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hahmraro

hahmraro

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hahmraro
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  • Pig is a consistent killer and doesn't deserve any nerfs or buffs, it is in the perfect place right now imo

  • Nice bait

  • @Peanits said:

    Like a lot of things, some Trapper love is on the wishlist. There is no solid plans set in stone just yet, but one day if we can squeeze it in, we can take a look and see what we can do.

    The simple version is that he's not forgotten, there's just other things that take priority.

    Thanks you for that. Is good to know he is not forgotten. He is the face of the game!

  • How is Plague, a killer that has perma instadowns at worst, and long range attacks at best, the worst killer in the game?

  • I don't respect anyone who overestimated Billy, especially by saying it's better than Spirit.

  • It's not a game over because you can still strugle out of their grasp and open the exit-gates. You have to be lucky at that point but its not game over yet.

  • @TAG said:

    Relentless, Bitter Murmur, Fire Up, NOED. All perks making up for failure!

    Somebody has to make a video doing something like this on Plague with Iridescent Seal. The "Don't do gens build". Swap Unrelenting with Rancor or Tinkerer and you have it.

  • The old Freddy wasn't as bad as people said he was, but he definitetly needed a buff. The rework was always asked by survivors tho

  • The charge time not stacking makes a lot of sense. Two 50% charge reduction means 100% reduction aka instant charges.

    If cooldown addons stacked with Unrelenting and STBFL was applied to ambush, it would actually be too strong. You can deny almost every loop in the game, without any mindgame: Miss ambush, instantly recover, no penalty. Hit ambush, STBFL ftw. Not even gonna mention how the instant recover from missed ambushes would be exploited during open chases. The survivor is running to a pallet and you won't catch him? Ambush, miss and close the gap instantly, without any drawback. Pig would be almost like old Legion at this point.

    I can't believe I'm saying this but the devs decisions here actually make sense (except for the Huntress Lullaby one. Really can't understand why it wouldn't work with the boxes).

  • Good players can do consistently well with Pig and Legion at red ranks, just look at Tru3. But Trapper, Wraith, Doctor and LF, at red ranks, if you play exactly the same for 10 games, 4 would be good/great and 6 complete disasters. Inconsistency despite skill is what makes these killers need a buff.

  • You will only get more than one down with LF if the survivors ''let you''. You may think you are a living god with LF, but truly, multiple downs with its chainsaw is not really up to the killer but rather the survivors.

    The Cannibal is good at punishing mistakes BUT Billy also does the same, but much, much more. The only thing it has going for him over Billy is multiple downs, but as I stated, it's not up to you alone as killer to guarantee that. The dependance on survivors playing on your power is what makes a killer low tier. Nurse and Spirit don't need that, that's why they are high tier.

  • Faster progression on every hook is the obvious change that would make it usable.

    Making it the same but using it adds another basement wouldn't be used much but would be in every basement build, which is fine.

    Honestly, those are the only two reasonable changes.

  • I find the perk system really boring. It sounds fun on paper, with more diversity of playstyles, but in the end only a handfull of perk builds will ever be played more than ''rarely ever''. That and the fact that most M1 killers have a very similar playstyle despite their unique powers, and all survivors have the same playstyle despite perks, honestly.

    I think it would be interesting if the characters teachable perks were made base kit for each one, and balanced for that so it wouldnt be too OP. Like, Trapper would always have faster speed while carrying, faster pallet breaking, etc. Feng would always be able to see the killer breaking pallets, and so on. That would make characters truly unique, otherwise the only reason I have Adam bought is for his Deliverance.

  • Keep in mind that if you see/hear a survivor close to a hooked survivor, you don't need to leave. You will still be called camper nonetheless however it will be the best play.

    Also, you can play whatever the way you want if you have fun. If getting 4k's gives you fun, try to get 4k's despite depips and the post-game chat meltdown it may cause. If playing for bloodpoints give you fun, go for it despite depiping and losing some matches. And so on. Just try not to be an a**hole, that being you facecamp someone or intentionaly letting them bleed out on the ground. Everything else, if you have fun, is game.

  • Why not just make it so when there is an 1v1, that the survivor needs to complete 1 gen to open the hatch. Problem solved.

  • The last survivor was caught, downed, and successfully hooked, after the killer killed everyone else. It's over, why give the survivor another chance, even though there is already a free escape for him, a.k.a the hatch, which he failed to find in time?

  • The movement speed that it already has is good enough (5% per stack up to 15%). The problem with the perk is that it loses a stack every time you attack. Just changing it so it's like Save the best for last, where you only lose tokens if you hit your obsession. Play with you food is probably one of the most satisfying perks out there full stacked, making it so it's like Save the best for last would be perfect and actually pretty viable.

  • You got some good ideas but it's clear that you don't play killer, at least at the same level you probably play survivor. Most of those perks reworks are unrealistic. It all comes down to how that would work from the killer's perspective, and I think you are missing that.

    Hope is beyond insane. 7% for a whole minute? Would be easily the most overpowered perk in the game. But the idea is good: Maybe a small sprint burst everytime the gen you are working on is complete. Not only it would be a more viable perk, but would be probably used a lot.

    Technician: the sound range reduction applying to everyone on that generator is a must, should have been fixed a long time ago. But making it so there is a 100% chance that no explosion occurs is also absurd.

    Distortion: Interesting idea but I don't think it's necessary at all. I don't think the perk needs a rework and it's useful as it is. Obviously if you run a meta build you will never use it, but if you want to change a bit I think it's a viable perk.

    Boil over: I like this idea. Period.

    Left behind: It's a good rework but it would still be an useless perk. At least until they rework the whole ridiculous hatch mechanic.

    Vigil: A strong rework but the activation part bugs me, I think it could be simpler and better. Maybe something on the lines of: Every 60s there is a 25%/50%/75% chance of removing a random negative status effect.

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