Wolf74
Wolf74
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20 seconds after each gen???
That's a frickin lot.
Hope is an "endgame perk" like Blood Warden or Noed.But unlike them it doesn't have a situational trigger or a build in counter, so it is rather ok.
I know that hope is underwhelmingly , but your suggestion is bit… meh... -
Can we please punish looper and gen rusher?
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@fcc2014 said:
Wolf74 said:@fcc2014 said:
@pauloandrade22 I updated it just for you.
You really believe that?^^
Funny how survivor mains draw horror scenarios like that.^^
Keep assuming. If you think removing a multiplayer function from this game won't do anything to the player base you and i have nothing more to say.
Devs said on stream that roughly 50% of all survivor player join the game via the SWF function. Including those that join via SWF but play solo (just to avoid lobby bugs or out of habit).
And I told that already, but here we go again, even IF half of them -which I consider a pretty high calculation- would stop playing DBD completely, we would only lose 25% of the current survivor playerbase.
But we would also lose the most toxic part of the community and can expect to gain a lot of player coming back to DBD, when it got better balanced that way and for the same reason it would attract more new player (better balance, less toxic).That would make up easy for the lost player. -
@fcc2014 said:
Wolf74 said:@fcc2014 said:
@pauloandrade22 I updated it just for you.
You really believe that?^^
Funny how survivor mains draw horror scenarios like that.^^
Keep assuming. If you think removing a multiplayer function from this game won't do anything to the player base you and i have nothing more to say.
Have you read my statement about it?
Try to debunk it. -
@fcc2014 said:
@pauloandrade22 I updated it just for you.
You really believe that?^^
Funny how survivor mains draw horror scenarios like that.^^ -
@fcc2014 said:
@Wolf74 said:
So you say it is more important for the survivor player to have "fun" and for the killer player?
Because the survivors "fun" is what destroys the killer "fun".And if you like it or not, but this game needs both sides to get played.
Not sure how you got that out of what i said, but interpret how you like to fit your point. I'm sorry if you not getting 4 easy kills ruins your fun as killer. Apparently you grew up in a generation where everyone got a trophy. Sometimes the other person is much more experienced and a better player.
lol
Lack of arguments? Just attack the person, right ?
Try googling ad hominem.
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@Shadoureon said:
Ah good old killers still complaining survivors use the same meta perks while 99% of the killers run BBQ, Ruin and NC.I understand killers arent in a favourite position right now but a lot can be achieved by changing other things than current perks.
Are you aware that you are actually LYING?
Stats back up that survivor use the same perks far more often than killer.
Killer use a wider variety and more different perks than survivor.
Sorry to bust your bubble, but if you have no clue what you are talking about, don't throw around random numbers.And btw you 3 named killer perks are all way weaker than the holy trinity (SC, SB, DS).
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@fcc2014 said:
If this game was on just pc you could probably get away with eliminating swf. Now that is on 2 other platforms and has increased it's player base it can't be done. The blow back from the community would kill BHVR and all future projects. They would lose the market places trust. If you bought something to play with your friends and that feature is removed why would you ever trust any future game they make. Don't give me kill your friends. That is a playground feature like in fortnite. No consequences and very little replay value.So you say it is more important for the survivor player to have "fun" and for the killer player?
Because the survivors "fun" is what destroys the killer "fun".And if you like it or not, but this game needs both sides to get played.
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@SanKa_Games said:
So, today there's a lot of SWF threads, since there's basically nothing else to discuss and I want to show you one simple example of deleting the partying functionality from the game and did it help at all.
Before I start, I'll say that I have ~1100 hrs in the game and play Killer and survivour (both solo and SWF) equally.Alright, let's start!
I'll tell you a story about a game called Armello. This is some sort of Game of Thrones for 4 players. This game had an issue with teamers, who played in a group of 3vs1 when the game was intended to be played 1vs1vs1vs1. So, the developers just removed an ability to play with friends in public matches. People, who only played with friends for sun left immediately, since no one wants to play with 1 or 2 bots. But the actual toxic players remained and still do the thing survivours in DbD did before SWF was introduced: dodged the lobby until they're matched with friends (which is pretty easy with the small pleyerbase of that game).So, if you remove SWF from DbD something similar will happen: a LOT of players, who just played SWF to play with friends wil quit the game, while the most toxic ones will remain and will be able to join their friends because of the lessened survivour amount. Not to mention that such a decision will increase queue times by a lot which most of the other playes won't like too (though, there really are special people who like to spend 30 minutes of their life waiting for a 10 minute game #fun)
Not to mention that Survivours are kind of a majority of this game and this decision would considerably lessen devs' income, which is also why SWF will never be removed (LOL, so stop whining already).
