NuclearBurrito
NuclearBurrito
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on the wraith: "The Ghost" - Soot + "The Beast" - Soot The perk's don't really matter that much probably, but the idea is to make survivors think you are uncloaking when you are actually cloaking and that you are cloaking when you are uncloaking in order to get them to lower their guard. Thought's? At the very least it's kinda a funny idea.0 comments 32 views last activity
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No this isn't yet another "OMG Killer OP Survivor's should get a free hatch escape or whatever!" thread. My issue is that in the hatch situation the Survivor's progress up to that point becomes irrelevant. A group of survivors that got 3-4 gens done before the 1v1 is in no better a situation than someone with 0-1 gens done. That just doesn't feel right. Also left behind, wake up and remember m2 comments 82 views last activity
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New effect to replace the current one: Gain Endurance after spending 60 seconds injured and outside the Killer's terror radius. When this negates a hit you become broken for 120/90/60 seconds. (Note: Endurance is the status that gives you a psudo-health state) Basically allows you to ignore healing in the event that you need to with the downside being that you still have the blood trail ect.9 comments 42 views last activity
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Ok so basically. There are 5 essence orbs (the name is arbitrary) on the map, they glow btw and aren't that hard to find. 1 in the basement and 1 in each edge of the map away from the gens. The following things happen: A: Generators now be default require 100 charges to complete B: Survivors can find essence and use a 5 second channel to absorb them. Each absorbed essence grants them a 5% extra10 comments 52 views last activity
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Ok so we can argue all day about why gen rush is a problem and how to solve it. But something I haven't really seen brought up a lot is alternatives to gen rush. In the end "solving" gen rush always boils down to making the minimum time it takes to open the gates longer, which in reguards to balance is fine. But in regards to game variety and health is meaningless. So what other strategy's even15 comments 182 views last activity
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Ok so basically. In addition to the normal 4 perk slots (which for the rest of this thread will be called "free slots") both Killers and Survivors will get 2 special perk slots. These special perk slots don't allow for just any perk to be equipped. No this isn't one of those character specific slot things. Instead it only allows a specific TYPE of perk to be equipped. For Survivors there is:21 comments 192 views last activity
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By default a 1 use item with an instant buff effect. Can be used while running. Yellow: Antibiotic Syringe - Removes any temporary debuffs you have and any buffs you have are 100% more effective for 20 seconds. Doesn't interact with no mither Green: Anesthetic Syringe - blood lasts 50% less, scrach marks last 50% less and breathing is 50% as loud for 20 seconds Purple: Steroids Syringe - 5% h9 comments 102 views last activity
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Feral Frenzy downs Injured survivors who don't have Deep Wounds. All of the counterbalances that would be needed to accommodate this change are already being added anyways. (vault speed nerf, Frenzy speed nerf, recharge nerf ect) and we could even just revert the base MS change if we really need to. This would put him in line with high tiers such as Spirit, Hag and Billy but would still be far14 comments 112 views last activity
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ok so basically. Behavior realized looping and genrush is a big problem. However Killer buffs cause survivors to flip out. So the solution is simple. Nerf every Killer besides the Nurse. Then every Killer will play her thus countering Gen rush and pallet looping while the Survivors have nothing to complain about with their super perks that hard counter non-Nurses. It's genius! They are just s21 comments 333 views last activity
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Answer here: https://forms.gle/DX4RRhC2R19GtcpKA22 comments 282 views last activity
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So I got to thinking. How long does the simplest chase last? And by that I mean, imagine that a 115% Killer for example the Doctor heads towards a survivor. And when the survivor hears the terror radius he runs in a straight line away from the Killer until he is downed. Besides Michel Myers all 115% Killers have a terror radius of 32 meters. Survivors move at 4 meters and a 115% Killer moves a36 comments 392 views last activity
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No one actually posts bait. They just make statements that a lot of people disagree with and then they ASSUME it's bait because reasons. When someone makes an unpopular statement that in no way implies that they don't believe what they say. At must they are dumb and sometimes not even but it's basically never just to make you mad. The closest you get to a "bait thread" is sarcasm, which is somet15 comments 132 views last activity
