Warcrafter4
Warcrafter4
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- Warcrafter4
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Brutal Strength would also grant a 5% movement speed haste buff for 3 seconds after you break a pallet by any means. This effect does not stack with other haste buffs. Fire up would also grant a 3/4/5/6/7% movement speed haste buff for 2/2.5/3/3.5/4 seconds after you break a pallet by any means based off of the number of generators' completed. This effec3 comments 62 views last activity
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I know Smash Hit isn't a very great exhaustion perk so I was thinking about making a buff to it to help you escape after you land it. When you stun a killer with a pallet while not exhausted(Aka when you get the speed boost) you deafen the killer for 5(8?) seconds. This would let you escape more easily while also buying you a little extra time even if the killer does find you again. This also f1 comments 21 views last activity
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I tried using protective gloves for an archive/daily but the hook made a sound when broken and the killer still got the sound notification from long distance. I rarely use protective gloves despite my time in the game because I don't like doing Sabo plays. So is that a bug or normal?1 comments 81 views last activity
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Lets be honest here that perks that are useless at Tier 1-2 are just badly designed and should be changed. The change I'd make to keep the tier levels the dev's seem to want to keep is this: Remove the main effect being changed by tier but add in bonus BP for said action that scales with your level(Simular to how Prove Thyself works). Autodidact: Now always can stack up to 5 times but now gr1 comments 11 views last activity
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Platform: PC. Description: Closed Hatch that spawns either touching or nearly touching an object sometimes can't be interacted with a Dull key until either hurt or at a specific angle(I do not know which causes it to be fixed). Frequency: So far this patch its every other Dull key game(I do not know if the skeleton key has this same bug). Steps to reproduce: Use a shack hatch spawn offering an0 comments 21 views last activity
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PC, The thin side of the generator can not be interacted with at all. The generator seemingly spawned like this but if it matters the killer was trickster. How often it occurs I do not know as I rarely see this generator at all being one of the only times I have ever seen it. This is the 4 tub room aka the one with a lone pillar in the middle with 4 bath tubs connected to it.0 comments 11 views last activity
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I was thinking if the developers don't want the totem counters to be baseline that we could have a thematic mechanic based around it: Every time a totem of any kind is cleansed all survivors receive a short sound effect(but not an sound explosion visual) plus an additional 100 survival points with a "Cleansing" BP event. Once ALL totems are Cleansed then the realm itself will become slightly br0 comments 1 views last activity
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Platform: PC I have noticed injured survivors no longer leave pools of blood while hiding inside of lockers. This bug was on PC and it happens seemingly randomly regardless of survivor/killer perks or killer played. I have noticed this bug about every other or so that injured survivors use lockers(Mainly because survivors don't jump into lockers while injured that often). PC graphics setting2 comments 101 views last activity
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I do not know why but in this patch my graphics setting are getting randomly set to ultra(highest) when I am using lower graphics settings. This is causing my PC to begin to over heat when it happens until I turn the graphics back down.0 comments 21 views last activity
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Its just something I noticed with a lot of new players getting place against very high level players is just the fact that it seems like they were placed up far too quickly. This means the base MMR value(Or the value of early wins) the developers are using is inflated putting bad players against good ones due to them having similar MMR. For the current system to fix this the bad player's base M0 comments 31 views last activity
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This is an issue I have started to notice with the anti totem perks which is nearly every single one is a cross over aka Paid only perk(Not counting Shrine as that's RNG if it ever shows up in a year+). 3 out of the last 4 full cross over chapters each has had an anti totem perk in some way: Detective Hunch from the Saw chapter(Nearby aura reading once a gen pops). Inner Strength from the Stra2 comments 21 views last activity
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I have been opening chests more along with my teammates and survivors I play against this patch due to the better chest drops make them more worth while. Its been rather fun and has in some cases made the game more dynamic because what the survivors have will change more often in game allowing more variety in each game. I honestly would like to see this chest rarity increase stay baseline and p18 comments 301 views last activity
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Just for starters: Thank you devs for showing us this early and I do appreciate you doing this. Anyways I feel like the new OoO change makes more thematic sense over the current OoO version: Current OoO encouraged survivors to look at the killer when the killer wasn't looking at them to keep their aura's hidden from the killer(as they can see the killer's aura when looking at them but only have0 comments 41 views last activity
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I remember seeing suggestions about having a shrine in the basement with 5 candles on it to represent how many totems are still active and I thought why not rework Monstrous Shrine to work with it: Reworked Monstrous Shrine: While you have a hooked survivor in the basement and for 10 seconds after the survivor is unhooked or gets sacrificed you may interact with the basement shrine. Doing so wi0 comments 31 views last activity
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This is me just putting down and asking the community what infinite loops they have found during the time of the Blood Lust removal: The ones I have found are: The auto haven open window bus(To the surprise of no one) Window corner hook shack variant: The hook doesn't effect survivors as much as it does the killer and without BL it can be looped until the entity window blocker spawns. Also ye55 comments 1,792 views last activity
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Looking at the statistics and given their seemingly purposeful lack of clarity I have to ask: Were the developers testing the community to see how they'd respond to statistics? Given that parts of the community processed it logically and realized they weren't total statistics given the generator numbers were clearly wrong(It implies ~0.16 generators get completed per game). While others used t10 comments 231 views last activity
