Defnotmeghead
Defnotmeghead
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So, I think currently this is the biggest thing that Lights Out has against survivors when, realistically, the killer should have lost. The situation is effectively old Knockout but in reverse, instead of having no info on the slugged survivor, you have no info at all on the killer. Even if they spread out, it's impossible to say if the killer is near or not. I think a singular self-pickup,0 comments 20 views last activity
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So, I have 3 main problems with Bloodlust: 1. it rewards killers who make (relatively) bad decisions with up to 15% haste (like, imagine giving survivors who miss skill checks a 10% repair boost for each time they've missed a skillcheck the past 30 seconds) 2. it doesnt reset when killers miss an attack (so, they get rewarded even more) 3. its something that can activate when tunnelling Thats2 comments 61 views last activity
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With adjustments ofcourse: 1. Trapper does not see any aura's, footsteps, scratchmarks or mistclouds 2. Trapper does get the ability to collect and set traps in that mode so that survivors dont see him place any It wont be perfect, but he would get both the mobility to collect and set all his traps in-time without being countered by a single survivor following him.0 comments 11 views last activity
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Like, its pretty clear he's incredibly weak in 2v8. All it takes is 1 or 2 dedicated survivors to follow Trapper to disable him and survivors can get trapped cross map and escape in 1 attempt. Even if his stats might be "balanced", his games are by far extreme ends and heavily map dependend. I think giving honing stone and bloody coil basekit for 2v8 would genuinely make him feel a lot nicer5 comments 71 views last activity
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So, I used to be a Doc main and started playing a few games these days to try and find out why he has gotten weaker despite very few changes, and here are my conclusions so far: 1. The 2.5 seconds blocking items, vaults and pallet drops is too short these days. Blinds having gotten a slightly bigger room where it still counts makes using an m2 on a survivor with a flashlight kinda worthless beca37 comments 812 views last activity
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Wasnt the whole point of introducing them, that generator progression/regression perks wouldnt apply to them? Why the change of mind? Why can killers use Ruin on blood generators but survivors cant apply fast track to it? I am fairly certain all I need is ruin/undying and win most games as long as I dont play Trapper49 comments 1,283 views last activity
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So, Nemesis received a buff, but Nemesis was objectively already stronger than Trapper When will Trapper get Honingstone basekit in 2v8? His traps being spread around is already a huge time consumption, survivors getting out quickly due to RNG also hurts him. Making honingstone basekit in 2v8 would at least give info if someone was alone, or if there was a teammate also.0 comments 11 views last activity
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Fixed an issue where Low Profile could activate more than once per match. So this was done, why? Part of the reason why it was changed from the 6.2.0 PTB to 6.2.0 Live was because Playtesting showed it was expected to be usable more than once per match. I am assuming this is probably implemented because somewhere there was a design note that said it should be used once per match, but then0 comments 21 views last activity
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The only change this needs, is for a self-pickup to be granted Endurance. That way, no matter what killer you're facing, you need 2 killers there to guarantee the person stays slugged. There is no real downside to it other than the final 3 survivors, which is kinda the point0 comments 11 views last activity
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Either of the following things would be nice: 1. a 30 second immunity after the 2nd phase ends(survivors will still get stacks) 2. The second phase lasts as long as the 1st phase (the speed of the 1st phase is dictated by interactions with the clock) 3. Extend the duration phase 1, delete the 2nd phase in general 4. A way to remove stacks or be immune to gaining a stack to prevent the clock m0 comments 41 views last activity
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So, maybe not the first post by me about this, but both these perks should either need a rework for the sake of a meta shake up, or at the very least discourage tunnelling at 5 gens by disabling both effects once someone is dead. I genuinely dont see a reason for either effect to be active once someone is dead. Pain Res isnt hard to pull off with changes to hook spawns, and blocking generators14 comments 251 views last activity
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So, as far as event offerings have been made, they have always been a common variety. This was done at the time because there are always enough commons to obtain, so it will have 0 impact regardless as what side you play or which killer you play as. Arcane Dowsing Rod was part of this, it has been on previous versions, but now its Purple rarity. This does have impact on bloodweb generation, as6 comments 111 views last activity
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So, no idea what the idea and state of his rework is in the background, so this will take some assumptions: 1. Main event stays as is 2. his M2 effectively remains the same I actually think it would be interesting if Trickster, as 110% killer, would gain 1% haste for each consecutive hit he gets with his blades on survivors. Lingering for 5 seconds, that lingering being 10 seconds if his blad8 comments 81 views last activity
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So, one of the MAJOR problems last haunted, was the fact that killers could slug in the void, and it was borderline impossible to rescue against certain killers. Now its even easier to down someone in the void, I am fully assuming these changes were done with the last anti-slug changes in mind, but jeez. I wish we had the first iteration of the void back. Because at the very least, slugged peop14 comments 471 views last activity
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The update, sure, needs tweaks. But why not implement a version with reduced numbers that basically only have impact in specific cases? 6 hooks too many to block gens? Depends on the killer, but reduce it to 4 so that at least someone else needs to be hooked first. 25% being too much of a boost? Drop it to 10%. Barely will have an impact, but it will give survivors some hope of finishing 4 gens337 comments 8,636 views last activity
