AssortedSorting
AssortedSorting
About
- Username
- AssortedSorting
- Joined
- Visits
- 2,781
- Last Active
Discussions
-
Looking for feedback on how this might play out from a gameplay perspective: Hooked Survivors have a Specter form on the Basement Hook, if they are Hooked on a non-Basement Hook. They can be unhooked either from where they are actually Hooked, or they can be unhooked from the Basement Hook via their specter. This should eliminate most camping, while also retaining the lethality of getting hoo12 comments 522 views last activity
-
Problem: For the Basic Killer, all Pallets spawning at Trial start cause significantly bloated initial chase times, effectively snowballing Survivor generator repair each second the Killer doesn't achieve the first down due to a lack of any Altruism Loop (All Survivors start Healthy). (Definition - Altruism Loop: Survivor A is Hooked/Dying, Survivor B goes for Rescue, Survivor C is being chased0 comments 11 views last activity
-
The current issues with Med-kits overall, ignoring Heal speed, are its time-efficiency when performing a self-heal, and the resulting time deficit when using the Med-kit to perform an altruistic Heal, in addition to the bloated amount of charges that can be gained from add-on stacking with Perks that refill charges. Time-efficiency Survivor A is Injured, and is healed by Survivor B. It take0 comments 12 views last activity
-
Based on the Teaser, this is my quick guess at what the Chapter could be: Power: Dead Eye Place a Dead Eye Trap on the Ground. Dead Eye Traps will rotate counter-clockwise and scan for Survivors within a certain distance. (?) If a Survivor is spotted, the Dead Eye Trap will sound an alert and begin to Charge a Laser Shot while tracking the Survivor. If the Survivor does not leave the visua0 comments 31 views last activity
-
The purpose is to make Exhaustion Perks more on-demand, while reducing their raw value usefulness as extra distance that disproportionally impacts non-mobile Killers given the nature of Loop chaining, and making them designed around augmenting how Survivors interact with Loops instead of just being more Health states for the same gameplay. Lithe: After performing a Vault, the next Window Va4 comments 91 views last activity
-
I used to be a proponent for Dead Hard, its on-demand nature gives players a greater sense of agency, and the distance gained is about that of something like Lithe or Sprint Burst. While all of that is true, there is one fundamental feature of Dead Hard that the other two Perks lack: It activates at the tail end of a chase commitment by a Killer. Better explained by @Akumakaji Or to break16 comments 734 views last activity
-
Basically it’s a corner with no global illumination. Though the corner (and models inside it) can be illuminated by the The Killers Stain.0 comments 1 views last activity
-
Breakable Walls currently only ever start the Trial closed, and must be destroyed by the Killer and are rather binary with their interaction: The Killer wants to Break the wall because it's a detriment to them for a given Loop, or they want to keep it as a detriment to Survivors. This generally means that they will never be interacted with unless it's a detriment to the Killer in a Loop, and in0 comments 1 views last activity
-
A Tile with a Jungle Gym made of some low but mostly High Walls short in length that completely obscure vision through them, but can be moved through. A Fire Barrel in the center of this Loop suppresses the Scratch Marks and Footsteps for all Survivors that are inside the Tile. Crows sitting on the top of the Hedges/Shrubs with thick Brambles/Crates (whatever is thematically appropriate) will C2 comments 21 views last activity
-
Map tiles are not static. Seeing upcoming vaults/pallets through walls can tell you the layout of an upcoming Tile (potentially problematic) and if a Pallet has spawned (potentially problematic) without having been in that Tile at all, or if a Pallet has been dropped/broken (fine for SoloQ). If these Perks get reworked, I’d suggest that they both Trigger on Chase Start (and for Survivor on Injur7 comments 92 views last activity
-
The concept is this: It’s part of a solid Long Loop Wall that can be “raised” by a Survivor out of chase to create a Vault Window. (Imagine a kind of hatch-like window that a survivor props open with a nearby support) This can then be Vaulted by both Killer and Survivor. Killers can choose to Destroy the Vault by breaking the support instead of Vaulting it, causing it to close permanently, l19 comments 341 views last activity
-
Looking for the Aura of a Dying Survivor when they go down gives precise information as to where a Killer is, especially if the Killer can only get a down with a close range attack. It can also provide a sense of comfort and certainty if it’s far away. I would recommend delaying the Aura reveal of a Dying Survivor until they reach 20% recovery. This would introduce a layer of uncertainty when1 comments 12 views last activity
