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Elan

Elan

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Elan
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  • So during weekend I was testing all killers by going for the hooks only, spreading them as much as possible without doing following: → Hooking single survivor twice in a row during entire match → Slugging → 1 slowdown perk, 1 chase perk, 1 info perk and one hex (mostly used ruin or blood favor) Results: → Apart from top killers - Nurse, Blight, Kaneki, Singularity, Billy, Dracula I had about
    10 comments 141 views last activity
  • An idea: → Hex's lit up is invisible beyond 12m, looking as a dull totem.
    6 comments 31 views last activity
  • As long as most people are using the rotation add on the drone won't feel that different in chase. I have solution to make drones better in chase while less frustrating overall. Buffs: → 2 scanlines → 5 % haste when someone is fully scanned for 15s → 10 % hindred for 10s when revealed by killer instinct → survivors are revealed on radar for as long as they have at least one scan point Ner
    2 comments 11 views last activity
  • Her head form having collisions with survivors result in very frustrating times when survivors have full control over her. As the gland no longer shapes to autoaim and switches take longer, survivors (and surprisingly in solo q too) block you 24/7 force you to go through the long switch cooldown to infect, at this point, you can't do much about it and it's pretty common as I played her for about
    0 comments 21 views last activity
  • As I said I did SM rework before some time and I'll post it here. Give it some read. Stay tuned. Skull merchant starts with 4 drones each is different type and can be recalled at all time. Drone type 1: Can be deployed to freely move around map at increased speed, tracking large area within line of sight. Once it should crash into wall it instead change direction and keep scanning. The destinat
    0 comments 21 views last activity
  • Basekit: → Traps can now be set remotely within 5m while tapping m2, same with reseting (used to be a full animation with 1m range) → Trapper has no haste anymore (used to be 7.5, up to 12 % with add ons) → Disarming traps take 5s (was 3.5s) → Rescue time is 5s (was 1.5s) → Escape time is 10s (but always first attempt) → Self catch animation now takes 1s (was 3s) → Trapper starts the trial
    0 comments 73 views last activity
  • → Increase rate at which leech II. is gained from 1.6ch/s to 3ch/s. (takes 33s to fully reach leeched II. - aka broken) → Increase decay rate after eating glowing fungi from 5ch/s to 10ch/s (takes 10s to fully decay) → revert the head form collision with survivors to remove bodyblocking on both sides for less frustration when bodyblocked from window or pallet and when bodyblocked by non-infecte
    0 comments 11 views last activity
  • To give her enough power to compete B/low A tier killer: → Walking while crouch increased to 4.2m/s (was 4m/s) BUFF → Dash speed increased to 7.5m/s (was 7.1m/s) BUFF → Time to attach trap decreased to 1.8s (was 3.3s) BUFF → Death timer increased to 220s (was 160s) NERF → Increase time it takes to search a box to 15s (was 12s) BUFF → Decrease time to crouch and uncrouch to 0.5s (was 0.8
    0 comments 21 views last activity
  • The perks from those chapter are not truly that good on any side. While the meta should be more wide, perks like these don't increase it's edge. Vee's perks: Ghost notes: Scratch mark dissapear 100 % faster (was 50 %) note: scratch marks got updated with Houndmaster chapter to be easier to track and more consistent, so this change would make it more of old lightweight. 1-2-3-4: Skillchecks ap
    0 comments 21 views last activity
  • I don't truly understand the complaining around her as she's in top 3 but not top. It's time to start complain about Nurse, then Blight and then maybe Krasue so the real thread is not overlooked again.
