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SamuraiPipotchi

SamuraiPipotchi

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SamuraiPipotchi
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  • Haven't played in a while and just came back to the new toolbox change. Which makes me question, what's the point in a toolbox that breaks so fast? It doesn't feel like they're speeding the gen up much either. I agree that they needed a nerf, but it kind of feels like they don't have any notable impact on the game whatsoever.
    Dev
    26 comments 2,101 views last activity
  • I was considering how to make Mettle viable, because it's a strong perk but never gets the opportunity to activate. It lead to a... maybe not good, but interesting idea. Basically, make mettle of man the new desicive strike. Meaning that whenever you're hooked, if you're hit within 30 seconds of being unhooked, mettle of man kicks in. But then you would have the issue of decisive strike being t
    15 comments 163 views last activity
  • We clearly need an anti-camping mechanic, but I feel like what a lot of people suggest is too drastic. My proposal is simply to apply the hindered status effect to the camping killers. ===================== A more flushed out idea: If you've been within 16m of the hook for 8 seconds, a debuff begins charging (unless you're chasing a survivor or you are looking in the direction of a survivor w
    10 comments 62 views last activity
  • Love the idea of the additional pressure at the end, but the execution is... questionable. Don't love that the collapse starts only after a door is opened. I understand why it doesn't trigger when gens are completed, but I would like to see alternate ways of triggering the collapse. Frankly, having multiple triggers may be beneficial. The timer seems too long to provide any real pressure on sur
    0 comments 32 views last activity
  • I have two perk concepts with no names. One serious, one gimmicky. 1. The serious perk: "After being unhooked, you leave no scratch marks for 4/5.5/7 seconds." It's basically a version of poised that triggers when you get unhooked. When I get unhooked, I either have to run, which would reveal my location, or walk, which means I'm often too close to the hook when the killer returns. Figured
    2 comments 32 views last activity
  • A very minor tweak to the pipping system, but overall it feels far fairer than it did pre-patch. Also fixed some really obnoxious bugs, which is nice. I actually really like seeing the minor patches that come out, especially when they make tweaks to features that people have had issues with. Like in this case, something that is effectively an incredibly small change can have a massive impact on
    10 comments 253 views last activity
  • Suggestion: Make gens take the old time to repair of 130 seconds during the first 3 minutes of a game. After 3 minutes of play, gens take 80 seconds like they do normally. The main reason gen rushing seems to exist is because killers can't patrol 7 gens at once while chasing a survivor. Sometimes it can take longer than 80 seconds to do a full lap of the 7 gens. That means that if people are wor
    3 comments 152 views last activity
  • I understand why people don't like it, but having to hit a survivor one extra time isn't fundamentally unbalanced, especially with how often it doesn't even activate. Although I do think they should remove the 150% speed buff gained when Mettle protects you. If you're not being injured, it doesn't make sense that you're getting a speed buff for being injured. Edit/Addition: Make Mettle de-acti
    28 comments 272 views last activity
  • It would be nice to know when other survivors have broken a dull totem. The simplest way to do this would be to just make it so that the totem breaking sound can be heard by all survivors, but it could also be used for a perk. A perk example being, if your team has broken a totem, gain a token; for each token gain 10/15/20% more blood points in X category.
    4 comments 62 views last activity
  • Kind of feel like people have been waiting for this for long enough. Regardless of peoples opinions on whether he's weak or overpowered, he's just not fun to play against. His entire build basically promotes tunneling and camping too.
    2 comments 32 views last activity
  • As someone who is new here, I don't know what level of engagement the devs/designers have with the forums. I've noticed not a lot of people seem to post their feedback in the feedback sub forum, so I was wondering: How often do the games creators actually check the forums? And which subforums do they prioritise checking? Does the feedback subforum hold more weight for balance ideas than the g
    Mod
    4 comments 122 views last activity
  • After playing for a few weeks with this new pipping system, I've changed from the opinion of liking the difficulty bump (as killer) to feeling cheated by it (as survivor). At rank 11 [Green], I feel like 2 iridescents and 2 golds (a near perfect score) should grant me a double pip. The thing you have to remember about this game is that getting 4 iridescents is insanely hard for survivors right
    26 comments 972 views last activity
  • When you added the new matchmaking a lot of people complained, for valid reasons. But when you reverted the matchmaking, both times, a lot of people on Twitter seem to have complained that you made the wrong choice (myself included). From what I've seen, the people who complain about the matchmaking being reverted are usually on console. Couldn't you give console the new matchmaking and keep
    1 comments 32 views last activity