White_Owl
White_Owl
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- White_Owl
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Comments
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@thesuicidefox said:
When he hits you in Frenzy it just drops your bleed our timer right? Tyde said in his video you can't actually down them, but it seems like you could you just have to hit them a few times to drop the bar to 0.Every hit drops their timer by ~33%, so after 3 hits (4 counting the first one that started the timer) the survivor gets downed. Iirc there's also an addon to increase the % so with that it would probably require one less hit.
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@Dwight_Fairfield said:
Where would you rank The Legion among the other killers? I'm seeing so many varied opinions on here and on streams.Don't ask it. All you'll receive is complaints about how they are bad because people still think that to properly get a killer they can play it for a couple matches.
I bet if the Nurse was released nowadays they would all say she is bad because she is slow and has the fatigue. -
@iJester82 said:
It might promote camping though.. if people are hiding and the killer doesn't see anyone they might not leave the hook.That would be stupid. If survivors are just hiding then they'll get gen rushed.
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That's understandable, but on the other hand it's a service to the community, that can give feedback before buying anything.
If you have a problem with the PTB you can still avoid at all costs anything that could talk about it. -
They are also slower than males (Piggy too while in crouch mode)
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You're not supposed to go out in the open with the Wraith, always hug walls and use cover while approaching survivors.
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@PigNRun said:
@White_Owl said:
Considering he can uncloak portions of his body (or even all of it when grabbing survivors from a locker) without using the bell, I'd say its because the Entity told him to not do it. Probably because having survivors knocked unconscious before they even know what happened doesn't generate all the emotions the Entity needs.Actually, do remember his interactions with the real world from the Spirit World were limited back when he was first introduced. He could only break pallets or generators (not sure if this was added before or after this fix, but same deal) if he was uncloaked. The reason for him being able to do this from the Spirit World seems to be more of a gameplay reason, a quality of life change in favour of players, rather than lore.
That is true, but lore wise it could be because the Entity at a certain point decided to allow him to do those things seeing he wasn't doing good enough.
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@thekiller490490 said:
While it may be bs for survivors now it was more bs for me to chainsaw a pallet a survivor was vaulting and have him survive itEh honestly I always felt it was a good compromise, he survived the hit thanks to his good timing/luck, I instantly destroyed a pallet and was already at point blank distance for another chainsaw. Now it's just "oh, I revved too late... too bad, you're down anyway".
A good compromize would to keep the mechanic, but only in the first half of the vault. If the survivor is on the other side and the weapon visually doesn't even touch him he shouldn't get hit. -
Considering he can uncloak portions of his body (or even all of it when grabbing survivors from a locker) without using the bell, I'd say its because the Entity told him to not do it. Probably because having survivors knocked unconscious before they even know what happened doesn't generate all the emotions the Entity needs.
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I don't get it, the word "vaulting" is in the title and everyone talks about dropping pallets... I mean, at least read what you're gonna comment about.
Btw Wolf74, your slogans are not contructive at all. -
Shapeshifting could work if not for the dozens of aura reading and detection perks. Just Spine Chill and Bond would break such a killer, unless they somehow revisit all said perks (and future ones) around it, which is a similar situation of old Tinkerer, which got reworked because it was too work for too little.
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I always wanted different sounds for notifications. Unfortunately they never answered questions in that reguard

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Remember when flashlights could blind you in 3 nanosecods and survivors could just turn around during a chase to blind you? Aaaah those were times.
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@DocOctober said:
The Nurse suffers from Lightburn, like all Killers that use the Spirit World. However, in an actual game, you won't have the time to do so before she'll blink on top of you or you'll be so close that she'll just go for a normal hit.A trick is to do it when there is a pallet between you and her, so she can't close the distance. Or do it while she chases someone else so she can't blink to them.
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Maybe giving him the full speed of both addons would be too much, but a slight base increase would be awesome. Playing him without windstorm now seems so sluggish...
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This is actually my tier list. Every killer played the right way (and with the right build) can be awesome, it's all in the player's hand. Nurse is just beyond everything for obvious reasons.
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4 - most survivors suck creating the false feeling that playing killer is easy.
I play both and see it constantly even at high ranks. I don't know what happened or when*, but good survivors nowadays are really rare.
*Actually I have an idea: survivors were just boosted by some mechanics such as pallet vacuum and pallet towns. I think (/hope) in the future survivors will start to get better and offer a challenge.