    4 comments 111 views last activity
  • → For each injured survivor, all survivor gets 4 % speed debuff per stack (basekit thana) → When the generator is manually kicked or damaged remotely, the regression rate is 0.5ch/s instead of 0.25ch/s (partially basekit call of brine) → When two or more survivors work on generators, you see the aura of gen in yellow (basekit discordance) → When you hook a survivor, the furthest survivor is re
    6 comments 92 views last activity
  • WIndows of opportunity - now is active only when out of chase Lithe - now only triggers when fast vaulting window (remove boost from pallets and medium vaults) Resilience - decrease speed bonus from 9 % to 5 % Déja Vu - reveals the closests gens at all time, no longer grants speed boost untill at least one survivor is sacrificed Finesse - increase cooldown to 60s, cause 30s exhausted Dead Ha
    6 comments 131 views last activity
  • The upcoming update (despite hopefully tuned down) will massively hurt Twins. The current design of Twins is forced to slugging, as Victor you can't hook survivor and as Charlotte you have to travel long distances to pick up which might be already too far before heal or recovery happens. If this patch comes live then Twins urgently need some love, I know they are not popular, but those who likes
    0 comments 1 views last activity
  • First of all I agree on identity loss and nonsense dash as 32nd dash killer in game (overreact). → Keep the idea of switching pursuer and stalker mode (stalker grants him undetectable and he can see aura within 32m range, pursuer grants him speed actions buff) → Once he fully stalk someone, he can mori them without any hook needed (tombstone basekit), let's say he has to stalk someone for 40s i
    0 comments 11 views last activity
  • Slugging reduction update: → there is nothing good about this idea, the game is based around teamwork and those flat overbuffs make solo survivor capable of doing everything on their own. If you slug for pressure, them getting on their own after some time without intervention of other player isn't pressure Solution: Completely scrap antislug reduction mechanic Antitunnel update: → again every
    0 comments 31 views last activity
  • Medkits → no longer allow self-healing → no longer synergize with perks (fe. Do No Harm and Ranger Medkit result in 50/100 % bonus based on hooks, Botany now works only with perks like self care, strenght in shadow, We'll make it etc.) → Healing bonus is capped at 150 % Flashlights → blinding killer carrying or picking up survivor no longer frees them → Reduce blindness duration by 30 % ac
    1 comments 71 views last activity
  • Basic movespeed → Every killer base are 5 % faster when in chase → Every killer is 15 % faster when out of chase (this will have 10s cooldown after landing basic attack when in or out of chase) Basic lunge → base value increased by 30 % so it's sorta works like mini antiloop at unsafe pallets across killer roaster Basic damaging → kicking generator regresses it by 10 % (max 8 kicks) → the
    4 comments 121 views last activity
  • While 9.2.0 provide some interesting changes it doesn't change the core issue which is that half of the killer roaster can't compete without playing super sweaty and running full slowdown and iri add ons. Solution p.1: 5 gens remaining: Survivor repair at 1.0 charge/s, heal at 1.0 charge/s 4 gens remaining: Survivors repair at 0.9 charge/s, heal at 0.9 charge/s 3 gens: 0.8 2 gens: 0.7 1 gen
    7 comments 131 views last activity
  • With the upcoming antislug and antitunnel it's time to debate about base game killer changes, here's my suggestions: → 3 generators most away from you will now be locked untill first survivor is downed (corrupt basekit) Corrupt will now block every gen for 30s the first time each unique survivor enters dying state → Decrease stun duration from 2s to 1.75s → Increase damage dealt to generato
    4 comments 91 views last activity
  • Basekit: → Onryo can now kill survivor holding tape (previously was when survivor had 7 stacks) → Survivor with 7 stacks suffer from exposed and can no longer interact with TVs → Tvs now trigger cooldown only when survivor shuts them off (from 60s to 30s) → All stacks are now locked when hooked (was 3 stacks per hook) → Onryo is now completely invisible for 3s after manifesting (was 2s inter
    1 comments 61 views last activity
  • Current version of Fog vials is still controversal at most maps and a little bit more tweak might be done: Iridescent add on: decrease extra opacity from 5 % to 2 %, remove downsides. Recharges: the recharge between uses being removed and item being one-time use. Franklin's demise: will now destroy vial upon disarming Vial now has 120s cooldown before it can be used Brown fog vial → size ex
    2 comments 41 views last activity
  • Hello ya'll. I'm here to talk about one of most neglected killer, the Nurse. She hasn't truly received much love since her "special attacks" on blinks nerf. Basekit: → Increase initial blink range from 20m to 32m → Adjust time to perform Blink from 1.5s to 1.2s → Blink speed increased from 13m/s to 19m/s → Time to charge next blink increased from 1.1s to 1.5s to better target the wanted are
    6 comments 232 views last activity
  • I was wondering whether killer spawning along with survivors wouldn't be the best option to help early game. The chases would go on from start of the game while greatly reducing gap between particular maps that have plenty of spawn locations.
