Volfawott
Volfawott
About
- Username
- Volfawott
- Joined
- Visits
- 7,058
- Last Active
Comments
-
@Darkwraith13 said:
@TragicSolitude how is this comment helpful at all? I'm looking for feedback and constructive criticism. Save the books I feel like they're not helping anyways.
Let me give you a piece of constructive criticism which matches the tone and intent of this statement.
"I want them to lose me. I want them to search desperately to find me before I die so they cannot get the points for the sacrifice on hook."
Grow the hell up and stop treating everything like it's a personal attack on you.
-
@Darkwraith13 said:
@Volfawott because I want to punish this person for playing in that manner. I want them to lose me. I want them to search desperately to find me before I die so they cannot get the points for the sacrifice on hook.
So you don't want to fix the problem you just want a whine and throw a tantrum.
Let me put it to you like this slugging is not inherently bad.
Is it annoying to be slugged? yes
Does it mean you have to throw all your toys out of the pram? no because you're not a two year old.
Can you imagine if the developers capitulated to every single complaint because somebody found it annoying to deal with.
Do you know how dull that would make the game.
-
@Centrum said:
https://forum.deadbydaylight.com/en/discussion/98033/why-doesnt-iron-maiden-injure-survivors
Maybe if the Survivor accrued some sort of Token; they go away at the rate of 1 token a minute. If the Survivor gets 3 Tokens, they progress an Injured State. (Healthy to Injured). It cannot put a Survivor in Dying.
The second the survivor realises that you have Iron Maiden they're not going to go into the looker more than 3 times
-
Has already been brought up however it has been stated that it wouldn't be fun for either party if a killer was unable to find where you are.
You guys literally complain about how annoying it is to be left on the ground for 4 minutes why would you want to do something that would just increase the likelihood of your being left on the ground for the full 4 minutes
-
@ACEvHEARTS said:
I want one for her too. They probably can't do them for licensed survivors but I'm not sure on that, as licensing has loosened up a bit.
I think it's less that licences are loosening up and more that negotiations are starting to happen cosmetics in mind because of the store. Hence every licence after the store has released has come with cosmetics.
-
So just Jane then as she's the only original survivor who hasn't gotten one
-
Yeah I'm pretty sure it applies to self care
-
@FriendlyGuy said:
I define "Tunneling" as "Intentionally going after the same survivor over and over, despite the other circumstances."
Yeah but a lot of the time people use the word of tunneling it's because they got downed after recently being unhooked.
The amount of times I've had a survivor just been unhooked run into me, get down and then disconnect calling me a tunneler.
Well I won't exclusively waste my time to go look for one specific survivor who got off the hook if there are other survivors around if you happen to be the only person I see see I'm not going to give you a freebie because you've recently been unhooked
-
It's very easy you could create a little montage show how "skilled" you are.
It's why does same survivors would find any slight fault in the killers gameplay to call them a noob even if that killer won. Keeps their ego bubble afloat.
I often find it's hilarious when that happens because if you're losing frequently to noobs you really have to re-evaluate how good you are the game.
-
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/781966#Comment_781966
Never said oblivious wasnt useful, just said that theres a difference. OP claimed in the original post that Freddy had Undetectable, which he doesnt. Undetectable would give him the same effect on BT, plus more.
Fair
-
Instead of demanding a strategy be removed, suggest something that could be done to help the situation out so slugging wouldn't need to be used so often.
You stated the slugging strategy is mostly used to get a 4K. Instead of immediately just removing the strategy find a more healthy alternative to help get a 4K that's best for both parties.
Some people don't want to risk hatch games so as I said before finding alternative that suits both parties is best because right now what you're suggesting is going fix the problem for survivors but Killers will just find a new method to guarantee a 4K and trust me you're going to find that annoying too.
-
@LordGlint said:
Theres a quick note I think needs to be made.
Freddy does NOT have undetectable. He applies the oblivious status effect on the survivor. The major difference is oblivious only removes the TR, while things like aura reading and the red stain remain unchanged. One big downside to Freddy atm is that since he has no TR to sleeping survivors, OoO users can read his aura at ANY range.
It also means borrowed time is absolutely useless against him.