As an answer I just copy paste one of my answers towards basically the same issue.
About "splitting the playerbase" and how the game would die if SWF got removed.
I strongly disagree that point of view and see it as flawed logic, but here is my part to it:""Don't split the playerbase"
There we go again...
Your logic follows a flawed assumption.
That the playerbase would stay the same and we would just split it up.
In fact the playerbase would change.
Some would leave, some would come.
And since most likely the wrong people would leave, since they can't use their unfair advantage anymore, the quality of the community would become better and that way attract more player.
Old ones will return, new ones get attracted.
Maybe even some REAL horror fans would join in that have no problem with playing against an overpowered killer, because that's what they EXPECT if they are fans of the genre.
70% of all lobbies contain Swf, but only roughly (less than) 50% of all survivor join the lobby via Swf, including those that join via Swf despite being solo, to avoid bugs and stuff.
So we are talking about less than half the survivor playerbase -remember, we have a shortage of killer at the moment, not survivor (more killer per survivor = faster que times, better QoL for survivor)- that had to choose if they stay or leave.
So lets get real, even if a boldly high number of 80% would say, they will stop playing altogether. We know by experience far less than half would really quit.
So what? We would lose MAX 20% of the survivor playerbase.
That would be compensated easy with returning players and new player.
And after that we would have a better, less toxic community with more real fans and less people who just play to troll.
Which would attract even more player if the word spread out.
In a nutshell you can expect a RISE in player.
" -
@Mercury said:
The Huntress:
- Allow certain perks to affect hatchets, ie. MYC, NOED, etc.
- BP gain for precise shot stops at some point and only 'charged' shots grant more BP's in deviousness. Would be nice if it was looked at.
If you guys have other ideas, I'd like to hear them. If possible just 'smaller' changes and not entire reworks.
Insta down abilitiey like MYC or Noed could affect beartraps.

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I am a killer main and solo survivor.
And ofc SC annoys the crap outta me from my main perspective, but I run it on as a survivor.
I think the reset to zero is a bad idea.
My suggestion would be a partial reset every time you stop healing, any type of healing.
And unfinished healing progress should degrade while sprinting.
This would make micro heals during chases almost impossible and still punishes reckless healing in unsafe spots that need relocating.
But the real problem about SC is something else anyway that the Devs nerf isn't tackling at all.
Unlimited self sufficient heals.
The nerf that SC needs is charges.
Any time you finish SC it should consume a charge, with 1 charge per tier of the perk.
If you use a medkit to finish the heal, you won't lose the charge.
But remember, switching from SC to medkit will be an interrupted healing and will result in a partial loss of progress (how much is a balancing issue), so that way, the SC user is encouraged to use a medkit and needs to spend more time if he wants to keep his charge.
Regular low rank survivor won't even notice the change, since they never heal 3 times anyway.
But all those high ranks that love to tank a hit, will notice it. -
Do you play killer?
For killer it is the opposite way, low ranks are fun and high ranks are a pain in the rear.
So why should a killer want to rank up? -
@SoulKey said:
NOED is a crutch for unskilled players just like DS, i don't mind keeping it anyway just to help baby killers get some kills. I don't whine about perk buffs or nerfs anyway, but don't tell me it's not a second chance crutch.
This is really a screwed up answer.
Please stop all that nonsense about "Noed is a "crutch" or for "unskilled" player.
That are no arguments at all.
You talk about "baby killer" clearly shows that you only want to shame people that are using it by using defaming combat terms.Killer already pay the price of playing with one less perk for the entire match, just to be prepared for the late game and still run the risk of never getting their perk activated due to it's build in counter.
So stop bragging about Noed as if it would be a magical solution to give kills to player.
Noed isn't showing the auras, Noeds isn't dragging survivor to the hooks.