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WAIT WAIT WAIT! Read before posting this isn't a "Killer OP" thread. So basically here are the games top 5 Killers according to most people (not in a particular order): Nurse Billy Spirit Hag Huntress Between these 5. Nurse and Huntress require a TON of mechanical precision, Hag and Billy require a lot of planning and map awareness, and Spirit requires you to outwit the survivor you are9 comments 242 views last activity
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The Dryad Terror Radius: 32 meters MS: 4.6 meters per second (115%) Height: Tall Power: Forest wall - Create a solid tree wall within your line of sight (perpendicular to yourself) that lasts for up to 10 seconds, you may only have 1 wall up at a time, creating a new wall will instead destroy your current one. A wall can be up to 8 meters wide and stops if it collides with anything. Creating5 comments 114 views last activity
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Basically: When all generators are complete nothing immediately happens. If a gate is OPENED or if the hatch is closed then a 3 minute timer starts, this timer is slowed by hooked or slugged survivors. When the collapse starts from opening a gate the hatch will spawn when the last player is alive if it didn't already. If the collapse starts by closing the hatch then the gates are powered if0 comments 42 views last activity
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...All Killers besides Nurse, Billy and Spirit got a 5% movement speed buff? How do you think that would change the meta? Would the tier list change? If so how? Would looping still be a viable strategy? Keep in mind I'm not asking about if we SHOULD do this, just asking what you think would happen if we DID do this.4 comments 22 views last activity
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Here were the Plague changes from the PTB: Corrupt Purge base duration is now 60 seconds instead of 45 seconds. Increased The Plague Brutality and Deviousness scoring. Increased the duration of infection of environmental objects to 35 seconds instead of 20 seconds. Slightly increased The Plague movement speed while charging Vile Purge and Corrupt Purge. Slightly reduced The Plague movement34 comments 362 views last activity
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Basically. The bloodweb only gives tier 1 perks. However once you have bought a perk you may spend bloodpoints to directly upgrade it. This way it wouldn't take nearly as many bloodwebs to get all of the perks. The total number of perks means that you would still have enough for over 50 bloodwebs no problem.8 comments 92 views last activity
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Just make this bug a feature on every map always https://www.youtube.com/watch?v=ZdLmDD1qaHc Nothing could possibly go wrong. In all seriousness while making the game (no not the specific map) look like this would be too much, making the shadows more extreme and the overall brightness level lower would be a cool addition to the games atmosphere3 comments 32 views last activity
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https://youtu.be/dco2d75O7xo?t=866 comments 222 views last activity
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When a player DC's they are considered slugged but cannot be healed. If the final non-DC survivor is sacraficed then any DCed players will instantly bleed out. What this means is that DCed players are not considered dead immediately and can still be hooked if desired. It also means perks like thanataphobia and dying light will consider them alive and the hatch won't open if they DC for that purp5 comments 42 views last activity
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Credit to @dadamek8 and @DarkWo1f997 for inspiring me with some of these ideas. These changes are all intended to go together: Frenzy now has a 0.75 second startup during which time the Legion stops moving and looks straight up while roaring. This can be easily heard by nearby survivors. Vaulting a window or pallet during Frenzy now drains 15% of his power Missed attacks have a 70% coold14 comments 412 views last activity
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You start the trial healthy and become broken the first time you are injured for the rest of the trial. The Killer is no longer informed that you are broken1 comments 22 views last activity
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We all know that tunneling is a big problem with the game. Optimal play means that going after one survivor until they die is the best way to reduce gen repair speeds. Solution? Modifiers: Basically I propose the addition of a buff called Urgency and a debuff called Crippled Urgency: Every time a survivor is hooked or reaches a new hook stage besides you, gain a 5% boost to gen repair, healing,18 comments 212 views last activity