You can either stop it from going off if the rescuer is asleep or even if it does go off and you hit the person who got saved due to them not being under the effects of terror radius the DW bar will immediately start to drop until they fall down or mend
-
@Peanits said:
It's not. It probably won't make you many friends, but you won't be banned for it.
Don't worry you just have to roar spam to send the message of friendship. As their death clock ticks down
-
MoM - it's so easy to get to Stacks there's no way you can mess up with it
We're going to live forever - got to get them juicy save points. Please use this part before the killer can leave the hook for the best effect.
No mither- you have to counter those insta downs punish us scrubby Killers for using noed.
Vigil- with the amount of status effect add-ons running rampant this is the best thing you could use.
Sorry fellow Killers, I had to let the super overpowered build out but the survivors deserves a chance
-
@Carlosylu said:
It's a good perk, ya'll should equip it, we killers hate when you take so little time to self heal...
I completely agree when you guys self care so quickly it really just ruffles our panties.
-
Piggy, Legion or Demi Logorgon if I'm struggling when playing Killers I'm not familiar with and it's ruining my enjoyment I'll just started playing Killers that are more comfortable with and main.
If it's happening whilst I'm playing one of those Killers then I just switched to another one. I have three main so switching between them if need be isn't hard
-
@OswinOsgood said:
https://forum.deadbydaylight.com/en/discussion/comment/781862#Comment_781862
Didn't know it was reverted havent really played for months and came back recently lots of changes and 2 new killers lol
I don't think the change made it out of the ptb.
The flaw in the logic was pretty quickly realised
-
@OswinOsgood said:
https://forum.deadbydaylight.com/en/discussion/comment/781855#Comment_781855
I guess but can they still go into a chase? Would that count? Plus a lot of people run dead hard i guess you would have to get lucky and trap the 1 single person that didnt put on dead hard lol
Dead hard doesn't prevent the reverse bear trap death anymore.
It also doesn't remove collision.
-
@OswinOsgood said:
https://forum.deadbydaylight.com/en/discussion/comment/781838#Comment_781838
I thought the timer didnt go down if they were within heartbeat range tho so how you gonna trap them in a corner till they die with the bear trap?
Also you're thinking about the Deep wounds timer the reverse bear trap timer will only stop going down if there in a chase not in The Terror radius.
There was a change to make it work like that in The Terror radius to stop people from doing scummy tricks like that but then they realised the pig can just crouch so it was kind of a waste of time and only really hurt pigs who were not using the technique. So they revert it
-
@OswinOsgood said:
https://forum.deadbydaylight.com/en/discussion/comment/781838#Comment_781838
I thought the timer didnt go down if they were within heartbeat range tho so how you gonna trap them in a corner till they die with the bear trap?
Crouching and removing the terror radius is a thing that piggy can do.
-
No because there on a timer hell you could go as far as to trapping a Survivor with an active reverse bear trap in the corner until they die.
Scummy but not bannable
-
Double Traping as Piggy
-
@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/780627#Comment_780627
I thought technicians reduced sound was bugged
From using seems to be working perfectly fine.
As I said as long as somebody is not working with you the killer should be able to detect it
-
Nope no one is forced to work on a generator with you.
Hell there are two perks in a game which benefit survivors mate if they work alone on a generator.
The first being technician a survivor perk which is set up to be a lone wolf perk you're meant to work on a generator by yourself to get the full effect of it as the perk will only reduce your repair sounds not anyone else's who's working on it with you.
The second one being discordance a killer perk which will notify the killer if more than one person is working on a generator. If you are aware that the killers running it it's probably best to work on your own gen unless you know the killer is occupied
-
Literally use no mither you would never have to worry about being slugged.
Most Killers won't slug somebody with no mither anyway and even if they do you could get yourself back up
-
The current archives we're about to get is sharing some of its tomes with the blight story.
Tomes about Claudette
Tomes about Evan
You have tomes related to the Bright.
And tomes about the archives themselves
In the next Rift when most likely just going to get straight up character and maybe some more archives information.
So it's more than likely they'll burn through a couple of characters per archives
-
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/780223#Comment_780223
I have a legion meme build that utilizes the mechanic.
