Mastermind
Mastermind
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- Mastermind
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Discussions
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I suggest a feature where after the match ends, at the post-game screen, you are able to give your own Bloodpoints which you accumulated through the match to any of the other 4 players in the trial. This would be done either by writing out a specific amount to give to a specific player or alternatively, have the ability to give 20% of your accumulated total up to 5 times or 25% up to 4 times. (I2 comments 22 views last activity
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Since the visual and placement changes fall on deaf ears and with the addition of a perk that literally shows you the exact location of a totem, here's a fair play change: Once an active hex totem gets cleansed, one perk of every survivor (Picked at random) gets disabled for the rest of the match. If your survivor doesn't have access to all 4 perk slots (or you decide to not bring all 4 becau8 comments 131 views last activity
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The Trapper is in a pretty bad position as his own power is hindering him throughout the match: Survivors can identify the killer before they even get a glimpse of him. Set up is required and a group can call out set traps and coordinate to disable them. A trapper needs to often go around most of the map to actually GET his power. A trapper needs to be near his traps in order to get value ou0 comments 11 views last activity
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SWFs are a key point in annoyance because the informational advantage they gain means they effectively have multiple info perks on top of from the actual perks they have. To compensate the informational advantage, the amount of perks you can use is reduced by one for each additional survivor you are in a team with: 1 survivor gets 4 each 2 survivors get 3 each 3 survivors get 2 each 4 surviv8 comments 81 views last activity
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DS is an anti-tunneling perk and I'm fairly certain you can't "tunnel" 3 or 4 out of 4 people during a game. Secondly, DS doesn't really do much unless the person has the looping ability to back up the perk. Actually, if they DS the killer, that's basically telling the killer that they're a safe grab, so they are even more likely to die afterwards. DS sees offensive uses now and I do get that D3 comments 42 views last activity
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I feel like the system of hex totems needs to be changed in some way because if you hit a SWF (And at higher ranks you will) and run a hex then I can assure you that the moment the effect of the hex shows itself these people will just leave what they're doing and just run through most if not all of their memorized possible totem locations. As a killer I'm supposed to be on survivors to kill them3 comments 42 views last activity
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Both of these are used offensively in an EGC scenario. If someone is on hook and they get rescued near the exit gate: You manage to hit the unhooked survivor, BT procs and they run out. You manage to hit them and they're on the ground. So now they are free to crawl through the exit because the killer can't do jack #########. Pick them up, eat a DS and have them run out or leave them on the gr6 comments 51 views last activity
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I am proposing that the survivors tapping a gen will not stop regression and they would be required to repair the gen for a few (5 - 10?) seconds non-stop before they can stop the gen regression. If they let go sooner, the regression keeps going. Kicking the gen itself wastes time, where the actual kick gains nothing for the killer as it causes no regression by itself. That can give survivors ne12 comments 91 views last activity
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I hate SWF bullying as much as the next guy and I do understand that SWFs are pretty impossible to balance around because by balancing around them and weakening them, the solo players would suffer. I would suggest perks having various power levels based on how many people are currently in a group. This could either be done manually by determining the value for each of the levels so that balancin0 comments 11 views last activity
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Whenever a selected challenge gets completed, and I click "Select Challenge", it would be better if I were brought directly to the location where my last completed challenge is. If I'm working through the various tomes on either long term challenges or one of those that might/might not occur and I keep them active for a long time, once I finally complete it, I have no clue on where the challenge0 comments 1 views last activity
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Ok, two side paths, one for a specific survivor, one for a specific perk, but the middle is just outright a pushover and doesn't require you to go out of your way to achieve since none of them are meant to be completed in a single trial. The specific survivor challenge with Yui is honestly next to a pushover as 2 stuns or blinds over one game isn't exactly rocket science. Especially when the gam4 comments 71 views last activity
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Since cheater reports require both an in-game report and an online one with video evidence and identification of the user via SteamID64 which is impossible to discern from the name alone unlike with console players, it would be in the game's best interest to integrate it with the Steam "View Players" function in the overlay which shows you players you've played with in recent games so you can ret0 comments 11 views last activity
