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Vahlin

Vahlin

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Vahlin
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  • The Hag relies on ignorance and errors to have even marginal success. The only ability is easily countered without even using the counter mechanic. Touching the edge of a trap and running away makes it impossible for the hag player to get a hit through the use of her teleport, the only ability she has. 4.6m/s vs 4.4m/s doesn't seem that big a difference until you consider that this speed is rel
    2 comments 81 views last activity
  • Laying my cards on the table before I start to give a frame of reference. I mainly play killers (209hrs/1023games vs 7/44 with survivor according to behaviour stats) but I don't have a specific main among them. Playing through a variety has made me acutely aware of differences in effectiveness. I have the following ideas for the adjustment of various killers to improve their performance. In
    5 comments 111 views last activity
  • Just a few recommendations regarding the perks system and use of loadouts. First recommendation is to have personal perks start at tier 3 for the associated character. It hardly feels like the character's perk when other character's can max them out before the original character. Having a P3 character with their own perks not maxed feels wrong. Two options then become available for unlockin
    0 comments 11 views last activity
  • I am of the opinion that the progression system (bloodweb) is among the worst designs for advancement. The random nature of the progression often leaves you with a bunch of 'booby prizes'. Moving from that general comment to the specifics for this post. Assuming the progression system doesn't get a major overhaul any time soon, the biggest issue I see comes from tiered perk progression and ra
    0 comments 11 views last activity
  • The variety of map design is good to have however I feel the layouts have a huge impact on gameplay balance. There are combinations of maps and killers that either hamstring the killer to a severe level or essentially enhance the killers' abilities. A great example is a map such as Midwich. This is a stacked map which means it has a smaller total footprint causing objects to be closer togeth
    3 comments 41 views last activity
  • Perks as a whole are problematic. Asymmetrical game play is difficult to balance at a basic level. Being a game that relies on competition between two 'teams' makes the balance very important. If you watch a basketball game where one team scores 3 points from anywhere on the court and the other team follows basic rules for 2 and 3 point shots, the game is inherently unfair. Perks compound the
    3 comments 51 views last activity
  • Any game with perks is going to have a lot of trouble with balance as perk systems inherently create imbalance. This game is a prime example. In addition to having perks that radically alter the game dynamics, the progression of gaining perks is absurd. The biggest issues I see are the bloat and expense. If you create 70 perks and players only use 7 of them then 90% of the perks you've put in
    0 comments 21 views last activity
  • Does no one find any flaw with a 90lb girl being able to stiff-arm a 200lb monstrosity? I like survivors having evasion options but shoving the killer around seems a bit counter to the game design.
    0 comments 11 views last activity
  • Let's be direct. I believe the progression system to be one of the worst I've experienced. All progress is based around a random numbers game. Each level gives a chance at something but often isn't what you want forcing you to grind for a ridiculous amount of time before you can get anything you do want. This includes perks and consumable add-ons. Having a lot of add-ons that you will never
    0 comments 11 views last activity
  • A new player's perspective. The concept of this game is very good. The implementation of the concept feels lacking. The basic premise is that a group of 4 survivors need to use teamwork, stealth and cunning to outmaneuver a powerful killer. As a new player, I have primarily been running as a killer. The killer role seems pretty weak which undermines the tension of the survivor and negatively imp
    0 comments 11 views last activity