Free_Hugs
Free_Hugs
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I don't understand how survivors can play like this. They do the first 3rd of a gen and then they just keep working on that gen until it's done. Can you believe that?! They just find that one gen they want to work on at the start of the game and keep on it till it's done. If I find them and try to push them onto another gen, almost every time they'll go back and start tunneling the same gen they23 comments 471 views last activity
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My guy is Frank and his girlfriend is named Debbie. What do you call your zombies, and do you give them hi-fives when they get a down?31 comments 301 views last activity
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From what I've been seeing on the forum, killers tend to by and large feel that the Developers spite them and the game is balanced and favored towards the survivor side. This is counterpointed by the fact that, on average, killers kill more than survivors survive on an average of a 60/40 ratio, and there is no map or killer that has less than an 50% kill ratio, except nurse. Rip nurse. So, why?2 comments 121 views last activity
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So why were the stairs widened instead of the killer hitbox simply shrunk to the size that would let survivors run past? Or even just killer collision with survivors removed completely? Why was there a decision made to just nerf killers with no compensation instead of give a more even handed balance to the presented problem of basement stairs or give killers any kind of even token buff to compe16 comments 232 views last activity
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Ok. So @Peanits has noted extensively that chat programs can't be removed from the meta even if they wanted. So, instead of trying to fight it, why not embrace it? Build voice comms into the game for all survivors to use. The disparity between solo and swf is resolved instantly. The only angle to attack now then is killer buffs. What would it take to make 4man swf baseline for all, fair? O15 comments 222 views last activity
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It was perfectly fine two versions ago. Things were sized well, you could see who made threads and post counts, and a little bar popped up at the top of the screen for you to click on to go back to the forum directory instead of having to scroll all the way up Every change has made it *so much worse* Don't fix what isn't broken, please. Revert it back. It's nice when everything isn't huge and24 comments 442 views last activity
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After putting in a lot of time with all of Legions playstyles, I think this build will be an overall buff. The most effective Legion tactic for getting downs, comparing Frank's Tape versus Moonwalking versus Cooldown Reduction was always cooldown. Hitting someone then chasing them with a normal m1 was always the most effective and efficient way to get downs with him. This change is a direct and0 comments 12 views last activity
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Sometimes I really get into some hilarious hijinks with survivors, like the time I saw all 4 survivors on a roof of the Strode house as pig and we all spent a solid 10 minutes just crouched down nodding at eachother. What's some funny stuff survivors have done in your games?18 comments 442 views last activity
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As a genuine question. There have been several threads posting whole walls of how the devs are [badword]ing up. Just dozens of things not even being hinted at that they are being addressed or looked at at all. Things like the Freddy rework that they've been working on for months. Allegedly. So, as a gauge of how much faith the community actually has in the competence or capacity of the people w19 comments 182 views last activity
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Goal: The idea for this concept was to create a killer who can create map pressure by inciting paranoia and having effective mobility while remaining thematic, slowing the game by making survivors want to immerse for the duration of his power. TR: 40 meters Movespeed: 115% 4.6M/s Passive: "Monster in the Closet" When the Boogie Man opens a locker he may hold the space bar to enter the locker i8 comments 102 views last activity
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Considering the way you guys have been conducting your jobs, I don't think any of you really know how to CM, or at least how to handle a situation where a playerbase is frustrated by a lack of development information. Show the players the failures. I know you can't discuss things that are currently being developed, that causes a whole headache with players getting their hearts set and let down2 comments 52 views last activity
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So, I just had a very peculiar thing happen in a Freddy game recently. I was Freddy, of course, and I have a strong 3gen setup on autowreckers, you can practically sleep any survivor on any gen from the other two gens. An extremely powerful setup on any killer, except. The survivors didn't care. They didn't acknowledge my presence at all. 4 survivors rushed one of the last gens and just held m14 comments 82 views last activity
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None of the bugs are anywhere close to being squashed. A bunch of monkeys are flailing on typewriters trying to fix code for the game. You can luck into a successful game, but you can't luck into a balanced one. Or even a functional one, it looks like. If you're holding out hope that the game will get fixed and be playable any time soon, abandon it. /thread made after 3 infinite loading scree3 comments 52 views last activity
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I've seen this argument used more than a few times, and since it was not addressed in the thread proper, I feel a need to address it here openly, least the mindset become infectious. "Survivors run at 400% movement speed" has been used as an argument against the observation that "killers need to fight against 16 perks" because a survivor team is made of four members that each have 4 perks, thus22 comments 1,832 views last activity
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Thread title. http://www.strawpoll.me/17732619 1 to 5 scale with a bonus option.16 comments 362 views last activity
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As the title says, pick a killer and give them a buff that will bring them on par with Billy. Don't shoot for Nurse strength or obviously overpowered, just what you think they would need to be viable. Doc: Increase Shock stun to 3 seconds from 2.5, remove speed penalty for stance change and treatment mode. Freddy: Failed skill checks no longer wake sleeping survivors. Injuring a Survivor now wa16 comments 272 views last activity
