thrawn3054
thrawn3054
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- thrawn3054
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I like the idea. I feel like it adds to their character. It would require alot of testing to ensure nothing is broken. I don't think this would lead to a survivor meta if the benefits are small enough. Most people will still play who they want and not care about the buff. Some will care, but only the biggest tryhards.
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I'd say you can't know they are still in the area. They could have ducked into a locker. That said I don't think you can be blamed really. When killers camp half the time it's because of a survivor. Not to say there aren't times those they camp just because. But I've noticed as a survivor I recognize more when a killer is just a camper and when they know someone is nearby.
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If I know it's safe, sure. Alot of times it's better to move though.
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I've had a few. Mostly about not getting unhooked. Funny thing I would always get those when the killer camped.
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Long as I didn't have to put points into Bubba I don't care why.
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I hate facing Lullaby far more then Ruin. I thi k it's fine as is.
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They instituted it to avoid people hacking infinite blood points. That said I'd be good with a jump to 2 million.
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I think tokens would be a good way to go. It would add versatility and extra control for the killer.
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I suspect they made it this way so the last survivor couldn't hold the game hostage.
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It would require alot of testing to be sure balance isn't obliterated. Maybe pick one perk of each survivors unique perks. In Claudette's case let's say Botany. Now give it an extra 5% to the healing speed and med kit efficiency. Not too broken I think. Just a nice little buff. Then go down the list. You could make non meta perks receive a bigger buff to make that character more appealing.
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@darktrix said:
I do NOT want to sit behind a generator longer than I have to. And when there is 1-2 survivors left it is highly unlikely gens are going to get done anyway.
That's the point though. To give killers time to establish pressure. A 15% regression after a kick would only be 12 seconds. 12 extra seconds on a gen would hardly be a big deal.
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Adrenaline is fine. Gen rush (I really hate that term, we don't have kill rush after all) is because gens can be repaired too fast. I and many others have made suggestions to deal with this. I do support a penalty to repair (and healing others) while you're injured. Nothing crazy. Maybe a 10% penalty.
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Bond is fine as is. If anything I'd prefer a range increase, but that's another matter.
Empathy is also fine.
Aftercare I haven't used so I'll not register an opinion.
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Basically what everyone said here. He has an insta down. Spirit doesn't. He has the best map pressure. Not to say he stomps her. But I'd say Billy is number two. Number one on console.
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I don't play either, so I can't.
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I keep getting match with killers 5 plus levels higher then me.
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It's fine. The killer can open the door if they're bothered.
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Should it result in a ban? No. But as far as I'm concerned it is a form of griefing, and needs addressed.
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@Krowplex said:
I could waste 50m bloodpoints on prestiging every survivor, or I could spent 50m bloodpoints on my main.
@Krowplex said:
Yeah, blood clothes. But for a survivor you will never play? You always play 1 survivor anyway. MAX 2. The others remain untouched because you always play with the same one.
I actually play about 4 different survivors.
It would cost more then 50 million BP.
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@KillermainBTWm8 Lol. Jesus, that's alot of Mori's.
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I go back and forth on this. Killer can be fun until you hit the 4 man swf on a bad map.
I pretty much play solo survivor when I play survivor. Alot of the time it's just incredibly frustrating. I seem to always get paired with the worst possible teammates. I'm mediocre at best, but compared to them I'm a pro.
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I play normally. Though they don't get a second hook.
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@BigBlackMori said:
OP, you avoid red ranks. That makes everything else you said invalid, because you don't actually play the game at the highest level. Good analysis, but it's based on incomplete information.
That is simply absurd. The majority of the players won't be red ranks. Their opinions of the game are invalidated by that? The entire game can't revolve around the ultra competitive people. It is in the end a game. Games are meant to be fun.
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I didn't feel it would be pay to win until I thought about addons. That actually makes this a bad idea.
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@AntiJelly To give those the option to just play without fighting through the grind. There are times you want to try a build but can't because you lack the perks to do it. Some people enjoy the grind others just want to enjoy the game.
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@AntiJelly I was thinking about it as a possible solution to people wanting a reduced grind. This would reduce it for those who want that. While leaving the grind in place for those that want it. I'm not saying it's a good or bad idea. Just curious what others thought.
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@Chaotic_Riddle I was thinking more like a loot crate.
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@Dwight_Fairfield I'll never understand why survivors are such ######### when they have an easy game. Like okay the killer struggled here and you won. Why are you being a dick about it?
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It's just an idea they're looking at. Nothing is set yet. Overall I like the idea. I do think changing it to two protection hits might be a better route though.
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I feel bad for killers when. I can clearly see they're struggling alot.
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It amazes me how many people instantly down voted instead of reading the entire OP. I do have to disagree with people who say MoM rewarded you for playing badly though. Taking hits is a natural part of the game. No matter how good you are it was going to happen. That said if they do change it I'm all for it as it was a bit obnoxious.
