Avatar

Elan

Elan

About

Username
Elan
Joined
Visits
2,442
Last Active

Discussions

  • Dead Hard was perfectly balanced, so should be other exhaustion perks, that currently cause problems to weaker side while being pointless to stronger side. My idea is: After being unhooked, exhaustion perks activate and can be used. This would include: → Sprint burst, can now be used by ability button → Dramaturgy → Lithe → head On After unhooking survivor you can unlock single use on those
    16 comments 131 views last activity
  • Power: Death Scent TR: 32m Power description: Special ability: Phase Shift - press the active ability button to pass through walls, pallets, windows for short duration. Special ability: Mark of death - Hold the power button to reveal any survivor within 24m radius. Revealed survivors will receive one mark (total 4). This mark cannot be removed and can only be applied to one survivor in 20s S
    1 comments 61 views last activity
  • Changes: → Now has undetectable for 60s (was 20s) → When revealed he immidiately loses undetectable and can't regain it for 20s → Wind up down to 0.8s (was 1s) → Axe recharge down to 5.5s (was 7s) → Successfull axe hit recharge down to 8s (was 10s) → Grab distance increased to 3.5m (was 3m) → Angle for valid grab increased to 60 degrees (was 45) → Increase security door teleport speed by
    8 comments 71 views last activity
  • Simple changes: → Increase amount of hatchets to 10 (was 7) → Decrease wind up time to 0.7s (was 0.9s) → Increase hatchet speed by 25 % → Increase movement speed while charging hatchet to 3.8m/s → Decrease lullaby from 40m to 30m → Increase movement speed to 4.6 when out of hatchets
    0 comments 11 views last activity
  • Simple changes: → Weakend duration 12s (was 10s) → Removal of stare buffer (was 1.25s) → Max range to stare down 32m (was 25m) → Cooldown 5s (was 7s) → Increase amount of Hallucinations to 6 → Teleport cooldown 20s (was 25s) Those few minor tweaks might make Unkown way more enjoyable to play while keeping him in good enough line to be still very fun to go against.
    2 comments 42 views last activity
  • Shred: → Now instadown survivors (was one health state) → Has it's base charge time instead of minimum charge time Teleport: → Now it's enough to target portal (was from portal to portal) now you will enter animation of traversing through upside down gate → Portals can be recycled → When teleporting aura of all survivors are revealed for duration of teleport and 6s after
    0 comments 11 views last activity
  • Currently balanced-wise Krasue is in spot where she's still fairly strong while providing windows to juke her lunges in head form. However, leech itself with big mushroom economy made the leech growth completely useless and keep the leech only as extra step to use her lunges. I come with idea how to make whole leech way more interesting. Rotten swine and mysterious elixir are both add ons that c
    0 comments 22 views last activity
  • tiles.jpg Killer shack. Breakable wall next to window might help chases inside killer shack while also keep the shack as very valuable tile. Jungle gym. Breakable wall next ti window and next to front locker allows more mindgames while keeping the tile strong. TL walls. Adding breakable walls next to both windows might keep the tile way stronger while adding more mindga
    0 comments 13 views last activity
  • 20 games: 8 games with killers 150+ ping 2 games with killers 120+ ping 5 games of killers with +- 80 ping 3 games with killers 40+- ping 2 games of killers with less than 40 ping Please let us see the ping in lobby, it was a thing and was removed for no reason. It's just not fun to verse high ping players when i get hit 10m behind windows and through dropped pallets. So when you start rele
    0 comments 21 views last activity
  • As someone who played him for 5 years, he doesn't feel like him anymore. While I like the voicelines themselves, the scream and grunts are just awfull. With so many people defending old voices I hope BHVR does something about it or at least allow us to change them. Mercy for ST characters
    0 comments 21 views last activity
  • → now starts with 66 blades (up from 44) → memento blades basekit (faster throws) → each blade hit during main event increase it's duration by 1s → decrease locker reload time from 3s to 1.5s → increase movespeed when throwing blades by 10 % → decrease time before laceration starts to decay to 60s → decrease cooldown of main event by 20 %
    0 comments 11 views last activity
  • Happens a lot that Midwich is the chosen map. However now with decreased pallets there can spawn so huge deadzones that i literally have no idea what survivor suppose to do. Is it intentional nerf towards already pretty killer-sided map?
