Ghostofsnow
Ghostofsnow
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- Ghostofsnow
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Now I'm fine with a shift in design direction if that's what's wanted or so, but they really removed every single change from a year of planned base gameplay reworks…it just was a utter and major waste of time. we got no meaningful slugging changes, no tunneling protection that matters base kit, they slapped 5 seconds onto unhook safety just to roll it back this upcoming update. it really just fe5 comments 141 views last activity
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Like, no other game I can think of has 4/5 member's that can have all agency removed on them for 4minutes straight while still technically being in play. hell, I wouldn't even care if they removed the cumulative build up. a 2-3min prerequisite unbreakable would have just been nice to deal with some of the most boring matches possible without that abandon feature.98 comments 2,655 views last activity
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I've been around since about the games 4th year anniversary due to a friend gifting me this game who really loved silent hill. I've seen really horrible updates, perk balance, awful killer releases, out of control healing mechanics,gen regression and the like. I toughed it out through it all and even willingly maxed out my rift solo/duo during the time skull merchant was at her prime with call o0 comments 91 views last activity
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Honestly Overall i like the current design idea as a way to encourage players to interact with chests more as a side objective, currently though i feel it's boost threshold to item charges is at a degree it only really works for toolboxes at a net time loss. My proposal is boosting it to be +100% charges on an item, to effectively give the perk much more synergy, reaching a 2 heal threshold so0 comments 1 views last activity
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Okay, this might be a contentious idea, but I feel the game would be much more streamlined if the hatch spawned at 2 survivors remaining but with tweaks(of course if one goes through the hatch it closes so the other has to gamble the exit gates), like the killer sees the hatch instantly and it appears near them. this way it give killer agency if they want to either play around the hatch as a kill0 comments 21 views last activity
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Okay, i know stuff will probably be addressed with the phase 2 stuff, but with the addition of the give up option, which is linked to 4 man slugging… whats stopping a killer from hyper fixating and camping a body? Like you're forced to go to them and try picking them up so a killer gets easy snowball potential _____ Like I'm not saying its going to be efficient but i can very easily see th38 comments 662 views last activity
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That's….going to be hot fixed fast right? like i get they are a popular killer that you wouldn't want to killswitch, but survivors being a bounce target and instantly being rushed hit 0.02 seconds in a chase is wild.3 comments 111 views last activity
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Okay so, plot twist is bugged and cant activate in the bone chill event so since Im not very good at using the bug report part of the forums for the issue i just figured I'd see the forums for alternatives personal favorites besides plot twist i use are normally, bond, for consistent team healing and info, built to last with a stacked medkit and sometimes inner strength but i run that with de16 comments 181 views last activity
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With the sheer number of perks around and how quick a game can snowball I feel this is possibly the most impactful and untapped perk type available for those once per trial effects. So I thought of two in the same kind of vein as corrupt intervention and with tweaks I feel they could both be healthy additions to the game. These two ideas are just based around improving starts and match quality3 comments 31 views last activity
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SUMMARY OF THE ISSUE: Basically when you go into trials against vecna it seems outfits with portions that have physics fail to render PLATFORM: PC STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: going into trail against vecna with certain cosmetics, had this happen twice now0 comments 11 views last activity
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Hello there, I've played this game a long while and wanted to chip in my own idea for a perk bandaid to deal with tunneling in a non oppressive way that gives players that die early a chance to contribute to the team in little but impactful ways. My idea mostly involves using a perk slots that activate and buff teammates or game state after said player dies in a trial. like locking in 5% g0 comments 21 views last activity
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i often try duo queing with a friend but a lot of the time challenges get frustrating for them and kind of just deter their want to play the game. sometimes with challenges taking 5 matches to even get done for them even when i bring perks and the like to help a style in tf2 for 'contract' challenges is to have one selected then the group that que'd together has shared progress. I feel this w0 comments 12 views last activity
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title, i was trying to read the notes but couldn't find the info on it anywhere1 comments 101 views last activity
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Im sure this has been asked before but could the aura of the locker be revealed to team mates within a certain range when the stun is active? so far head on is a fun perk but only really gets value in a swf, if the idea with survivor action icons where to give solo que more an even a playing feild with swfs this would go a long way both to help it be more desired a choice and also help with peopl18 comments 161 views last activity
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My idea for changing 'teamwork' perks is to have its activation requirements changed fully from its current state, to removing proximity and making it active while a teammate is on a hook. thus being a personal temporary buff thing when a team is in a bad spot to give a buffer that avoids early snowballs From their release i feel this perk design currently is a type that can only ever give a0 comments 21 views last activity
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While I understand the reason for the nerfs and desire to make general self healing slower it currently feels a brown medkit for 2k bloodpoints is much better value then a ranger one for over double the price I know there's an altruistic healing speed difference but not only is it minor but spending a limited resource on a teammate often feels like a waste outside of a proxy camp scenario and7 comments 111 views last activity
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with the dust settled and about 2 years of the perk type do you feel they're still a decent idea overall or a too hard to balance mechanic that fails given the amount of set up time and map knowledge? im currently thinking they're a mixed bag potential wise. especially with the small range they have and situational effects . though if they made a vigil one or somthing like an item restoratio11 comments 261 views last activity