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@Aerys said:
Yeah that could work, and maybe that even after they're out of the terror radius their heartbeat persists for 10 seconds? The Killer's presence is so overwhelming that its felt even after they're gone xDSo basically;
Survivors who stay within the killer's terror radius for 10 seconds will hear their heartbeat slightly/moderately/considerably faster regardless of the Killer's distance. This effect persists 10 seconds after they have exited the Killer's Terror Radius.
I like this idea +1
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You can already. Click on the little icon in the low-right corner of the chat and it disappears (although, iirc, it will reopen when the game is restarted)
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As if two counters were not necessary, let's add a third right?
@aarongai said:
Firstly, it doesn't make much sense how Survivors can stick their hands into bear traps and disarm them, but can't kick dirt over some mud triangles.Those mud trianlges are permeated with black magic and the Entity's power, bear traps are... bear traps.
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That would just be used for camping. No thanks.
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@Milo said:
Game cannot register that they are the last survivor then (probably)^ Probably the game checks only at the start of each phase instead of continuously throughout the phases
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The Entity feeds off strong emotions (source: devs), both of survivors and killers. I guess it could hunt survivors itself, but then it would have only survivors as source of emotions. Which btw are allowed to escape because that contributes to fuel their will to fight and live, otherwise they wouldn't even try and there would be nothing for the Entity to feed on.
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@Wolf74 said:
@White_Owl said:
@Wolf74 said:
Maybe something like a longer timer and an indicator which gens are repaired to what level.
Just make the auras brighter the closer they are to getting done.Considering Wraith's All Seeing - Spirit is ultra rare I doubt they would add a similar effect on a perk. PGTW is also very powerful in combo with that addon since you can apply maximum damage with every application of PGTW.
Serious? You want to bring up an ultra rare to dismiss this?
Ultra rares are meant to be strong and the "All Seeing"-spirit add on on it's own is garbage and would only be strong with a good combo.
How often do you see Wraith player use this add on? Like ever?Try to chill out, I'm just saying that the ability to know which gen is most completed is tied to an ultra rare, so it's highly unlikely they would add that to the perk itself.
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I think it would be fun if while under the effect of the perk Hex totems are seen as dull totems, so to force survivors to waste time cleansing all of them.
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Nah, I love seeing one of the pistons stop moving, if it appened at distance I wouldn't see it... but seriously, the perk is fine, I would just add 15 seconds to the timer so even slower killers can use it better.
@Wolf74 said:
Maybe something like a longer timer and an indicator which gens are repaired to what level.
Just make the auras brighter the closer they are to getting done.Considering Wraith's All Seeing - Spirit is ultra rare I doubt they would add a similar effect on a perk. PGTW is also very powerful in combo with that addon since you can apply maximum damage with every application of PGTW.
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Honestly I don't think Remember Me needs a rework and is good as it is. I know in your idea it is a hex and thus cleansable, but the potential for unlimited tokens is kinda broken (especially since because of how hex notifications work survivors would have absolutely no idea the killer has that perk and couldn't react to it untill too late)). Also, as known, the best way to nerf a perk is to make it a hex and see it cleansed before it can do something most of the times.
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Franklin's Demise is easily countered though: you can hide your item and retrieve it just before escaping, or you can force the killer to grab you from a locker (grabs don't count as hits so FD doesn't work)
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My go-to build is:
- Bond - to coordinate with people without comm and know when someone is bringing the killer to me
- Iron Will - for jukes and not being too reliant on others for heals
- Spine Chill - many look at this as a noobish perk but it's amazing for staying safest as possible
- We'll Make It to heal faster or Small Game because no one cleanses the damn totems and I hate being hit by a random NOED (which it seems everyone is using lately)
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Amazing!
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@Malakir said:
The vault changes are dumb by itself. It was just a quick fix since they won't brother to actually balance the maps. If the maps were balanced this change would've not happened, if super safe spots didn't exist the vault would've been the sameThat was part of map balancing: some windows can't be fast vaulted so loops can't be so effective.
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Survivor would just need to cleanse 1/2 totems each to deny NOED, it's not hard to count to 2.
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That's not true.
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How would that help balance aside from adding an additional layer of complexity and generating an inevitable meta?
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Personally I do it for points, but most of the time it's to buy time for the others in case it's needed.
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One reason to not not use Bloodwarden:
- SWF
If survivors couldn't see your perks after they die and tell their buddies so they can counter it it would be an amazing perk, but currently it's meh considering how common is SWF especially at high ranks.
