aarongai
aarongai
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- aarongai
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If you pair it with Unrelenting, maybe... I'll have to try that myself.
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All I want is a clear visible indicator for the killer that shows the Survivor has immunity. Maybe something similar to Deathgarden where there's a highlighted outline around the Survivor that disappears once immunity expires.
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Legion is garbage, no matter how you think the "optimal" way to play them is.
Tunnel one Survivor, and it takes you literal minutes to down them since you move at 110% move speed and can't use your power (because frenzy hits don't down anybody).
Spread out the damage, and everyone's injured, but nobody gets downed. In fact they just ignore being injured since Legion gets first hits easily, but virtually never gets last hits.
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You can run Iron Maiden as a decent counter. Even if they're asleep and you can't see their auras, the moment the Survivor exits the locker, you'll get a notification, be able to see them again, AND they'll be Exposed.
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Just finished this match. Killer was Legion and he got abused heavily during the match. Nobody took him seriously. This is the kind of frustration players are experiencing playing him:
https://i.imgur.com/KeJnlHx.jpg
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It's so weird playing as Legion. You have a knife. You stab them when they're injured, but you're in frenzy mode so it's not a "real" stab and they don't go down. Given how terrible their power is for securing downs, I'd just use frenzy for mobility similar to Hillbilly's chainsaw. But then it's like, why not just use Billy instead?
Also it's pretty annoying playing against Legion too. Getting hit once by frenzy forces you to heal through two bars for the price of one hit! Seems like the definition of fun standing still and holding M1 for 30+ seconds, doesn't it?
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It should be turned into a red add-on IMO. Not being able to see the killer, hear the terror radius, or have any indication they're approaching other than some wavy grass (which isn't even present on all maps) is pretty powerful. Only Spine Chill and Premonition really counter it, and it's impossible to know whether you'll need those perks before the game starts.
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@Bravo0413 said:
But we already have the pebble that was just buffedDoesn't matter if the perk never activates. If you're going up against any of the following killers: Hag, Wraith, Myers, Spirit, Legion, Huntress, Freddy, or Pig (while crouched), you'll be lucky if your pebble perk activates even twice during the game. It's totally luck based whether you get a killer with a large terror radius or not, but a large portion of killers have a smaller radius so I'd never use Distraction regardless.
@Eul said:
Survivors are already stronger than killers without any new defense mechanism dude...except nurse and spirit.It's not about buffing Survivors. It's the fact that pallet looping is all Survivors can really do to get away from a Killer during a chase. Giving Survivors an alternative defense during a chase leads to more skill-based interactions between both sides.
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@Incarnate said:
I definitely think more ideas should be explored, as it is quite boring to just keep chasing, keep being looped or keep being chased and keep looping.There should be other options for Survivors yes, but new suggestions that require reworking many aspects of the game probably won't come to fruition because it'd be too much work for the developers to create new models / animations / reworking old elements to function with the new ones. That's why I made the scratch mark suggestion. It takes an existing mechanic and allows it to be used in a new way without radically changing the game or requiring large resource investment from the creators.
Being able to alter the lighting would be cool and not much work either I'd think, but Survivors would just turn all the lights off in every room then, wouldn't they?
Diversion is a pretty crap perk the way it is right now. It takes too long to build up, half the killers in the game have a small or none-existent terror radius, and even if you throw the pebble, the Killer is usually in a chase with another Survivor and ignores it. If it were made into a baseline ability, then it might actually be useful.
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@Terratoast said:
What would the motivation for the survivor be to use this and not just pallet loop when the pallet loop is much more reliable?Nurse and Spirit often ignore pallet looping and rely on scratch marks in chases. Doctor can prevent pallets from being thrown or vaulted over. Huntress often throws hatchets through pallets. So there's a good number of Killers where creating fake scratch marks would be a viable defense.
Other scenarios might be maybe you're not in a chase yet, but the Killer is near so you use this ability to lead the killer away from you, preventing a chase altogether. Or maybe all the pallets near you are broken and you can't loop. Or maybe you want to try window juking the killer.
Giving Survivors another way to lose the killer makes for more dynamic gameplay and increases the skill ceiling for both Killers and Survivors.
