WaffleFalafel
WaffleFalafel
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- WaffleFalafel
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Comments
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Leader's a good alternative if you want others to heal you. Puts pressure on them to heal you first too.
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@tt_ivi_99 Stop assuming my logic because at this point you're just creating straw man arguments. MYC doesn't affect Hag's ability to teleport across the map. M&A isn't fixing a problem where Myers can't stalk because he has a large terror radius because the problem doesn't exist. Unnerving Prescence does exactly what I believe a perk should: compliment a killer's power. None of those perks are fixing the killer to work as intended: they're expanding the potential of those characters and accentuate specific traits of that killer, like M&A on Myers with his smaller terror radius.
Thanatophobia doesn't fall under that criteria when paired with Legion. Sure, it synergizes with them, however that is because it alleviating Legion's glaring weakness: gen rush. That of which, mind you, isn't supposed to be possible, or at least considerably harder, because of Legion's ability to put pressure on multiple survivors, which it doesn't.
On a related note, you brought up, as a possible counter, using other perks to counter Thanatophobia. That is not an appropriate counter. If you have to bring in a perk to negate another, all that's saying is there is no counterplay naturally. The reason Enduring was used so much before was to negate DS. That's because there was no counterplay naturally and killers had to use Enduring to negate the stun. That wasn't healthy for the game and neither is the Thanatophobia counter you offered here. Just because other survivors hold that mentality towards Mettle of Man doesn't mean you should fall victim to it as well.
Don't get me wrong. I think the rework that the @OP provided here was nice and did make Thanatophobia good. What I disagree with is the similarity in purpose to Legion and frankly better potential at accomplishing their purpose. This is why I believe that either the purpose of Legion or Thanatophobia need to be changed before either one gets a buff. Quite the derailment, but I'll take responsibility for that.
Edit:Spelling.
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I think my point was vague. The Thanatophobia rework proposed here is more influential than Legion's entire kit. And no, @Orion I wholeheartedly agree that killers should have perks that synergize with their ability. The problem for me arises when a perk is practically is the power of the killer or accomplishes the same goal as a killer ability.
As for @tt_ivi_99, that is not what I believe. My statement was that I was surprised that no one has suggested a different purpose of Thanatophobia and instead only fiddled with numbers considering it so closely resembles Legion's purpose. I never said that Thanatophobia didn't deserve a buff in some way, however it should receive a different purpose if Legion is to stay the same in order to avoid future problems.
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Detective's Hunch with a map.
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Weird how people forget Legion exists when they propose Thanatophobia reworks.
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Mending is not a healing action (for whatever sense that makes), so no perks that would affect healing don't apply. This could change by the mid chapter patch though as I heard a while ago they were considering turning it into one.
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Well, when you're drugging people and mentally/physically torturing them until they die, people get the impression that you're pretty evil.
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Chainsaw movement speed is how fast the chainsaw goes when you're attacking the survivor. Acceleration is how fast you reach max speed after doing something like making a sharp turn.
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Give people skill checks.
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They're not infinites. Use Bamboozle or abandon the loop.
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Yeah, its a bug. What's more interesting is that MoM can activate from Corrupt Purge.
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@Chi Make the first cosmetic include the face and shirt, second cosmetic legs, and the third cosmetic have the hoodie. Kinda like how they did Ash.
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@Peasant Detective's Hunch allows you to see generators, totems, and chests within 64 meters for 5 seconds. All that you see gets added to your map, not just generators. At that point, by doing just one generator, you don't need the Red Twine add on to see totems. Just do a gen. 1 gen. In some cases 64 meters can be the whole or at least around half the map.
So now you can switch out Red Twine with something like Retardent Jelly (moderately slows down map consumption) or Crystal Bead (shows all items tracked to all survivors) by using Detective's Hunch. Its not that stupid.
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Balanced Landing. You can taunt killers from ledges and it makes Haddenfield even worse for killers.
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Kindred. As a solo survivor, it's just in case of camping. Situational I know, but I'm glad to waste a perk slot to prevent the frustration of stupid teammates.
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Use Detectives Hunch. Everything you see gets added to your map I believe.
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Run another healing perk so they realize you can heal them faster.
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Take a look at the swamp maps. How many dead zones are there? In fact, there is a huge number of dead zones on other maps recently.
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@Emeal That's true. I'm no Trapper main myself, however I am worried about Trapper having the least amount of support from his ability than any other killer until you get the game moving. Personally I just want base Trapper to be better for more versatility, but who knows, this post could be crazy and I just need a prescription of Git Gud.
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The killer drops the survivor involuntarily. It was in a Hybrid Panda video and is nothing flashy.
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So here's an update: Legion can now open lockers! And to compensate (or something, I don't know why they made this change), the cool-down add-ons got nerfed. So, Cold Dirt and Joey's Mixtape (the good cool-down add-ons) only revert the cool-down to 3 seconds instead of 2.5.
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Wait till rank reset. Seriously, gatekeeper is impossible to get at higher ranks and the lower ranks have better pip conditions for adept.
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Any add ons that required more stalk kept that extra stalk after the first tier 3 usage.
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Time is weird in the Entity's realm, so we could get a chapter with the same person as both roles.
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@VSLl Yeah I've played the game I can tell you right now that 4% doesn't mean jack #########. If a survivor DCs, then the whole team just lost someone who could hook save or do gens. And you know what? That in of itself slows the game down way more than Thanatophobia.
Let's look at this logically: if the killer is applying pressure, then someone should be on the hook and one person should be in a chase. So, 2 people are involved the hook save (one of which isn't contributing anything to the team), 1 is busy doing gens, and the last person being chased. If a person DCs, then that shifts priorities. One person has to hook save and one other person has to be chased. The last person is on the hook. No one is doing gens or even if that person got saved, there is one less possible person on gens, slowing the game down immensely.
