WarStRiKeR117
WarStRiKeR117
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/891232#Comment_891232
Change Mori offerings then.
Remember that Rancor, Tombstone and Devour Hope also exist and unlike Mori offerings they do not need nerfs and they all have counterplay and weaknesses.
Yeah but you know the killer main community would flip #########. And I agree those have counters except for rancor, especially now with nemesis and any perk that switches obsession. I saw 3 people got mori by rancor in one match. That perk doesn't have counter play. Just pray to god killer doesn't find you. And tombstone you don't even need to hook survivors the timer would stay for DS. Maybe instead of escaping the survivor uses DS but instead of mori the killer is forced to pick up and can't drop.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/891188#Comment_891188
Getting hit soon after an unhook isn't a niche scenario. Plenty of Survivors will lead the Killer to a hook mid chase for an impromptu meat shield using BT, and DS's timer of 60 seconds is more than enough time for it to proc often.
Again BT that's a situational scenario. And DS isn't a big game changing buff, it used to be able to counter mori's. Now mori is just instant 4k unless the killer is really bad. So I was just saying making it counterable
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@NuclearBurrito said:
Why buff BT and DS? They are already the strongest Survivor perks in the game
Well considering that they aren't the strongest perks and DS is situational. A good killer won't have a problem with DS if they don't tunnel. Same with BT a good killer won't even let it activate unless there is a survivor try to be a little to aultristic. But there are so many campers and BT basically makes it a trade, making whoever is on hook Depip for trying to save. Plus Freddy and all oblivious perks counter BT
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@Darth_Cader said:
No, keep No Mither as it is lol. It’s the best meme perk and I will not allow it to be ruined by a buff.
Oh yes very true. My bad
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Decisive strike - if the timer is still going it should be able to break free from mori
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I also just thought that Windows of opportunity should highlight blocked Windows and fake pallets in red. Somewhat of a counter to Freddy and bamboozle but still situational just like calm spirit
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Its actually quite simple. Don't tunnel. Or slug. Honestly its not bad at all. I'll eat DS from a swf and still get 4k. What they should do is buff it by making it so that if the timer is activated and killer brought mori it should be able to use DS to break free from mori. Everyone is saying how DS is broken or rewards survivors with no punishment. It used to be so much easier to counter with juggling, enduring and unnerving presence, but trash killers complained so much that the devs reworked it into what it is now. And now those perks have no effect and its more alined to be the type of perk is supposed to be, an anti funneled perk. The only people who complain about DS now are those who tunnel. If you see a recently hooked survivor being aggressive and taking hits, be smart and leave him/her on the ground if your so scared of DS. Playing the game fairly and properly by going for different survivors instead of the same 2 and it won't be a problem. I constantly go against survivors with at least 2 of them running DS and not a single one gets to use it making it useless perk for them. Any killer that don't tunnel or go for same 2 survivors waste any survivors perk slot with DS
Deactivating when being pulled out of locker? So you basically want absolutely no counter to Mori which already is a guaranteed 4k unless you are super bad which then That's on you and not the game or survivors. If you see survivor go in locker just leave them, its not that hard or hit and leave.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/885805#Comment_885805
I chose to make it proximity because Survivors could be trapped outside of the exit gate and just leave. There would then be that risk of shutdown being a thing only when a Survivor at the exit gate decides to go back into the map to make a save or whatever. Endgame collapse will still continue when the gate closes
Okay okay I see. Yeah that sounds like a great perk.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/885753#Comment_885753
Wait until you hear my Shutdown perk suggestion.
Shutdown - 15 seconds after an exit gate is opened and there is no longer a Survivor in the gates proximity. The gate closes and must be reopened.
That sounds so good. Maybe instead of proximity it's just a base time. Like as soon as it's open you have 20 seconds to gtfo or it automatically closes
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@AshleyWB said:
I think the thing that needs to be focused on is the basement hook incentive in return for a reward later on. Some cruel end game builds are always fun for both sides.
A possible 12 seconds blocking the exit gate, followed by remember me when you finally get to it, noed for the lethality and bloodwarden to top it off. Makes wake up more useful and doesn't automatically make the killer unstoppable, it just delays the instant opening of gates after the last gen.