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Nurse has always been OP for one reason, she ignores the rules and mechanics all other players have to follow. It's like being the only player allowed on a soccer team to pick up the ball with your hands. Sure the other team can win kicking the ball around, but why bother with that when you can just snatch the ball and run it to the goal like a touchdown? People will wave away the fact she ignores rules by saying she's harder play. Yeah, maybe initially acquiring the ball is tough, but once you do it a couple times, you get used to it and can win virtually every game with ease because not only are you more experienced, the rules never applied to you in the first place. For all other Killers, you can become a master at them and do well, but you'll never do as well as Nurse because she's allowed to operate outside the game's constraints.
I don't think that's the way it should be. Skill should be involved in a win, but so should rules, for both sides. Otherwise what makes a game, a game?
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I think when the Distortion perk comes out in the next chapter it'll help balance Billy's and Nurse's snowballing a lot. There were no perks that could counter BBQ until now.
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@The_Daydreamer said:
I wish that they gonna make the shockstatus faster. With that I mean: If you hold M1 and send the shock, if they stand their they gonna immediately shocked and not after 1 sec or whatever that is. Cause It's kinda annoying that It's effect the survivor after a short time.Actually I like this guy's suggestion more than my own. There's a really stupid delay after releasing a shock that doesn't feel natural at all. Like you'll see the electricity on the ground, but only 1 second after it appears will it actually shock a survivor. If BHVR removed the delay or cut it in half, that would make timing shocks much easier.
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@Orion said:
It's almost like ultra rare things are supposed to be powerful or something...
Survivors have Brand New Part. Given that they primarily use one of two items (Flashlight and Toolbox), they either have to "sacrifice" an add-on or "sacrifice" use of an item. Then, that Survivor can still put up a map offering that could effectively render the Killer's Mori worthless depending on how much the map favors the Survivors. That's without taking into account the three other offering slots, one per Survivor.Sure, ultra rare things should be powerful, but in that case, where's the Survivors' ultra rare offering that gives them 25% instant generator progression? Or even just an offering that prevents them from being Mori'd?
You can't compare items to offerings. Items and add-ons should have a direct impact on completing game objectives, offerings should not. Or if you argue that offerings should be allowed to have an impact on game objectives, give the Survivors the offering I mentioned above if the Killer is allowed to have their Mori offerings.
Also, you can never render a Mori worthless. The map selection may impact the Killer's ability to kill, but the Mori is still in effect. The Killer would have to be extremely unskilled to be unable to hook someone once to make use of it. A Mori will more than compensate for an inadequate map choice.
Yes, Survivors get 4 offering slots, but no matter what offerings they all burn, none will grant them an extra time on the hook or 25% generator progression that would rival the effect a Killer's Mori offering has on the game.
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@Orion said:
Moris are balanced because Survivors don't magically appear on the hook. The Killer has to waste time to get them there, allow for a rescue, waste more time chasing them down, and only then can the Survivor be killed. They also have to sacrifice an offering slot that could've been used for something else.Survivors don't magically appear on the hook regardless of the offerings burnt. Killers have to waste time in chases regardless of the offerings burnt. Moris just let the Killer skip the hooks and the chases, which are, you know, extremely significant time-consuming activities that help balance the game.
And again, no Killer offering has as large an impact on a game as a Mori offering. You can burn a map selection offering, but Survivors could negate it with their own. You can burn a Putrid Oak offering, but Survivors have their own version of that as well. But Survivors don't get an offering anything like a Mori. Nothing they have directly impacts generator repair progress (their main objective), so how is it balanced that the Killer gets an offering that aids in their main objective (killing Survivors).
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I'm gonna bump this because Moris are still an issue (and will be until BHVR addresses it).
One idea might be to take Mori offerings out of the game, but allow Moris once the Exit Gates are powered.
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I like your suggestion, but one condition. The Killer isn't allowed to cancel his hatch close animation halfway through. This prevents him from faking the hatch close while the Survivor tries to run, and gives the Survivor a chance to actually lose him.
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Legion's background story alludes to using substances yes, but they don't have any add-on, animation, or description in their power that would indicate they're on crack. Also their hands are pretty steady holding their knife the entire game until their power is exhausted, so I don't think it's crack.