Basically I put dark devotion on the Obsession and then use Franks + SWS to down someone else while it's up, and then infectious tells me where the Obsession ran to.
Fair
-
@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/780251#Comment_780251
As if it's hard to max bold without them?
If I can prevent no one escapes death it's not a waste of time to me.
-
@NuclearBurrito said:
Infectious Fright works any time a Survivor is downed.
Pretty sure this means even super indirect things like a Survivor going down to DW should proc it.
That's good then honestly what survivor gets down to Deep wounds the only time I seen a survivor go down to Deep wounds was because it was a freddy
-
@yandere777 said:
https://forum.deadbydaylight.com/en/discussion/comment/779784#Comment_779784
Infectious does still work with secondary attacks.
It doesn't
-
I'm not going to count add on reworks because that can be a whole discussion for each killer itself.
But I'll just go over a few baseline changes.
Legion-
* drop the fatigue time to 3 seconds
* revert the prevention of seeing blood in frenzy
* missed swings no longer deplete your bar but instead either just cancel out the power like you did it manually or if that's too strong cancel you out and reduce your current percentage by half.
Piggy-
* Allow Amanda to grab whilst crouched however not like ghostface this should work like the doctor's shock attack grab. Meaning you have to be directly behind a survivor and then charge up your ambush to grab. This gives the survivors decent reaction time but it's harder to notice than up pig simply uncrouching and trying to go for grab that way.
* Increase crouch movement speed currently you move slower than nurse which is really not a good
* Make base crouch time 1 second so when we use combat straps we can t-bag more effectively
Trapper-
* Give him the ability to hold two traps by default
* Allow Trapper to set traps that are already placed on the floor without having to pick them up this just shaves some time off off your setup.
-
@AshleyWB said:
Actually I think Pharmacy is in the best place after this patch than before. Emergency medkits heal yourself faster than before so you can pull of a quick heal and get upto something else sooner.
I'm not going to lie I rather get two full state heals out of my medkit than one really fast heal
-
Nothing has been confirmed yet but most updates for consoles hit around Tuesdays or Thursdays so best case scenario if it's this week it will be on Thursday
-
Well I don't have any problems with playing Legion their perk don't exactly help them out.
Discordance is very easily countered once you know the killer has it just don't work on a gen with another person.
Mad grit is situational you can go through a full 5 game session and never use it once effectively.
Iron Maiden when you have survivors we just don't go in lockers it's pretty pointless also lockers are the worst place to hide against Legion because killer instinct will rat you out and they could just yank you out of the locker
-
Honestly when I go up against the killer I don't really want to play against I just tend to do my best to become a massive chase target until they eventually kill me.
I'm not going to kill myself on hook or dc but I might as well just being annoying little bee until you get rid of me
-
Playing as- Nurse- when you're a baby nurse life isn't fun.
Playing against - Spirit- There are a lot of annoying builds that can be tossed around to make any killer annoying however spirit has just so many instances it's baffling
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/778968#Comment_778968
I don't think the increased Aura reading is good enough to warrant losing all of Amanda's slow-down potential, but that is just me.
I don't know if it's just me but I really like the idea of a transformative add-on it turns Amanda from stall stealth hybrid killer into a pure stealth based killer.
Of course you would have to do more than just increase the aura since you're completely taken away one side of a power you would have to give the other side a massive boost.
Increasing the aura range to 24 m would just be one of the changes.
Add something like increased ambush range or decreased charge time.
Or an effect to her ambush hits like the Begrimed chainsaw.
I don't know I've always liked that on said completely change the way you play a killer.
Which is why scratched mirrors one of my favourite add-ons it completely removes your instadown and speed potential but you get insane stealth and mind game potential.
-
@Jallybwan said:
nuuu don't remove the roar then we can't oink at people
Okay, here's some serious feedback from a Pig main.
- The roar playing during the ambush is unnecessary imo, and removes Pig's ability to "oink" at people. Pig's meme game is near the top, and it's part of what makes her so endearing and fun to play against. If it matters that much to you, just uncrouch at gens instead of ambushing. Worst case scenario, you get the hit anyway through M1. Best case, you get a grab and don't have to waste time chasing someone.