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I think it's generic, as I've heard other people get confused by it too. Brute Class completely ignores the Guide's Trap. Probably has to do with the Brute's skill, having priority of some kind. I could see it being intended, but then it's description is missing from the Brute's class.0 comments 21 views last activity
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My suggestions: First one that I feel is a must: Honing Stone basekit, survivors are extremely available to rescue already. Second one is either: Spawn with all traps (trap spread is incredibly random and maps are big, on top of that basement doesnt exist, so basically it would be a nice timesave) OR traps should reset themselves after they have been disarmed 40 seconds ago (not the addon tha4 comments 61 views last activity
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I literally feel like the average pallet on maps count is below 10. Every 3 games I encounter at least a map with 2-4 dead zones (no windows, no weak pallets) even tho I am the first one being chased. Was there a patch reducing pallets? Is it just the engine update forgetting to spawn some in or rotating them weirdly? Even with Windows of Oppertunity and Open Handed it feels like I am seeing10 comments 161 views last activity
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And custom games alone: Give every single killer an addon that gives survivors deepwounds when hit with the ability, and a healthstate when hit with an m1. This allows for much easier and consistent practice with effectively infinite chase. No longer having to wait for them to pick themselves up or use the pick-up/drop sequence to speed up the process. No more waiting for that awkward moment0 comments 11 views last activity
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So, the dude gets basically auto aim on survivors giving a guaranteed hit. Then why does he have a 5 second window to align his auto aim? Wesker has a similar mechanic, not auto-aim, less distance, not a guaranteed hit, 2 seconds. 5 seconds is enough to walk around an entire shack wall and still align the hit. Why not reduce that window to 2 seconds? What's the genuine reason of it being 5 se13 comments 231 views last activity
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Or at the very least, the timer should be based on how many survivors are alive. It doesnt make sense to reward a killer with the maximum value if they decided to kill over hooking all 4 survivors once. And yeah, that does mean that killers have to decide what they rather have, a dead survivor, or 40 seconds of no gen progression. I could even argue upping the timer to 50 or 60 seconds if it me10 comments 121 views last activity
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Survivors dont get the boost from the addons where Clown does, creating impossible situations. Its 1 thing to not have nerfed those addons prior to release, thats a balancing oversight but I wouldnt mind. This is gamebreaking and grants free hits in situations where it shouldnt. Realistically speaking, going through a yellow cloud after a hit should gain you about 6 seconds ahead of clown who1 comments 51 views last activity
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Pretty sure this is due to height difference on the hooks. Forgotten Ruins, next to the room with the starry sky roof(I think thats the alchemy room, not too certain)0 comments 21 views last activity
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Right now, especially with the rework of items being shoved to Rare, its basically impossible to get anything Rare for Survivors. (quick edit, killers are also affected, but due to smaller rarity pools in general, the impact isnt that much. Rare rarity is the rarest rarity for both sides. It just affects survivors nearly 3 times as much) So, suggestion to clean up the Rare pool: Turn all map of0 comments 12 views last activity
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As you can see, item slot is equipped, multiple people have confirmed they dont see the item either. I dont know how this happens, might be linked to specific survivors or specific skins in particular. I havent been able to accurately reproduce it, it just seem to happen.0 comments 11 views last activity
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PC Steam, no clue what platform the killer was on The invigoration addons should increase the haste to everyone in the cloud, but only applies that to clown Result: Clown gains 17% haste with both haste addons while survivors get 12% haste.1 comments 61 views last activity
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Mechanically just: Whenever someone gets unhooked from a scourge hook, the unhooked survivor will recieve a healthstate. The unhooking survivor will lose a healthstate(or get deepwounded), be broken for 120 seconds and have their aura revealed for 60 seconds while the killer will be undetectable for 60 seconds(mainly to avoid Object of Obsession being a hard counter). This will consume the scou7 comments 151 views last activity
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Platform: PC Summary: After testing, I can consistently get additional addons/offerings/items (4-10) from the bloodweb for merely 2000-2500 bloodpoints How to reproduce the exploit: 1. Have enough bloodpoints. 2. Purchase everything inside the bloodweb except for 1 low cost slot (which, is very easy to either get Common or Uncommon rarity for your last one, almost guaranteed) 3. DO NOT PU2 comments 231 views last activity
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Just to compare how big the nerf to the purple bottles is to other changes(ignoring addons, just basekit). Reloading in 9.0: 1.61 m/s for 3 seconds = 4.83 meters of distance per reload Yellow bottle empowered 1.77 m/s for 3 seconds = 5.31 meters of distance per reload Reloading in 9.1: 2.3 m/s for 2.5 seconds = 5.75 meters of distance per reload (8 meters of distance if you include 0.5 sec24 comments 491 views last activity
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The only way this happens if hatch is closed and its a 1v1, its basically as if survivors would have DS when the exit gates are powered. It doesnt make sense to trigger.5 comments 51 views last activity
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Instead of potentially nerfing Singu's biopods (I mean, I can get behind pods being destroyed by EMP's rather than just disabled, even if that would only happen once exitgates are powered), a rework that has a similar enough effect to the current perk, but doesnt make it impossible against someone like Singu: Mainly mechanically speaking too, because thats easier to implement than a vague conce19 comments 282 views last activity
