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dadamek8

dadamek8

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dadamek8
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  • The whole idea of Pain Resonance is to reward the killer for hooking multiple survivors instead of tunneling, but a lot of killers get the first regression for free, tunnel that survivor and then it's almost impossible to win for the other survivors when there are 2-3 gens left and the killer can activate Pain Res 3 times (and probably some other perks like Pop or Eruption)
    14 comments 191 views last activity
  • There are 2 main issues with the end game: When someone is hooked, the killer is supposed to camp the hook almost every time, because otherwise it's a usually free escape. The game actively discourages camping with the anti-camp feature, but it doesn't work in the end game. This creates uninteractive scenarios where you can't save against killers with one-shots (Myers, Hillbilly etc.), but at t
    1 comments 30 views last activity
  • Treacherous Crows - Invocation time reduced to 45s ( was 60s ). Aura reveal duration increased to 5s ( was 2s ) Road Life - Requires 3 tokens instead of 4. Can gain tokens while broken. Boon: Illumination - When this boon is active, you cleanse and bless totems 20/25/30% faster ( was 6/8/10% ) Friendly Competition - Repair speed bonus increased to 7% ( was 5% ) Teamwork: Full Circui
    2 comments 51 views last activity
  • It's actually crazy that you can down a survivor, trigger Surge/Eruption for 8%/10% regression (can be applied to multiple gens), hook them on P ain Res for 20% regression and then kick that gen with TBTC/PGTW for 10%/20% regression (5% bonus from a normal kick). That's about 40-50% regression up to 4 times per match which basically means TWO extra generators to repair . And even with Pai
    3 comments 172 views last activity
  • Blight got 2 well-deserved nerfs (he's still the 2nd best killer), but there are 2 other things that should be changed: His movement speed add-ons are extremely overtuned . If you combine them (like 95% of Blights), you gain 5% speed for each consecutive rush (up to 20%!). That's more than a fully stacked PWYF for doing basically nothing. This has so many upsides that it's actually crazy to t
    4 comments 101 views last activity
  • It was removed from survivors' basekit to solve the issue of people giving up early on, especially in SoloQ environment and now you can only use it when there are 2 survivors remaining or when your luck is increased. This doesn't cover all situations where self-unhook is advised : When every other survivor is either in the dying state, hooked or dead When all generators are repaired There ar
    1 comments 41 views last activity
  • SoloQ players need more ways to play around their teammates' perks, i.e.: When someone is injured and their Clean Break is active, every survivor within 4 meters sees the perk's icon When someone is on a hook and their Deliverance / Wicked is active, every survivor can see their aura in yellow When someone is in a locker and their Head On is active, every survivor within 24 meters sees
    6 comments 82 views last activity
  • Reassurance could be one of the most useful perks when the killer camps someone in the basement, but it's basically impossible to use it there due to its low range of 6 meters. And when you're at it, can you make so that Camaraderie can activate two times per match (one for each hook stage). The range is already great (16m) compared to Reassurance
    4 comments 61 views last activity
  • Teamwork: Power of Two: Old effect: Whenever you finish healing another Survivor, both you and the healed Survivor gain +5% Haste for as long as you stay within 8/12/16 metres of one another. This effect lingers for 4 seconds once out of range and resumes upon re-entering it before that timer elapses. New effect : Whenever you finish healing another Survivor, both you and the healed Survivo
    0 comments 41 views last activity
  • I've seen multiple posts on Reddit having the same problem where a couple of maps appear VERY frequently. I can confirm that I mostly play on Toba Landing, Nostromo, Hawkins, Midwich, The Game, Saloon, Badham and Lery's EVERY SINGLE DAY. We have 19 realms and 43 maps in the game ! Why do we have to play on the same maps every day? Sometimes it even takes me a couple of days to get one of th
    10 comments 382 views last activity
  • Most BP offerings are very underwhelming (i.e. +100% BP in one category for one person VS +100% BP in ALL categories for ALL players when both offerings have the same rarity…) What should probably happen: Rare offerings with single category boosts should have their values increased from 100% to 200% and they should be uncommon Uncommon offerings with single category boosts should have the