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Just curious who everyone plays and for what kind of reasons. I main. Doc myself, not having to waste essentially any perks on tracking is nice and he has better defense against hookrushing then most. I find I do consistently the best with him, even if most killers are significantly better, no one pulls in the 4ks like doc for me. What about you guys?21 comments 692 views last activity
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Premise is pretty simple, just share some advice or a trick that you've learned as a survivor or killer that helps you play. Who knows, you could help someone out who's been having trouble. I'll start. Against a Doctor you should always be moving if he pushes you into madness 2. There are a couple common add-ons that lets him pinpoint track your position with madness 2, but they are stationary a3 comments 42 views last activity
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I've been seeing it repeated a lot that noed "rewards bad play" because the killer didn't do their objective of stopping generators. Something to consider is that a killer doesn't have the objective of stopping generator progression. If all gens are at 0% completion for an hour, the game will be no closer to it's conclusion because doing such does not progress the killer's win condition, it only91 comments 1,193 views last activity
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Movespeed 110% Power: The Twins are a set of two killers (that can queue as a two player group) that both have slow move speed and a basic lunge. Holding M2 while in a chase with a survivor will slow the killer to 98% movespeed and show the aura of the chased survivor to their Twin for the duration. The Twins have a shared empathy and any blinds or stuns against one will also effect the other.17 comments 3,045 views last activity
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On live Thanataphobia says it reduces action speed by 6% up to 24%, which doesn't match up with the patch notes. Did 24% go live, or did they just use the wrong description text?2 comments 72 views last activity
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While still keeping it balanced. See if you can change a hex perk enough for it to longer need to be stuck to a totem to be fair. Examples: Ruin: Maintain current ruin effect until the first generator of a trial is completed. Third Seal: When a survivor is hooked they are blinded for the remainder of the trial. Thrill of the Hunt: Keep it exactly as it is, just make it a passive effect inste16 comments 222 views last activity
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Figured this would be a fun thing for everyone. Design a perk (as what it would be at max rank, don't bother making weaker versions of it) that you think would be a nice addition to the game or just fun or whatever. Don't worry about giving it a name if you're bad with naming either, mechanics are fine. They don't need to be perfectly balanced, but do try to aim for something that would potentia37 comments 372 views last activity
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This will be a collection of the interactions between objectives completion times, taking what a perk or addon says it does and extrapolating its practical impact on the game. Everything will be compared to the golden standard of generation completion time. 400 divided by # of active survivors. This is an initial rough draft to get the idea out there and will be edited / revised and updated based7 comments 732 views last activity
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Observation: Playing against Legion sucks. He feels brainless because survivors have no defenses against a legion just using their power to chase them to death, and it feels bad to play legion without burning very rare addons because you feel incredibly weak chasing survivors. Boring and ineffectual, but inevitable death makes it unfun for both sides. Suggestion: A complete rework and refocus of22 comments 272 views last activity
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You can infect survivors on the hook that were not infected before hooking them. Just puke on them after the initial hook animation ends, which takes about half a second.0 comments 32 views last activity
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Suggestion: Give every killer a double movement speed sprint like Billy's chainsaw baseline. Reason: It is a universal weakness of killers to not be able to apply adequate map pressure to keep survivors engaged. Having an option to cover large portions of the map quickly to keep pressure on faraway gens will increase weak killer viability without adding overwhelming strength to them. Adding a ch19 comments 222 views last activity
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Purpose: Give killers another option against godly loopers. Effect: "A clumsy survivor will always slow vault." Application: A debuff that could be applied through things like an on hit perk like sloppy butcher or add-ons like pig's hat effects that apply the debuff for a limited time. Explanation: Similar to the vein of bamboozle, there are some locations on some maps that have extremely unfai6 comments 122 views last activity
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This is a suggestion for an item that will make completing a trial harder, in exchange for greater bloodpoint rewards. Beacon, brown/yellow/green/purple quality. "Make your survivor slightly/moderately/greatly/significantly more visible Gain 25%/50%/75%/100% more bloodpoint if you survive the trial. This item may not be dropped." The general scale would be "slightly" would increase the relative8 comments 142 views last activity
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"You may perform the heal-self action without a medkit for up to 95% of the action's completion" That is my proposal for a recreation of the current self-care perk. Remove the heal speed penalty, but require a survivor to find another survivor, or use a medkit, for that last little bit of healing, just like the dying state, currently. This will still allow the perk to optimize survivor heal time19 comments 282 views last activity
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I know most people will balk at just a pure killer buff, but consider this. Currently the most player aggravating elements of the game are, for the killer and survivor side respectively, Gen Rushing Camping Currently chasing does not feel rewarding because, in the time it takes to complete a chase, even a very fast and efficient race, survivors will push gens and you feel helpless to st10 comments 122 views last activity