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@Blueberry said:
While I get what you're saying, I could give the EXACT same argument for multiple things the survivors have.We're not talking about multiple things, we're talking about one thing: Offerings. There is no offering for Survivors that matches the impact a Killer's Mori offering has on a game.
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@Master said:
Insta heals increase survor lives by one or even by two in the ultra rare case. How is this balanced?Again, insta-heal medkits are items, while Moris are offerings. That would be like comparing Huntress Iridescent hatchets with Survivor Petrified Oak offerings. Two completely different categories of things. It makes no sense to pair them.
My point remains that an offering is giving the Killer a major advantage versus the Survivor team, and Survivors don't have an offering of equal impact. I propose that either Moris be removed as offerings, or Survivors are given an offering that immediately completes 25% of a generator's progress when the game starts.
Sound ridiculous? Good, because that's basically what a Mori is, an offering that allows the Killer to complete his main objective significantly faster.
And to be clear, I play both sides. Moris have never felt balanced regardless of which side I played on. The game is a breeze on the Killer side with a Mori, but an almost certain loss on the Survivor side.
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@Carpemortum said:
Instant medkits that heal from dying to full are uh...pretty frustrating to deal with while they're wiping the blood from an already finished chase. Just to start it fully over. Like a full extra life. If only the killers had something to counter that by removing a life....Medkits are ITEMS, Moris are OFFERINGS. You can't compare the two. Items are supposed to have a noticeable effect on the game, offerings should be superfluous. You're missing the point. Whether insta-heal medkits are OP or not is a discussion for another thread.
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@PigNRun said:
They give up the BP they earned on getting it,5,000 or 7,000 BP to gain an advantage that almost guarantees a win in your next game? Sure, I'll take it.
they give up selecting a map most fitting for their killer
When you can cut your match time in half with Moris, lack of map selection will more or less even out.
they give up increasing BP gain
A guaranteed win may be just as good or better than BP gain offerings.
It really doesnt matter what the Survivor alternative is, because while there isnt, Survivors can coordinate to have 4 impactful offerings as opposed to 1.
The only stackable offering that might make a small to medium difference are Petrified Oak, and you'll be extremely lucky to find all 4 survivors that have it. It's much more likely the Killer will have a Mori offering.
And, yes, Moris do have a counter. Its called not hook rushing, good stealth and lengthy chases.
So basically playing the game as a Survivor normally would, but the other team is given a significant advantage against you they don't normally have. Got it.
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I think teleportation in general was a bad idea for a killer power in a game where the killer is supposed to be melee only. What's the point of having distance on the killer if they can close the gap immediately?
It's utter nonsense that BHVR would create a killer that ignores almost all the game rules and mechanics that they put in place. Sure, some killers like Huntress, Doctor, and Myers can "break" a rule or two when certain conditions are met, but Nurse breaks almost every single one that gives survivors a chance when being chased. Her power has no ammo system, and the drawback of getting fatigued for a second hardly makes a difference once you've hit a survivor and can track them by their blood, scratch marks, and grunts of pain. Comparing her to other killers:
Huntress can shorten pallet loops and break window vaults, but only IF she has hatchets AND she has enough time to wind up AND she must have line of sight of the survivor.
Doctor can break pallet loops and window vaults, but only IF he's in range AND he times his shock well AND he's in Therapy mode AND he must endure a move speed penalty.
Myers ignores the injured health state, but only IF he's spent a significant amount of time to reach Evil Within III AND he's within melee range AND he sacrifices his smaller terror radius.
Nurse? IGNORES pallet loops, IGNORES window vaults, IGNORES pathing blockers, IGNORES height differences, IGNORES distance gaps, and with additional chain blink addons, IGNORES her own mistakes and her power's cooldown.
Unlike other killers, Nurse's power has very few conditions it needs to meet to be effective. At high ranks, Nurses often end chases within 10 seconds. From there she uses BBQ to find her next victim and snowballs the rest of the game (similar to Hillbilly). She murders far too quickly for Survivors to do anything. Just because she requires a little more skill than other killers doesn't mean she should be allowed to ignore the vast majority of game mechanics everyone else has to obey.