Killer have still to find them, chase them, hook them, defend the sacrifice.
Even with Noed killer have still to perform to get the kill.
It only punishes gen rusher and cocky survivor. If you speak up against Noed, you just want to stay save as a survivor without the risk of getting one shotted, when you want to toy with the killer. -
@PureHostility said:
Could be avoided by healing last few percentages with a medikit, to not trigger said charges to be depleted from SC.
However if you want to go that way.
Make SC literally just a itemless medikit, where it literally just has charges in it that allows you to heal for 3 full heals or so.
TBH, 3 full heals is quite a lot, if you need to heal that much by yourself each game, you should reconsider the way you play.I know… but at least he would need to use a medkit in conjunction with the perk, just to save the charges. Right now the survivor don't even bother to run a medkit along SC, instead they run flashlights and toolboxes.
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@RailY said:
Please don't become a Game developer ever.
People have already stopped using self care. if you "scorpion fatality" the poor thing,
no one will use it, and is this really the point?Are you kidding me?
Do you have any access to stats that we other d o not have?
I haven't noticed a decrease in use of Self Care.
You make this up. -
@MrChills said:
Or give it limited uses.The suggestion is very old and been suggested many many times.Simple charges that get consumed every time you finish healing yourself.
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@Aari_Piggy66 said:
Sorry but the survivor should be able to tell if they have make your choice activated. in fact that's one of the best things about make your choice other than the instadown it makes people playing credibly passively.
I've had people and Both survivor and killer side that have refused to do anything other than hide or sneak around until the time has gone especially considering that means there's one less person working on generators for them in one minute and like it or not it's fair to let the survivors know so they can plan accordingly.
if you were just talking about something like no one escapes death devour hope or Michael I would completely agree with you as it doesn't take a genius to know notice.
And I disagree. The exposed notification should completely go away.
If you find it a good thing that people play "scared" until their timer runs out, imagine ALL survivor playing "scared" after an unhook, because they have MYC to expect. -
@Aari_Piggy66 said:
Wolf74 said:@Aari_Piggy66 said:
Wolf74 said:
@TheTimeMachine said: I don’t think it is good to give this particular information to a Killer once they pick up a Survivor with this perk. As a Killer it only makes me want to check around a corner for any hidden hooks. (Usually there are). So you think that the killer should get NO notifications? But survivor get notifications about EVERYTHING. Exposed, blind... hell, they even get a notification which "hidden hex" is affecting them. But a notification for boil over is to much. facepalm Honestly I don't think survivors should get that many notifications as well. Exposed is kind of a necessary notification so I don't have too much of a problem with that. Blindness it's debatable but I can see why they shouldn't be shown a notification for it should be something to figure out by themselves.
Huntress lullaby: I personally feel like should not show notification at all that is one of the perks I feel like you have to notice it by yourself.
Getting the exposed notification is the WORST of all notifications.
Why do you see that as "necessary"?
It is meant to be a jump scare. And if you ain't oblivious towards your team icons, you will notice it anyway.
It's only spoon feeding the ######### that did not deserve it anyway.
I'm talking more about make your choice and the pinky finger than something like no one escapes death, Devour or tier 3 Michael
And I am talking about EVERY one hit down mechanic.
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@ChesterTheMolester said:
Since Wraith is easy to track once you know what to look out for even at longe range SWF groups will communicate your position at any time, make him completely invisible outside of 10-15m range.Actually no.
I like to play him and I like the Predator style of cloaking.
There are different things that need to be changed to make him viable.
Like shorter uncloaking and take back the nerf to windstorm. -
@MagV3 said:
@Runiver said:
You're comparing a balanced perk with a broken perk.
Obviously, the broken perk (sprint burst) will be better.And yet both are getting nerfed. Which will DOUBLY impact Dead Hard, because not only will it not regen while sprinting but it will still be worse in all the ways it already was to begin with. Aka barely giving you any distance and not being useable while healed, as well as being easy to counter play. Now how the [BAD WORD] do you counterplay sprintburst? You don't. So sprint burst will still not only be better, it will actually all of a sudden be A LOT better because Dead Hard is getting the same exhaust nerf.
If you really agree… speak up against a global exhaustion nerf and ask for a sprint burst nerf, instead of asking for a dead hard buff.