Okay yeah I agree. Idk if it should affect the endgame because we have a couple of perks for endgame already, unless you make its so every time you hook a survivor in basement you get a token, for every token you have the endgame collapse timer is reduced by 10 seconds. With max tokens possible before killing survivor is 11 meaning 110 seconds shorter for endgame collapse.
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@AshleyWB said:
Monstrous shrine - Gain a token for each basement hook you acquire. Each token represents 2 seconds where the entity will block off both exit gates once a survivor is within 24 meters of either exit gate. (Max tokens 4,5,6)
That does sound interesting though, Not gonna lie.
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@AshleyWB said:
Monstrous shrine - Gain a token for each basement hook you acquire. Each token represents 2 seconds where the entity will block off both exit gates once a survivor is within 24 meters of either exit gate. (Max tokens 4,5,6)
So almost like remember me and blood warden combined?
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@Boss said:
Know nothing for Monstrous Shrine, eh?
Well, the discussion IS called "rework".
So why not make it something else?
Monstrous Shrine is a name that moreso tells me it's something related to Totems.
So maybe try an idea around that? ;o
I did write it in my comment because I forgot to in original post. Also I wrote in post that ots rework, buff, and or nerf.
The description for the perk is all about the basement. So I tried to work with that. I said maybe make it so it rewards putting survivor in basement. Decrease the struggle timer by 10/20/30% and only give one chance to unhook yourself with a great penalty to struggle if failed
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@AshleyWB said:
I agree with the majority of these suggestions however I'm strongly disagreeing with the insideous suggestion because it makes a niche perk pretty much unusable in positions where it would form the basis of your killer strategy.
Perks like Buckle Up and overwhelming presence need reworks because they're way too worthless.
I understand, I threw out an idea. I do believe insidous does need to be rework or something because of camping. Which is weird to have a perk that encourages camping but then they punish campers.
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Shoot forgot monstrous shrine. I honestly don't know how to rework it other then make the struggle timer 10/20/30% shorter and only give one attempt to escape with a penalty to struggle if failed.
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@WarStRiKeR117 said:
https://forum.deadbydaylight.com/en/discussion/108834/the-lesser-perks-of-the-cursed-legacy-chapter
To me those perks are good how they are, but the devs also think about the perks they can be combined with that's one thing they look at to buff or nerf perks.
Example
Blood echo: would be so powerful when paired with thanataphobia, dying light, and/or claurophobia. There's extremely slow healing plus before they can fully heal you should have someone on hook with blood echo activated
Lucky break is also really good, 3 minutes no blood combine that with light weight and iron will you will be extremely hard to track.
In my opinion the only perk that needs a rework or buff is the survivors perk that lets you lift a pallet back up, its gonna be useless against smart killers and killers who break pallets right away.
I think the perk should either reinforce pallets making it so pallets stun like 1/2/3 seconds longer and takes 1/2/3 seconds longer to break (can play around with numbers and all). Obviously to reinforce you would to do a action on it that takes around the same time to heal. Or the perk should allow you to fix broken pallets, but you can only fix broken pallets once per pallet.
Also forgot to say blood echo is also really good with Insta down killers like Myers, ghostface, amd hillbilly because usually people won't heal against Insta down and killers such as plague and legion who slows action or can injure everyone fast
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@kate_best_girl said:
So the two perks im talking about are the perks that are arguably the worst perks in the chapter.
Blood Echo: The agony of one is inflicted on others.
When hooking a Survivor, all other injured Survivors suffer from the Haemorrhage
Status Effect until healed and the Exhausted
Status Effect for 45 seconds.
Blood Echo can only be triggered once every 80/70/60 seconds.
And
Lucky Break: You've had your share of scrapes and bruises, but luck's always on your side.
Lucky Break activates any time you are injured.
While Lucky Break is active, you won't leave trails of blood for a total of 120/150/180 seconds.
Lucky Break becomes permanently deactivated for the remainder of the Trial once the total duration has elapsed.
