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colossusqw

colossusqw

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colossusqw
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  • This breathes a lot of new life to unused or weak perks, and gives some much needed balance for others, and it would be awesome to see this kind of effort put into the killer rooster! Giving some overtuned killers some much needed nerfs, as well as making the weaker killers around more viable would have VERY deep impacts in the game's balance and people's enjoyability of it.
    5 comments 111 views last activity
  • The need for specifically basic breaks, the limited effect only against the obsession, and the rather difficult to navigate obsession changing mechanic still hold it back. Having it work on all kinds of pallet breaks would help it gain more of an identity with killers that specialize in destroying said pallets, alternatively, either making the obsession swapping more intuitive and simple to pull
    0 comments 30 views last activity
  • When the Shape rework was announced, the thing I wanted most was more focus on his unnatural ability to disappear and appear out of every corner and blind spot, as it would be great and tension inducing. I had always envisioned something like "whenever you are out of line of sight from a survivor, you can toggle between stalker mode and shadow mode, either being very fast and invisible, but not
    19 comments 585 views last activity
  • Currently, the new Lock of Hair, purple addon that allows you to manually end Evil Incarnate by holding CTRL, makes very little sense as an addon. The combination with vanity mirror for aura reveal is strong, but by itself it does not feel powerful in a way to warrant being an addon and not a base part of Myers' own kit. Being able to go back to Stalker mode from Evil Incarnate is way too interes
    0 comments 40 views last activity
  • At the moment, knock out feels like wasted potential, and frankly, a wasted perk slot 99% of the time. For me, personally, that has both to do with it's requirement not really helping against pre dropping, and its impact being very minute to be a good tool against pre dropping. With that in mind, what I would do to the activation condition is: - Alter the perk's activation condition to someth
    1 comments 30 views last activity
  • The pace of the game keeps increasing, survivors get better at coordinating and applying gen pressure, and killers get faster and better at pressuring the map in turn. With that said, not every killer is equaly prepared to deal with this new pace of gameplay, especially at higher MMRs. For that, i would propose a simple solution that would help quite a few of the less mobile killers, whilst not b
    6 comments 52 views last activity
  • At the moment, ghostface is very lacking in both map pressure and individual chase potential, so I've been thinking about a change that could alleviate that by a lot: When shroud is active, ghostface moves at 5.2m/s(or 4.6 when crouching). This may sound silly but hear me out. Shroud Is an ability with a relatively punishing cooldown. You can be taken out of it by survivors stunning you,
    8 comments 231 views last activity
  • A silly perk idea: You start the match with 30 seconds of undetectable. Whenever you would come out of undetectable, you remain undetectable for an extra ten seconds, then this perk goes on cooldown for 40 seconds. - Each second you are undetectable you gain a token, up to 20 tokens. - Once you would lose the undetectable status, it is extended by 0.5 seconds per totem, then this perk
    9 comments 132 views last activity
  • I really dislike current map spawns on account of just how map dependant a lot of killers are. I've been playing around 60/40 killer to survivor lately and what map i end on is incredibly more important when i'm playing killer than when i'm playing survivor, especially for the less strong, more stealth dependant killers. That gets me thinking, is it really the best for the game that map offerin
    7 comments 121 views last activity
  • I've seen a lot of discussion regarding the nurse pop up, and i've come to a few personal conclusions: - The nurse should not freely disregard looping to the extent she currently does, using her power to nullify any form of counterplay via loops. - The nurse should be more beginer friendly by being at least ok at regular chases, as is the case for most killers, even the ones with strong powers
    7 comments 381 views last activity
  • Don't get me wrong, i love the dicothomy between stalker and pursuer, but at the moment it feels like the killer's stealth is very underwhelming, since the mode that should theoretically allow Myers to approach unseen has a speed of 4.2 meters per second, making it terrible for map traversal and ambushing players. His old tier 1 used to be 4.4 meters and it was fine, i'm not sure why it needed to
    2 comments 91 views last activity
  • Like the title says, the way the fearmonger class in 2v8 provides a speed boost whilst unseen is an excelently compatible possible buff to current 1v4 ghostface. The simplest way to buff ghostface's stealth and map pressure, whilst keeping him dependant on stealth is a buff to his speed while unseen, more specifically whilst cloaked: - Ghostface's stealth mode gains a 10% speed buff. (conside
    4 comments 92 views last activity
  • Exactly what the title suggests, the red stain's intensity should be a per player thing, where it's more visible the more under the effect of the terror radius you are. Same for the chase effect. The more heartbeat, the more visible it is. It's weird to look 40 meters away and see a hag with a red beam of light in front of her, and the fact that it's a weird beacon just giving up your position
    0 comments 41 views last activity
  • The male body models for survivors are generally bigger and bulkier than the feminine ones, and I feel that middle ground of both more bulky women and "twinkier" men is kind of lacking. We get "horror movie gals" and jock shaped gruff dudes every other update already... give us some anime convention cosplayer or college theater group dude or something I know with this player base you'd make DOUGH
    0 comments 21 views last activity
  • Monitor And Abuse is in no way a meta perk, it already saw very little use before the changes to its behavior, and now its mostly useless on most killers. Why not revert the changes? Or at least buff the reduction from 25% to 33%, so that instead of being 8 meters of reduction for 32m killers, it turns into 8 meters for 24m killers, making it like it used to be for killers the likes of hag, whi
    8 comments 162 views last activity
  • I've been playing the hag a bit recently, as well as facing a few hags as survivor, and i feel the killer is really pidgeonholded into going for trigens and camping still, while not having enough general utility to hold it's own on more varied playstiles. For this, i've brainstormed a few simple changes, many that have been suggested already, and compiled them in a single list: For starters, th
    2 comments 153 views last activity
  • Stuff like the elusive effect, or any form of removing your hitbox for a set amount of time after unhook, making the last person unhooked not appear in aura readings, basekit unbreakable are all stuff that would benefit the game's health a lot, HOWEVER, we would still have the issue of only a few killers being able to compete with coordinated survivors, or non S tier killers needing to always thr
    20 comments 472 views last activity
  • Exactly what the title says. One of the most popular and fun builds for old Myers was running Monitor and Abuse + Dead Rabbit to give yourself a terror radius nearing 5 meters on tier 2, which was essentially discount undetectable. This was never considered unbalanced and even then, Myers was nowhere near the top of the list power wise, still being considered a weak killer. As much as it's cool t
    2 comments 111 views last activity