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@Leatherbilly said:
The placement bug really exacerbates this issue.Both issues are terrible and in the game for a very long time now.
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@Aari_Piggy66 said:
Wolf74 said:@TheTimeMachine said:
I don’t think it is good to give this particular information to a Killer once they pick up a Survivor with this perk.
As a Killer it only makes me want to check around a corner for any hidden hooks. (Usually there are).
So you think that the killer should get NO notifications?
But survivor get notifications about EVERYTHING.
Exposed, blind... hell, they even get a notification which "hidden hex" is affecting them.
But a notification for boil over is to much.
facepalm
Honestly I don't think survivors should get that many notifications as well.
Exposed is kind of a necessary notification so I don't have too much of a problem with that.
Blindness it's debatable but I can see why they shouldn't be shown a notification for it should be something to figure out by themselves.
Huntress lullaby: I personally feel like should not show notification at all that is one of the perks I feel like you have to notice it by yourself.
Getting the exposed notification is the WORST of all notifications.
Why do you see that as "necessary"?
It is meant to be a jump scare. And if you ain't oblivious towards your team icons, you will notice it anyway.
It's only spoon feeding the ######### that did not deserve it anyway. -
@TheTimeMachine said:
I don’t think it is good to give this particular information to a Killer once they pick up a Survivor with this perk.
As a Killer it only makes me want to check around a corner for any hidden hooks. (Usually there are).So you think that the killer should get NO notifications?
But survivor get notifications about EVERYTHING.
Exposed, blind... hell, they even get a notification which "hidden hex" is affecting them.
But a notification for boil over is to much.
facepalm -
Simply YES.
I never understood why they took it away.
I know what they SAID, but it never made any sense to me. -
@MagV3 said:
@Wolf74 said:
You obviously do not know how to use the perk.
I have to agree that I myself aren't using it to it's full potential either, that's why I do not use it.
But as a killer main I can tell you that there are a lot of people making very effective use of it, by baiting a swing every time they use it.This is again a YOU problem. And so you want to balance a perk around the lower end of the skillspectrum and buff it, but that's the kind of logic that already messed up DS.
No. Ask any good killer and as soon as they know you have dead right it becomes down right dead. If you wait for them to swing too long the good killers won't lunge and instant attack you where you have 0 reaction time. If they don't employ this trick then they'll just wait for you to use it and make up the measly 3-5 feet of distance it creates in a second or less with a lunge afterwards. If it either A gave more distance or at least was useable in a healthy state then it would be great. But it does neither and it is absolutely sub-par.
Literally test it for the next few days like I have and you will see the good killers catch on quick and absolutely negate and gut this perk. Also the amount of times you do not get to use it because it requires you to be injured is abnormal at times. Then again I do not know what survivor rank you play at, its not difficult to achieve but I'm at rank 1 with decent killers.
I think the state of the perk you describe sound pretty balanced to me, because it depends on the who has the higher skill to benefit.
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@Wolf74 said:
Beartraps became smaller?
https://steamcommunity.com/app/381210/discussions/0/1354868867706403731/That's a very old topic. I made this thread last year.
The reduction in size happend unintentionally, at least that was what the Devs admitted on stream.@IronWolf115 said:
Jeez, I never even knew this happened.As if trapper wasn't already in a terrible position
Check the link to my original thread in the steam forum.
It's from June 7th.... 2017! -
You obviously do not know how to use the perk.
I have to agree that I myself aren't using it to it's full potential either, that's why I do not use it.
But as a killer main I can tell you that there are a lot of people making very effective use of it, by baiting a swing every time they use it.This is again a YOU problem. And so you want to balance a perk around the lower end of the skillspectrum and buff it, but that's the kind of logic that already messed up DS.
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I did a "lol" because asking for a buff to a powerful perk is pretty hilarious.
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@Spectre_UK said:
I see a lot saying break the totem try that on Lery's or Gideon's Meat Plant I don't fancy running around for 20mins if I am lucky to find 1 totem. Point is DS and NOED share 1 thing in common they both reward the person who plays badly when a Survivor gets downed they should get Hooked not be able to get a free escape when Survivors do all the Gens the Killer shouldn't suddenly be able to 1 shot down for not applying the proper map pressure.So you want to be lazy and not search for totems… Gotcha.