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Thrill of the Hunt Haunted Grounds NOED Remember Me Flip a coin before each Killer match and run this build on heads. If 50% of Killers are running this build specifically then that means survivors are encouraged to: A: Avoid hex totems B: Cleanse all dull totems C: Avoid body blocking or otherwise taking extra hits as the obsession D: Not heal in the Killer TR On tails: Thrill of t3 comments 42 views last activity
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I've suggested this before but I think it deserves it's own thread. Basically there used to be a system where the Killer piping was directly a factor of the Kills he got and the Hook stage they reached. I'm proposing a variant on that but for both sides instead of just Killer. To be more specific: Each survivor has 3 tokens. 2 of them represent the first 2 hook stages and are worth 1 point. The32 comments 362 views last activity
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The reason why current DS works is because it has conditions that can be counterplayed by the Killer and it encourages healthy play. MoM is compared to DS, so if it met the above conditions then it would be fine right? Of course if we give it the SAME conditions then it is redundant so.... Right now MoM prevents you from being downed from injured. My suggestion? Make MoM prevent you from being11 comments 92 views last activity
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I've noticed a few consistent similarities between types of Killers, including fan created ones. Thus I've broken up Killers into 5 archetypes: Chaser - Nurse, Spirit, Billy, Legion DPS - Leatherface, Huntress, Plague Tracker - Doctor, Freddy Stealth - Wraith, Myers, Pig Zoning - Trapper, Hag, Clown Taking it one from the top **Chaser** Chasers are defined by their mobility, they have pow9 comments 453 views last activity
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Addon: Black Incense, Free slot Perks: Infectious Fright Knock out Monitor and Abuse Free slot Black Incense works on slugged survivors so no need for deerstalker. Infectious Fright is based on terror radius which is increased by M&A during the times when it would be triggering (and decreased otherwise). If you hear someone then slug the survivor and down the person you found. If you1 comments 102 views last activity
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The Shadow MS: 110-120 TR: 16-40 Height: Tall Power: Black Mist - You give of a black mist that consumes 50% of your terror radius (8 meters by default) in a shroud of darkness. You can see through it however survivors cannot from the outside. Using your power slows you down but expands your terror radius by up to 24 meters at a rate of 6 meters per second. When you stop using your power you8 comments 92 views last activity
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If you are Unhooked with Borrowed then this is possible: Get hit survive with Borrowed Get hit survive with Mettle of man Get hit survive with dead hard Get hit and jump off with DS Instant heal Get hit and survive cuz healthy Adrenaline Get hit and survive cuz healthy Get hit and finally be downed That's 7 hits and 26 seconds of the Killer being in a stun animation alone (pretty sure s39 comments 712 views last activity
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This list is compiled from various places on the forums along with some idea's of my own. All of these are designed to give Solo players the information that SWF players already have, from the PoV of a SWF group these changes should be purely QoL and should never change the max or min potential effectiveness of any survivor group. Assume Killers would be buffed appropriately in response to these24 comments 312 views last activity
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In order for something to be fundamentally unbalanced it needs to be impossible to use purely numbers to make them balanced. For example if someone's power was to instantly hook all 4 survivors at the same time and puts them in stage 3 then if they had enough time to pull it off before the survivors could possibly escape it would be broken OP regardless of other stats. However if he was too slow18 comments 352 views last activity
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Like think about it. Each survivor wins and loses individually. Understandably there are situations where in order to make another survivor win you would have to lose, and thus you would probably just leave them to die (no it doesn't matter if you think piping or escaping is winning here. This applies regardless). Thus there is likely at least 1 situation where in order to win you would have to3 comments 132 views last activity
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As killer you know what is the most frustrating thing? Being looped for 5 gens* As survivor you know what is the most enjoyable thing? Mind gaming the Killer in a chase* When you are pallet looping while it does require map knowledge, mechanical precision ect, you aren't really mind gaming the killer a whole lot. Some times you are but most of the time you are just doing the known optimal route11 comments 112 views last activity