    9 comments 301 views last activity
  • All maps I play is Toba, Badham, Midwich and Nostromo. It feels awfull. I really liked the variants that made maps more interesting - Yamaoka, MacMillan, Ormond etc. Now it feels like there is 8 maps total. I think we should think of it, it had to cost a lot of resourced too to be just a custom game tool.
    6 comments 81 views last activity
  • The addition of alternative coal tower, suffic pit etc. felt very refreshing. Sadly because of new players they been disabled out of custom games. But I feel that with lack of new maps within last few years, alternatives can be reanabled.
    0 comments 2 views last activity
  • Weaving spiders → now causes permanent oblivious, was broken Treacherous crows → increase aura reveal to 4s → prevent survivors from scaring crows → causes permanent 3 % hindred (was broken)
    1 comments 11 views last activity
  • Options: → After 60s of chase that doesn't result in damage, entity will immobilize survivor for 6s → All survivor perks start on 80s cooldown at the start of the trial → Disabling items and exhaustion perks in EGC → Remove tokens from pain resonance and put them into dead man's switch → Killers with no mobility might have 10 % haste when out of chase to better compete gaps between pinpo
    6 comments 41 views last activity
  • Feel free to place your opinions here? Are they fair? Should be increased, decreased? Do they create unfun or boring gameplay?
    11 comments 111 views last activity
  • Time to repair generator (currently 90s solo) is?
    5 comments 41 views last activity
  • Generators → Generator base time increased to 125s → Rework hyperfocus, bardic inspiration and overzelaus Healing → cap healing others at 200% (max 100 % bonus) → cap self healing at 100 % (no bonus exceed base 16 charges) Toolboxes → Remove comodious toolbox entirely Flashlights → blinding killer grants them blindness immunity for 60s
    3 comments 31 views last activity
  • Literally my teammates keep running to almost ready survivor to self-unhook to anticamp meter and force them second stage even died a few times. Entering range of anticamp should be more punishing for survivors to make decisions. I think that survivors need to adapt to it as they did to letting off gen due to pain res popularity. I personally would make it that each time surivor enters range, it
    24 comments 241 views last activity
  • → stacked slowdowns on top tier killer in normal mode is overkill while lower tier killers heavily rely on it. → many perks are completely useless on it's own - ghost notes, blood rush etc. → many perks negate each others - fe. rapid with beast of prey → how many bad perks are in game - overture doom, wondering eye, nothing but misery, haywire, no quarter etc. → how big impact on the game ha
    1 comments 31 views last activity
  • Babysitter and Smash Hit are somewhat fine. But others are hindred or overcrept Self-preservation: → Now works when killer perform M2 (was tied to basic attacks only) → Increase range from 16m to 24m → Increase duration to 15s Fast Track → Any token consumed on generator now result in decreased max charges rather than added progress Second Wind → Decrease time it takes to get fully healed
    1 comments 21 views last activity
  • I noticed that a lot of pallets that always spawned are now missing. My question is why was that done to map with ever-lasting top tier kill rate?