You just pick two maps that might be a little bit more difficult to make a point, while you ignore the majority of maps where the totem spawn in the plain open.And of course you do not get tired of beating the dead horse that Noed would "reward for playing bad".
They did of course not make a tactical decision to prepare for the late game or picked a perk that forces the survivor to "waste their time" doing dull totems instead of just rushing the gens.
But hey, of course it's the killers fault when Noed activates.
How can he dare to down with one hit, when the survivor has the right to bodyshield others to the exit gates.Oh the entitled killer mains … must be out of my mind.
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@Spectre_UK said:
A lot has been said recently about DS and I agree I hate the perk it should be changed or removed but what about NOED the Killer's own version of DS it lets a lot of unskilled Killers do way better than they should and if they won't remove NOED how about a Nerf at the moment it is basically 3 perks in 1.1 shot down, 8% reduced cooldown on successful and missed attacks and a 4% speed increase.
How about don't make it a totem perk and give the Killer a 3/4/5% speed increase for the 3 tiers of the perk for 2mins or time can be adjusted after the last Generator is popped the same as Hope for Survivors then it isn't OP and allowing all these unskilled Killers to be carried by a single perk just the same as Survivors who run DS.
So you want back the Noed version BEFORE it became a Hex perk?
2 min timer … you know what? No one used it, because that version was garbage.Why do survivor always claim that Noed is "unskilled" and would "carry" the killer?
Does Noed highlight the survivors aura?
Does it magically drag them towards the hook?
Killer have still to find, chase and hit the survivor (and hook).
And they paid for the benefit by playing with one less perk the whole matchAnd the perk has a build in counter … cleanse the dull totem!
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So you ask for a buff to one of the most used perks in the game?
Smart...
A perk gets nerfed because it is to powerful and you just outright ask for a compensation for it... -
@CookieBaws said:
Tokens mai boy, tokens.- Reduce destruction across all levels to 10/13/15%
- For each hook you score 1 token, and you can store up yo 2/3/4 tokens.
Point: to remove crazy gen search just to make use of perk..
The "crazy search" is the whole point about this perk. The gen regression is so powerful to make it worth for the killer to leave the hook.
I personally would just prefer the timer to be a little bit longer.
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I need to bookmark this video.
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So... this is just another "anti camping" thread… Gotcha.
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You only get found 100% of the time, if you just sitting still in the same spot.
If you notice a killer searching the area, expect him to have Whispers and start moving around.
If you change position he can't triangulate your position.
And can't make out in which direction you are moving away.
If he has to search for to long, you already won, because you wasted a lot of the killers precious time. -
Huntress, Doctor and Freddy are all overrated by your list.
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Beartraps became smaller?
https://steamcommunity.com/app/381210/discussions/0/1354868867706403731/That's a very old topic. I made this thread last year.
The reduction in size happend unintentionally, at least that was what the Devs admitted on stream. -
Look at any other perk that gives free "heals".
With DS you go from dying to injured, with a skillcheck in a very specific condition.
Unbreakable, Adrenaline… both very situational.
Also all 3 just have a one time use.
Pharmacy needs you basically to start empty handed and first find and search a chest and even than the perk is limited, because Med Kits have limited use and it has a clear counterplay by using FD.
Bond has a limited range and faces all the perils that Runiver already explained, because it will bind 2 player from doing other things and has a limited range, etc.WHY is Self Care SO MUCH stronger than all these other perks?
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SC is meta since release!
84% pickrate, do I need to say more?
Self sufficient, unlimited self heals in a "horror survival" game?
SC does basically counter Freddy.
SC encourages hardcore tunneling, because survivor say "don't lose the injured and SC is no problem".
SC is the core thing behind gen rush, because spreading out and working self reliant is key to it.
SC is a force multiplier to DS and SB.
The nerf isn't even addressing the main issues about SC; unlimited and self sufficient.
SC got (baby)"nerfed" like 4 times and is still the most used perk.
Any killer perk with a similar pickrate would already have been gutted month ago.
Even the Devs admit that they do not dare to really balance SC, because they actually FEAR the survivor outcry. -
In general picking a victim up should result in hooking!