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I mean her vomit is literally poison. It's contagious and can even damage the skin with enough exposure. I hope the entity has given her immunity because there is no way having that stuff in your stomach can be healthy (right?). Plus when upgraded it is literally corrosive, it's toxic enough to straight up kill you.2 comments 112 views last activity
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For Freddy: Dark Devotion Distressing Overcharge Unnerving Presence You hit your obsession, he can now run off because you can't see his aura since he is always in your terror radius which is also really big in a chase because of Distressing and then once he gets away he can wake up really fast with guaranteed overcharge skill checks and unnerving presence in case the generator wasn't kicked6 comments 92 views last activity
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Mind games? Strategy? Deductive ability? Mechanical precision? A chase isn't conceptually or mechanically difficult and doing generators isn't hard. Yeah it's probably a mix but like. When you go to master this game what are you literally getting better at. Because it isn't running in circles or holding m1. Yes I'm asking for both killer and survivor9 comments 112 views last activity
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Is obviously the Ebony Mori. Forget about DS, forget about NOED, forget about instaheals and iridescent hatchet for a second. An ebony mori reduces the number of hooks needed by 2. And the number of chases needed by 4 out of 12, that's the equivalent of a guaranteed hatch without taking into account things like new DS and the snowball effect it has. If anything in this game needs a nerf the52 comments 733 views last activity
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Weapon - A dagger Terror radius - 24 meters MS - 110% Power - Decoy: Drop down a decoy that looks exactly like you and has your terror radius on your current location. Your terror radius drops to 0 while it is down. A circle representing the decoy's terror radius is visible to you. If you exit the decoy's terror radius then the decoy is destroyed and your movement speed is increased by 10% f8 comments 92 views last activity
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Ok so a lot of people want NOED to be fixed/reworked/whatever for various reasons. Great, cool. So once we've established that.... now what? What does a fixed NOED look like to you? If you don't think NOED needs buffs/nerfs/a rework then please do not comment about it here. This is not a thread for establishing IF NOED needs a rework (personally I am indifferent) but for establishing HOW31 comments 182 views last activity
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Some of these might have minor balance implications. None of these should give any advantage to a SWF group, no this isn't another "give Solo's all of the SWF info" thread (but we should do that anyways) General Have the more detailed information on perk, addon and power descriptions with the exact numbers Channels have a timer saying how much longer it will last in terms of percentage.2 comments 42 views last activity
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The Acolyte Lore - A loyal worshiper of the Entity even before being pulled into the fog the Acolyte is very used to making sacrifices. Weapon - Ornamental Dagger + Blood vial (when hitting a survivor he has an animation of the blood dripping into a vial Movement Speed - 115% Terror Radius - 32 meters Height - Short Power: Blood Ritual - Every time the Acolyte hits a survivor he ga45 comments 1,215 views last activity
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Lore - Something about clocks I guess Weapon: A large pendulum, it's swinging back and fourth when he's just holding it and he uses it as a bludgeon when he attacks Movement: 115% Terror radius: 32 meters Power: Time Loop- As you move you leave a Timestream behind you. This is viable as a floating blue line which you can see the aura of. The Timestream fades after 20 seconds. Hold M2 to s5 comments 52 views last activity
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I do admit there is some gray area with what counts as a win (it says the killers wincon is to sacrifice the survivors, but what about moris? Bleed outs? And how many?) . But it very obviously isn't defined in terms of pipping. And dying as a survivor is obviously never a win while escaping through the gate obviously always is one (hatch is another gray area because it specifica184 comments 1,435 views last activity
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Rework A: Deep wounds as anti-spam: Frenzy will now down injured survivors if they don't have Deep wounds Frenzy drains DW by less. It would take 5 hits to down with just Frenzy Deep wounds is faster to mend and never ticks while in the killers terror radius Legions terror radius is increased to 32 meters Frenzy is 7% slower than it is now (132% -> 125%). He vaults pallets and windows a39 comments 212 views last activity