If you're salty a survivor just DCed before they got to a hook, then that survivor just did one of two things. If the survivor was on death hook, then that debuff doesn't matter because it was going to go away soon enough. If they've still got some life in them though, then they just unnaturally sped up the trial in your favor.
So tell me: what are you complaining about? A DC is much more valuable than a simple Thanat. stack.
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It seems unreasonable that survivors should be punished for their teamate doing something selfish. Its nothing in either side's control and only caused by one's own ineptness at playing this game.
There's no reason why killers should stand to benefit more by a disconnect when they already get the benefit of a three man game. Besides that, nothing the survivors do can stop that from happening, which essentially means no counterplay.
Its fair to say that killers certainly are being cheated out of their own reward by disconnects, however more bloodpoints and an emblem adjustment should fix this problem. There's no point in fixing what's not broken and survivors are just going to be punished for something they didn't do, so there's no real point.
Edit: Grammar.
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People who use Prayer Beads or Scratched Mirror+Lerys for a supposed jumpscare build are just trying to justify the little to no counterplay.
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Good luck trying to stop toxic players.
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If you weren't in a chase, then she can vault all she wants. There actually is a bug where survivors can vault a window way past 3 times while in a chase, but its nothing the survivor can purposefully do. So, it would just be a bug not an exploit. Unless a dev says otherwise of course.
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Thanatophobia was actually nerfed because it could be used with Legion with no real counterplay since they injured everybody. There is a lot of context to these issues. And that nerf to Legion was entirely necessary, he had essentially no counterplay and was putting an artificial limit on chases. Legion was not good for the health of the game. Salt is understandable when you are exploited out of winning.
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Are all end game perks getting a rework/tweak with this End game collapse?
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Is there any plans to be made to Legion's movement speed so they can chain hits on survivors from far away instead of being only a chase starter?
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@BigBubs Thanks for both the answer and spelling fix!
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There is. Don't use any of the add ons that make mending longer. After about the third time of being hit with Feral Frenzy, it takes minutes to mend. Its an exploit people are using right now.
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@DingDongs said:
4 killers vs 16 survivors mode when?!
Nurse for downs, Hillbilly for pressure, Doctor for tracking, and Pig for stalling. Its time survivors got a taste of Killing with Friends comms.
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@GrootDude said:
@WaffleFalafel but to avoid exploiting make the movement speed only trigger while the killer is carrying someone, kinda like agitation.
Agreed. I'm wondering about stacking with Hope though. Personally I think it shouldn't, but Hope is already situational.
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I think with this idea would be better with a 7% haste added to make sure the survivor can get to a hook to body block when the killer is transporting a body to the hook.
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Detectives Hunch is great if you have a map, green or not.
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I think this idea is kind of a mixed bag. On one hand, the killer isn't cheated out of useful perks they might need to win the match. On the other hand, survivors shouldn't be punished for their friends getting tilted and leaving, especially if Dying Light is in play.
Some tweaks would have to be made, but this idea has a solid base.
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Doctor is pretty fun in my opinion. Lots of varied playstyles, mind games, tracking, and bloodpoints. He's one of the loud and proud killers and at least he does it right.
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If they fixed the hit box for the trap so survivors couldn't run past it, that would be just great.
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What exactly are you asking about? A setting, add on maybe?
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@Yamaoka said:
The better question is: Why do survivors spawn next to the ruin AND together while the killer spawns on the other side of the map resulting in 3 perk games all the time?
Your name is actually pretty funny to me because yesterday I was playing on the Yamaoka map and spawned right next to Ruin. Like I could hear the fire loading in. Killer was Clown and he was on the opposite side of the map. No other totem perks (except for NOED). Complete garbage spawns I'd say.
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Okay, no. That's not going to happen. The reason that Spies From the Shadows was garbage for so long was because at one point it was one of the best perks for killer. There was no counter play to the perk besides Calm Spirit. This proposed change is essentially the same thing. Think of it this way: Nurse's Calling requires a survivor to be within an average killer's terror radius AND be healing at the same time. Barbecue and Chili requires the killer to be skilled enough to get a hook. What is the requirement for this new SFTS? Walk, run, do a gen, and vault. That is everything that a survivor needs to do in order to survive and the killer does nothing to deserve it.
All in all, if there was to be even one change to SFTS, just change it to the Alert sound effect and shorten the cooldown to 3/4 seconds. Its fine as it is right now though and doesn't need to spoon feed the killer information. This is why audio and scratch marks exist: so the killer has to actually use their brain to find survivors.
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Also Haddenfield.
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Just checked on Xbox and its the same as before. I guess the PC version got a change.
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When you have a gen rush meta and Ruin giving ample practice for skill checks, it really makes the game unfair. So, no. Just no. People have played this game for thousands of hours, hitting a great skillcheck is not that difficult.
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@Demoneulf7926 said:
YT video or was it on his stream?
It was in Monto's video (Don't hook me build) when they first found it it was Legion. Noob3 was wondering if it was infinite mending. And I'm talking about the bug where the mending gets longer for every hit.
Edit: Title of video
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Its a start, as vague as it is. Let me bring up Legion for example. If a survivor uses an exhaustion perk to gain some distance on Legion and they don't give deep wounds to anyone, then they're just a 110% killer until they charge back up to an acceptable level to Frenzy. Nurse has really slow movement speed too, so something would need to be compensated. Also, how fast is charge time? 15 seconds? 7 seconds? How many blinks can be done before the gauge runs out? Don't get me wrong, this would be a nerf, however she needs a nerf eventually and we might as well get started. I would honestly prefer this as long as any nerf she gets is compensated for, like faster movement speed for a long gauge timer.
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Okay, thanks for the info, all of you.