Now, what would you guys think would be good buffs for these perks OR if you think they're fine, how would you use them effectively either in a build or by themselves? Id love to hear your ideas c:
To me those perks are good how they are, but the devs also think about the perks they can be combined with that's one thing they look at to buff or nerf perks.
Example
Blood echo: would be so powerful when paired with thanataphobia, dying light, and/or claurophobia. There's extremely slow healing plus before they can fully heal you should have someone on hook with blood echo activated
Lucky break is also really good, 3 minutes no blood combine that with light weight and iron will you will be extremely hard to track.
In my opinion the only perk that needs a rework or buff is the survivors perk that lets you lift a pallet back up, its gonna be useless against smart killers and killers who break pallets right away.
I think the perk should either reinforce pallets making it so pallets stun like 1/2/3 seconds longer and takes 1/2/3 seconds longer to break (can play around with numbers and all). Obviously to reinforce you would to do a action on it that takes around the same time to heal. Or the perk should allow you to fix broken pallets, but you can only fix broken pallets once per pallet.
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@Shad03 said:
While I do acknowledge a lot of people can do wonderfully with Freddy once they've mastered him, I actually dislike current Freddy for a different reason.
The Freddy we have now is not at all like the Freddy from the movies. The Movies has Freddy as basically an all powerful God when in your dreams. But here... He really has nothing going for him in terms of being the Dream King.
The Rework honestly looks like they are trying to make Freddy, well, Freddy.
Okay i see your point about him not being like his movie counterpart
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@TatsuiChiyo said:
I know I have fun with him, but I run slug builds and Freddy is THE slugging Killer.
I heard that he's the slug king but never tried it, what builds do you use if you don't mind me asking.
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@CronaWins said:
I think Freddy is a great killer.
Built in aura reading; BBQ and Deerstalker (which i assume will be taken away with rework).
Ability to slow the game to a crawl.
The 'can't hit a survivor for 7 seconds' that everyone complained about, usually results in a free hit or free pallet, because players don't preemptively run away from Freddy, which actually results in a shorter chase.
Playing Freddy usually results in a 4k (for me anyway) compared to other M1 killers due to the mix of abilities listed.
With certain perk builds and addons, he is pretty unstoppable.
Personally for me, not looking forward to the rework.
I agree with you 100%
Some builds I use are
- Remember me, NoeD, blood warden, and ruin or monitor
- dying light, Thanatophobia, sloppy butcher, and ruin (class photo)
- Huntress lullaby, distressing, overcharge, unnerving presence
I agree with you, not liking his rework.
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@Andreyu44 said:
Idk why people forget this.
They are not reworking Freddy only because the devs think he is UP.
Another reason is the devs think Freddy is unfun to play against.
Thats why they needed to rework him.
I realize that, but I tell all my friends and groups that I wish I could go up against a good freddy or myers because at rank 1 its the same killers over and over with exceptions I personally find that not fun. Idc if no gens were done and I die, only if the killer doesn't camp or tunnel, cause that means they are a good killer
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@NoShinyPony said:
If you always get a 3k and in 80% of your matches even a 4k with Freddy at rank 1 and not even use your perks, you are better than every streamer I know. You should start streaming yourself, you'll attract a huge viewership with these skills!
I tried to, first I don't have the time I just play every now and then. Second, when I did try to stream I could only stream around 11pm - 2am eastern time so i didn't get much views
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I'm just wondering the communities stand on freddy rn. And why he's so "trash" according to some
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Missed there chance in a sense where they won't be implementing any of these killers. instead we have a close to human looking killer, who by looking at what we have has a split personality which could tie into his ability.TheBean said:How did they miss their chance?...All we've seen is a picture of a map and killer... nothing else.
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Considering that not many people in general use DS because it doesn't work with their build or they simply can't hit the skill check I think the only nerf it should get is that the survivor is broken for a short time, to prevent Insta heal....if you nerf this perk you have to nerf it's counters to be fair and balanced, like enduring and unnerving presence or juggling a simple counter to DS but most people complain about that saying that they shouldn't have to run those perks to counter something. (Then the same thing should be said for survivors) I feel like most killers that complain are low rank killers that feel like killer is too hard. Whenever I see it's a swf I always run enduring and unnerving and they rarely hit the DS skill check (only about 5% hit it, but with enduring I just turn around and chase for 2 seconds then I have them down again), and this is at rank 1. Everyone has to stop complaining and open their eyes and see both sides, counters, etc.
