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tehshadowman33

tehshadowman33

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tehshadowman33
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  • @powerbats said:

    @tehshadowman33 said:

    @adalesmo said:
    How can they really find it fair to have an add-on for someone who can go invisible with no indication whatsoever where they are but also no idea that they're using their ability? There is no counterplay whatsoever. Every other strong add-on for every killer has some counterplay on some level (exception being nurse and exhaustion add-ons that remain broken).

    No counterplay?
    I came up with some:
    1) Premonition/Spine Chill
    2) Generator tapping

    I run Premonition and get told it's trash and they shouldn't have to run it despite the fact it works on every killer except Tier I Myers. I've also never been gen grabbed by a Spirit running them even when not running Premonition.

    You can see grass moving, crows get disturbed by her passing, corn maps make her super easy to spot, you can gen tap, move around while doing the gen etc.

    True, I forgot about that.

    It works with Freddy too.

    If you work on a gen, sit on a side with at least two of your exposed sides near grass. If it moves, immediately stand up and start running. This won't work on certain maps like The Game, which doesn't have movable terrain.

  • @Milo said:
    Remove the "Only activates in a chase"
    This will be a big buff

    I'm fine with this. It would make it more consistent with the rest of the exhaustion perks.

  • @The_Crusader said:
    I said this before. They should turn back to yellow at the same time the hatch opens, which is after the entire sacrifice animation has fully played out.

    If the hatch can't open earlier because it thinks a sacrifice hasn't fully completee then why do the lanterns turn back early?

    Exactly. It's freaking stupid. I've had to carry survivors over to hooks with lanterns nearby. Then I have to pray I have enough time to smack the lantern before my 5 seconds are up and it turns yellow.

    On another point, the spawning patterns for the lanterns are so random. More times than not, they all seem to spawn in one concentrated area with a few spawning near the middle-outside.

    On a third point, when you reset a lantern (you hook a glowing survivor), it should aura highlight where the lantern respawned on the map. I have literally no idea where the lantern respawned when I hook a glowing survivor. I haven't even confirmed if lanterns can respawn on places already broken.

  • @TheRealDweard said:
    Not to mention the bp points were weak compared to the other events.

    I've wasted my life grinding out for this event.

  • @scorpio said:
    They should stay red through the entire dying on hook animation. That would make the event waaayyy better. But at least they fixed the point system for killers so it's not nearly as bad now.

    EXACTLY. I get cheated out of a lantern like 30% of the time.

  • I'm pretty sure holding the game hostage as survivor only counts if you do some exploit that makes it impossible for the killer to reach you.

    By doing that, they cannot pick you up, so therefore, you hold the game hostage.

    Similarly, the killer can hold the game hostage by bodyblocking.

  • It's kinda bullshit though, if you think about insta heal + adrenaline..... You basically make it so you'd have to hit a survivor four times to down them. That's pretty ridiculous.

    Adrenaline should give you the broken status effect, so you can't stack adrenaline and insta-heals.

  • @palotheas said:
    Does blindness stop survivors from seeing where the exit gates are when the gens are powered, or is it like when a survivor is hooked and you can still see the initial bubble? I still think the hook bubble should dissapear too.

    It prevents all aura from appearing if you are blind. Exit gates, everything included. Yeah, survivors can see initial bubble... That should be removed if they are blind, I agree.

  • @pemberley said:
    The territorial imperative perk should be upgraded to where the killer can see anyone in the basement at any time. And have an effect that anyone who is not being carried or hooked/unhooked that enters the basement gets exposed. 

    That would be too strong. Unless you were running Distortion, against Nurse you're pretty much making it 100% impossible to save anyone from the basement.

    You cover so much ground as Nurse, that there'd be no counterplay because aura reading = free hit as Nurse.

    Then you'd have two people hooked in the basement and it'd snowball down from there.... You'd have only two players left in the game then. It's kinda the equivalent of a no-condition mori at the start of the game, providing you get a basement hook... See my point?

  • @adalesmo said:
    How can they really find it fair to have an add-on for someone who can go invisible with no indication whatsoever where they are but also no idea that they're using their ability? There is no counterplay whatsoever. Every other strong add-on for every killer has some counterplay on some level (exception being nurse and exhaustion add-ons that remain broken).

