Beaburd
Beaburd
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Platform: PC Killer: Knight Map: Ormond (new variation, pallet just outside main building) Perks: Lethal Pursuer, BBQ, Deadman's Switch, Mindbreaker What happened: I was chasing a survivor on Ormond and went into my power to summon Carnifax to break a pallet I anticipated would be dropped. As soon as I went into my spirit form to summon the guard, the pallet dropped, stunned me somehow, and0 comments 31 views last activity
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I hadn't played Knight before the rework because I took a break for a long time and opted not to try him until the changes went through since I did not want to get attached to whatever it is he was before the changes. Trying him now, and I'm just confused and frustrated on how to play him correctly. What does he do, and how can I be better at him? Things I've tried: Using Jailor/Assassin to4 comments 121 views last activity
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Summary: Chest based perks are becoming more common, but chests, and the item system in general, remains archaic and unsatisfying to use. This outdated item/chest system not only invokes disinterest and even disdain when interacting with these game elements, but also negatively affects the perception of otherwise new and unique perks. Problems: Some core item tiers feel messy and pointless:5 comments 171 views last activity
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For context, I've been recording various stats about my games to use the data in personal projects. In this case, I have 138 games worth of solo queue data for the 1v4 mode that I'm gradually adding onto as I play. Out of the 138 games I recorded, 30 of them have had at least one afk or rage quit occur, with 28 being rage quits (people who intentionally die on hook or otherwise DC). That's 21.53 comments 1,291 views last activity
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Hey folks! I posted this on Reddit , but I figured I'd include it here since I frequent this forum a lot as well. I have been learning some different data visualization software lately, primarily Tableau Desktop, and opted to make a personal pet project to put those skills into use and better ingrain what I've learned so far. To that end, I played 100 games of the new 2v8 mode during and a16 comments 1,135 views last activity
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I don't know about anyone else, but I often look at the survivor perk list disappointed about how lacking some numbers and effects are. I think it really limits meaningful perk and build diversity in this game. So, for fun, since I'm bedridden currently anyway, here's a huge list of changes I wish some underwhelming survivor perks got. Keep in mind, I would also want underwhelming killer perks0 comments 192 views last activity
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Platform: PC Description: When taking Socket Swivel, the toolbox add-on that gives +30% repair speed, it also seems to increase the depletion rate of the toolbox by an equivalent and additive amount. Example: Using Wire Spool (+12 charges) + Socket Swivel (+30% repair speed) with Commodious Toolbox, you would expect the toolbox to have 44 charges with its base -1.5 item depletion rate, las3 comments 81 views last activity
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Problem: Still Sight seems to be intended as an information perk for stealth players, revealing generators, chests, and the killer's aura if you remain inactive and motionless for 4 seconds. As a purely stealth-based support survivor who has tried this perk multiple games, it fails at its job. Reasons being: Most maps are open, so you can see the killer anyway If you intend to hide in a1 comments 61 views last activity
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As title suggests, even if the entire 15 second performance is completed, the buff falls off for all affected survivors the moment they stray 16m away from the caster. You can see this happen in the last 10 seconds of the clip, demonstrated by the buff icon on the bottom right. Clip: https://clips.twitch.tv/LovelySplendidTigerCoolCat-pddZcMexQtI5o3vb This perk is officia8 comments 542 views last activity
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Problem: The new survivor perks are very unique and clever concepts but their numbers and effects are lackluster, to the point they fail to provide much (if any) tangible benefit to the user, whether used on their own or in conjunction with other perks. My main issues with each perk are listed in bullet point form below. Bardic Inspiration: Difficult to get value out of, since you: Neve0 comments 391 views last activity
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Context: The current iteration of Circle of Healing promotes a healing safe zone for injured survivors. It notifies teammates the injured party is there, and allows them to rotate to heal them at a hastened pace. It can also be used aggressively in hot zones to recover from and launch repeated assaults on objectives. Unlike the original version of this perk, it is more teamwork-oriented and11 comments 231 views last activity
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Honest question, I've been theory crafting their use but outside of a niche SWF gen rush set up I'm at a loss as to what benefit (if any) these perks provide the survivor? Mirror Illusion: Killer can tell it's an illusion and ignores it, so what's the point? I sat on a gen next to someone's and stuck on it to see if the killer would hit the fake but nope. As far as I know, they don't make a11 comments 2,731 views last activity
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Dear Carmina, never change. Thank you devs, for this wonderful experience. That is all.0 comments 31 views last activity
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Problem: Trickster is in a weird place where, not only is he relatively weak, but he doesn't offer anything unique that playing another killer won't provide. He's got (Killers in brackets fit this role better): Poor long-ranged pressure (Play Huntress) Okay medium-ranged pressure (Deathslinger, Huntress, Plague, Demogorgon) Inferior close-range pressure (Hillbilly, Leatherface, Meyers, Hun2 comments 21 views last activity
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Suggestion: Make hex perks light a totem when they're activated, as opposed to lighting them immediately at the start of the game. In addition, make it so that when a hex perk is cleansed, the perk loses token(s) and remains dormant until it is re-activated. In this case, the perk would re-light another totem when its activation conditions are met once again. Example: A killer starts a1 comments 21 views last activity
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Pretty simple suggestion: Why not have Sprint Burst activate when hit, instead of when survivors start running for the first time? The biggest reason Sprint Burst is so powerful relative to other exhaustion perks is because it lets survivors get out of bad situations for free without a prior condition and nullifies any efforts a killer put in to ambush the survivor originally. This would at2 comments 32 views last activity
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The previous thread was removed for pending approval. I'm recreating this thread because the last time I had this pending approval issue, which was a week ago, my thread never re-emerged. Note: There are two similar but different ideas in this suggestion thread, but both work towards implementing the same concept, which is limiting strong/meta perk usage. Suggestion #2 would probably be the3 comments 41 views last activity
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Soo, uhh, does this thing go through walls? Was playing Meyer's Map, Lampkin Lane, and trying out paintbrush + monitor and abuse Freddy. I would sleep people, let them go, then sneak up behind them by using walls as cover. The issue was I noticed people were perfectly evading me, running in the opposite direction I was even when I was fully concealed behind a house wall. Happened multiple t25 comments 641 views last activity
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Warning: All numerical values are arbitrary and used to easier communicate the core idea behind the suggestion. They can/should be tweaked as necessary for balancing purposes. The Problem: Currently games go by too fast for many players, which especially puts pressure on killers since they can commonly see three generators pop in a single chase for a single hook. Despite this, it s8 comments 31 views last activity