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Nooooo don't buff freddy he is already super strong
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Best build for distracting
-adrenaline
-boil over
-decisive strike (careful with this one, only put it on if you can hit it amd you can take a lot of the killer mains crying amd calling you toxic)
-sprint burst
If your good at distracting and the killer is dumb and doesn't leave you alone, with this build you can distract all game
Or
Treasure hunter
-ace in the hole
-plunderers instinct
-pharmacy
-up the ante -
1 and 2 is kind of unfair. Clown can just constantly throw bottles and trap survivor and keep hitting them, doctor doesnt require anything to get survivors to madness 3, And if the person has 3 or more status effects that means they are hit so they should be able to leave.M2Fream said:All of these ideas together would be op but one or maybe even two would be good
1) (Entrance Conditions)
Survivors can no longer enter the hatch if they
- Have a Reverse Bear Trap
- Are in madness 3
- Are intoxicated
-Have 3 or more status effects
2) (Spawn Push Back)
The hatch spawns after 4 gens are completed, not 2
3) (Hatch Close)
The killer can close the hatch if they find it before the survivor. As compensation (because survivors seem to think there always must be a way for them to escape some way, ) Both exit gates will instantly be open by 30%
Need feedback.
hatch doesn't spawn with just 2 gens. It depends how many survivors are alive, if there is 2 survivors they have to do 3 gens, 3 survivors 4 gens.
3. Closing hatch could be an option but what's stoping the killer from insidious camping hatch then last minute closes it, confirmed game over for survivor. It's defiantly an idea.
*(because survivors seem to think there always must be a way for them to escape some way)* I can easily say the same thing about killers wanting an easy kill instead of working for it. I just proved to a lot of my friends that killer is easy even without ruin and I'm at rank 1. I won the hatch standoff about 80% of the time, its all about how you mind game it. Hatch is fine how it is now especially with all the nerfs survivors are getting right now. I know I'm seeming very survivor sided but I'm only upset because now (being a killer main) playing killer is stupid easy with all the killer buffs and survivor nerfs
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Milo said:
Okay here we go i'm ready:
Carpenter -> Just flat out no. Pallet when destroyed it should stay that way. Also 1/2/3 more to break already repaired pallets is even more stupid.
Can't see me -> "when crouched and not moving" i just guess it has like a diversion timer "be cloaked" like Wraith's cloak? (still slightly visible but not that much?)
Thick Skin -> Do we need this? Like do we?
BT -> Either limited uses and works for both or no.
Boil Over -> first part sure, 2nd also but 25% is a lot. For example tier 3 Iron Grasp has it's effect only increased for 12%.
DS -> That's slightly what i was thinking. But no skill check shouldn't get bigged and if we need broken for more than only 20 seconds.
Diversion -> Yeah
Lightweight -> Then buff predator so the scratch marks last longer
No Mither -> Yes, Broken, Adrenaline shouldn't heal.
OH -> Yes and no. Or should have a limit on it like for example Kindred.
Prove Thyself -> ... it already does that
Slippery meat -> Read Boil Over
SC -> It would be interesting ^^
Vigil -> what do you mean by "both status effects" and yeah i would love it if it worked for CD based perks as well
Exhaustion -> it was neceserry and i would keep it. You could bring back the "you regen exhaustion faster when crouched"
Pallet Vacuum ->... no just no. Hitting through pallets is a mechanic depending on your reaction time and connection
Balanced Landing -> yes
Windows -> yes
Make surv.... -> why? Like i kinda don't get it
Counter to Campers.... -> No. Just no. It's a strategy. Yes it sucks to be camped/tunnelled but it is a strategy for killers
Infinites -> some were already fixed so just finish the rest and we good
The 100% issue -> didn't encounter it yet.
Timer -> No and why breathing?High risk High Reward -> This is like NOED but i feel like even worse.