- Crouching now takes 1 second? Nice QoL change. Unnecessary, but nice.
- Crouching being at 4m/s is also unnecessary. With Pig, you don't want to be crouching around the map. Just crouch whenever you come within a certain radius of the gens (32m base, 24m with M&A). Or just crouch while Whispers is active, if you can't be bothered to learn distances :P
- I kinda like the box changes, when it comes to needing 2 separate keys. That's actually how it works now: each RBT has its own key, which is placed into a random box when the match starts. Needing 2 keys means you'll end up with a failsafe against survivors getting it off after the first box, but as long as you don't add more boxes, they're still fairly balanced.
- Traps should not be able to consistently kill survivors. They are tools to stall, and any Game Over should be treated like a kobe - a pleasant surprise, not something to rely on or expect.
- Combat Straps - Sure, works for me.
- Razor Wires - Cool.
- Annotated Plan - If you're going to make it increase stall efficiency, give it a downside of increasing the timer by 30-60 seconds or so. There's a reason Tampered Timer is so unfun to play against: increasing lethality of RBTs, which are essentially luck-based, is not good design.
- Sketch - Same as above.
- Amanda's Secret - Nice, I like this. The addon as it stands is kinda useless.
- Amanda's Letter - Personally, I think the downside should just be that it removes your RBTs entirely, but gives you the 12m aura reading while crouched and buffs your dash attack. Maybe make it faster, last longer, etc.
- Bag of Gears - Cool.
- Crate of Gears - Cool.
All in all, I like these changes. They're mostly quality of life tweaks that make Pig more fun to play, without significantly affecting her power. Well done!
Agree that Amanda's letter should remove your RTBs completely that way it's a lot more transformative however it definitely needs to increase the aura reading range to 24m because 12m isn't cutting it.
-
@UlvenDagoth said:
ALL OF LEGION'S!!!!
No seriously, I can give you a video with the numbers and how bad they are.
Sure I'd be willing to see the video.
Legion is my second main after all.
-
If it's the same killer repeatedly targeting to you over and over and again you can report them.
Especially if you have proof that are specifically going after you with the intent of ruining your time repeatedly
-
@ItWasLitFamJFK said:
Many perks need to be buffed, and many of them can in very simple ways. Survivor perks should be around botany power level or higher. That is to say: useful, but not game-warpingly powerful. If it is game-warpingly powerful, it needs to be a counter to certain "less admirable" strategies such as camping and tunelling. Here's a list of survivor perk buffs I would make that I compiled with a friend. (This doesn't include all bad survivor perks, as some of them we were quite conflicted on.)
-------
SURVIVORS PERKS:
No One Left Behind: Gain 50/75/100% bonus bloodpoints for actions I'm the Altruism category. Gain a token for each completed heal, safe unhook, or protection hit (up to 4 tokens). Each token increases the speed of altruistic actions by 4%. [While increasing altruistic action speed end-game is a cool idea, we felt that having it increase in power the longer the game goes makes it more flexible and useful. And who doesn't love bloodpoints? This also promotes survivors to not sit on gens, as they would be getting points from healing, so this is good for killers as well]
This Is Not Happening: Great Skill Checks are 10/20/30% bigger when injured, exposed, or in the killer's terror-radius. [Having to be injured is cool, but it's too niche. Including the exposed effect and in terror radius as alternative conditions also fits the feel the perk is going for (Which is working on gens while panicked, and in a dangerous situation)]
No Mither: Grunts are reduced by 50/75/100% while injured. You do not spawn pools of blood while injured. Grants the ability to fully recover from the dying state. Upon becomimg injured, you gain the broken status effect. The status effect is hidden from the killer. You gain 50/75/100% bonus points in the survival category. [I think this is honestly a no brainer. Starting in the injured state and showing the broken effect is too much of a give away, to make it viable, and if this is supposed to be a hardmode perk, it absolutely needs to have extra bloodpoint gain of some kind as a reward.]