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I originally wanted to make a post about how No Mither shouldn't leave blood orbs for Oni so I'll just stick it up here, just as a tag along. And in the mean time I realized that perks that people consider bad are the ones that should be getting bonus BP instead of really good perks. Currently you get bonus BP from: B BQ and Chilli - Up to 100% on everything Distressing - 100% in de2 comments 31 views last activity
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The new chase music, the antidote effect and I think even his default breathing (Though not 100% certain on this one.) are so loud it easily makes all other sounds of the environment much more difficult to hear and discern. The only use I saw behind the antidote was faster map traversal but I found myself not wanting to use it simply because I couldn't hear my surroundings and had to stop for th1 comments 11 views last activity
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There are certain loops that are extremely safe for the survivor because they tend to have one short side, one super long side, a vault location and clear line of sight for miles around. Loops like these have no place in the game as the survivor is extremely safe, has perfect sight of the killer which makes mind games pretty much impossible and if the killer wants to catch the survivor, he'd hav2 comments 41 views last activity
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I personally never use addons, items or offerings of any kind at all, but since the entire system of getting these items is based purely on RNG I feel like there should be some guaranteed option to get certain addons. In this system, you could destroy items in order to gain components (1 per destroyed item) of a certain color quality. Once you have a certain amount of a component (Let's say 10),4 comments 61 views last activity
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Every time you gain a new daily, you should be able to choose between one randomly generated killer daily and one randomly generated survivor daily. I personally hate playing survivor, but I am often forced to do so because of randomly getting 3 survivor dailies. Apart from that, once I complete the killer branch in the challenges, I still need to play survivor anyway. But the difference is, I c1 comments 11 views last activity
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From the point of gate opening, make it flat 2 minutes, no matter what. Survivors can already avoid the timer by 99-ing gates. A stable, 2 minute timer is more than enough time to either attempt something or get out. 4 minutes just gives literally all of the survivors ample time to heal up in some corner, find the hatch and then a fully healed flock just goes for a rescue and bodyblocks the kille0 comments 11 views last activity
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Clown is pretty much a joke to play as or against. (No pun intended.) I would like to propose 2 small changes that would make him much better. Bottle Reload timer is based off of how many bottles are recovered - Right now, doesn't matter if I want to reload 1 or all bottles, takes 5 seconds by default regardless. This reload mechanic should be changed to be based off of how many bottles actuall0 comments 21 views last activity
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From my numerous experiences against Freddy due to the game forcing me to play Survivor via dailies and getting matched against a Freddy for 4 consecutive matches in one play session I'd say that the Sleep timer absolutely needs changing. All survivors are always roughly 60 seconds away from being significantly worse off just because the Killer decided to play a certain Pay to Play killer. I'm f10 comments 112 views last activity
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Right now, anyone can trigger traps if they find them and if some survivors just make it their sole goal to disable traps while you're chasing someone, they basically take all the effort the trapper had to put into the game and just straight out remove it, leaving him with nothing, because setting up traps in a new location requires time, which the killer won't have during a trial, especially not4 comments 81 views last activity
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EGC should start when generators are done Currently, once endgame begins, there is absolutely no pressure on the survivors. Teams often 99 gates in order to completely avoid any kind of pressure, especially if they are healthy and then mosey on back into the trial for as long as they want. The only thing a killer can do to begin EGC is by opening the gate, through which any healthy survivor can6 comments 71 views last activity
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The killer can already leave lobbies easily if they don't like the items the survivors are holding. Since it's not possible to change killer once you join a lobby, the killer you decided to play might not be the one with which you want to play against a certain item loadout. If I queue up as wraith and come to a lobby with 4 flashlights, I probably won't exactly be eager to play. Maybe I have a14 comments 81 views last activity
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If a survivor leaves, what happens? The entire team is down 1 player which does a quarter of the job for the killer. What if a killer leaves? The entire game ends. Everyone queues up for another match. A survivor weakening their team should be punished for what they did, that's obvious. But a killer might just leave because the game is obviously lost or a survivor group just bullies them.8 comments 51 views last activity