Can run but can't hide -> Yeah but instead of the tremondous aura reading maybe like 4/8/12 meters
Name -> Idk honestly
Brutal Strenght -> Does it keep the other qualities? And i still don't like carpenter
Agitation -> Decrease* (even tho it's already super fast). And i like Agitation is as now
Iron Grasp -> same here (also those both almost guarantee a hook already)
Tinkerer -> do you know why they reworked tinkerer? (if not cause it would cause issues with balancing)
Rancor -> Yea
Dying Light -> Yea
HT -> Em something else maybe?
OP -> I mean noone is using items in terror radius with this anyways
SFTS -> maybe not the aura
Stridor and Whispers -> they should
No. It encourages just getting bloodlust. For 6 perks maybe 5.
Taking Hook vacuum maybe
Yes
So mori if an offering wasn't played?... idk
Why? Just why?
The Spirit -> no and it should stay like this. I mean you still can see when you are not and then just go into her power
Kindred.... -> maybe but idk
"Gen rush" itp. -> yes that can happen but also the killer can get destroyed completely. I also don't find auto-lock as an issue. It sometimes is irritating for playing as a killer
This -> ... i don't get this "attack"
Rank -> Not getting your point here
Killer is easy -> Then you must be godly. And what do you mean by "counter to everything" And does Tyde actually say that? And believe me no for the "dev listen only to killers"
Devs only .... -> how long are you playing? And listen here. Yes survivors are the bigger part of the community but without killers we cannot play ^^ And i feel like the changes thus far were/are justified
To those .. -> you are already defending yourself like what. Also congrats! I'm really happy for you.
The Devs.... -> And i don't get this. You start by saying "devs did a great job with most of the killers" and then go on and critize some of them. Why is trapper "too fast"? Huntress hatches yes are clunky. Hillbilly and LF have both the same lunge "As of Patch 2.2.0, all Killers have the same Lunge Range and speed. Their base movement speed, if it differs from 4.6m/s, gets temporarily set to that and all reach a top speed of 6.9m/s during the Lunge Attack. "Okay i'm done and i did a paragraph yay.
Round 2Carpenter - well considering there is not a lot of pallets per map, and there's troll survivors or survivors that don't know how to loop and mind game. Plus we have brutal strength, enduring, and spirit fury. Which all together is the most overpowered thing. At least with more pallets, or the ability to repair pallets once would make spirit fury more useful and give survivors another objective.Can't see me - yes it would be exactly like wraith and exactly like the diversion timerThick skin - honestly I don't see why not, there is a balance to it. You won't be healing or doing gens much.BT- I can live with like 3 or 4 uses. But it cannot be 1 or 2 or else it's useless.Boil over - also take into consideration that most of the killers that run iron grasp also run agitation. But I wouldn't be upset if it was lowered but not by a lot.DS - also take into consideration the counters to it. The devs don't want too nerf them, I don't think they should be Nerfed either. Not many people can hit it, now add in unnerving presences, rarely anyone will hit it. Plus if you have enduring, after DS is used you can just turn around and hit. Broken for 20 seconds is so they wont Insta heal. If the killer can't catch up to a injured survivor in 20 seconds, well that sucks.Lightweight - yeah ok thats fairNo mither - why not have adrenaline heal?OH - what do you mean limit like kindred?Prove thyself - nope it doesn't increase your movement speed.Slippery meat - if I have a higher chance of getting out of bear traps I should be able to have a higher chance to wiggle out. Again i dont mind if the percentage is a little lower.Vigil - I meant both CD perks and status effexts, sorry if it was confusing.Exaustion wasnt necessary, they nerfed it because of all the sprint burst users. They should have Nerfed sprint bust and not the others. As soon as you know a survivor has dead hard, you just wait. Lithe, theres not a lot of places to jump unless on Leri's. Balanced landing, there isn't a lot of places to use it, 1 or 2 maps dont have any places.Pallet vacuum - actually its not a mechanic, the devs themselves said its a bug in the game that they "fixed" even though I still hit and get hit through the pallets. Its been a bug since the removal of pallet vacuumCounter to campers - if it is such a good strategy why are devs trying to work to stop or prevent camping? It slows the game down for the one survivor and depips then. but if other survivors are smart they will go do gens, most likely completing them all and trying to save the survivor and if not they just escape. The problem, is that campers and tunnelers call those smart survivors "gen rushers" only because they didn't get at least 3 people due to them be unfair themselves and camping. My idea would stop canpers entirely, maybe a few dumb ones might still camp, but if they want to make the survivors game very fast they need to be punished cause thats not fun or fair.100% issue - oh it happens all the time, both with struggling and with unhooking. Just cause you yourself haven't encountered