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Shaddoll_Serpent

Shaddoll_Serpent

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Shaddoll_Serpent
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  • Just saying, out of all my problems with Jason, I think this is the biggest one, especially when his tp cooldown is practically non-existent, which means he pretty much gets to be a 115 ranged killer for the entire trial. IMO, it should be reworked to work exactly like Springtrap where he's only 115 while not having a spear, and it should be a change to his base movement speed like Singularity a
    2 comments 81 views last activity
  • It's going to be a general perk everyone will have access to because Halloween is going away next month. Absolutely no excuse now for you guys to not have this perk in your loadout to counter tunneling.
    41 comments 801 views last activity
  • Just asking. Seeing how the anti tunnel changes have all been scrapped, I think we could at least get this perk reverted back to 80s or at least 60s. I understand the concerns about body blocking with it, but I think there'd be healthier ways to counteract that then lowering the duration (which technically doesn't even really resolve that). Just make the Endurance deactivate when someone else
    4 comments 111 views last activity
  • This feature literally serves no purpose, but for selfish players to screw over their team by replacing themselves with a bot making the chances for everyone else to win next to 0. Pretty crazy to me that BHVR implements a ridiculous system to penalize "going next", but yet turns around and gives players a different method to achieve that. Makes no sense. Please remove this part of the abandon
    42 comments 981 views last activity
  • One of the biggest fun factors of 1v4 on either side is choosing your own perks and constructing your own unique build. Shamefully 2v8 does not grant us this luxury, but what really stinks is there's barely any preconstructed builds you can even choose from. There's so many possible different perks/builds you could grant us on survivor or killer, yet over a year later on the game's 6th 2v8 launch
    10 comments 192 views last activity
  • Contrary to popular belief, Ruin was a perfectly fine perk with its uses if you used it right. Now it's one of the strongest slowdowns in the game again with almost no reason you shouldn't run it on anybody. Hexes are strong enough as is with Thrill, Penti, and other strong hexes existing. I don't think we needed to make those builds stronger by buffing an already strong Hex. This perk's regre
    11 comments 401 views last activity
  • I know everyone's (rightfully) complaining about OTR's unreasonable butchering, but I'd also like to point out that Tenacity is also in a worse spot than before. Previous version: Grants the ability to recover and crawl at the same time. Increases the Crawling Movement speed by 50 % . Reduces the volume of Grunts of Pain by -75 % . New version: Increases the Crawling Movement
    15 comments 1,921 views last activity
  • Hear me out, we already have guitar and percussions, so we need a keyboard and singer to (one day) have a full band. And I was thinking what better survivor to give a keyboard perk to than Yun-Jin Lee, the original music survivor? You guys can't possibly tell me that wouldn't be sick, especially since Fast Track is an uninteresting, weak perk.
    0 comments 13 views last activity
  • Most unhealthiest killer slowdown perk in the game currently BY FAR. 50s is such an absurd amount of time to block off a single gen. I actually think the previous version was more fair because not only did it last way less, but it also had a strict time window to get value off of it with the longer it took for a survivor to let go of the gen, the less effective it was. The new version is just so
    21 comments 535 views last activity
  • It's way too short. I feel like I'm facing Ghoul in the sense that he's immediately back on me especially with the other buffs he got. Please put the cooldown to 30s with the other spells.
    5 comments 141 views last activity
  • I'm noticing an issue where killers deliberately won't down the last survivor standing to deny everyone the chance to abandon effectively allowing survivors to spend 4 minutes on the ground bleeding out like before which this feature was supposed to resolve. This problem gets even worse when one person gets fed up and decides to dc, as a bot will never attempt to go back and pick anybody up if th
    1 comments 31 views last activity
  • Why on earth do I, who just solo's or duo's, have to play against comp wannabe's sweating their balls off on a p100 Blight or Nurse with run 4 slowdowns who camps or tunnels at 5 gens? It's absolutely infuriating playing a match out that's literally doomed to be an L from the get go. I'm so sick to death of being forced to play out matches against these type of players. Like, if matchmaking actu
    31 comments 1,222 views last activity
  • It's the one where you have to down survivors 20 times with hatchets further than 24m from you, and I'm struggling greatly to even get a single one. It probably just comes down to practice, but does anyone have any advice for getting these far range snipes as Huntress? Please help a homie out. Even basic advice would be appreciated.