-
I would suggest that the Ghost Orb shouldn't be visible at all for any of the Spirits when placing their pathing as it removes any mindgame potential, but given the specialization the others have I think just for the Assassin would be best.0 comments 1 views last activity
-
It is so bloody annoying to try and summon/order on something right in front of you. (Especially if you want to try a fancy quick Carnifex chop into a Pallet that was just dropped in front of you) I also figured out that the Knight can't spawn a Guard if there's any Terrain about 2 Survivors width's in front of you, really odd for Gens if you're walking by them.0 comments 1 views last activity
-
The first few Chases in a Trial have many more resources available for a Survivor than at the end of the Trial. For any Killer that doesn't have hyper anti-loop, the start of the Trial has a lot of bloated chases that you need Slowdown to mitigate (assuming Survivors are bringing Perks that increase their time-efficiency). So a suggestion would be that all Pallets do not spawn at the Trial sta0 comments 11 views last activity
-
As the Killer Hooks Survivors throughout the Trial, the Basement Shrine grows in Power. Emitting whispers and moans in increasing intensity, while also appearing more ominous. If the Killer gets a Kill and the Total number of Hooks is not more than twice the number of total Killed Survivors, the Basement Shrine will Fragment, dropping a Wailing Shard that can be used to Open the Hatch like a Key4 comments 32 views last activity
-
When a Player is near a Goal, instead offer an alternative to be capitalized on. EG: Survivor Perk 1 While near a Generator above 90% completion, you can heal yourself at normal speed (Completed Generators do not count). Perk 2 While near a Hex Totem you can heal yourself. You gain 50% increased Healing speed nearby an Active Totem (Active Totems are any Totem that is not a Dull Totem0 comments 11 views last activity
-
Press the Ability Button while near an Interactable World Object. The Perk effects trigger when another entity interacts with that Object.0 comments 11 views last activity
-
Recent Discussions doesn't seem to indicate which category a topic is in, nor does it allow quick navigation to said category should you want to quickly enter it.1 comments 11 views last activity
-
The more 4Ks you achieve by targeting only one survivor, the more MMR moves you up to where that one survivor is harder and harder to catch. Camping and tunneling is a feast or famine playstyle too. So once you hit the MMR where Survivors start to avoid you successfully, it’s usually a stomp. And after this point if the same playstyle continues it’s kinda a continual switch back and forth28 comments 531 views last activity
-
Take the Autohaven deadzones that are just a patch of trees, and also put in a bunch of traversable bushes of various heights that completely obscure past them. Even then, normally, if a Survivor was in a place like this, a Killer could simply follow the sounds a Survivor makes/their Footsteps, breathing, scratch marks, etc. And there would be very little room for misdirection even with the bush3 comments 41 views last activity
-
Broken Survivors lack clarity on if they can be healed or not for new survivors. The only indicator that they cannot be healed is a symbol on the Character Portrait. Please add a Heal Prompt that cannot be performed that simply has the text "Survivor is Broken and cannot be Healed" for Survivors near a Broken Survivor. Maybe have this as a toggleable "Help Text" option.0 comments 11 views last activity
-
Hexes do not start the Trial lit. If the Killer presses a button corresponding to a particular Hex on the Perk Diamond, then the nearest Dull Totem to the Killer will become that Hex Totem. (Or multiple nearby Dull Totems, EG: Haunted Grounds, or none, if the Survivors have Cleansed all the Dull Totems) This ignores any Line of Sight, or Distance. This is to address the RNG of Hex spawns that0 comments 21 views last activity
-
If a Survivor wants out of a match quick, and they’re being left to bleedout, let them crawl under a Hook and stop moving. Doing so will increase the bleedout speed so long as the Survivor continues not to move or Recover, and is within 1m of the Hook. (This is interrupted by being healed/picked up as well)3 comments 51 views last activity
-
Increasing the time it takes to repair a generator impacts all generators, increasing the effectiveness of a 3-Gen, increasing the effectiveness of all Regression Perks, and brings nothing new to the experience. Introduce a new mechanic that separates itself from Generator regression, and that can be bypassed in the case of a 3-Gen. I'd suggest making it so that a subset of Generators start the0 comments 11 views last activity