it doesnt mean its not happening to others.Timer - the timer increase is only for the killer to change his perk build based on the survivor perks they can see. Every killer has their own breathing, its not fair that killers can see the items and get an idea what each player plays like. At least with survivors hearing the breathing they can make builds to counter, but a counter to that is that killers can switch killers last minute. Ex survivors hear trappers breathing so they make builds to go against trapper, but last minute killer changes to Michael Myers.High risk high reward - how's it worse?Name - imagine nurses calling but the range is outside terror radiusBrutal strength - of course it keeps othersAgitation - I'm kind of confused with what your saying, are you agreeing?Tinkerer - yeah I know why But I just really miss the old way, it was funOP - well there's flashlights, people still use it.SFTS - it would be something like rancor, it doesn't show the aura but it outlines them and where they are for a couole seconds. I Should have clarified thatBloodlust - I'm not saying to drastically decrease time required. But it would be balance to more pallets.Mori - I should have clarified this more, it would only affect ebony mori offering. So when killer presents the ebony offering they have to hook everyone once then they can start killing. Green and yellow mori would work like they do now.The spirit - considering her buff thats she getting yeah I agree with you.Gen rush - I totally agree, killer can be annoying and irritating to play as but not hard. Yes sometimes killer can get completely destroyed, we've all been there. But its not like its the majority of the time they get wreck.Auto locking - sometimes I'll do a quick swipe because survivor is right in front of me but then I somehow did a 180 spin. Plus quick swipe auto locks so survivors can't use their skill to outsmart and juke killer.Killer easy - I'm definitely not godly, I've seen God's and played against gods. And man did they resize my swf group holes. Counter to everything, killers have perks to counter everything survivors have, and if they don't have perks each killer has there own abilities to counter. Tyde time basically said that, search no mither no problem on YouTube he made it about 2 weeks ago. Only recently have devs started listening to survivors, they have Ptb but then they pull the more know people that play the game and they are mostly killer biast players.Devs only - been playing since it came out on cousins PC, I know that survivors were overpowered as ######### back then but now it's killers that is overpowered, no balance. I agree without killers we would have a game, Your absolutely right. But more and more survivors are either leaving the game or switching to killer because it's getting harder and harder. I also agree that a lot of changes were and are justified, but not all.To those - well im just tired that anytime i make a point on anything wether it seems like its killer side or survivor side I always get "oh typical survivor main" or " typical killer main" or my favorite "how long you've been playing? Your just a toxic survivor/killer and you dont know how to play the game" so to avoid all that I just say it before someone says those things.The devs - I said they did a good job with most, not all. My only problems were the ones listed.And thats BS they fixed the lunges and speed because I got a Kyf group just to see the differences and like I said the trapper is the fastest, and nurse is slowest (for obvious reasons though). The hillbilly and leather face have the longest lunge, the pig has the widest. Michael tier 1 and tier 2 has shortest and spirit has 3rd shortest. Plus you have spirit and huntress which is slower then 4.6m/s. Hag is second fastest killer. We do these test after every patch. So there is no way, the devs always say something is fixed but it never really is. Like I said I don't mind the lunge of hillbilly and leather face, its just spirit lunge is horrible she has a katana she should have a bigger lunge then all the other killers. and the trappers speed is ridicules.There I'm done. I feel like I missed something, if I did let me know -
I really like this idea and would love to see how it would work in game, but I know it will be abused by both sides. I don't know if its been said already but what if killer can close hatch...hear me out, killer can close hatch but when the killer closes hatch their aura is shown to survivor for about 3 seconds. the only way to open hatch is to do a generator or go to the basement where another chest would spawn guaranteeing a key, which would open hatch. But to prevent hatch camping the killer cannot close hatch if survivor is within 16 meters of hatch. Eventually all the Gens would be powered. If that happens the 1 survivor suffers from exposed effect. The survivor can see the aura of hatch but if the survivor is about 25% done opening exit gates their aura is revealed. If hatch is closed and there is no more generators on map, survivor can either wait about a minute or 2 or they can go get key.Nickenzie said:Hello, I came up with the perfect solution to the hatch rework. It's fair for both sides and doesn't cause a immersed end game that both sides hate.
