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yandere_gamer

yandere_gamer

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yandere_gamer
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  • You are comparing a perk that lasts 2 minutes and only takes 45 seconds to charge to a perk that only lasts 30 seconds and has an 80 second cooldown. That is a bit silly, don't you think? Besides, blast mine being refunded wouldn't necessarily solve the issue you are having, if the killer doesn't kick the gen you trapped in 2 minutes, it might just be that they have perks or a build that works around the need for kicking generators, or the gen you marked was simply too far completed for the killer to get a chance to kick it. I suggest not placing blast mine on the first generator you touch, but wait till you touch a second one, that way the perk has more time on a generator that the killer can kick, rather than only 45 seconds on the generator you charged the perk on.

  • If you mean the generator you kick has to regress to the equivalent of 50%, that means you would be waiting 180 seconds before the perk activates at the earliest it can. It would basically require bringing along regression perks to go along with it, such as call of brine or pop goes the weasel. And even with these you would still be waiting a long time, although I think this idea is a good one too. You would still have to hope however that no gen gets activated before you filled the progress bar up. I think that 180 seconds of charging the perk, only for 30 seconds of use, and then waiting for a generator to get done before you can use the perk again, is way too much waiting and not enough value, so maybe adjusting the numbers could make your idea more viable.

  • I think billy and spirit are on the same level but I would take spirit, while it is true that he has his chainsaw downs and can sprint across the map, I just prefer spirit for her more controllable movement speed, she doesn't have to cancel her power for coming across a wall, she can just walk around it. Also she can use add-ons to get up to billy's speed easily with mother daughter ring, and if you are concerned about losing scratch marks just bring father's glasses and sloppy butcher, or just take stridor and rely on sound. And spirit isn't a guessing game for those that can listen for sounds of pain, footsteps, and movement of corn/grass.

  • This would be dumb, already the hatch exists to give the survivor a free escape for finding it first or having a key, and you want to give the survivor more second chances by making it harder for the killer to know when a gate is being worked on.

  • swap out franklins for agitation and you got a build

  • Anything is possible by adjusting the code of the game to provide a player with an unfair advantage, cheating. However sometimes there is simply a killer that has a good pair of headphones and has their volume turned up loud. It is in fact possible to hear the healthy breathing of survivors and hear their footsteps as they walk, they are slightly quieter than the spirit's footsteps but it is possible to hear them.

  • The only perks I am concerned for when it comes to buffs is monstrous shrine, enduring, and predator.

    Monstrous shrine needs a buff because it sucks.

    Enduring should work for head on stuns.

    Predator hurts the killer, even though it is a killer perk.

  • Yeah lets just ban people for playing in a way that we don't like. I don't like survivors camping pallets so lets just ban them. I also don't like it when survivors leave an exit gate at 99% so lets just ban them. I don't like it when a survivor blinds me at pallets so lets just ban them. Great idea, lets just ban everyone who doesn't play in the exact way that compliments our builds. DS survivors really bother me so lets just ban them, survivors that break my hex totems annoy me so lets just ban them. What you are asking for is ridiculous.

  • Yeah you could nerf a very specific scenario like this by making mend take priority, or you could just find a teammate to mend you. You only get into this scenario if you aren't optimal with getting out of t3 asap and then mend yourself, miss madness skill checks, or it is Borrowed time 1.

  • @DisappointedUser said:

    The biggest tip I could give is to play like a robot. Don't react to the number of gens that are getting completed. Just keep going through the motions of hunting, hooking, kicking and hunting. The biggest trouble I had when starting was getting discouraged when gens would pop left and right. Once I started ignoring the idea of them being pop'ed, and just tried to pressure them, I realized that I will always lose 2-4 gens and that the goal is to get enough hooks in before the last 2 gens, in order to eliminate someone from the match. If you can make it a 3v1 with only 1-2 gens left, your chances of getting a 3-4k increase dramatically.

    This can work however don't do it too much and get tunnel vision, and you MUST know when to end a chase. That is the most difficult thing in this game, knowing when to end a chase because if you just can't catch whoever you are chasing and a few gens have already gone by, then you've lost the game even if you catch them. Sometimes if you just break the chase you can hook someone else who is weaker with looping or runs to a spot that has no pallets and get an easier down.

  • 1) this offering could be useful but it might not actually do anything since survivors might just not sabotage.

    2) this one is ok since it might catch people off guard and give you a free hook state

    3) I like this one however, the only three totem perks that would benefit are thrill of the hunt, noed, and hex retribution, so survivors would figure out real fast what you are doing.

    4) This is a good one and I like it

    5) This is strong, perhaps just starting out the trial injured would be strong enough, since survivors would spend time healing. The broken status effect is just benefit, though for stealth killers this could be really strong.

  • I can't understand the mind of a survivor that is more stressed with deathslinger than spirit. The idea against him is to break line of sight, dodge and weave, and turn around every now and then to be aware of when he is aiming and try to get out of his sights. I think he is a fine killer though his low movement speed can be a problem when trying to reach far away gens and pressure survivors off them.

  • Wow survivors getting nerfed, it is almost as if the devs have identified an imbalance with the survivors' abilities and tried to fix it.

  • I think mori's should be awarded to players for meeting certain requirements in general, not as offerings, of course without double hooking someone(hooking someone and then hooking them again without hooking someone else). Perhaps giving someone the yellow mori's effects to the player when there is only one survivor left and the killer has gotten at least 9 hooks. The green mori's effects could be awarded to the player for getting to the gate phase with at least 8 hooks and at least two survivors are alive. The memento mori could be changed to allow you to kill anyone left alive by getting to the end game collapse with at least 8 hooks. (If you mori someone with the green mori, you can't then gain the effects of the memento mori)

  • I think the gate phase(specifically the phase when all generators are done but the gate is not open) could use a rework of some kind. As killer, trying to guard gates that are far away from each other is very difficult, and even if they are not far away 2 or more survivors that know how to loop the killer can open the gates without much issue. Survivors are able to get a significant portion of the gate open between the killer's rotations of the gates, and when they notice you coming they can abandon the gate and the progress is saved with no way the killer can inhibit this(other than running remember me just to add more time to open the gate). They can stay at the gate, but in doing so the other gate could be opened without survivors being at risk. I think that if they added a decay rate to the progress of gates of 5%(20 * .05 = 1 second base, 36 * .05 = 1.8 with 4 stacks of remember me) after x amount of time passed could help this. Yes while this is the end game phase of the game, the killer might still need more hooks. Often times people run noed or get a down and camp the hook simply because it can be very difficult to get a good amount of momentum going to stop the gates.

  • Clown needs a rework, however I feel like trapper and pig both need reworks because bothyheir powers are greatly affect by luck and as a power that can either means it goes overkill or it under performs, the powers shouldn't rely heavily on luck. Pig traps for example can be gone on first search or the fourth search, or in even rarer cases they get you a kill, the traps rely too much on luck.

  • Yeah dying light has PLENTY of downside. First off it gives away a FREE perk to the obsession, 33% increased healing speed. Secondly if you kill the obsession you lose everything. And even if you hook the obsession you dont gain stacks for the perk. Though if you want to maximize its use the obsession is the one you chase, because they heal 33% faster and they are not affected by the slowdown, but if you dont chase the obsession dying light only affects 2 people(assuming all 4 survivors are still alive). Dying light has plenty of downside to go around for an obsession perk.

  • Yeah I would care about people dcing but they'll do it for literally any reason. Too many times I've gotten the first down of the match as killer and they immediately dc.