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Since they did an attack on titan cross over think some other anime could work license suggestion wise? I might be a bit biased but i'd love it if we got kira from jojo part 4 as a killer. his power would be pretty unique and fun to use in the realm i feel47 comments 1,131 views last activity
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With the amount of DC's and early death snow balls this will make a lot of matches quicker for killers to win. Being slugged is just one of the options but hooked, dead and survivor escapes also count towards your match ender move. I feel this is a knee jerk reaction from a lot and is a fair trade giving faster game closing potential and back and fourth while removing the awful 'gameplay' fo7 comments 131 views last activity
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Honestly been playing for like 2 years and there's been a large increase in slugging for the 4k. Thank you for giving us somthing to deal with this gameplay and making the games have that horror movie flare with a last man standing scenario Granted it doesn't get tweaked too much I can see this being a healthy change for keeping interactive gameplay instead of just one side removing options for18 comments 271 views last activity
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I just had a devour hope match and cleansed it myself removing the exposed. After the killer downed me and mori'd me with a single hook state. It's bugged right? cause I swore it was supposed to lose all stacks on destruction4 comments 41 views last activity
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Not asking for direct nerfs for her but midwich is just damn terrible size and layout wise. Over half the TV's can apply curse at any one time and I had a killer use the offering, curse killing all 4 of us . Don't think I've had a match feel that awful in a while42 comments 121 views last activity
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Back before the midchapter an on hit boost gave about 20seconds of distance against an 115speed m1 killer. Now the on hit boost time is 1.8 seconds instead of 2 and the killers hit recovery is now 2.7seconds to move again instead of the old 3 I'm not good at the math so I figured I'd ask the forums for anyone more capable at it than me. My assumption is about 16-17 seconds now but feel I migh1 comments 1 views last activity
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In 2 years playing I honestly don't think I can recall a batch of gens closer together than that double main house spawn with another in the corner14 comments 191 views last activity
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Honestly I had a lot of concerns but after trying the new version of dead hard out a lot it's honestly really impactful and satisfying to hit. It's a fun way to keep a chase going and the mending time balances out the on demand health state hit boost it can give. Any others agree? Despite strict timing I'm going to keep it on one of my most played characters for the fun factor I get from it lik38 comments 1,071 views last activity
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Like if they did balance MMR to work for a 2k/2e average or even a 3k/1e all the changes they added would be pointless outside of how the game feels match to match. which speaks volumes given the big negative reception and level of mostly valid complaints3 comments 101 views last activity
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With the current changes the big 3 this time around are sprint burst, lithe and overcome. Wondering which one will pull the most ahead is kind of fun. Overall I'd say overcome and lithe beat sprint burst in ease of use while sprint burst is the one that can potentially come in any scenario. My feeling is lithe is going to take the #1 spot for it's sheer versatility and constant practical us9 comments 91 views last activity
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As a person who mostly just plays survivor pop honestly was the most fair and engaging slowdown perk. Was powerful especially in 3 gen scenarios but had to be earned and you had to go out and use it. I feel current slowdowns are too easy and passive also adding to the increased frequency on camping. Besides bbq and devour hope pop enticed a killer with some great gen pressure and got them to6 comments 71 views last activity
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With the DS stun duration nerf and on hit boosts giving less distance endurance effects are a lot less impactful at discouraging chases. if we can't revert the DS stun timer to do its job can we at least make overcome work on endurance effect hits again for the distance so we have another exhaustion option off the hook besides sprint burst? we need options if this game is meant to be enjoyable7 comments 121 views last activity
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like the sheer amount chosen without anything listed change wise in advance to give feedback on is worrying especially if it overhauls perk categories like exhaustion as a whole or hexes while more perk variety can potentially be really nice. survivors are much more reliant on what they have to sometimes even have an enjoyable game without having a 3k bp match and a baseline 8 second bt will9 comments 141 views last activity
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i was playing on the church just the other day and every single possible window spot up stairs was turned into just a walk off drop. same with most railings on rpd. any one else getting stuff like this? same happened with old haddon feilds basement house window getting removed turning a god window into one of the worst basements in the game to get out of3 comments 51 views last activity
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from the looks of it the only perk that didnt get feedback or was tweaked/blocked was death slingers perk from the midchapter patch. i really cant understand why this one was considered problematic11 comments 231 views last activity
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Any of you have some perks you really enjoy for fun or a good little high in a match? For survivor side I really enjoy Flashbang and exhaustion perks, pretty much all of them. it feels pretty nice earning an item with your objective then getting a surprise blind and exhaustion really is nice giving a short but powerful upper hand in a chase As for killer i really enjoy pain resonance, pop an17 comments 152 views last activity
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Honestly too many treat ptb as a teaser mode than actually test stuff and majority of these forum complaints i feel didn't go on the ptb to give feedback or try the stuff out since it wasn't a big content drop. adding incentives would give the testing more consistency and be better chance to make sure things drop balanced1 comments 11 views last activity
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Would love to hear the creativity the forums got here and I'm sure we can all spread around some good ideas. I'd be up to start, my idea would be like a tripwire trap you earn and could set up on pallets. somthing that if activated by the killer would drop it stunning them but you need a lot of gen progress to get so it's something you could only use once or twice a trial.14 comments 71 views last activity