Predated
Predated
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Anyone else here feel like Bubba should get the Overheat and Billy the Tantrum mechanics? Overheat would help combat Bubba's facecamping, would help combat spamming chainsaws(it is a multi-instadown that outruns even Sprintburst afterall) and reduce his pallet breakfast into something more like a brunch, where Billy can actually use his chainsaw to travel the map more commonly as the tantrum mec30 comments 471 views last activity
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So, here's a small request, can we get a seperate option to toggle the exit gate? Because I love the toggle function, but it's practically impossible to prepare a gate with it. I havent noticed anything specific on the killer side that gets changed much, since the only thing that requires the killer to push a button that isnt power related is kicking generators, the rest is already automatic, but0 comments 81 views last activity
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So here's a thing that I half-agree with Patrick: the endresults matter. However, how those endresults affect MMR, also matter. In terms of ELO, the better performing players in a team tend to gain more MMR than their teammates if they are underperforming. Or to even go back to Hockey Players, even if a very high valued player loses the game, their contract price might still increase because of2 comments 31 views last activity
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This is a quick copy paste from me on why CoH wasnt addressed in the PTB. I personally do like the idea of 3 perk tiers, but the bloodweb alone makes everyone wish it was just 1 tier. Considering BHVR also likes the aspects of 3 tiers and probably wishes to future proof the grind, I think this would be a solution to both sides of that coin. Ofcourse this2 comments 51 views last activity
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People often think that silencing the skillchecks is the main power and that it's not really worth running the perk since it wont really have an effect untill 4-5 stacks, which is somewhat true, and that even then it's not super amazing at higher levels, all it does is force survivors to pay attention. But the real power of Lullaby is that it reduces an additional 6% on missed skillchecks. So, h5 comments 111 views last activity
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Flashlights are arguably the weakest item in the game, blinding is one of the very few things they are capable of doing, and flashlight saves are one of the few things that blinding is actually good for. So it's understandable that having the weakest item in the game being completely useless is like rubbing salt in a wound. There are no perks that even come close to doing similar things to medkit66 comments 1,241 views last activity
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I have played this map a bit, there are issues here and there that I would like to see different as many other players. But if there is one thing that I have noted, is how extremely powerful the basement in the main building is. Like, even The Game recieved 2 pallets to compensate with the strength of it's basement. Even Midwich has at least 1 pallet right above the staircase, and once the pa39 comments 2,042 views last activity
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I think this would be somewhat helpful in a few scenario's, especially higher MMR where map offerings can really make or break the game, but here's the suggestion: If you recieve the same map/realm within 3 games(due to RNG or map offerings, doesnt matter), you recieve a -10% chance of recieving that realm. This negative chance would stack with anyone who is in your lobby(killers AND survivors),3 comments 51 views last activity
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Does bleeding a survivor out count as an mmr tie like the hatch? Because there is no reason for killers to pick up the final survivor if there is no hook nearby in the 1v1, and if bleeding out counts as a kill, that's clearly a really stupid loophole. (also, make survivor mmr chase based, would improve games a lot better and wouldnt concentrate hackers to the top within 1 day) EDIT: also als0 comments 21 views last activity
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How many of you are going to use Clairvoyance now that it's unintended effect has been removed? To me, it is now by far the worst perk to get since Dejavu, Saboteur, Left Behind and Maps are perks that basically have similar value, and aren't locked behind a paid character. As for other paid characters, Detectives Hunch has been here for longer. So second question to those who will be using it,4 comments 41 views last activity
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Survivors:(Chase time+10*amount of gens being done before getting hooked)/(pallets used before getting hooked+amounts of hits taken before getting hooked) Killers:(Chase time+10*amount of gens remaining after hooking a survivor)/(pallets used by survivors before getting hooked+amounts of hits given before hooking a survivor) Gain an average number for each map on each killer during a testing2 comments 141 views last activity
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I actually think Boon totem effects are fine as they are(unintended features ignored, like stacking effects through overlapping area's), except for 1 thing: hex totems are permanently gone, without any totems being removed from the trial Now, why was Old Undying such a bad perk at the start? It was RNG for survivors whether or not you cleansed Undying, totem spawns are also RNG so you could wast0 comments 71 views last activity