    No counterplay?
    I came up with some:
    1) Premonition/Spine Chill
    2) Generator tapping

  • @Boss

    And yeah, sounds are messed up. I have to crank the volume up and down like a yo-yo. It's annoying.

  • I mean, especially with the single target blindness addons. If I down someone, hook them, it's essentially doing nothing. That 30 second will pass and they hang from the hook. It provides no value.

  • Also, while we're at it. Any Killer addon that applies blindness needs to have a duration of 90 seconds. Why? Because blindness is a status effect that only comes into play if you're not the one getting chased.

    All current addons that apply the blindness normally only come into effect if you're actively chasing someone and applying it on them:

    Amanita Toxin - 30 seconds = No game effect. Single target.
    Kerosene Can - 30 seconds = No game effect. AoE, but still survivors do not stay near each other.
    Blind Warrior - ? - No time duration found on wiki. Single target.

    Therefore, the duration must be 90 seconds minimum. I would probably suggest 120 seconds, though... Addons slots are valuable. This gives you JUUUUST enough time to apply blindness to one or two survivors and get into a prolonged chase with a third person.

    By the time you hook that third person, you'd have about 30-40 seconds of blindness on the other survivors.

    Just buff Vigil and we're good.

  • @Boss said:

    @tehshadowman33 said:

    @Boss said:

    @tehshadowman33 said:

    @Boss said:
    Awww, but i actually like Territorial Imperative.

    As it stands, it's more niche than even Spies From the Shadows.

    It's only good on Bubba because he's a death machine in the basement.

    Oh that's not true.
    I've used this Perk a lot before on Hillbilly and a few times on Windstorm Wraith, with success.
    When it triggers, just race to the basement and you'll catch them in time.
    With Hillbilly, i always managed to keep 1 in the basement, while with Wraith, i always managed to at least deal 2 hits and also avoided triggering any Borrowed Times due to being cloaked.

    I haven't used it on any other Killers though.
    Not because they're bad on them, but just cause i mostly play those 2 guys.

    The Perk has WAY more uses than just Cannibal camping.

    It's pretty much only good on killers with an instadown, exclusively. Wraith, there's sooooo many better perks to run on him to augment his vanilla M1... I mean, by that logic, it would be even better on Nurse b/c you can get there faster than wraith.... But I wouldn't take that perk, I'd take Stridor as I can track injured survivors through walls, etc., No line of sight required.

    Stridor is rendered useless thanks to my headphones.
    I don't mind it existing for other people, but i'll never need that Perk.

    Many better Perks for Wraith does not mean that TI is a bad Perk for him.
    Only good on instadown Killers is a great opinion for you to have. I have a very different opinion, as in that it's really good on him when you use it in a different way than you do. :)
    If line of sight is a problem for you, here's a tip: You don't even need line of sight, the Perk triggering is more than enough.
    Just memorize in which building the basement is (Killer shack or the main building of the map) and you're good to go! :)

    if i can't change your opinion, so be it, but from what i know, you're underestimating this Perk and ask for an unnecessary buff.

    By line of sight, I was referring to Stridor. If I'm playing Nurse, vs. a solid wall jungle gym or the cabin in Mother's dwelling and a competent survivor, I can gauge my blink distance by following the pain cry. It doesn't matter if they try to juke.

  • It would give a little more value to Hex: Third Seal.

    It would also synergize well with other hex builds.

  • @Boss said:

    @tehshadowman33 said:

    @Boss said:
    Awww, but i actually like Territorial Imperative.

    As it stands, it's more niche than even Spies From the Shadows.

    It's only good on Bubba because he's a death machine in the basement.

    Oh that's not true.
    I've used this Perk a lot before on Hillbilly and a few times on Windstorm Wraith, with success.
    When it triggers, just race to the basement and you'll catch them in time.
    With Hillbilly, i always managed to keep 1 in the basement, while with Wraith, i always managed to at least deal 2 hits and also avoided triggering any Borrowed Times due to being cloaked.

    I haven't used it on any other Killers though.
    Not because they're bad on them, but just cause i mostly play those 2 guys.

    The Perk has WAY more uses than just Cannibal camping.

    It's pretty much only good on killers with an instadown, exclusively. Wraith, there's sooooo many better perks to run on him to augment his vanilla M1... I mean, by that logic, it would be even better on Nurse b/c you can get there faster than wraith.... But I wouldn't take that perk, I'd take Stridor as I can track injured survivors through walls, etc., No line of sight required.