Deja Vu: All generator auras are shown for 40/50/60 seconds at the start of the trial and after a gen is completed. Generators that are being worked on while Deja Vu is active become highlighted in white. [This makes it like a reverse Better Together, and promotes objective completion, while not directly increasing the speed of repairs.]
Up the Ante: For every injured, downed, hooked, or dead survivor, gain 2/3/4% increased healing, sabotaging, and gate opening speed for all remaining survivors. [This is the counterplay to Thanatophobia that we feel is needed in the game, while not making Thanatophobia useless.]
Open-Handed: Increases range of aura reading for all survivors by 10/20/30 meters. Auras last 5 seconds longer.
Saboteur: Sabotage hooks at 25/50/75% speed without a toolbox. Hooks stay sabotaged for 30 more seconds. 20% increased effeciency at sabotaging with a toolbox.
Buckle-Up: Recovery progress of dying survivors can be determined by the intensity of their auras up to 128 meters. When put in the dying state, all other survivors can see your recovery progress by the intensity of your aura. After healing someone from the dying state or being healed from the dying state, all survivors who participated in the action see the killer's aura for 4 seconds.
Flip-Flop: While in the dying state, 100% of your recovery progress is converted to wiggle progress. This perk deactivates upon stunning the killer by wiggling-off. [Currently, it's an anti-slug perk; however, it's too weak. Making it a much stronger, but 1-time use perk makes it feel more powerful and fun, while still being niche.]
Hope: When a gen is completed, gain a 2/3/4% haste effect for 10 seconds. When exit gates are powered gain a permanent 4/5/6% haste effect. [Don't like NoED but are too lazy to do totems (or playing solo)? Well have we got a perk for you! With this haste effect, you shouldn't be getting hit at all!]
Wake Up: Every 30 seconds the perk will activate, cleansing you of Hemorrhage, Blindness, Mangled, Hindered, Cursed (Cursed = Hex perks. This doesn't affect ruin, as that is reapplied upon every skill check.), and wakes you up. You are immune for 1 second to these affects after being cleansed.[We decided that it would be better to just scrap its old effect as the gate opening speed would either do nothing, or feel bad to play against. We preferred to give it the flavor of waking up from microsleeps like in the movies (those microsleeps being translated into certain status effects).
Vigil: You and all allies within 8 meters recover from the exhaustion and exposed status effects 100% faster. Effect persists for 15 seconds upon exiting the range.
Calm Spirit: You overcome the urge to scream. You do not scare crows. Your breathing and footsteps are 50/75/100% quieter.
Technician: Reduce gen repair noise by 10 meters. Upon failing a skill check, a second skill check appears. If you succeed in hitting the second skill check, the generator does not blow up. [This makes the perk less rng, and more about allowing survivors to get good at skill checks, rather than sometimes not being punished for missing one]
Autodidact: Now works with medkits. Starts at a -15% progress penalty instead of -25%. You have a 15% increased chance of triggering a skillcheck while healing others.[(The description is too long for such small changes, and as such, I didn't write it out.) It shouldn't take 3 skill checks to then finally get a benefit out of this perk. Healing is already time not spent on gens. The downside is too harsh to make the stacking worth it. This also gives a use to all the "increased skill check odds" add-ons for medkits.]
Pharmacy: You search chests 50/75/100% quieter and faster. Every chest searched yields an emergency med-kit. [I don't see why this perk only works once. If this is supposed to be an alternative to perks like self-care and botany knowledge, it needs to be more consistent. Making every chest be a green medkit allows you to always have a medkit at the ready, and because you need to search chests instead of doing gens, it is completely fair.]
Solidarity: Works with medkits. [This is probably the only change the perk needs. You could increase the conversion rate, but that might push it over the edge by shaving off too much time from healing.]
Poised: After a gen is completed, you leave no scratch marks for 6/8/10 seconds. If you completed the generator, you also gain a 2% haste effect (this stacks with the hope haste effect) for 6/8/10 seconds.
Resilience: When injured, exposed, or in terror radius, increase action speed by 3/6/9%. [This honestly might make the perk too strong at red ranks, but the percentage might be too small, and promotes aggressive play rather than hiding.]
Comraderie: While on hook, push the active ability button to pause the hook timer for 20/25/30 seconds. The perk can only be used once.
