Forza
Forza
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- Forza
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Seems like pallets are stunning without the killer actually being under the pallet. Like if there was an extra half foot of invisible pallet stunning. I noticed this when I was playing killer but even as survivor noticed it visibly when killers were getting stunned while clearly not under the pallet.2 comments 131 views last activity
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problem: it feels horrible as a killer when multiple generators pop and you've only downed 1 survivor. problem: it feels horrible as a survivor to play against a 3 gen strategy problem: killers are incentivized to tunnel as managing 3 survivors is far easier than 4 solution: the more generators on the map the slower repair speed and the fewer generators on the map the faster the repair speed.1 comments 21 views last activity
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Where are the changes that make bottom 2/3rds of killers equivalent to Nurse and Blight. It's only fair, right?15 comments 351 views last activity
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but wait.. this is on mobile, right? maybe that's who they're catering to.2 comments 141 views last activity
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Played against two players who were using the exact same build; unbreakable, power struggle, no mither, and flip flop Whenever i would try to pick them up my character would freeze for a few seconds and then stand up without picking them up.1 comments 31 views last activity
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Your time on the ranch has made you skilled with a rope. When in the dying state and being picked up by the killer you quickly latch your lasso to anything nearby. The killer will then furiously struggle to pick you up increasing the time it takes by 50/75/100%.1 comments 21 views last activity
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Your time on the ranch has taught you a thing or two about lassoing big game. When a hooked survivor is in the summoning phase you can throw your lasso around their neck from a 36 meter range and pull them off the hook. Upon being unhooked the survivor is launched quickly up to 36 meters forward to your location.1 comments 11 views last activity
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New Mori System should be based on self recovery percentages while in the dying state that are dictated by number of survivors currently in the dying state. For example. When 1 survivor is in the dying state they can self recover only to 25%. When 2 survivors are in the dying state they can self recover only to 50%. When 3 survivors are in the dying state they can fully recover as if they had4 comments 51 views last activity
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Like I understand that tunneling is frustrating but frequently as killer you'll just end up running into the same survivor over and over again. Then they give you a hard time in end game chat or on their ttv stream when you weren't even trying to be a dick.21 comments 502 views last activity
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The killer cannot close the hatch or else gives the survivor multiple means to escape (through doors, and hatch) assuming they have a key. If the survivor is intent on escaping they won't reveal themselves but will hope the killer closes the hatch. If the killer is intent on getting a 4k they won't close the hatch. Therefore the game ends up basically being in limbo until one or the other giv14 comments 261 views last activity
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Survivors stacking gen rush perks to deal with gen kick meta. Play without gen kick perks and get destroyed. Play without gen rush perks and get destroyed. Neither side can really win in this meta. Killers routinely won't even chase survivors anymore unless they're near a generator. Survivors take a hit, run to the boon totem and heal, killer kicks the gen in the meantime, eventually the kille31 comments 581 views last activity
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i just imagine the detective in this scene is dwight lol https://www.youtube.com/watch?v=O_DUa_Csq9Y1 comments 71 views last activity
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So sometimes when you make changes to the game you don't want to fundamentally change what a killer, or perk is or does. So the changes being made to nurse don't change how she is played but instead are aimed at reducing some of her overall power level. By changing her blink attacks to skill attacks she no longer benefits from effects like exposed or applies mangled, hemorrhage etc. But the way10 comments 121 views last activity
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If it takes a killer an average of just 4 seconds to find and kick a Boon Totem then the time cost to the killer is the same cost to the survivors. This assumes that 1 second of the killer's time is equivalent to 4 seconds of the survivor's time. (also we're assuming that 4 survivors are alive). So this would lead us to the conclusion that there is no time lost to survivors in placing the Boon15 comments 531 views last activity
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be the most healthy for the game? Killer ideas: BBQ - incentives killer to leave the hook Corrupt Intervention - Provides a very temporary advantage in the early game which set-up killers like trapper and hag desperately need anyway Dying Light - Incentives killers to get hooks, could be changed so that instead of being based around the obsession this perk is instead de-activated when first s31 comments 411 views last activity
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it's the treatment they gave Ruin although i think most would agree it's not the reason Ruin is bad.8 comments 201 views last activity
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So I'm venturing into the absurd here but what if - each time the killer hooks a survivor for the first time a portal opens in front of the survivor that they have ~10 seconds to enter. When they enter it they can choose to travel to 1 of the furthest 3 hooks from their current location. There will be some kind of notification for nearby survivors but this can help alleviate the issue some kille5 comments 51 views last activity
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does anyone really enjoy playing on eyrie of crows, lampkin lane, shattered square, or garden of joy?15 comments 501 views last activity
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Killers have to treat every initial encounter with a survivor as if they have it. It's the perfect perk for subtle cheaters. It's a horrible (almost laughably bad) perk for new survivors yet an insane perk for the skilled survivor. Suggested change: When taking a hit while unhooking, vaulting or taking a protection hit dead hard activates and prevents the survivor from being put into the dyi3 comments 51 views last activity
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One thing that has always felt off to me from a pacing perspective is how the game feels once the generators are powered. The survivors 99% the gates, regroup, heal, and make any saves they can. Often times this is actually when pressure dissipates. But imagine the end game countdown starting as soon as the last generator is powered. You'd have 2 minutes to open the gates, save anyone on the hoo4 comments 81 views last activity
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They shouldn't be destroyed when a survivor is sacrificed. It simply screws the killer over. It may not always influence the game but sometimes it really does.5 comments 51 views last activity
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I don't think nurse's abilities or kit should be changed. However, she is a strong killer in the right hands to the point of being oppressive. Therefore a few changes that can be made without changing the playstyle and overall feel of the killer would include. All attacks made after a blink are considered special attacks. These attacks neither benefit from status effects like Exposed or apply e1 comments 31 views last activity
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Nurse violates the normal rules of the game and as such survivors aren't really playing their game against her, they're playing the nurse's game. And that's fine. But why should the normal rules also apply to the nurse? Instead of all these ideas about changing the way her power works wouldn't it be best to change the way that status effects and aura reading apply to this killer? My argument is4 comments 93 views last activity