    5 comments 2,193 views last activity
  • They're so unsafe, and not fun to play, especially because they're so inconsistent with how they spawn that I often don't even know where the window's at. Like, does anyone here genuinely enjoy looping these tiles? Because I personally cannot stand these tiles as it feels like a constant 50/50 simulator with no real good check spots to hold and not good for forcing the killer out of Bloodlust. I
    35 comments 1,182 views last activity
  • For those who don't know, Thrill of the Hunt got changed in the update today. Cleansing and blessing actions are now reduced by 14% per token instead of 10% in exchange for the bloodpoint bonus removed. I saw this coming and the change at first glance seemed reasonable, however, I genuinely think -14% per totem on the map is absolutely insane and has just pushed this perk well into the overtuned
    11 comments 621 views last activity
  • Figure I'd toss my hat in the ring since my main's getting some rather big updates and everyone's talking about this. Long story short: It's mostly good, minus just a few things I'd like tweaked in this way: Remove camera auto aim as it really lowers the skill floor of the killer making him feel more auto pilot and could be a nuisance for most people since it may lead to the camera aiming and
    14 comments 341 views last activity
  • It's literally the same gameplay. (Press button to "outplay" your opponents.) Never actually feels like you're getting outplayed by a Vecna, always just feels like it's their power giving them free hits by just pressing a button, just like Skull Merchant. So that leads me to ask why don't people have the same hatred for Vecna that they do for Merchant? Because I personally do not enjoy gameplay a
    24 comments 793 views last activity
  • Directly on the 2nd story right in the middle of the top of the stairs is where the traps can be placed and be completely invisible to survivors.
    4 comments 143 views last activity
  • Title. Maybe it's just me, but I think it'll still be decent especially when a base kick removes 5% in an instant nowadays and gen tapping is no longer possible, so I'll probably still use it. (I mean, what else can I use either way?) But I'm curious what everyone else has to think. Pop still good even with 20% of current progress removal? Yay or nay?
    16 comments 401 views last activity
  • Feels like I'm getting far worse players than what I usually get. Not like I ever get super good players anyway so idk if it's just me, but is there no MMR in this mode? Because killer's been a complete breeze so far which I feel like this could be the reason why.
    2 comments 831 views last activity
  • Call of Brine After damaging a generator Call of Brine activates for 30 seconds . While active, the generator regresses at 150/175/200% of the normal regression speed, you can see its aura in yellow, and each time a Survivor completes a good Skill Check on that generator, you receive a loud noise notification. (This regression increase does not stack with other increases.) Call of Br
    14 comments 211 views last activity
  • Buckle Up Unlocks potential in one's aura reading ability. While healing a Survivor in the dying state, you both can see the Killer's aura. When completing healing a Survivor from the dying state to injured, the healed Survivor gains Endurance for 4/5/6 seconds . (If you were injured after completing the heal, you also benefit from Endurance for the same duration.) Background Player W
    0 comments 21 views last activity
  • In my opinion obviously. Ranking every slowdown by how healthy I think they are for the game. Would be interested to hear your thoughts.
    16 comments 271 views last activity
  • Too heavily punishing against weak M1 killers, but does nothing against actually strong, competent killers. The only killers this will take tunneling off the menu for are M1 killers while all the strong killers will still tunnel and with success. So how would y'all feel about: -Stun increased to 3.5 seconds. (This is to account for the time it takes to drop the ground and get running at full mov
    6 comments 91 views last activity
  • TIL. I really don't feel like this should be a thing. Like, how the hell should a shock prevent me from jumping into hatch to escape?
    12 comments 381 views last activity
  • After being unhooked or unhooking yourself, Decisive Strike activates for 60/70/80 seconds. While active, complete a Skill Check when grabbed by the Killer to escape, stunning them for 5 seconds. Succeeding the Skill Check disables Decisive Strike . You become the Obsession after stunning the Killer. The perk and its effects are disabled if the exit gates are powered. While active, the
    8 comments 132 views last activity
  • Hello devs, I read the post PTB notes, and I must say, I'm super happy with the changes you guys made as you addressed basically every bad point in that PTB that needed tweaking, including nerfing Clown's pinky finger in regards to his base bottle count getting increased. That being said though, while I'm glad Redhead's Pinky Finger has been rightfully nerfed, I must say, it's really bad in its
    5 comments 151 views last activity
  • Title. I don't even see this combo that often, but I still think it's incredibly unhealthy and overpowered and shouldn't be in the game. Devs said they were "monitoring" it and gonna take any actions against it if necessary, but I can't help but wonder what's the conclusion of this "monitoring" they are doing and if there's any words on if this is gonna be changed soon or not?
    7 comments 202 views last activity
  • This perk far outclasses every other slowdown perk hence why it's the most used killer perk in the game by a long shot. Being able to take 25% off without actually having to traverse the map for it is huge which is why this is always the main slowdown perk of choice. There's massive upsides with little to no downsides and it compliments tunneling well as 25% loss of progress is much harder to dea
    44 comments 1,002 views last activity
  • -PC -If there's no gens with any progress to remove, hooking a survivor on a Scourge Hook with the perk "Scourge Hook Pain Resonance" equipped will NOT result in any tokens consumed. -Simply equip the perk "Scourge Hook Pain Resonance", hook a survivor on a Scourge Hook with no gens having any progress, and a token will not be consumed, even though I know for a fact that the perk used to consum
    0 comments 211 views last activity