  • @GraviteaUK said:
    I personally think Lullaby should be a Hex but not in the traditional sense.

    I think they should make it like NoED, it's only disabled once ALL non lit totems are gone.

    Most games you won't get 5 hooks and cleansing dull totems is not a hard task but it would give lullaby more value. The only people i see using it in it's current state is Baby huntresses that have nothing better or Skillcheck docs.

    Exactly, most games you won't even get 5 hooks.

  • @Boss said:
    Awww, but i actually like Territorial Imperative.

    As it stands, it's more niche than even Spies From the Shadows.

    It's only good on Bubba because he's a death machine in the basement.

  • @GraviteaUK said:
    I personally think Lullaby should be a Hex but not in the traditional sense.

    I think they should make it like NoED, it's only disabled once ALL non lit totems are gone.

    Most games you won't get 5 hooks and cleansing dull totems is not a hard task but it would give lullaby more value. The only people i see using it in it's current state is Baby huntresses that have nothing better or Skillcheck docs.

    I mean, you wouldn't want to run ruin and lullaby together as you're potentially losing half of your perks in the first 60 seconds of the game. But a failed overcharge + lullaby is a nice 11% regression. Ruin is a flat 5%

  • @Dreamnomad said:

    @tehshadowman33 said:

    @JanTheMan said:
    No, it's just more grind. I don't even care about the bloody clothes anymore with all the new cosmetics.

    Incorrect. You do get a slight higher % chance of getting more rares, very rares, and ultra rares and less commons and uncommons in your blood web.

    I've seen Youtube videos that contest this. A guy spent 1,000,000 bloodpoints on a P3 bloodweb and a non-prestige bloodweb and then put every purchase into a spreadsheet to compare the total number of each rarity. The difference was virtually non-existent. This is pretty consistent with my experience too. Any difference in rarity in the bloodweb is so negligible that it might as well not exist. Prestige only if you want the cosmetics imho.

    That guy's sample size was too small to make a statistical correlation.

  • I like it. Vengeful Roar would need to be a hex perk though, it's too strong.

  • @JanTheMan said:
    No, it's just more grind. I don't even care about the bloody clothes anymore with all the new cosmetics.

    Incorrect. You do get a slight higher % chance of getting more rares, very rares, and ultra rares and less commons and uncommons in your blood web.

  • @Vert3x said:

    @tehshadowman33 said:
    If my math is correct, at 20% recovery, a T3 Sprint Burst would take 72 seconds to fully recover. This of course, doesn't include the fact that you'd probably gain one or two, maybe three seconds near corners while you wait for Killer to commit to a direction and continue chase.

    There's definitely ways to get sprint burst twice in a chase if all it takes is 72 seconds in that case.

    Nice observation about sitting at corners without running to locate the killer better, it's important to point out that these situations only occur when the killer loses distance off the survivor, leaving them room to either try to stealth away or to do whatever, even simply to recover his Exhaustion.

    Now when talking about those 72 seconds that you came up with, unless I misunderstood what you were talking about, it would definitely take longer than that with my idea applied.
    20% = 20/100 = 1/5 = 0.2
    40 seconds / 0.2 = 200 seconds, or 3 minutes and 20 seconds.
    You either messed something up with your calculations, or you were talking about the old Vigil being applied to the Exhaustion that used to recover at 50% while running instead of 0% like now, which isn't out of context but I believe that you should've specified that if it's the case.

    @poopman said:

    @Vert3x said:
    I recently started using Vigil again to test out how it feels, and yeah, it is definitely not worth it to use it for how it is now, so one really simple thought that I had about it was to make that 20% bonus apply no matter what.

    Now, before I explain better, I would like to point out that I don't want to specifically refer to cases in which you're the perk holder or in which you're being given the buffs of the perk by someone else via range, but I'd rather talking specifically about the effects that the perk applies and how to possibly improve them.

    So, what Vigil does is grabbing those 5 negative status effects, check if you're affected by them and if they're timed effects and if they are, it's gonna apply a 20% bonus speed in recovering from them.
    The thing is, specifically referring to Exhaustion, when the standard recovery speed of the effect is set to 0% (after the nerf that Exhaustion got back in July, while running it's always gonna be set to 0%), Vigil isn't gonna increase that for some "proportionality priority" reasons.

