my purple rank. Despite me getting 4 kills and only two generators completed, I could never double-pip because my deviousness was strangely very low.

    Long story short, I absolutely agree! Plague is such a good Killer, so she should be able to crank out bloodpoints just like any other Killer.


    Quick Edit: That last part about downing infected survivors with your attack... There actually is a scoring event, but it only grants 200 points. It is simply titled “Purge”, I believe.

  • I once wrote that Lithe passively increases your vaulting speed by 15%. The only perk that affects vaulting speed though is Resilience, so it’s difficult to measure how much 15% will do.

  • @OdiumDevoniX said:

    These ideas are so damn good, especially jigsaw boxes! The oblivious status effect should have been put on the survivor in the first place tbh

    I would have honestly had the same ideas from you mate :)

    Thanks a lot! I really hope that they make a change sooner or later.

  • If anyone ever complains that you’re camping generators, then they’re wrong. As the Killer, your job is to stop Survivors from escaping. To do that, the generators cannot be repaired.

    Essentially, they’re complaining that you playing the game right. No biggie.

  • A jolly healer build! I run it regularly, actually. Being a healer is actually a lot more fun than you’d expect, plus it rewards you for doing so.


    Empathy

    Buckle Up

    Autodidact

    We’ll Make It / Solidarity / Second Wind


    If you’ve ever wanted to use Autodidact effectively, then this is the build for you!

  • I kinda agree. It’d be really nice to see facial expressions and animations of survivors reacting to things such as a chase, getting hit/downed, and being injured. I don’t know if any of you know, but when Survivors die from the EGC, their expressions do not change and their faces are static despite the fact that they’re screaming. It’s just weird.

  • I think a neat idea could be that the perk stays the same, except that the Emergency Med Kit will always come with the Self-Adherent Wrap add-on. It could have a different add-on perhaps. Just not an Insta-Heal.

    Then, you could run this perk with Ace in the Hole to always guarantee an additional add-on that is Very Rare or below. At the very least, you’ll receive two add-ons on your Med Kit.

  • I made a thread a long time ago giving out some ideas for more secret offerings, so I absolutely agree! A few I made were more shrouds that affected survivors’ spawns to lean more towards yourself, and some that messed with the EGC timer. Offerings should do much more than just give you more points. It would make the game so much more predictable!

  • Something that would be really cool to have for Survivors is that they could each have a unique passive ability to differentiate from each other, rather than all being the same aside from appearance.

    A few examples: Meg always runs slightly faster but her walking and crouching speed is reduced; or Jeff has a small chance to not be detected by aura-reading perks when outside of a certain range.

    Ooo! This is giving me ideas!

  • In my opinion, every Killer has really good potential and it all really comes down to how skillful you and the survivors are. (Unless all they do is generators, then that’s just mean...)

  • Right away, I think a nerf is a bit too sudden for this. Remember this, The Demogorgon is a trapping Killer, so protecting objectives is where he is supposed to be strongest, which is a definitely a sign of a really good Killer if you play your cards right. If it didn’t affect totems, then potential is taken from that Killer.

    When you see a portal placed by the Killer, you’re goal is to make sure you play your cards as well. If it is next to a generator or totem, you should be cautious and see how you can deal with it. If it is inactive, you can take your chances or leave it alone. If it’s active, perhaps gather a few fellow survivors to help you destroy it.

    Do you get what I mean? We don’t need a nerf. Those mechanics encourage strategy when you’re facing certain Killers which, by the way as some have mentioned in this thread, also include existing Killers such as the Trapper, the Hag, the Plague, etc.


  • @[Deleted User] said:

    You really have no grounds to suggest any changes to Freddy if your only experience playing him is via Smoking Splinter. I don’t intend to discourage you. You went to a lot of effort here so I applaud you

    Freddy is perfectly fine as he is. He just takes practice and an understanding of how his approach should be. Most suggested buffs to his power & add-ons (not just your suggestions) would make Freddy insanely OP. As it stands most Freddy mains that practice him frequently have no issues getting 4K and don’t allow the “wake up” mechanic (or “seeming” weaknesses) to frustrate them.

    Yeah, you're probably right about everything. I just think that it'd be nice to have something more than what his power already is. If you look at all the other killers, they have a unique power that each works differently so survivors have to re-adapt in every game. I'm not saying that doesn't apply to Freddy at all, but it's just that his power is only used to allow him to actually attack survivors. You use the power on a survivor and then it just turns into a normal chase with nothing but the dark mist and Freddy's small size to assist him in the chase. Again, this is coming from someone who doesn't play Freddy, so feel free to criticize if you disagree. (And if I could actually perfect the balancing of the power and add-ons, I'd feel much better about it.)

  • @Ihatelife said:
    We need a perk's to counter a tunneling

    Heh heh. I just did actually.

  • @Vietfox said:
    TruthTheDeceiver said:

    After playing this game for a bit, I kind of want to make up some ideas for it as well. A whole new survivor, I don't have a name or backstory, but I have their role in the team and how they play. Here are their perks first:

    Hasten Yourself

    The killer's presence is a frightening experience, and you make haste to lose them without being seen. Walking speed is increased by 20%(1) - 30%(2) - 35%(3) when healthy and inside of the killer's terror radius.

    This perk has no effect while injured, dying, or hooked.

    Take Charge

    When the situation outcome is looking grim, you harness your inner courage to lead your team to freedom. You and nearby allies within a 4(1) - 7(2) - 9(3) meter radius receive a 8%(1) - 14%(2) - 20%(3) increase to repairs, healing, disarming, and cleansing when at least two allies are injured, dying, or hooked.

    This perk has no effect while injured, dying, or hooked.

    Find Your Way

    Avoiding trouble isn't an issue for you, and some of it will rub off on your friends. Unhooking another survivor causes the killer's aura to be revealed to you and the unhooked survivor for 6(1) - 8(2) - 10(3) seconds. Find Your Way has a cooldown of 75(1) - 60(2) - 45 seconds.

    The role of this survivor is to take advantage of the killer's progress and use it against them, while being their source of valuable buffs. But if they are exposed or hit, their abilities are disabled. This survivor sort of acts like a mixture of Dwight Fairfield and David King, buffing nearby teammates while also having a risky playstyle that makes them rely on the presence of their teammates for most of the match. Let me know what you think.

    P.S. I don't know if this is the right category to post this in, but regardless, here it is.

    All of them are too op in my opinion.
    About the Haste one... You mean walking or both walking and running speed? Because if it's the 2nd one that's ridicously op. Killer wouldnt have a chance to get you.

    EDIT: ok i realized it says "without being seen" so it's something similar to urban evasion"

    It only increases walking speed, it doesn't actually apply the Haste status effect at all times. Plus the perk is only active when healthy. So if you recently took a hit from the killer, this perk doesn't work.

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