WARNING: These are just rough numbers and can be tweaked later on. Feedback is necessary to help me improve this idea!
New Mechanic: (Black Chests & Hatch Key)
Black Chest:
-Only one black chest will spawn in the trial.
-Killer will see the aura of the black chest at all times and will see a visual notification whenever a survivor begins searching a black chest.
-Takes the same amount of time to search a normal chest.
-Can be searched to find a hatch key.
Hatch Key:
-Survivors can hold both their carried item and the hatch key (In their pocket).
-The hatch key can be used to open black locks (AKA the hatch).
-Survivors will drop the hatch key whenever they are sacrificed, mori'd, Franklins Demise, or they DC.
New Hatch Spawning Rules:
-The Hatch will only spawn into the trial when there is only one survivor remaining in the trial or when all five generators are completed.
End Game Mechanics:
-After being the last survivor for 30 seconds, the killer will see the survivor's aura and the survivor can see the hatch's aura (since it doesn't make a opened "hum" noise anymore).
-After being the last survivor for 3 minutes and 30 seconds, the exit gates will automatically open.
-The map will begin to pour bloody rain and thunder whenever there is only one survivor remaining.
Constructive criticism and feedback is required to help me improve this system!
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Ok I'm writing now to respond later...I really do love your critism though, cause you do make valid points but your not attacking me. So good on youMilo said:Okay here we go i'm ready:
Carpenter -> Just flat out no. Pallet when destroyed it should stay that way. Also 1/2/3 more to break already repaired pallets is even more stupid.
Can't see me -> "when crouched and not moving" i just guess it has like a diversion timer "be cloaked" like Wraith's cloak? (still slightly visible but not that much?)
Thick Skin -> Do we need this? Like do we?
BT -> Either limited uses and works for both or no.
Boil Over -> first part sure, 2nd also but 25% is a lot. For example tier 3 Iron Grasp has it's effect only increased for 12%.
DS -> That's slightly what i was thinking. But no skill check shouldn't get bigged and if we need broken for more than only 20 seconds.
Diversion -> Yeah
Lightweight -> Then buff predator so the scratch marks last longer
No Mither -> Yes, Broken, Adrenaline shouldn't heal.
OH -> Yes and no. Or should have a limit on it like for example Kindred.
Prove Thyself -> ... it already does that
Slippery meat -> Read Boil Over
SC -> It would be interesting ^^
Vigil -> what do you mean by "both status effects" and yeah i would love it if it worked for CD based perks as well
Exhaustion -> it was neceserry and i would keep it. You could bring back the "you regen exhaustion faster when crouched"
Pallet Vacuum ->... no just no. Hitting through pallets is a mechanic depending on your reaction time and connection
Balanced Landing -> yes
Windows -> yes
Make surv.... -> why? Like i kinda don't get it
Counter to Campers.... -> No. Just no. It's a strategy. Yes it sucks to be camped/tunnelled but it is a strategy for killers
Infinites -> some were already fixed so just finish the rest and we good
The 100% issue -> didn't encounter it yet.
Timer -> No and why breathing?High risk High Reward -> This is like NOED but i feel like even worse.