    4 comments 71 views last activity
  • Apocalyptic Ingenuity - In addition to gaining tokens through unlocking and rummaging chests, you also gain one token passively after 80/70/60 seconds (still requires 2 tokens to build a fragile pallet) Better than New - Now also affects the speed of opening the exit gates and the bonus action speed is increased to 20/22/24% (was 12/14/16%). This effect lingers for 30 seconds after becoming
    2 comments 11 views last activity
  • The game desperately needed new items for survivors and when we finally got Fog Vials after 9 years, they got basically destroyed after a few weeks. They really need some kind of buff, for example: The number of charges can be increased from 2 to unlimited again, but each use would increase the cooldown by 10s (let's say up to 120s from 60s) OR The add-ons should be reworked (there is no point
    4 comments 41 views last activity
  • People used to hate playing against CoH, because only one person had to equip it and now everyone got free self healing at decent speed for the whole match. Boon perks don't see that much play anymore and this change would highly improve solo queue experience, because a lot of survivors refuse to heal me and the only reliable way for me to heal myself is to bring a med-kit with a syringe or doubl
    14 comments 262 views last activity
  • The perk is useful only in three situations: If you are the last survivor, the killer closes the hatch and they're able to check both exit gates in less than 10-15s, but also the gates can't be too close to each other, because then Wake Up doesn't change anything. This situation probably happens in like 10% of your matches? Most likely even less If all generators are repaired, you are the one
    2 comments 51 views last activity
  • Why would someone play a multiplayer game where they're expected to lose most of their matches? Combine it with the fact that solo queue is a massive coinflip with people disconnecting and giving up on hook. There's just no way to enjoy the game if you play solo and actually care about winning. Playing killer became way too easy as well unless you play non-meta killers against a decent premade
    62 comments 1,413 views last activity
  • Weaving Spiders is an ok perk, but most of the time it still feels detrimental . Giving up at least 60 seconds of your time and being injured for the rest of the match is usually not worth it. It's decent against 3 gen scenarios, but at that point using BNP and Deja Vu will get you a better result anyway (not to mention you can't overextend when you're permanently injured) Treacherous Cro
    4 comments 41 views last activity
  • If every survivor is in the dying state and the killer doesn't pick up anyone for 30 seconds, everyone is able to give up. If the killer drops a survivor, the timer is only 5 seconds. If a survivor has a crow for being "AFK", they lose collision with the killer If the killer doesn't start a chase with a survivor for at least 5 minutes, all survivors have their aura revealed to the killer
    3 comments 81 views last activity
  • All maps become smaller and smaller which makes gens spawn very close to each other. In most of my matches the killer tunnels one survivor and then camps 3 gens that are very close to each other which makes repairing them almost impossible . They rarely go for longer chases and if they do, they probably have their Pain Res and/or Pop ready. This makes matches very long for no reason I think m
    3 comments 81 views last activity
  • While it's true that most killers pick up right away, I usually play against at least one or two killers per day that leave me on the ground and walk on top me to BM instead of hooking me. It should not be possible in any multiplayer game to prevent another player from taking any action for 4 minutes. It's becoming worse and worse everyday. The easiest solution would be giving the last player t
    2 comments 51 views last activity
  • The idea is: If a survivor has been hooked twice and no one else has been hooked, the next time this survivor is hooked, they will go into the struggle phase again instead of being sacrificed. This effect can happen once per match and is disabled when another survivor is hooked or when the exit gates are powered. This would come into play only if the killer decided to go for the same survivor
    7 comments 91 views last activity
  • It used to be possible to have deadzones after a survivor is already sacrificed and a specific hook was unavailable for the rest of the match. This is no longer the case. Some killers and perks encourage a little bit of tactical slugging (The Oni, The Twins, Knockout etc), but some players leave one or more survivors on the floor for 4 minutes when they can clearly hook them and they usually w
