Wowz261
Wowz261
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- Wowz261
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There is something in this world a lot of people do not know about or have “patience” what a world it would be without it.
seriously though we get them this summer can you just wait? -
Interesting concept but she seems too similar to the hag and survivors could counter her with the same tactics.
cursed generator: seems a bit op especially in the late game when their are 3 gens left when really there is 1 ( camping opportunity ) ,and the survivors are on a time limit since killers are being buffed and every second lost is a second they could have used to escape.
Hallowed crows: might as well be spies in the shadows 2.0
Locker rage: interesting concept but what if a survivor is inside? -
I understand that you are frustrated with the fact survivors abuse some areas in the game but when I play survivor the killer is always able to hook me their is a 10/100 chance I don’t get hooked in time and if they are wiggling out perhaps equip a few perks that are designed to help you or slug them.Responding to “The_crusader”
”screw balance” even though this game is far from being perfectly balanced it is still balanced enough as is for players to play either side, and the hook spawn change was great it balanced the killers ability to hook survivors ( previously hooks spawned side by side), and if we didn’t have balance the hooks would still not regenerate so be grateful.
Unless you wish to go back to the earlier times when killers were paired with parties of 4 sabo jakes running saboteur builds. -
I guess if the basement doesn’t spawn in the school perhaps a hook could spawn over the basement entrance but that means one of the hooks outside near the school can’t spawn or both. ( balance reasons)
Also please don’t dc you’ll ( eventually) be banned and you’ll ruin the experience for other players. -
Not a bad idea but the devs probably have more urgent things to do like fixing bugs, balance, adding secondary objectives ( whenever this happens ).
I would assume they would put mechanics in front of cosmetics ( Looks at store once ).😑
Overall not a bad idea it would help the games atmosphere so there isn’t a randomly put together piece of wood in a treatment facility or factory. -
I like this idea especially when paired with stake out.Nickenzie said:
Well Adapt: You prepare for the worst and hope for the best. For every successful skill check, receive a token up to a maximum of 3/4/5 tokens. When Well Adapt has tokens, failed skill checks are considered as good skill checks and consume 1 token.Soren said:And not only generator repair. Healing, self-healing, sabotage, totems, all of that produce sounds, although not ultra loud, a good killer can spot a survivor because of these. Technician, while being a sweet perk, lacks of use, and this buff would make it a nice alternative in high rank when every detail matters.
What do you think about this? Technician is my favorite perk besides sole survivor.
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Good point “ shadoureon” I could increase the healing speed reduction to 50/40/30 percent unless they waste a second perk slot for botany knowledge which overrides the nerf.
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Thanks for he response “SolarFoxVB”!
Does exposed insta down? -Yes exposed still insta downs.
What about hemorrhage and mangled effects from sloppy butcher? - think of extremely healthy state as a shield in a way so it blocks these effects at the price of receiving action speed penalties( all match regardless if your regeneration timer is on) but if your hit in the healthy state you will still recieve the above listed effects.
This perk is strong against killers that don’t have chainsaws or exposed status imposing perks.
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Any additional ideas to breaker room design, concept etc.?
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I only let survivors go if they meet these conditions
1 - they’re the last survivor in the match
2 - the hatch is accessible or the exit gates are open
3 - the survivor was not a jerk( good sport )
4 - Rare/ I feel bad for them when they lose hope and stop wiggling or just stop midchase
5 - they don’t blind me or attempt to (While trolling).
6 - survivor was not a thorn in my side (#3) I do not care if they have dicisive strike.
I also don’t care about being blinded by flashlights as long as the survivor is not trolling. -
I forgot one thing there will be multiple black boxes that all hold the same breaker part (or different ones)
so killers can’t camp the part location. -
Good question “Dramzar_Myers” even if the developers balanced the breaker room and maps correctly there is currently no way to stop the killer from directly standing in front of the main breaker the whole time but my previous post mentions that survivors can still complete 5 generators and open the exit gates ( but this action takes longer without Turning on the breakers ) so if the killer did camp the breaker you would just open the exit gates and escape and this would deter the killers from directly camping the breaker ( plus they have to catch and hook survivors at some point to earn blood points).