    0 comments 1 views last activity
  • Flashlight - reduce number of time to use from 8s to 5s Sport flashlight - remove accuracy and depletion part of item Utility flashlight - decrease time of use from 12s to 10s, remove increased blindness, accracy and brightness from the item Add ons: Battery (common): increase time to use flashlight by 2s Lens (uncommon): increase blindness duration by 0.2s Power bulb (rare): increase range
    3 comments 81 views last activity
  • Base changes: → Toolboxes no longer have charges but are consumed to permanently speed up repair speed bonus on generator it was used on for every survivor or are consumed to sabotage hook instantly Worn out toolbox - now can be consumed to increase repair speed of all survivors working on that gen by 2 %, can be consumed to instantly sabotage hook Toolbox - can be now consumed to boost repair
    0 comments 32 views last activity
  • Base changes: → Remove ability to self heal from all medkits → Medkit will be now consumed to boost altruistic heal Caming Aid Kit → Decrease altruistic heal from 35 % to 20 % → Decrease amount of charges from 24 to 8 First Aid Kit → Decrease altruistic heal from 40 % to 30 % → Decrease amount of charges from 24 to 10 Emergency Med Kit → Decrease altruistic heal from 45 % to 35 % → D
    6 comments 71 views last activity
  • Phase 1: Scouting: generators are blocked, chests are show to survivors, pallets are shown to the killer (3mins) Phase 2: Repairing/hooking (each gen completed will result in 20s of gates open, up to 100s, each hook decreases exit open time by s10s, up to 120s) Phase 3: Opening (Gates start powering and opening themselves for 40s + point than been received on both sides) Bloodpoints bonus per
    1 comments 31 views last activity
  • Have anyone experienced that? Since last patch you stop running or getting stucked on staircase and some random objects and it's trully horrible for both sides.
    2 comments 21 views last activity
  • Scourge hook: Side of evil When you hook at least 3 unique survivors on scourge hook, for the rest of the trial you gain ability to remotely hook survivors within 48m. The targeted hook will be shown in blue. Each time survivor is hooked on the scourge hook you gain -8m terror radius for 20s. Hex: Step ahead Trapped totem is placed in the map. Each time it's cleansed it's relocated to another
    2 comments 21 views last activity
  • Current add on gives you undetectable while guard is activaly hunting someone, for specific guards give you undetectable for: Assasin - 24s Jailor - 48s Carnifex - 24s While the Knight can now circle through guard easily readjusting missplaced guards this makes him undetectable most of the game, powercreeping a lot of stealth killers and perks while also giving him massive advantage in alread
    2 comments 42 views last activity
  • Conviction - I love the anti-slug part of the perk where it can be reactivated on finishing heal. However, it SHOULD NOT activate on self heals. Last stand - the time before stun happens should be lowered as it's already one-time meme perk use that is so funny for the goofy vault animations. Killer can still side-step or hit you before the stun happens. Fog vial - As a killer it never make me u
    0 comments 11 views last activity
  • I found out from stream that DM got reverted back from 20 % to 14 %. Is it something that wasn't mentioned or is it some side issue?
    5 comments 361 views last activity
  • Is it intended or bug? Note: killer suffer no stun and was touching the pallet.
    4 comments 302 views last activity
  • I was focusing on a lot of people arguing why they don't like the SM rework and I offer an rework idea. What people don't like: → dash attack with drone not suiting the identity → range attack being on a lot of other killers, removing her identity → removing her stealth side With all that my idea of possible rework is: Skull Merchant has 6 drones and she can swap between their function. Dr
    0 comments 21 views last activity
  • As I defend some big killer changes. There are posts about healing being busted, meta etc. I did experiment myself where I played 20+ games and here are 10 most used perks. I will do the same when I'll get to play survivor to get proper feedback. Dead Hard Lithe Sprint Vigil Wiretap Finesse Bond Windows of opportunity Deja vu Resilience
    5 comments 113 views last activity
  • I'll leave my 4 ideas and look forward to yours. Invocation: Mending Wolves - After completing 60s ritual there will spawn ritual symbol within basement. Stepping on it will passively heal any survivor within course of 24s. The invocator is penalized with 20 % debuff to healing. (This will be high risk perk that technically gives anyone passive Strenght in shadows for a price that you have to
    0 comments 21 views last activity
  • I'm killer main, and I was hard defending the urge to put on pressure when the game is not going in your favor. But as there is ongoing event and I swapped to survivor role, mainly due to queue times I must say that I never ever suffered such a frustration playing survivor. I don't mind killers bringing meta perks (dms, pain res, corrupt, surge…) those are competitive perks but everyone wants to
    17 comments 362 views last activity
  • I see that Myers use tombstones 24/7 and every game i go against Myers they have tombstone piece add on If it's so popular, it might easily become basekit. Myers is allowed to kill 4 survivors total, he used to be able to kill 2 max. So 3 tombstone kills basekit would be fine.