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I would love that. I see why they removed that sound, but it would be nice to have it again. And yes Spine Chill needs an audio cue so you don't have to keep watching the icon all the time.
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Tremendous skillchecks are not hard for experienced survivors, so in high ranks it would be a dead perk. On the other had it could be "abused" to create a 3 gen stall when otherwise it wouldn't have been possible.
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@The_Crusader said:
Everyone knows most hags put down around 5 traps per hooked survivor. Its not just one next to the hook, they're spread about all around the hook in about a 15-20m area.Hags that do this have no chase potential though, since they waste most of their traps for camping. Be smart when doing unhooks* and they'll have no power at all, they'll be just a slower m1 killer.
*and for the love of god, DON'T run after someone slowly crouched all the way to unhook you, you'll just waste all his efforts to unhook you safely.
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Side suggestion: the bonus 2k points are awarded only if the hatch is opened with a key
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So it would buff any perk with a fixed range? I like it.
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In happens even when someone is on the top floor of the Mother's Dwelling main house, you can she the grass underneath move.
In any case that bug exists since the beginning and it's unlikely to be fixed since it's a really minor thing. -
@GT_Legend2 said:
do you guys think this addon is too much?
for those who dont know, it removes the sound of her haunting when youre iutside her terror radius.
I dont understand why it has no downsides either. Pair it with thrill of the hunt with hex totems, and you have an endless number of grabsThe downside is that a survivor must be dumb to get grabbed since the killer can't see them and BBQ (the main way to get grabs) is easily countered.
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Am I the only one who doesn't mind the hatch? I mean, it's not that I don't try to get the 4k but if it doesn't work I accept the 3k, and if I can catch the last one that's nice, otherwise gg. Destroying the team and forcing the last to use the "backup plan" is still a significant victory.
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@Wolf74 said:
Did you guys remember when Fire Up was announced and every one was ranting about it being the new go to meta perk in the future?^^People were ranting about No Mither too ¯_(ツ)_/¯
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As others said, buff/nerfs are not equal among survivors and killers. A single survivors buff affects all survivors, while a buff to the Wraith affects him and only him.
To make a more accurate representation, I'd assign a +1 for any character affected by a change at that time.
Also changes to a single killer's power should not be considered as "multiple buffs", especially when many addons are changed, because that would be a way to inflate the numbers while the result would be to buff a singular aspect of the killer side of the game.
For example a buff to one killer nowadays would give a +1, a buff to all killers would give +12, while one to survivors would give +14*. Changes to pallets etc that affects both in opposite ways should be counted only one side though because otherwise you would artificially inflate the number and a single change would result as double. -
@Rebel_Raven said:
Everyone assumes I want to get "better" that way. Or that others want to. Quit it. Seriously.
I play games to relax, and pushing myself to be MLG great, playing the metas, etc. isn't relaxing.
I rebel against what's generally expected often enough.If you don't want to "get gud" that's on you. SWF is part of the game and any change that would increase lobby dodging would be detrimental for the game.
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@Rebel_Raven said:
Unless you have haunted grounds, then there are 7.I don't know where you got this information, but it's not true. Totems are always 5.
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@Freudentrauma said:
@Might_Oakk said:
Tbh Kobe should get a couple sec immunity.
But that definitely looked like a glitch on the 2nd hit the way it is now.Looking back the past few weeks, it seems like that always Kobe situations are the ones that bug extremely out. I wouldn't be surprised if when they changed the Kobe unhook speed, that it might have bugged out the whole thing with the immunity.
I'm pretty sure that's the reason, since on normal unhooks it doesn't happen. Probably the game still thinks you're in the self-unhook animation even after you canceled it by moving.
@Blueberry said:
Instead of making survivors learn when to make good saves or not at all, they just make enough changes to where it doesn't matter if you make a good save or not.What do they learn if they can just run away with free points while the other one gets put on the hook again without being able to do anything about it? Knowing of this mechanic killers should just stop targeting the unhooked survivor. Most of the times you can trade hooks by simply hitting the saver if they are determined to get the unhook, and 1 surv hooked + 1 surv injured and with one less hook stage > 1 survivor hooked again.
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@PubStar87 said:
Yeahhhhhh, no, I see it now.The current setup just uses up charges more, but does not slow down repair speed.
I'm saying more than one SURV on a GEN should slow it down, period
Then why would they work together?