Wiggling should only make escapes possible if the killer wants to walk long distances to get someone hooked in a specific place or if he gets hindered by other survivor on his way (or if the area is already void of hooks, either by them already been used or sabod).
You are not supposed to wiggle free on a regular basis.
If you think it is "useless" feel free to simple not doing it. :P -
Longer timer or 2 windows to block.
Those double window spots are really annoying af.
Red barn for example. -
@MisterUkuboy said:
I’m not asking to bring back pallet vacuums or anything, but now that so many pallets have been removed on various maps ...Pallets have been removed?
There are still way to many pallets on every map. -
@CookieBaws said:
Hooked once survivors WON'T be highlighted next time you hook someone else.
So basically - 1 token = one less survivor to be spoted and so on.
What we will get: perk will keep his viability as BP booster and as finding tool, but aswell keeping it least cheesy to use.
With this change minimum range should be lessen to compensate.So every survivor hooked once is from there on completely immune to BBQ?
That would be a HUGE nerf to a well balanced perk, that mainly addresses survivor issues.
Killer have to pick a perk to improve the survivors QoL already and you dare asking for nerf for that?? -
@SadonicShadow said:
So calm spirit is one of the perks that is getting a buff. The buff stops audible screams from madness, intoxication and injury however according to the devs on the stream even tho it stops an audible scream from madness it does not stop the visual notification the doctor gets. I would like to see calm spirit also not produce a visual notification when your madness tiers up. This would be a good addition to the perk as it would counter the most annoying aspect of the doctor that people despise and make it a viable counter perk for those that wish to run it.How about… NO!(?)
A single perk to counter the main part of a killer kit?
Or better several ones?
Calm Spirit was already a 100% counter to SFTS, but they nerfed SFTS so hard, that no one uses it anymore and for that reason a 100% hard counter is unnecessary.
But instead they want to buff it so big that it can counter several killer base kits?
#########?
Can killer get hard counter perks also please?
I want Sloppy Butcher to shut down Self Care completely. -
@Aari_Piggy66 said:
Moving at normal speed whilst revving the chainsaw seems way too overpowered it makes it very easy for you just to get right behind the survivors back. Especially considering Leatherface already gets a speed boost when the sprint is activated.At the moment you basically have to piggy back ride the survivor before you start revving your chainsaw to hit him.
So I don't see how this should be overpowered.
And the actual "sprint boost" is hardly noticeable anyway. -
@Aari_Piggy66 said:
I agree with everything except the dead hard thing with dead hard it's fair counterplay first they can only activate it whilst injured secondly they get one activation until the exhaustion comes back especially with the nerf exhaustion is getting I think dead harding over traps is fairPlease think about it. The injured victim can pass a chokepoint and the trapper would get stuck in his own trap. That's basically a free escape and there is hardly a chance for the killer to catch up to profit from exhaustion.
In my opinion that's a pretty powerful "counterplay". -
It can't be all to difficult to make the Dye transparent, does it?
I am no programmer, but I think this should be easy, right? -
@Lily0 said:
@Wolf74 said:
@Lily0 said:
What if sprint burst activated after the survivor has been in a chase for 3 seconds?
With this change it would also not be a total counter to a lot of the killers abilities (Pig dash, wraith uncloak, cannibal chainsaw). Let me know what you think
)The problem with that is, that anybody could now sprint all the time without triggering it.
No more need to walk somewhere outside the chase.And? I dont really see the issue with that. At high ranks people just sprint around anyway, so it's not a big change. And this way it would be both a nerf to the perk, but also with some minor buffs to it.
Actually it IS a big change, since the need to walk everywhere to avoid triggering SB and not having it up and ready when you need it is the biggest downside of SB.
(That's what SB user tell us all the time) -
Nope, the pallets are now working as originally intended.
Please don't ask to go back to the broken system we had to endure for over year now.
Pallets are not supposed to be safe places and trading hits is ok.
If you do want the 1000 points for the stun, you need to take a risk.
Guess why the reward is so high? -
@Lily0 said:
What if sprint burst activated after the survivor has been in a chase for 3 seconds?
With this change it would also not be a total counter to a lot of the killers abilities (Pig dash, wraith uncloak, cannibal chainsaw). Let me know what you think
)The problem with that is, that anybody could now sprint all the time without triggering it.
No more need to walk somewhere outside the chase.