-
The Snowmen are a cool gameplay mechanic for the Winter event, perhaps add one for the Lunar New Year event: Sky Lantern Spawns where Totems would spawn (akin to Pumpkins). If interacted with by a Survivor, the flame is lit and the lantern rises. During which Scratch marks left by survivors within the vicinity are suppressed. If interacted with by the Killer, the candle is instead engulfed wi0 comments 1 views last activity
-
Survivors that enter Lockers have no method of avoiding its effects. This means that if any Killer Power was introduced that pushed survivors into entering Lockers to avoid power effects or remove debuffs, it would be disproportionately effective compared to other Killers. This could limit Power design of Killers as well. Maybe it could be reworked to: Increase Search speed Survivors are8 comments 131 views last activity
-
Unhook notifications provide a lot of information, especially if you haven't yet found another Survivor, or are interested in continuously hammering down on a weak link. The game just tells you: Hey, there's two Survivors over here. (Yes, the UI would still also show the Unhook Icon go from a Hook to Injured, but that's another discussion about the information provided by the UI tracking Healt62 comments 1,782 views last activity
-
The Visitor (Dredge Trapper) Power - Knock Hold and release the Power Button to place a Door. Press the Power Button while in front of a Closed Door to Knock on the Door, which Opens. The Auras of Survivors are visible through the Doorway of an Open Door. Hold the Power Button while in front of an Open Door to walk into the threshold, allowing you to select, if any, another Door to walk out1 comments 61 views last activity
-
Bloodlust serves as a mechanic to help against unintended infinite tiles, as well as to assist Killers struggling in chase, but is also passively gained with no input only in each chase and generally has no use in higher-level play. There also exists a void in which going for Hooks and lots of chases has no unique gameplay incentive for the Player, more effort for the same or less turnout compar2 comments 81 views last activity
-
Camping and Tunneling, while a tactic, fosters less interactive gameplay. However instead of outright nerfing those tactics, why not buff MultiHook gameplay? Perhaps create a "Rage Meter", something that charges up based on Hooks and Survivors being Injured while another Survivor is on Hook. And upon activation, buff the Killer in some manner. New Mechanic - Malice As Survivors are Ho2 comments 61 views last activity
-
After a Survivor reaches 90% Recovery, continuing to Recover causes a red progress bar to fill on top of the Recovery bar (as an additional layer). This secondary recovery bar can reach 100% recovery, upon which the Survivor picks themselves up, and is Broken for 60s. This allows Survivors to pick themselves up after and extended period of time slugged, while still incentivizing another player0 comments 21 views last activity
-
Re-introduce Firecrackers into the game as a non-event Item. Firecrackers no longer function like Flashbang. (Flashbang stays the same) Firecracker Basics: Firecrackers work off of Tokens, rather than charges. Using the Firecracker consumes a Token, if all Tokens are used you’re left with packaging. (So it isn’t just consumed by default) Firecrackers emit a noise for 8s (to muffle footsteps i1 comments 51 views last activity
-
And remove the requirement to aim at a Killers face. Flashlight stuns just make one uncontrollable animation lead into another uncontrollable animation. The counter is to look into a wall, and the face requirement causes some cognitive dissonance when using a Flashlight on Killers with no face, while being a needless hurdle to cross to use the basic functionality of an Item class. If you shin23 comments 451 views last activity
-
One of Campings largest issues is with Insta-down Killers (and Healthy grabs) effectively gating survivors from being able to perform an Unhook at all . Meaning you can't just balance around a trade when the optimal play is to try and knock two people out of commission at once leveraging a Power that is not available for every Killer. The issue with this isn't that it's strong (which it is), bu17 comments 432 views last activity
-
I'm appreciative of the Event rewards, however the manner in which they're unlocked/presented is kinda detached from the game entirely (in the sense it's unnoticeable), or just more of the same while not really having any impactful decisions. The Tome unlocks are just going through another tome, and the choice is which one you want first. The Energy unlocks are seemingly randomly unlocked, easi0 comments 22 views last activity