    7 comments 161 views last activity
  • Huntress is pretty outdated, yet still loved by community and she must receive bit of love. What can we give her, to close gap between her and good killers… → When Huntress is out of hatchets, she's 115 % (putties basekit) → Reload at locker down to 1.5s. so she's less iron maiden requirement → 10 hatchets (no more with add ons, that been retired) → Wind up decreased to 0.8s → Fully charged
    1 comments 41 views last activity
  • 3 comments 31 views last activity
  • GEN PERKS Deja Vu → Decrease speed bonus to 3 %, keep full-time aura reveal Bardic inspiration → Decrease skill check bonus to 0.5, 1, 1.5 % Fast Track → Decrease extra bonus per token to 1 % Friendly competition → Decrease time the bonus lasts to 60s, decrease the bonus to 2 % Hyperfocus → Decrease bonus per token to 5 % and speed of skillcheck increased by 100 % to be more of a skille
    6 comments 93 views last activity
  • Trapper - now starts with all traps and placing them happens instantly Wraith - now has faster kicking and vaulting when cloacked basekit, remove longer stun when cloacked Hillbilly - Increase overdrive duration by 10s Nurse - remove lunge add on, decrease fatique by 0.2s Myers - Increase duration of EI by 30s Hag - 4.6, remove ability to wipe Hag's traps Doctor - increase duration of being
    1 comments 31 views last activity
  • As you may know with upcoming stranger things ch. 2 new genrush are will come into game, probably the fastest and most unhealthy genrush era ever, even more than old BNP old toolboxes, with this coming he need to talk about buffing slowdown perks to compensate if such a broken survivor perks come into game. Pain resonance Damage per token 20 % →35 % Pop goes the weasel Damage applied 20 %
    7 comments 101 views last activity
  • Eleven → Psychic push: When the killer vaults a window in a chase, he will be pushed back into start of the vault and window becomes blocked. Causes exhausted status effect for 60s → Invocation: Monsters Exiled: After performing invocation any time generator suffers regression event it will have 40 % less damage value. Causes broken for rest of the trial → Boon: Supernatural Powers: Killer in
    0 comments 31 views last activity
  • Pain resonance: Now triggers on every fresh hook, causing 15 % gen loss, remove scream. When someone dies, pain res is disabled for remainder of the trial. Pop goes the weasel: On fresh hook, next gen you kick loses 20 % total progress and gen regresses at 150 % speed. Corrupt intervention: Active for 60s, if you down someone within 60s, it will last extra 30s. Surge: When downing a survivor
    0 comments 51 views last activity
  • KILLERS All Shaking Thunder - revert the hight requirement to activate this perk, increase lunge to 100 % (fe. when falling from car on Azarov) Scourge Hook: Hangman's Trick - increase aura reveal to 28m, now when survivor is unhooked from scourge hook, rescuer suffers 90s of 200 % increased skillchecks that will have 50 % smaller success zones. Shattered Hope - additional effect, when any tot
    0 comments 41 views last activity
  • I lately tried Chucky a lot. While I'm having serious issues with him: → His dash is somewhat ok speed, but the turning is extremely restricted for the fact that he's 4.4 and loses tons of distance every time no matter wheter you hit or miss Now compare it to Myers: → Dash can be performed every 4s → Dash instadowns → Dash destroyes pallets → Dash has to be restalked in very short time → D
    10 comments 315 views last activity
  • I've been playing her since her second nerf and I noticed after 9.3.0 few changes: → Krasue can no longer attack in head form untill the body to head animation is completely over. Before Krasue was able to attack at moment of body falling to the ground. (Basically delay of being able to attack) → Turn rate when using head lunge is more restricted if not used at the very start of the lunge. (lun
    0 comments 61 views last activity
  • Scourge hooks Scourge hook: Floods of rage - Increase aura reveal to 12s (This would make it more interesting choice over perks like bbq or nowhere to hide as floods of rage are tied to a scourge hook but doesn't have range limits. Scourge hook: Hangman's Trick (rework) - When survivor is rescued from a SH, rescuer suffer continous skillchecks when repairing and healing for 90s, missed skil
    0 comments 61 views last activity
  • What would be changed: → Victor can now break breakable walls and damage gens → Victor gets access to unique hook mechanic exclusive to Twins, that would give him option to hook survivors for price of respawning at Charlotte's location → Victor movement speed down from 6m/s to 5.5m/s → Victor has active window where he can be used (90s) but still respawns when crushed or when landing on high
    0 comments 11 views last activity
  • As you may know Krasue has two very interesting add ons, I'll describe them later and leave a suggestion about their buffs. Those have good synergy with her body form, making it more interesting to switch forms rather then chase entire time in head form, because head form can't utilize any perks except for bamboole - only the block effect, dark arrogance - only the extra stun effect and brutal st
    2 comments 41 views last activity
  • We make iri button basekit, it's the most used add on and massively increase the strenght and counterplay planning = if legion vaults pallet in frenzy it breaks and on top of that legion would be granted 10 % haste for 15s as well (Unbound basekit) Whenever legion enters frenzy, his movespeed is 7m/s and is granted stun immunity for the duration of the frenzy, if you drop pallet on legion in fr
    29 comments 241 views last activity
  • How I missed this perk being nerfed by 1 token, 4 %? When it already doesnt stack with fire up.