    1 comments 61 views last activity
  • Right now Rookie Spirit shows you the auras of regressing gens in white and it's the only thing it does. I haven't seen anyone run this perk ever. This is my idea to buff it in a way that gives you value for using that information: You see the auras of regressing generators in white. Gain 6/8/10% repair speed bonus when reparing generators that are below the maximum amount of charges gained on
    4 comments 52 views last activity
  • Hillbilly is the only killer in the game that can spam his power constantly and is basically not punished for missing it. Literally every other killer leaves breathing room for survivors after they successfully dodge the killer's power or they are given some tools to prevent the power. Examples: Cooldowns / recharging tokens (Nurse, Legion, Artist, Blight, Pinhead, Vecna etc.) Limited ammo (H
    2 comments 81 views last activity
  • I finished healing a survivor from the dying state when I was injured and I did not get the Endurance status effect from the perk Made for This which resulted in me going down half a second later. My perks were: Made for This, Unbreakable, Off the Record, Babysitter I also had a yellow med-kit with Styptic Agent. The killer was Vecna and he hit me with a basic attack.
    1 comments 81 views last activity
  • When I closed the hatch and the survivor healed from the dying state with Adrenaline, the End Game Collapse timer was still doubled, even though they were no longer on the ground which means I had to wait 4 minutes before the game ended (they didn't try to open the gates). Platform: PC Map: Gas Heaven Killer: Skull Merchant Survivor: Rebecca Chambers
    0 comments 31 views last activity
  • It makes me even more sad that people who lost their legacy skins due to massive progress loss in 2016/2017 still didn't get them back. I know it must be hard to restore, because there is no data from that time, but for some reason even screenshots or Steam achievements aren't enough to prove that you had them. I think this topic should be brought back and at the very least each player who unlo
    0 comments 31 views last activity
  • As we all know, this perk is very bad as it is, because: You have to be in the basement for 120 seconds , You can't be interrupted (screams, aura reading, killer instinct etc) You become injured forever if you succeed which means you're gonna go down twice as fast in most cases You only save 50 seconds on generators when you complete the invocation at 5 gens, otherwise it's even less
    0 comments 31 views last activity
  • As you probably know, there are a lot of perks that have decent effects, but the values are very bad (for example extremely high cooldowns). Here are a couple of them that could easily be buffed to create more diverse gameplay. None of these perks would suddenly become overpowered, but the usage would definitely go up. I'm going to start with survivor perks in this post: Babysitter - Scratch
    3 comments 62 views last activity
  • Right now killers are encouraged to tunnel because of many reasons. One of them is that whenever a survivor is killed, basically all regression perks become significantly stronger, because it's gonna be much harder to get any progress on generators. What can 3 survivors possibly do when the killers slaps a generator with Pain Res and then kicks it with Pop over and over? Pain Res is supposed to e
    3 comments 61 views last activity
  • I just received a response from the support that they are still not able to give legacy skins back to people who owned them and lost them because of the gamebreaking bug with save files in 2016/2017. I think this subject should be revisited. For those unaware, there's a lot of people who lost their legacy skins this way, because save files used to be stored on players' PC which means if you lost
    7 comments 662 views last activity
  • If you start attacking during Blight's Lethal Rush when you're very close to the survivor, you can hit someone who is barely on your screen or not even on it. It looks just as bad from the survivor's perspective, especially when you're trying to juke him by quicky changing directions. He just swings in the air and you're not even close to his weapon, but you still get hit. Blight doesn't need t
    0 comments 1 views last activity
  • I played as a survivor on PC and one of the survivors was Claudette and her in-game nick was different from the one on her steam profile (and it also was not right above her like normal nick, it was slightly to the left). During the match she was able to change health states of every player, fly and repair gens instantly without being near them. After the match I wanted to use the in-game report