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Because people always argue it's supposed to be a hard mode. Which is fine. There should still be an upside to running a perk though. I'd remove the grunts of pain, the injured music, and add a BP bonus. That way you're still dealing with the handicap of being injured all game while still gaining something useful.
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Tunneling is allowed so there's nothing to be done about it. I share your frustration. You wait forever to get a lobby, hopefully you don't get dodged, and then you get run to ground and are dead in two minutes. Half the time playing survivor feels like a waste of time anymore.
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@TreemanXD I didn't have much else to work with. I did find it helped fit my style though.
@Ember_Hunter That was basically how I played her. Tried to get a couple of gens done and make the saves.
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My original build (I started with Claudette) was Self Care, Botany Knowledge, Empathy, and We'll Make It. I kinda miss that build.
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Slippery Meat: Let's face it, the extra chances to get off the hook won't matter. Yes on occasion it'll pan out. But mostly a waste. I'll add in a potential fix. How about it increases your wiggle speed. This could end up being extremely toxic so it would need careful testing.
Monsterus Shrine: Absolutely useless. Extremely situational with terrible pay off. As a fix make it so anybody who enters the basement suffers from the exposed effect for 30/45/60 seconds.
Deja Vu: Useless for anyone not new to the game. A possible fix would be to make it act like a map. Whenever you return to an area it reveals the aura of any item a survivor can interact with.
Left Behind: With the end game collapse it's a completely dead perk. My solution have it give you a haste effect like Hope does.
No One Left Behind: It's too situational to be viable. Change the effect to whenever you unhook somebody and reduce the blood point gains to keep the farmers at bay.
Open Handed: The range is too short and relies entirely on others having aura reading perks to be truly useful. Change it to reveal your perks to other survivors when within so close a range.
Saboteur: Too slow and the added time is laughable. Change the speed with each tier to 50/65/80% of normal speed and make the broken hook last 30/60/90 seconds longer then the 3 minute base.
Streetwise: It's not a bad concept. The values are too low though. Maybe 20/25/30% would make it viable.
Up The Ante: Absolutely useless. Either luck would need to play a larger role in the game. Or a large jump in the luck bonus would be needed for this. The only other option would be a complete rework.
Wake Up: Fine idea. The values need increased for it to be useful though.
Beasts of Prey: With the blood lust conditions it's useless. How about while in chase you lose your terror radius for all other survivors instead. This could allow for some ambush attacks.
Coulrophobia: It's too limited to be viable. Add in repair speed, and it could be amazing.
Hangman's Trick: Never used as sabo isn't a big thing. Perhaps an increased sacrifice speed would make it useful.
Overwhelming Presence: Franklin's Demise does a better job if you want to screw with their items. Change it so a failed skill check in your terror radius does additional regression. 10/15/20% maybe.
Predator: Only makes the scratch marks more confusing. How about instead make the noise made by footsteps 20/35/50% louder.
Territorial Imperative: Even if you get the notification you'll likely be to busy to take advantage. How about instead each time someone enters the basement you gain a stack 2/3/4 at max. For each stack you gain an one percent increase to your movement speed.
Unrelenting: People tend not to pick a perk based on failure. How about each time you are stunned you get a slight movement speed increase say 2/4/6% for 6/8/10 seconds.
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Pumping out 1 every 3 months is already alot. That said a random map here and there might not be too taxing.
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I think a better approach is adding a base amount of regression when a gen is kicked. What I mean is say a killer kicks a gen and it immediately regresses 20% (the number could be different obviously) then begins it's normal charge per second regression.
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You might want to edit the photo so you don't get dinged for naming and shaming.
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It really isn't. As others have said, give it time and you'll feel differently. In the mean time just have fun. Enjoy the game, and try to learn from each trial.
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Everything is OP for new players. Because all new players suck. That said if you're new, just do the gen. If you miss the Hex skill check, you miss it. It's not a big deal.
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@NoShinyPony I agree a minimum/maximum distance would be better. I think it might prove more problematic from a coding standpoint though.
@Free_Hugs I know. What I'm saying is they should revert back to the 15 seconds for the last survivor.
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I hide nothing. Jane is the most attractive survivor to me. If it was Feng, I'd say it loud and proud. I just don't like trolls ######### talking one of my mains.
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@TheRoyalOwl said:
I think wglf or "we'll make it" would probably benefit more from it, as borrowed time has its purpose.
Mostly because it'll be a bit redundant if all three had it.
I don't think it would be redundant though. It would help solo players make better informed choices. That can lessen the gap between solo and swf.
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@I_Eat_Worms Firstly, I don't have a fetish for any of the survivors. Well maybe Jane, but that's more an infatuation. Secondly, I did tell you what to do. You won't listen of course. Trolls never do. Thirdly, silence troll.
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Silence troll.
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I don't think most people want a free escape. They just feel the difficulty is a bit too high. They could test 15 second gate opening times for the last survivor. That might even it out a bit, while leaving the killer the edge.
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######### is the fixation with an ugly outfit with ridiculous ears?
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If you had said a reduced gate opening time I'd say okay. 99% you I either trolling or brain dead.