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Like, back when Hag and hexes came out, there werent too many perks that could be balanced by becoming hexes, other than NOED. But there is a massive list of survivor perks that could easily be turned into Boon totems and be buffed in strength(Flip Flop, as an example, limited range of usage but buffing the ratio from 50% to 150% wiggle conversion for example, would make a niche perk still very1 comments 61 views last activity
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First things first, the positives: killers being seperated, makes sense, should have been added years ago. Absolutely love the fact I can start playing more killers without having to use very sweaty addons, perks or tactics(camping/tunneling) just to keep up. Having players with 100 hours no longer being matched with players that have 1500 hours unless they have the skill to back that differ22 comments 451 views last activity
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So, I found out 1 second ago that RPD is locked, its nowhere in the news that it is locked. Why are we forced to be on twitter to know what can and cant be used in the game?1 comments 51 views last activity
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I dont think I have seen this idea before, but first things first, let me introduce this idea properly: Here we see 1.875.000 bloodpoints in grey addons, remaining unused since there 2 addons of yellow and green tier(or green and purple) that you'd have theoretically infinite of unless you stop refreshing bloodwebs, or a different addon that is simply11 comments 81 views last activity
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I've only have it happen once so far, as I think it's a bit too much of an exploit to reproduce at the moment. But essentially after the toolbox is empty, the charge rate doesnt change. It doesnt affect any other generators, and I am assuming that letting go of the generator removes it too, but since I havent had time to experiment it and test it out in private matches(as, certain toolboxes are1 comments 11 views last activity
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At this point in time, 7 out of 24 killers have access to almost fully ignore pallets(Nurse) or a basekit pallet breaking mechanic that is much faster than Brutal Strength. You're filling a perk slot and dont even get close to their speed. Let alone that 2 other killers have access to addons that break pallets faster than Brutal Strength does. I get that Fire Up is a thing too, but at that point2 comments 101 views last activity
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So, I unlocked Legion's first crown(Frank) in the first week and am unable to get the second one. I thought it was purposely just 1 this year, but a friend of mine asked me why he got 2. So I checked, noticed it was bugged for some reason and fixed relatively quick, so I tried unlocking crowns as different characters. Ending matches in and out of frenzy(as ending a match as Victor makes it unabl6 comments 81 views last activity
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On The Pale Rose, there is a chance for the hook to spawn on the killer shack with the basement in there. According to the patch notes, I believe there shouldnt be a hook spawning possibility within 16 meters of the top of the stairs in the killer shack. And last time I checked, the killer shack is right where the top of the stairs inside the killer shack is.0 comments 1 views last activity
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I mean, we all know it's on the doorstep, heck, it might be 75% done for all we know. I've already seen changes to the current Haddonfield map(certain hedges being gone, making chases overall slightly shorter, other tiny adjustments that make it overall a more fun map to play on), but in the case it's not mostly done and there is still room for adjustments: For the love of god designers, please2 comments 61 views last activity
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This isnt much of an idea myself, more of a request to the community. Could people discuss below here of killer perk designs that can work wonders in competitive, but dont actually work that well in public matches. You know, perks that would basically solely be designed around perfect teamplay. There are plenty of perks that do wonders in public matches but are terrible in competitive. I have on4 comments 71 views last activity
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There is a boulder and a tree that can spawn on the eastern wing of the map, it's not too broken since you can hit through it and its next to a wall, but it's a potential infinite for 110% killers.1 comments 1 views last activity
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For me, on Doctor it would be having a better survivor animation post shock indicating both for the killer and survivor if they can perform actions or not. Would give players facing Doc a better understanding that they cannot vault(and thus dont stand in front of a dropped pallet like a deer in headlights), while also giving Doc players a little less micromanagement to keep track of with their ow95 comments 1,161 views last activity