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Part of surveillance is increased generator sound distance and it would make sense for the other far louder generator sound to be used as a bonus for the perk since its far easier for the killer to hear it. It also would help make the perk more useful after the "Bug Fix" nerf given to surveillance for the alternate louder sound to be added to it as an offsetting buff to the perk.2 comments 21 views last activity
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Just make Thanatophobia and Dying Light(Along with all future % generator slowdown perk) have this as part of the effect: This does not stack with other generator slowdown perks. Only the perk with the highest % generator slowdown will be applied. This would let the devs balance/buff Thanatophobia and Dying Light without them needing to worry about them or future perks stacking because as it cu3 comments 21 views last activity
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Platform: PC Issue:Clown slowdown not applying properly on edges of the gas cloud when the survivor is running up the tractor but addon effects still work properly(such as the exhaustion addon) just not the normal power's slow. Steps: get hit by the edge of a clown bottle's gas cloud while running up the tractor's ramp(I do not know how easily reproducible this bug is). Occurrence: Unknown its0 comments 1 views last activity
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This is something I have noticed but never could quiet figure out why until I began to look not at how they speed the game up but PREVENT THE GAME FROM BEING SLOWED DOWN. I think anyone who has played the killer role vs every survivor with DS and/Or unbreakable has noticed that those games go by faster then normal and its simply because your natural slow down gets prevented by DS/Unbreakable25 comments 291 views last activity
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I was thinking about having an alternate power line addons like Freddy does but based off of the current torn notebook addon while turning the useless BP addons fun. Alternate power: Ever Lasting Breath: You can't blink through walls or pallets but charges and recharges 50% faster. This still lets nurse blink through windows. Every Lasting Breath will make a long sighing like sound to let survi0 comments 11 views last activity
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I feel like MMR can work but it would need to be reworked for killer categories Set up killers like Hag/Trapper/Demo would share the same MMR due to sharing similar skills sets but don't share it with stealth killers like Wraith/Michael/Ghost Face/Pig. So I'd say the MMR categories should be: Set up: Hag/Trapper/Demo Chaser: Leather Face/Legion/Doctor/Spirit/Clown/Freddy/Pyramid Head. Stealt3 comments 51 views last activity
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This would make broken keys from chests have a function(A limited mini Bond) if you don't have the "Ace in the Hole" perk. Also "Ace in the Hole" should be able to over ride the eroded but only with other aura reading addons just so the perk doesn't give you a dead broken key.3 comments 31 views last activity
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lets be honest His ultra rares are useless as they either contradict his power's limitations or are too restrictive. For Iridescent Coin its current effect should be baseline(Its not strong enough to even be an addon). However the new Iridescent coin's New effect is: The Deathslinger will become obsessed with a survivor because of a "Wanted Alive" bounty on a Survivor. Each time Obsession is s1 comments 21 views last activity
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Platform: PC Description of issue: Sometimes while using shred you will slide off of survivor you hit mid jump making it so the attack doesn't land Steps to reproduction: Use shred on survivors. It seems to happen more with survivors moving diagonally. How often it occurs: Nearly Every game(if not every game) and on about half of all shreds used.0 comments 11 views last activity
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These would be new hidden offering that would interact with totems on the map. For killers: Fading ashes: Hidden yellow offering: All hex totems appear as dull totems for the first 60 seconds of the game. Smothering ashes: Hidden Green offering: All hex totems appear as dull totems for the first 120 seconds of the game. Emberwood dust: Hidden purple(Or pink/red if that's more balan1 comments 31 views last activity
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This add-on is entirely RNG dependent and can do nothing in games despite its theoretical power. Everyone who has used it can feel the pain when survivor's first try escapes(Or never escaping because of it) from this addon that's meant to keep them in the trap for an extended period of time so here's my idea: Wax brick: Survivor's CANNOT escape during the first 3 escape attempts per each time t0 comments 31 views last activity
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This idea is to encourage survivors to waste killers time while on the hook without them feeling like they are wasting rank points/time. How martyrdom work is if the killer is within 16 meters you will gain periodic martyrdom BP(/rank points unless the following are true: If the killer isn't within a chase. if there is a survivor in 20 meters of the killer if the killer is within 16 meters0 comments 11 views last activity
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This is a simply idea for a way to show a killer has "Won" with 2 kills: If the killer gets 2 kills in a game they will "win" a random brown/yellow add-on (from their respective killer). 3k is 2 random brown or yellow add-ons(from their respective killer). 4k is 2 random yellow add-ons(From their respective killer) or if this is too good: 1 random yellow add-on and one random brown or yellow a7 comments 61 views last activity
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One of the issues I have noticed is that when the numbers are crunched great skill checks bonus progression actually greatly impact generator speed at higher ranks where people can always get great skill checks. Each great skill check grants 2% bonus progression which is 1.6 seconds seconds of added completion(80 x .02= 1.6) Which might not sound like much until you add in about ~5(RNG based) sk7 comments 1,284 views last activity
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Making slowdown perks their own category would let you limit how many killers can bring to 1 per load out. This means you wouldn't have to worry about slowdown perks interacting with each other thus letting you make them more powerful without worrying about making the game too slow. This would also avoid a lot of bugs what could happen by trying to rework the slowdown perks to not interact with6 comments 41 views last activity