    Well, my point is that exactly those proportionality priority reasons should be worked around to just make sure that while you're running and you're affected by Exhaustion (with Vigil on), you should recover at 0% + 20% = 20% the normal recovery speed, that way you'd make the perk less useless, and at the same time you wouldn't get to the old 50% recovery speed which kind of sucked to deal with as killer, especially when it came down to Sprint Burst.

    Let me know if you guys like this idea, I think that this perk is currently not overly bad, but it's definitely been forgotten by people and that's kind of sad since it used to be way more useful back in the days.

    I'm a Killer main but I think this actually sounds like a good idea.
    Especially because it would discourage Killers more from chasing people for too long and instead get back to doing the actual objective and trying to catch survivors offguard more.

    Definitely agreed, I love to still see people supporting this, even though knowing the commitment from this development team and how much they ever look into these forums, this is likely to be never thought about or it's likely to have it implemented but just because they think themselves about it. I really feel like they should look more into these forums and check out some supported ideas about anything.

    If you're saying 3 minutes and 20 seconds, I'm fine with that if you're using vigil for that. There's only a few maps where looping can be done for that amount of time.

  • @ClogWench said:
    tehshadowman33 said:

    To clarify, the buff to Territorial Imperative would basically have aura reveal for the basement AND killer shack. There's like only one map I think that can spawn without a killer shack.

    Game and Lerys both lack the shack. But it's still a direct buff to the perk so honestly that's fine

    Which wouldn't matter anyways, as both of those maps are both massively killer sided, so honestly having it not come into play for those two maps is fine.

  • @Orion said:

    @tehshadowman33 said:
    Based on sloppy butcher + 25% healing speed = 51.5 repeating second duration to heal
    Dear god. I wonder how high we could get that even further.....
    Dying light wouldn't matter, b/c the penalties would cancel each other out.
    But assuming you're playing Freddy w/ action speed slow-down.... And no failed skill checks... With Caulurophobia... That'd be.... I have no idea how to calculate that.

    Say what? I did the math, it's 80 seconds if you're healing at 25% speed. Also, you could change this like Heroes of the Storm and make it so only the highest buff or the lowest debuff applies in any given situation.

    80 seconds = 25% self-care + Max penalty nightmare action penalty 75% + 50% colourophobia penalty + 20% sloppy butcher penalty

    That doesn't sound right.

  • Based on sloppy butcher + 25% healing speed = 51.5 repeating second duration to heal
    Dear god. I wonder how high we could get that even further.....
    Dying light wouldn't matter, b/c the penalties would cancel each other out.
    But assuming you're playing Freddy w/ action speed slow-down.... And no failed skill checks... With Caulurophobia... That'd be.... I have no idea how to calculate that.

  • FINALLY, someone remembered them talking about this. I agree, Predator needs SOMETHING in order to make it better. It's sooooooooo bad.

  • You're ######### out of luck if you're running balanced landing on shelter woods though. LOL!

  • @ToxicFengM1n said:

    @tehshadowman33 said:

    @ToxicFengM1n said:

    @DelsKibara said:
    Holy crap! That would make Terror Radius perks much more useful!
    I can already see myself playing against a Doctor with Unnerving Presense and Ruin.
    Just when I thought I was safe.
    Ding
    Boom

    Unnerving presence+overcharge with this change good god

    Thee gen strat doctor intensifies! >:)

    Doctor laughter
    Loud explosion noises

    Oh dear god. If you run the 'sniper' doctor build with interview tape + green range addon. Some maps you can completely lock that stuff down.

  • @Peasant said:
    Something super cool about the yellow mori is that it does not require you to hook the last survivor before killing them.

    If you have a totally ######### game, I guess if you run rancor and a yellow mori, you have two options.
    1) Mori obsession
    2) If obsession escapes, mori the last guy left

  • @ToxicFengM1n said:

    @DelsKibara said:
    Holy crap! That would make Terror Radius perks much more useful!
    I can already see myself playing against a Doctor with Unnerving Presense and Ruin.
    Just when I thought I was safe.
    Ding
    Boom

    Unnerving presence+overcharge with this change good god

    Thee gen strat doctor intensifies! >:)

  • If my math is correct, at 20% recovery, a T3 Sprint Burst would take 72 seconds to fully recover. This of course, doesn't include the fact that you'd probably gain one or two, maybe three seconds near corners while you wait for Killer to commit to a direction and continue chase.