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First things first, I would increase the cooldown to 60 seconds on all tiers or possibly even 80 seconds(for a VERY good reason, dont worry) and keep the basic attack trigger. Because this is an effect that I think is so powerful that it deserves additional requirements beyond it being a hex perk. But instead of holding all the pallets up for 15 seconds within 16 meters, I would have it destroy14 comments 141 views last activity
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Firstly, add a timer after the final generator is done(or hatch is closed, starting the EGC before the timer is up) where one of the Exit Gates opens automatically. An exit gate being at 99% is essentially an opened exit gate without an EGC timer. Let alone that it also would fix the issue in a 1v1 situation where a killer has vision on both gates and just camps there untill they see a survivor.(0 comments 21 views last activity
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I might be in the minority that thinks Monstrous Shrine as it is now cannot be buffed as it is without heavily encouraging facecamping. Straight up buffing the numbers would simply increase the amount of basement campers. So first change I would make: Apply it to all hooks in the map, then multiply the effect by 1.5x in the basement. Second change: instead of the % being flat, for every 4 meter9 comments 41 views last activity
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I see too many people making the case that it is, but it simply is not. It is a party game. For those disagreeing: post-game doesnt reward you for whatever you decide a win is, nor does it punish you for whatever you decide a loss is. skill rarely dictates who wins, RNG has a bigger impact on the end result of a game. There is a way to play around the RNG by playing as if you were about to lo87 comments 1,952 views last activity
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Opening gates disabling DS would be a fine addition. It's not part of the chase, in fact, its a survivor objective. I've had a match with 3 people having an active DS. They opened the gate even though I grabbed one of them, could do nothing about it.0 comments 31 views last activity
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Why is he slower in his throw mode? I understand him slowing down if he flurries, but why the initial slowdown? Doctor is slower when shocking, sure, but at least he's only slower when shocking people, let alone that his shocking interrupts people. Clown had a similar slowdown and that was bad enough to be removed even though he could slow survivors and gain a hit, so why GIVE a killer who cant9 comments 211 views last activity
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I think it would be a very healthy move to remove scratchmarks while Spirit is phasing and instead show blood as blood is harder to track than scratchmarks. Swapping Father's Glasses blood tracking with scratchmarks instead and Mother-Daughter ring instead of removing scratchmarks, removing the blood. Because a good spirit never really relies on scratchmarks or blood anyway as they listen to the39 comments 211 views last activity
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I've been looking for a while, but all I have found is speculations and claims without sources. But what really was the decision to make Myers intangible while stalking? I do know why they removed the ability to stalk all visible survivors at the same time because of his pink addons and the plethora of glitches that allowed Myers to stalk through certain opaque walls(even though that decision is1 comments 21 views last activity
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Right now, it's obvious that killers get a specific MMR, but what about survivors? Will survivors with 50 wins in a row encounter a killer with 50 wins in a row even if they never played against that specific killer. Or is their MMR based on specific killers they face? Meaning, if they do very well against 50 Huntresses but are terrible against Hag, would they encounter a Hag that is on a simila2 comments 101 views last activity
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I've had this idea for some time, but essentially Z block gets reworked into a new ability that represents the old freddy: Pallets and blood pools both get disabled, instead, you get permanent aura readings on survivors who are asleep. Survivors would also fall asleep at a faster rate. This could have some interesting potential in combination with some other Freddy addons. The perks would need7 comments 61 views last activity
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I mean, either killers are faster, or survivors are slower, because I used sprintburst after a hit in a straight line, and a demogorgon was able to catch up within 10-15 seconds(using a normal m1). According to calculations, sprintburst+getting hit should have given me 20 meters of distance(assuming the killer moved towards my direction while recharging his hit), and thus about 30 seconds of tim12 comments 181 views last activity
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Here is a statistic: Do people like the new HUD, vote 1 for yes, 2 for no. Results: 1 ||||| 2 |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Seems like people dont like the new hud0 comments 41 views last activity