Kindred: (Make current kindred base.) Upon reuniting with a survivor, see their aura up to 128 meters away for 15/30/45 seconds. The timer does not deplete until you are 16 meters away, and is refreshed upon reuniting once again. [Current Kindred should be added if they ever nerf survivors again, as solo survivors should be buffed to have the same info as SWFs if they wish to balance the game around SWFs. This new idea gives a fun mini-game of refreshing it by regrouping with fellow survivors and promotes cooperative play.
Lightweight: Your scratch marks disappear 1/2/3 seconds faster and you slow vault 20% faster. [This cements the perk something for stealthier survivors while adding another use.]
Breakdown: Upon unhooking yourself or another survivor, or being unhooked, the hook is immediately sabotaged.
Stakeout: Being in terror radius or looking at the killer gives you a token, up to 6/8/10. Upon hitting a good skill check, a token is consumed, and the good skill check becomes a great. [Stakeout is fun to use, but it doesn't have a high enough maximum, and is countered by stealth killers or being on a large map. Adding the "looking at the killer" option allows you to continue to use the perk, but requires more aggressive and dynamic positioning.]
Aftercare: Remove the downside from being hooked. [This would make it a viable alternative to Empathy and Bond, as it's more powerful, but you have to work for it.]
Better Together: Increase generator aura from 32 to 64 meters. [Currently lackluster, but increasing the range to be larger than a terror radius will actually give survivors information.]
Distortion: Increase stacks from 3 to 5. [It's an interesting niche, it just needs to work more often for it to be good.]
Fixated: Remove the uninjured condition. [It's Urban Evasion all over again].
Second Wind: Changed to require completing a heal action rather than getting the equivalent of a heal. Now works with Deliverance. [Deliverance and Second Wind would be a fun combo but not broken at all, as it would require unhooking and completing a heal.]
Inner Strength + Small Game: Adds a totem counter next to your perks. [This either needs to be base, or be on every perk that interacts with totems now and in the future.]
I'm cool with a totem counter being on small games but I don't feel like inner strength needs it however I would suggest inner strength be given a stackable system so that way if you want to go on a totem cleansing spree you can actually get benefits from it rather then having to purposefully leaving totems not cleansed so you can use them later
-
@FairP1ayer said:
5. Frank’s Mixtape: It takes 5 Frenzy hits to down someone, and even with the best power recovery add on it takes way too long to recover Frenzy to down survivors swiftly.
4. Award Winning Chili: The Acceleration does not help catching up to Survivors and the bump penalty makes it more risky than it’s worth.
3. Pugnent Vial (not sure if that’s the right add on): Although it’s nice to always know where lockers are as The Huntress, it still isn’t worth putting on compared to her other add ons.
2. Vanity Mirror: The range on it isn’t as good as Scratched Mirror, and the slight slow down in speed prevents Myers from effectively chasing or ambushing Survivors that ran more than a short distance away.
1. Vermillion Webcap (the purple add on): Apparently only add 1 extra second of Oblivious compared to the Ultra Rare that makes Oblivious last around 10 seconds. This makes it redundant and me very curious as to how mediocre the Rare add on is if this is the case.
Yeah Frank's mixtape definitely needs a rework.
-
The pallet vacuum was something that was implemented to stop all reduce instances of people getting stuck in pallets.
So when running through a pallet it would essentially just teleport you to the other side.
As a killer this was very annoying because it meant situations where you should have rightly got the hit the survivor just basically got teleported away and you got stunned.
As a survivor it instilled a very bad habit of people overestimating how much they could loop a pallet because the vacuum would normally bailed them out of mistakes where they would have gotten hit. This meant that when the pallet vacuum got removed a lot of survivors realised that they were getting hit very frequently because there was so used to going through one or two extra loops because the vacuum was a get out of jail free card.
-
My list
5) Every pin addon for Legion- yeah you might consider this cheating but I have no clue why you would want a double tap a survivor whilst in frenzy to apply status effect. Especially considering the status effects aren't really worth the chase potential you lose because of the stun and the speed boost from the hit that survivors get.