    There's definitely ways to get sprint burst twice in a chase if all it takes is 72 seconds in that case.

  • Increase all current levels of wiggle by 25%

    Increase hook blindness by x meters.

  • Let me remind everyone, that Kate's Boil Over is a teachable at 40, lol! (That's the highest level unlockable).

  • Insert remark about difficulties of licensing trademarked characters and licensing characters with ambiguous authorship.

  • I am fine with this. It still won't make overwhelming presence viable though. You'd need to make overwhelming presence to work only when survivors are NOT in your terror radius.

  • @Stinky said:

    Was that an intentional Doctor pun?

    I assure you it wasn't intentional.

    Pretty funny though. I can't calm down about it.

  • To clarify, the buff to Territorial Imperative would basically have aura reveal for the basement AND killer shack. There's like only one map I think that can spawn without a killer shack.

  • Hiding your red stain can have a huge impact on making plays. Especially for short killers.

    If you had a short CD, you could do some nasty stuff with Freddy or Hag.

  • @Stinky said:
    I'm not arguing that Locaters on The Doctor isn't superfluous, they are.
    And I can see that having more than one Locater can feel a bit necessary on certain Killers like Legion, as he doesn't have any "instant downers" and such.
    But a bit of restraint would be in order. Like on the smaller maps, an All-Seeing Nurse is a bit much.
    Maybe restrict locaters and buff some of the other Perks, like Thanatophobia. Extend the playtime a bit.
    I feel a bit of balancing in this regard would make for a more enjoyable experience for everyone.

    Was that an intentional Doctor pun?

  • @PigNRun said:

    @tehshadowman33 said:

    @PigNRun said:
    Doctor is a tracking Killer. If you are using tracking perks on him, its waste of perk slots (except for maybe Iron Maiden). And, sure, tracking is good. But tracking isnt OP when you can lengthen chases a lot as a Survivor.

    Now, as for the main suggestion, it is no way near close enough to have no Exhaustion. Killer tracking perks have massive counterplays, which is why only ever stick to two of them at a time at most.

    • BBQ has 4~5 counters, and you can easily tell when its coming.
    • Nurse's Calling is a bit situational and punishes bad practices on Survivors.
    • Rancor reveals your aura and is only dangerous for one person.
    • Discordance might be a bit more difficult to notice, but so so so easy to make it worthless.

    All others are just #########.

    Rancor doesn't count as aura. It's just a noise notification.

    Yes, I mean reveal your aura as Killer. Thats the counter.

    Oh, I misread your earlier statement. My bad. You meant the aura the survivor sees. Gotcha.

  • @PigNRun said:
    Doctor is a tracking Killer. If you are using tracking perks on him, its waste of perk slots (except for maybe Iron Maiden). And, sure, tracking is good. But tracking isnt OP when you can lengthen chases a lot as a Survivor.

    Now, as for the main suggestion, it is no way near close enough to have no Exhaustion. Killer tracking perks have massive counterplays, which is why only ever stick to two of them at a time at most.

    • BBQ has 4~5 counters, and you can easily tell when its coming.
    • Nurse's Calling is a bit situational and punishes bad practices on Survivors.
    • Rancor reveals your aura and is only dangerous for one person.
    • Discordance might be a bit more difficult to notice, but so so so easy to make it worthless.

    All others are just #########.

    Rancor doesn't count as aura. It's just a noise notification.

  • It's only for meme builds. Any perk that rewards you for doing poorly (Unrelenting, etc.,) are usually bad by themselves.

  • OK, cool. It's less useless then. I have tons of them in storage.

  • I admit, that was a good video. Already seeing results. My new complaint is that we should remove all see-through tiles.

    I hope he does mindgaming tutorials for building structures next (I.E., Farm, Thompson House, those ######### houses on Haddonfield/Springwood, the god window in Ironworks of Misery, etc.,)

  • Sometimes the lobbies bug. I exit the lobby, and create a new lobby. Seems to work ok.

  • I mean the increase to terror radius on pig to 32m makes the Unnerving Presence + Distressing Presence meme build with Razor Wire + Interlocking Razor addons slightly more viable.

    But still, why would you even run that build in the first place?

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