Can run but can't hide -> Yeah but instead of the tremondous aura reading maybe like 4/8/12 meters
Name -> Idk honestly
Brutal Strenght -> Does it keep the other qualities? And i still don't like carpenter
Agitation -> Decrease* (even tho it's already super fast). And i like Agitation is as now
Iron Grasp -> same here (also those both almost guarantee a hook already)
Tinkerer -> do you know why they reworked tinkerer? (if not cause it would cause issues with balancing)
Rancor -> Yea
Dying Light -> Yea
HT -> Em something else maybe?
OP -> I mean noone is using items in terror radius with this anyways
SFTS -> maybe not the aura
Stridor and Whispers -> they should
No. It encourages just getting bloodlust. For 6 perks maybe 5.
Taking Hook vacuum maybe
Yes
So mori if an offering wasn't played?... idk
Why? Just why?
The Spirit -> no and it should stay like this. I mean you still can see when you are not and then just go into her power
Kindred.... -> maybe but idk
"Gen rush" itp. -> yes that can happen but also the killer can get destroyed completely. I also don't find auto-lock as an issue. It sometimes is irritating for playing as a killer
This -> ... i don't get this "attack"
Rank -> Not getting your point here
Killer is easy -> Then you must be godly. And what do you mean by "counter to everything" And does Tyde actually say that? And believe me no for the "dev listen only to killers"
Devs only .... -> how long are you playing? And listen here. Yes survivors are the bigger part of the community but without killers we cannot play ^^ And i feel like the changes thus far were/are justified
To those .. -> you are already defending yourself like what. Also congrats! I'm really happy for you.
The Devs.... -> And i don't get this. You start by saying "devs did a great job with most of the killers" and then go on and critize some of them. Why is trapper "too fast"? Huntress hatches yes are clunky. Hillbilly and LF have both the same lunge "As of Patch 2.2.0, all Killers have the same Lunge Range and speed. Their base movement speed, if it differs from 4.6m/s, gets temporarily set to that and all reach a top speed of 6.9m/s during the Lunge Attack. "Okay i'm done and i did a paragraph yay.
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Jeez that sucks, I don't know why high rank people are so toxic. But they really need to fx Swf because like you said if one of them is rank 20 and the rest is rank 1, chances are they are going to get a low rank killer and bully. But you do have to understand that a lot of people are swf group, not necessarily a full group, but most people are. If killers keep dodging because it's a swf, they will never play.sulaiman said:To be fair, i disconnected as a killer once. I was a lvl 13 or so killer, and did quite bad. So the survivors stopped doing gens and just came after me. the flogged around me, evaded my hits or where healed the moment after, bodyblocked if you managed to down one, and so forth. They were way over my skilllevel. And thats simply what a lot of swf-groups do. you have a group of 1 lvl 14 player, and 3 lvl 3+, taking advantage of inexperienced killers and harress them instead of playing (and just finishing) the game.
Give killers the option do not fight swf groups, then talk about punishing them for disconnecting
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Clearly not if you think now killers still have more bad and useless perks. im not saying they don't cause they have quite a few but survivors have morese05239 said:@WarStRiKeR117 said:
Considering that survivors have the most ######### perks and killers have more good perksWhat. Are we even playing the same game at this point?
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So your a camper, because people who dont camp wouldn't have a problem with thisDeadByFlashlight said:I read the first rework and stopped immediately
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Considering that survivors have the most ######### perks and killers have more good perks it's about balanced not about empowering killer to the point where survivors are screwedMrbombastic said:No all the killer perks are weak and survivor perk are vey op
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I know this is like a book and I apologize
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Swf group are easy to counter. There is always going to be one built for distracting and 2 running borrowed. Once you establish who is built for distracting leave that person alone until the end. And don't camp or tunnel or they will hit you with borrowed and they will change their tactics and just do gens...this strategy works every time at rank 1. Killer is ridiculesly easy if your smart. Swf groups can be annoying BUT your complaining about it and your only rank 15. Eventually you'll learn to counter them with meta perks like noed, bbq, rancor, sloppy, ruin (except survivors always find that in less then 1 second)
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I know but someone needs to point the obvious. And they are not going to believe that I main killer but who cares
You have no idea what you've just started. Watch all of those Leatherface avatar people come and start a war.
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How about 3 vs 12,
All survivors vs 3 killers, all gens have to be completed to open gates.