    4 comments 41 views last activity
  • 0 comments 11 views last activity
  • Pig has been topic for quite some time with the meme "nerf the Pig." While she got big nerfs, she recently got some buffs that though won't really take her away from being about 3rd weakest killers. I'll skip two stages, those are when RBT activated in EGC or when leaving with inactive trap and when Ambush was considered as basic attack. Because those changes were neccessary to bring her in bet
    0 comments 71 views last activity
  • Survivors - Lithe, Windows, Resilience, Decisive Strike, De ja vu Killer - corrupt, pain res, dms, surge, lethal Any ideas how to break it?
    29 comments 332 views last activity
  • I've seen a lot of people complain about buff to Built To Last (12s→8s), let me explain why despite the perk itself it very strong it's so underused and won't be used more anyway. → Keys and maps now have charges, contra it won't work with build to last anymore and those items are in fact worse than they were (maps no longer reveal killer belongings, gens across map, totems etc. Keys were only u
    0 comments 251 views last activity
  • Changes: → Corrupt basekit → Deadlock basekit → Thanatophobia basekit (every injured survivor decrease efficiency by - 5 %) → 8 kick limit → 6 kick limit, 5 % → 15 % → lethal pursuer basekit → heal time 16 → 24s, self heal 24s→32s → basic attack cooldown 2.7s → 2.5s → remote pallet break basekit → once per survivor you are able to remote hook
    7 comments 161 views last activity
  • I haven't really used them as much. But if you can run 6 traps, does it increase the searches capacity or every trap will be removed on second try as there are 12 searches base? Anyone know?
    2 comments 21 views last activity
  • The perk itself has high requirement for truly weak effect. Hexes should be worth the deactivation option. Suggestion 1: After landing 4 basic attacks, the dull totem turn into hex totem and hinders for 5 % and 15s after landing basic attack. After it's cleansed it can be relit again after successfully landing another 4 hits (note: 5th hit hinders, not 4th) Suggestion 2: Hex is active from th
    4 comments 122 views last activity
  • We got two bit different previews but there is a big indicator that they try to give her multiple powers, that not only will be confusing to other players than current version but also completely shut down her entire identity, but if that has to happend, so be it, but: Global detection power will mark people who are running or walking and will alert them. Now we know that guaranteed give away o
    0 comments 22 views last activity
  • Anyone knows whether there is any plan to bring back new map variants apart from custom games?
    0 comments 1 views last activity
  • While kill rates been always some indicators of what killer needs help of tweak, we surely know that current meaning of kill rates become inconsistent: News: → Abandoning counts as escape, so if killer abandon while everyone slugged abandon he won't get any kills into stats → Hatch escape when one or more gen are left counts as escape, eventhoug it's pretty much kill but some killers (me too),
    3 comments 71 views last activity
  • Pig is a complex killer who has multiple things in her kit but none of those are really that good. Balancing her is hard, because you can't buff traps too much and giving her better antiloop. Changes to stealth/crouch/abmush → You can crouch and uncrouch instantly, like ghostface (was 1s), there is no reason for her to suffer crouching and uncrouching animation → TR fade out after 2s (was 5s)
    2 comments 41 views last activity
  • We know that their last attempt to rework them didn't go well. I played them mostly in their weakest version (with the 5s cooldown). Their slugging potential, which is by far the most viable passive slowdown in their kit is more of "i can do that" and also as Charlotte is only able to break stuffs and hook survivors… But what if… Victor: → has ability to break pallets, walls and gens → has a
    0 comments 81 views last activity
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