    6 comments 32 views last activity
  • I checked my stats to see how tracker monitors abandons and: When survivor abandon when being last alive survivor, though bot is killed → escape When survivor abandon when there are two survivors left, one is hooked in second stage and one gets downed → escape When all survivors abandon when being slugged = everyone escaped Why are abandons not consider a kill? I had 10 games with only one
    6 comments 71 views last activity
  • People who said that she never was too strong know that they were lying, Krasue on release was about lvl of released Kaneki who also got 2 nerfs, minor compared to Krasue but still. I just want to go through her current kit and give a reasonable feedback on why she's a bit overnerfed but at the same time I don't want any big buffs for her. I invested quite some time on her, and have p55 on her at
    2 comments 51 views last activity
  • Killer perks lately were not treated well to any of them become truly a higher pick, they may be at least more viable: Houndmaster → All shaking thunders: Increase lunge distance by 100 % and make it so the perk activates untill lunge is performed similiar to coup. Once lunge is used, either hit or miss, it will deactivate and has to be reactivated again. → No quarter: Works on every heal, if
    0 comments 11 views last activity
  • → His old scamper speed while enraged is back (bug?) → His scamper inflicts 3s of 50 % hindred (bug?) → Direct grab scamper makes you move at about 10 % movespeed (bug?) This is not even failure, this is massive problem and Ghoul should be killswitched as he is top most played character with very problematic bugs.
    2 comments 71 views last activity
  • Fog vials start empty Fog vials need 50, 70, 90 charges, depending on rarity to be activated Fog vials get 1ch/s for repairing generator, blessing, cleansing, searching, self-healing, healing Once they are fully charged, they can be used and require same amount of charges to be activated again Brown fog vial hides aura for the duration of the cloud Green fog vial hides scratch marks and
    3 comments 21 views last activity
  • The gap between low and high tier killers is mainly because they can create needed distance in chase to get quicker downs before survivors reach another strong area (fe. Blight, Ghould, Nurse, Billy, Krasue, Singularity…) One of most suffering things is to get rid of resources while losing gens and not getting much done. Also hardly punish hit and run orientated killers (fe. Onryo, Wraith, Legion
    6 comments 81 views last activity
  • In winner section there was skin for Houndmaster "dev choice". Not announced.
    1 comments 31 views last activity
  • What's new… → Bubba can now destroy any vault location. (This will end chainsaw) → Bubba keep chainsaw after pallet break. (Lopro basekit) → When Bubba comes into tantrul, hot oil drops from chanisaw, damaging in 4m wide aoe, even through walls. Nerf… → Hitting survivor ends chainsaw → Chainsaw overheats 3x faster within 6m from hooked survivor
    5 comments 42 views last activity
  • As more people post dicussion about how strong survivors are now (maybe strongest they ever been) here are my ideas of some adjustments: Overall: → Increase time to heal others from 16s to 24s → Increase time to heal self from 24s to 32s → Decrease repair speed by 0.1ch/s per each injured, hooked or dead survivor (thana basekit) → Increase vault time, drop time by 10 % → Increase cleanse, b
    6 comments 101 views last activity
  • Be removing it it would help survivors holding her head form useless to constant bodyblock with cleansing as well as krasues to block paths.
    2 comments 11 views last activity
  • It's not a secret that gen speed went a little bit our of hand. While increasing repair time would be pretty boring, adjusting the time it's possible to decrease that time is a must. Same with altruistic heals that are completely out of control while self-healing might need a very slight buff. Autodidact → Decrease healing penalty back to 25 %, max healing progress 60 % →50 % Bardic inspiratio
    3 comments 51 views last activity
  • MMR matches you with better player the more you win on both sides. The higher the rank the more likely you will face swf and top tier killers. So the more you win, the more miserable your games gonna be. To the point where some killers can't overcome certain spot where their strenght isn't enough to compete current or higher lv without playing extremely competitively and some simply won't be able
    8 comments 61 views last activity
1 2 3 4 5