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My biggest issue with DS wasnt necessarily it's stun being used. My issue with DS was that DS survived into the EGC if I played around it, essentially, prior to the change, DS either was a 5 second stun to guarantee it being out, or slug/ignore that survivor around it with the assumption you'll get the third hook soon enough. Right now, survivors have the option to deactivate their perk at will,25 comments 371 views last activity
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In my personal opinion, while this system is far more superior than what came before, it's still a mess and doesnt really represent what it should, especially on the survivor side. My personal changes would be: General note: when getting a crow as survivor, no emblem points are given at all as long as you have crows. Killers dont get emblem points if they spend the entire game afk. Having 0 emb8 comments 71 views last activity
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Because last time I checked, 1 survivor offering being worth equally strong to 1 killer offering is hella unbalanced. Shouldnt 3 survivor map offerings be required to cancel out 1 killer offering?7 comments 91 views last activity
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I was discussing with a friend basically what would be a good mechanic for Trapper without making him technically stronger, altho we both agreed that base carry capacity should be 2 traps(like 99% of the community does). However, we did discuss OoO and even though its an incredibly strong perk, most adjustments around OoO were purely based around Trapper. So here is our secondary suggestion: Tra23 comments 241 views last activity
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I just wanted to create a thread for some questions that (seemingly) have been left unanswered. I'd like to start off with one that I have been asking myself quite a bit now: What is THE definition of balance, as in, what do you use to balance new perks and powers around? Is it killers being balanced around survivors(which would be the obvious one IMO as survivors are mechanically always t3 comments 31 views last activity
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I mean, that's what? 8 meters apart with no walls? I thought the minimal distance was 1219 comments 411 views last activity
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So, I've been doing this for almost a full day and it's been hilarious. First thing you want to do as soon as you exit the match is congratulating and complimenting them on whatever play they pulled off on you(or tried to pull off if it was clever enough, not all plays work out perfectly). The reactions have been between complete raging teams(the best one I had actually got angrier the more comp0 comments 31 views last activity
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The challenge is broken, I earned 31k in a game, which should clear the 30k requirement regardless, but it doesnt register. 1 game later I got 22k, still 0 bloodpoints added.0 comments 21 views last activity
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DS is a delicate topic but I think I found a solution to the problem. Activates after being unhooked, get a 60 second cooldown. If the survivor gets picked up within 60 seconds, the killer gets stunned for 5 seconds. If the survivor is not picked up by the end of the 60 seconds, it wil recieve 1 health state. Both actions turn the survivor into the obsession and deactivates the perk for the rema85 comments 1,782 views last activity
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Im 100% certain this crossed almost everyone's mind after seeing how to get rid of Victor https://www.youtube.com/watch?v=FMKcPao7A6Y3 comments 141 views last activity
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So, lets be 100% honest, prestiging isnt really worth doing in the vast majority of cases unless you want the cosmetic. All it does is reset everything you gathered for slighty(very slightly to the point that I didnt really notice the effect untill I was lvl 50 again), better chance at higher level addons, and for quite a lot of killers, that makes their inventory only more useless. Now, what co9 comments 121 views last activity
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As quite a lot of people would agree, there are some challenges that require a bit of RNG, which is completely fine IMO. But there is one challenge that keeps reappearing and it always ends up the most grindiest and gamethrowing challenge in my opinion: Unhook a survivor who unhooked you earlier in the game. This challenge requires the following things: your unhooker must be hooked AFTER you0 comments 11 views last activity
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As if wiggling isnt already far too weak as is right now, appearantly dropping a survivor and leaving them slugged for 3 minutes punishes the survivor with the removal of wiggle progress. I havent had time to test it yet, and I cant find anything special in the logs that indicates anything fishy going on. Things that happened: Short version: Got downed, picked up, wiggled 1/4th of the way,0 comments 641 views last activity
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I've been looking at the emblem system for survivors the longest time, trying to find what exactly goes wrong when killers end up doing an early mori(which guarantees a depip on survivors, whether they had any chance to counter or not) and how to fix it. And then I realized that the Unbroken catagory, ironically, is breaking the meta. So first off, lets remove the time based requirements. Some s0 comments 21 views last activity