4) Brass case lighter - Devs, stop trying to make timed blindness happen, it's not going to happen. Blindness in itself is already a niche status effect adding a timer on to it doesn't help
3) "Z" Block - the hemorrhage status effect is not really good even when combined with bloodhound it just becomes decent. So why am I wasting a very rare add-on to apply it also there are two scenarios in which it will get applied.
* scenario 1 I'm chasing the survivor making the haemorrhage pointless because I don't need the extra tracking tool whilst I'm chasing them.
* scenario 2 They're triggering it whilst I'm occupied to get rid of it in which case why does them bleeding more help me out in any way shape or form.
2) Fuming mixtape- Derived from the Wraith's all-seeing Ultra Rare however the problem is whoever made it completely forgot why it works on Wraith.
*Wraith can be cloaked indefinitely meaning he could take as long as he wants to see the generator progression however Legion is on a timer
* Wraith doesn't have a cooldown or a recharge time in between his cloaking and uncloaking. Legion has to go into fatigue for 4 seconds and then wait for frenzy to recharge before they can use it again.
* Wraith doesn't lose aura reading on the generators when he uses his power however the second Legion applies Deep wounds to somebody they lose the ability to see gens making the add-on useless.
1) Amanda's secret - I have mained Amanda ever since her release however till this day I cannot find an effective use for this add-on or any reason why anyone would want to run it. The closest thing I have found to be useful for it was with Amanda's old endgame build and even then it was bad and laughably outclassed by almost every other add-on I tried with that build.
There is shooting yourself in the foot and then there's chopping off the entire leg for no reason
-
Play two consecutive spirit matches without a disconnect good luck with that
-
Anything to do with licensed characters whether it be on the archive or the rift would have to be discussed with the licence holders.
So it's unlikely we're going to get things like chibi piggy unless the licence holders agree.
I doubt that would happen because it's very hard for you to give them the profits from a battle pass.
-
Piggy: She is my primary main since her release and despite me getting a game around the time of Freddy's release she was the first killer I got to prestige 3. Being a massive saw fanboy it was pretty obvious.
Legion: My secondary main I pretty much play them almost as much as I do piggy. I really do like the theme of the killer and and the kill themselves. Also Joey best Legion member don't @ me
Demi Logorgon: My newest favourite killer and the killer that complete my trifecta of mains. Also it's so satisfying to mori a Nancy and then send them a message saying Justice for Barb
-
@ohheyitsbobcat said:
Unpopular opinion: Killing everyone in the basement doesn't sound all that bad. Just running basement builds, it tends to happen after a few games without trying.
Besides that, yeah I'm guessing some of the challenges are going to be god awful. But I'm also assuming that those god awful challenges will be different for everyone. I think 4 basement kills is fine even though everyone else doesn't. I'm more worried about anything involving flashlights as I'm dreadful at aiming them.
Should be interesting to see either way. Good or bad, I'm looking forward to it since it's something else to do in the game. I like having little goals like that.
I feel like with the challenge system it's going to be a lot more difficult.
The second survivors realise what you're doing they're going to keep their ass away from that basement.
Even if if you managed to to kill three people in the basement that last person is probably just going to wait for hatch. Hell if you managed to close hatch before they get to it then there's nothing stopping the survivor from just still staying away from basement just to spite you so you don't get the challenge.
It's something survivors already do for example if they're going up against the Michael trying to get the evil incarnate achievement most of them would rather take a hook death or endgame collapse death than give you the mori even if they were guaranteed the loss anyway
-
@FriendlyGuy said:
I think they made it possible to complete the rift. Challenges like 4 basement hooks are maybe possible in a farming round with sum friendly survivor m8ts.
Farming will only go so far.
I can see survivors willing to farm trapping I'm in bed traps or things very similar but you will rarely see a survivor who's willing to take a death for you especially to get 4 survivors at once.
Maybe if you offer the two flashlight saves in one game in return for basement hooks you could probably get it but that's about the only thing I'd see someone willing to farm with
-
@Forceful_Spork said:
That sucks. The perk meant to counter slugging gets beaten by a slug-based build.
If it was going to fully counter slugging it would have to be separated from the downed state aura like with empathy and bonds