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No abandon button, no way to suicide on hook, and you have to finish totems or chests or otherwise you get crows. Its effectively a free 2k unless you manage to sneakily do a totem or a chest. I really hope this means slugging will effectively become non-viable soon through means of basekit self-pickups(there are balanced ways to implement that), or the AFK system needs to be effectively disab65 comments 2,041 views last activity
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This discussion has been merged .0 comments 11 views last activity
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Apply the same penalty survivors get when working on the same gen(which is -0.15 charges per additional survivor, its why 2 people on 1 gen finish it in 53 seconds rather than 45). 1 person doing a solo gen, 80 seconds per generator. 2 people doing solo gens, ~94 seconds per generator(longer than it currently takes). 3 people doing solo gens, 115 seconds per generator. And since its a debuff17 comments 483 views last activity
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Just for those who would otherwise have to check their inventory, these are the offerings that increase BP for specific sections, like Altruism and Deviousness. (And the fact that you didnt know, shows how much of a rebalance this needs) Right now, the lowest rarity grants 50%, the middle rarity grants 75% and the highest rarity grants 100% for any specific slot. Now, on my p100 character, I ha4 comments 42 views last activity
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3 small changes that will not harm any killer in specific: Change 1: survivors are able to recover while crawling Change 2: crawling when not recovering is 100% faster(which, is only useful to do if the killer is right there or if you are done recovering, otherwise average distance remains the same) Change 3: you can now pick yourself up for free at any UNFINISHED generator(of which, the aura21 comments 281 views last activity
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Just a comparison of a killer that I think has some bs mechanics that I disagree with (like the basekit lightborn thing or getting killer instinct without warning survivors they are being revealed), but besides my disagreement is still balanced as a whole: Wesker gets 3 seconds after a bound, moves less than half the distance that Kaneki does and is forced in a full straight line, no mid-bound28 comments 632 views last activity
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I know there are other things that might have gotten priority over a swamp rework, but it was the Realm I was looking forward to to be reworked the most since it needs it the most. Pale Rose is not balanced against high mobility killers, while Grim Pantry just has 1 goal for survivors: reach the main building before you get hit. Its a shame we got to see map variation before we got to see swamp5 comments 301 views last activity
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Something like chaos mode, but perk tiers are (also) randomized (and preferably, random items, addons and offerings too, I get that its difficult to code since its attached to an inventory, but an infinite inventory attached to the gamemode should solve that with survivors being unable to keep items from the trials) Would have effectively 2 functions, 1 being more chaos and 2 being able to get2 comments 11 views last activity
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It's so frustrating to have it at 95% and have a teammate pop a gen when they could have waited 3 seconds. It's one of the gaps between soloq and swf that should be fixed.18 comments 251 views last activity
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I just realized I have never faced Joey's skin despite it being in the game for nearly 5 years, so just out of curiosity, assuming you have the skin(s), which one(s) do you own and/or use in-game?8 comments 361 views last activity
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To start with, Haste&Hindered will keep the current change in that they wont be able to stack. However, in addition to this change (which, is gonna take some time to properly implement) I suggest a secondary change which is adding 2 new effects: Swiftness and Snag. These effects would work like haste and hindered right now, a stackable boost/slowdown. But the player can only have 1 haste or1 comments 41 views last activity
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I am gonna make a more concrete version of this to put into the feedback section, this is purely to discuss and have the community influence my opinion before I put it in feedback: On one end, absolutely needed, Hindered stacking and having Hope stack with Bloodpact, Teamwork Power of Two can legit make people impossible/too easy to catch. On the other end, it makes a LOT of killers and perks k10 comments 481 views last activity
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Why does this perk still activate after a survivor has died? Isnt it just much healthier to deactivate the perk once someone is dead? I dont even mind it being buffed a bit if it means people who tunnel someone out dont exponentially benefit from the effects compared to those who dont tunnel24 comments 381 views last activity
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I think a lot of players, on both sides, have complaints about balancing changes, because they dont realize they have been MMR boosted and facing opponents they shouldnt have been able to face in the first place. I'm taking killer specifically for this post due to current changes affecting them the most, but its also true for survivors when medkits were being changed, or when MFT got changed (peo66 comments 1,781 views last activity
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Anti-slug. Like, you literally down a survivor and can pick them up for a hook and keep on chasing. The only reason to slug a little bit is in case people are near or you wanna continue chase, but then you have a teammate who knows where a survivor has been slugged (or should, its not that hard to find out where). What I expected there to be was at least tenacity and soulguard basekit, so that13 comments 351 views last activity
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The bloodpoints should stay, I think they are already a good reason for people to play survivor, but not good enough. But for the next time, consider implementing a queue priority system working something like this: 1. everytime a survivor escapes through the gate or hatch in 2v8(to prevent people from joining queue and dying asap), gain +3 points in 2v8 killer queue. 2. everytime you play ki0 comments 11 views last activity