Side note: If you share any concerns for gen rushing my idea would slow down late game and give killers a bit of control over the game but we could also incorporate the generator gas and/ or parts idea to slow generator progression.
One last thought: this secondary objective is optional and survivors can still play the game the way they want even if they have to spend 100-300 seconds on opening an exit gate ( The perk “wake up” could shine here). -
True, does any one have any ideas?
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Maybe they could add different game “difficulties” normal- 5 generators/ hard- add in idea above/ extreme- same as above but everything takes longer and maybe instadeath on hook or one less phase?
this system could allow the community to keep the original and allow players who want a more difficult game to thrive or rank 20-15 normal/ rank 14-7 hard/ rank 6-1 extreme.
What do you think? -
Thanks for the response “thrashed2pieces” I understand this idea would make the game last longer and I can see how survivors naturally don’t have that time ( and the killers would love this.)
The only way this idea could work is if the map design is reworked in some aspects and some mechanics are tweaked so I can see what you mean when you say this idea would turn the game upside down in a way and I completely agree with you but personally when I’m playing survivor I kind of wish that we could have something else to do.
And I hope the developers will consider this regardless. But if it helps survivors can still open the gates when they finish 5 generators ( even if it takes longer ) and the developers could design the breaker room to favor survivors and future maps to help balance how long the games are ( as it should be the exact opposite of the basement) . But your claim is undeniable and you are right this secondary objective would change the game but maybe the community and the developers might be open to something new?
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Well great question “LunarBerserkers” we have an effective way to keep the game going for bit longer on the survivors side but now we must balance the killer side. General fix: the breaker room could have an object in the middle and a pallet opposite of the main breaker and right next to the stairs to make it loopable so this change makes the breaker room a bit safer than the basement. Since this room will spawn in the other basement location that was not used during the match we could add 2 sets of stairs or exits ( not sure how easy that would be for the developers) or we could prevent a hook from spawning in the breaker room ( it simply wouldn’t be good to spill blood on the circuits). Another thing we could do is make the stairs/ entrance wider( so the trapper wouldn’t be too op and for the hag you can crouch). In the event the killer straight up camps the breaker room we could allow the survivors to manually redirect power to open the exit gates ( by using the exit gate lever ) but this takes awhile 300 seconds compared to 30 with the breakers. So the killer should patrol the exit gates as usual and the survivors should feel pressured to get the breakers up.
One last thing: We can make the game spawn multiple breaker parts so the killer camping one isn’t effective or your friend runs off with the part and drops it somewhere ( Like in Friday the 13th).
Forgot one thing from my last post: when the main breaker is repaired and 5 generator breakers are flipped then the killer can no longer perform the damage action on the main breaker this is simply due to balance it wouldn’t be nice to have a campy killer who keeps on damaging the main breaker and having your friends go and re-flip the generator breakers over and over again. ( The survivors can find and install the main breaker part as soon as the game starts ) this gives the killer a reason to patrol the main breaker room before the generators are complete.
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I really liked your idea of incorporating breakers but what if we put a breaker switch right next to each generator and have the main one in the breaker room. How this works: the survivors still must find the “breaker part” and install it into the main breaker but the survivors now must flip every switch next to each completed generator ( breaker switches can only be flipped if the related generator is 100 percent done and the main breaker is online).
the breaker switches will have no light when the main breaker is offline, but when the main breaker is online all breaker switches have a light inside the switch that turns red and when the related generator is complete and the switch is pulled ( action takes 1 second ) the breaker switch turns green indicating the generator’s power has been redirected towards the main breaker and the exit gates. ( The generator breaker switches cannot be damaged.)
If the main breaker is damaged every generator breaker switch will trip back to the off position and will need to be flipped again ( requires a survivor to repair the main breaker)
Last thing: when survivors pick up the main breaker part their aura will not be shown but if the survivor fails a install or repair skill check on the main breaker then the killer will hear a special notification and will see the survivors aura for 10 seconds along with the breaker install action being restarted and if the survivor was repairing when they failed a skill check then the main breaker suffers a 25 percent progress reduction and can’t be interacted with for 5 seconds. ( main breaker shocks survivor.)
what do you think?