Wooliest_Mammoth
Wooliest_Mammoth
About
- Username
- Wooliest_Mammoth
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Comments
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While consistency is definitely important, it's also important to consider the consistency of the perks themselves. It'd be nice to see perks with a basic attack requirement have a balance pass in the future.
Surge works great for some killers, but the cooldown that activates when you Surge a gen that barely has any progress making it not available when you need it for a cluster of gens 30 seconds later is really frustrating.
Although it makes sense for Knockout to work with your main weapon since you're not knocking someone unconcious with a chainsaw... It could create some very interesting builds when used with these killers and with the Trapper build used as an example.
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Surge is a great perk idea that just feels too restrictive. Also seems inconsistent that it damagaes gens that are already regressing since no other regression perks do that. Seems like that's why they gave it an unnecessary cooldown.
However there's no incentive to run it on most killers with the basic attack and cooldown restrictions. Sometimes I'd rather it not procc because I downed a Survivor who just started a gen, then it's not ready when I need it 30 seconds later.
Making Surge more consistent and less restrictive would be a great alternative to Ruin/Oppression for saving time not kicking generators. One of the main appeals of the perk.
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There should be a system that uses shards to "disable" teachables you don't want to appear in other bloodwebs. Some characters I really like, but don't want their teachable perks to bloat my already bloated bloodwebs in the future.
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I'd love to use it on Killers like Blight where you're very aggressive and not spending time kicking generators, but there's way too many restrictions.
I'd like to see the cooldown be removed and that it no longer effects generators that are already regressing. This maintains consistency with other gen slowing perks and you can't stack Surges in one area.
The most frustrating thing about the perk is that you have no control over the cooldown. It doesn't matter whether you're playing really well or poorly, it depends on the perk's cooldown.
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Thanks for the positive feedback so far! I was considering another effect like Haste for 5 seconds after cleansing a dull totem so there's reward to cleansing the dull totems as well.
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Survivor 6/10
Killer 8/10
As a Survivor I play with my friends which helps to prop up my play. Not terrible at looping or doing gens but I always find the killer and lead him to my friends. My friend's call me the second killer.
I really enjoy Killer because I can play it solo and judge my own gameplay better. I try to make unique builds and play fair, but I know there's still a lot to learn and every killer is different. Always say gg even when they can't see it...
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Kills don't really mean anything with the way matchmaking swings so hard. Sure I'll get an easy 4K if I bring my best killer expecting red rank survivors and then find out it was a team of purple rank or lower survivors.
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Removing the cooldown from Surge would be great because the generator can't be regressed by Surge if it's already regressing. (To my knowledge) Currently it feels like it has too many conditions to compete with Pop and Ruin rather than being a nice alternative for slowing down generators.
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Personally I think Sprint Burst should activate one/two seconds after you've started sprinting. In its current form you can pretty easily avoid weaker killers without mobility by Sprint Bursting or having Spine Chill as an early warning.
Once you learn to manage your exhaustion/sprinting so that you can keep it at 99% done and have it ready for a chase it feels much more powerful than any of the other exhaustion perks and has no activation conditions.
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I like that BBQ and Chili gives more of a flow to where you should go and what survivors are doing. However the BP bonus is very well designed because it encourages you to hook all the survivors and not camp/tunnel. The bonus is like your reward for playing the game more fairly.
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It really sucks to see, but when I get an assist from the hill as Killer I pull the survivors out and let them reset. At least there's more to look forward to in the next patch?
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Thanks for the constructive feedback everyone! Being new to these forums, it's really great to see. Some other video gaming forums which shall not be named feels like you're at a children's daycare.
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It'd be great if we could use shards to "disable" teachable perks appearing in the blood web for 2000 shards. Like how the Shrine of Secrets functions except you can "enable/disable" the perks in future bloodwebs for 2000 Shards. Generally when I start a new Survivor or Killer I have a theme or idea for a set of perks I'm looking for and it feels tedious searching for those perks and sifting through ones I don't want because I unlocked them for other Survivors/Killers.
Otherwise I don't mind the grind, but spending thousands of bloodpoints and not getting the perk you're looking for because you've unlocked a lot of other perks is frustrating.