    1 comments 51 views last activity
  • When the Legion was reworked, they were nerfed heavily in many ways, mostly because it was very unfun to get stabbed every 10 seconds and go down eventually. But I think the change to Deep Wounds was enough (they can't be reduced with the base power anymore). Before the rework, Legion could also start using their power at any progress of their power bar. I suppose it was removed, because you c
    0 comments 31 views last activity
  • I was playing Trapper on Dead Dawg Saloon. I put a trap on the edge of 2 outer walls of the killer's shack (between the wall with the window and the wall with the entrance (the one without the pallet). I caught a Meg in it, picked her up, hooked her and came back to reset the trap, but I got stuck instantly after doing so. I couldn't get out even after hitting survivors and I was not able to pick
    0 comments 12 views last activity
  • What I miss the most about the old Legion is that you could use your power to down survivors like any other killer. Right now pretty much the only thing the Legion does is injure multiple survivors if they stick together for some reason. So here are my two suggestions to make their power feel better to use: For each survivor hit during Feral Frenzy, your next fatigue duration is decreased (for
    0 comments 1 views last activity
  • Right now DS is mostly useful as a safety tool to make you basically invincible for 60 seconds up to 2 times per match, so it makes sense that everyone wants it to be changed to an anti-tunnel perk. The problem is that DS is already weak as an anti-tunnel perk. It does not stop the killer from tunneling you and even if you do get tunneled, the killer is most likely going to leave you on the grou
    9 comments 71 views last activity
  • Babysitter - 4/6/8 seconds -> 10/12/14 seconds Blood Pact - The effect persists for 10 seconds after leaving the range Boil Over - 10/12/14 meters -> 16/18/20 meters Buckle Up - 48 meters -> 64/96/128 meters + the Killer's Aura is visible all the time while healing another dying survivor and it persists for 4/5/6 seconds after finishing the healing action. Camaraderie - Th
    0 comments 21 views last activity
  • There are a lot of perks in the game that could be decent and playable, but the numbers are so low that you're not gonna get any use out of them in most matches. So here's the list of the most obvious ones with some examples: Any Means Necessary - 140/130/120 seconds -> 80/70/60 seconds Babysitter - 4/6/8 seconds -> 10/12/14 seconds Boil Over - 25/50/75% -> 75/75/75%, 10/12/14 m
    9 comments 41 views last activity
  • Right now Mettle of Man makes so that when you finally get to use it and then heal back to full health, the killer can see you all the time if you are more than 12/14/16 meters away from them until you go down. I feel like this feature is kind of outdated, because MoM was nerfed quite heavily in the patch 3.0.0 and the penalty stayed the same. I think they should just bring it on par with oth
    0 comments 1 views last activity
  • I'm sure most people (including me) are fine with the cages aside from the fact that they don't count as hooks when it comes to perks (They still count as hooks for killer's emblems and moris, even though moris' descriptions say that you have to hook the survivor first to kill them). Some people say that it's bad for both sides, because it doesn't work for stuff like Pop, BBQ, Dying Light, Devou
    6 comments 82 views last activity
  • I'm not sure if I should post it on this subforum, but I think it's a huge bug that should be fixed. I was playing with my friend and we had a Detective Tapp in our lobby with the Windows Store icon next to his username, so we didn't expect anything special, but when my friend was downed by the killer in the match, that player healed him instantly to full health and he got the Broken effect (we t
    3 comments 72 views last activity
  • Slippery Meat is one of the perks that have existed in the game since the release. The purpose of the perk is to let you escape from hooks (and Bear Traps for some reason), but it has never been good enough to run, because the effects are so minimal and usually don't help you with anything. So this is my idea: Each time you escape from a chase that lasts at least 20 seconds , you gain a token
    3 comments 241 views last activity
  • I did not get a token for Mettle of Man even though I got a token for We're gonna live forever. I was playing David King on Sanctum of Wrath against the Hag. My perks were Decisive Strike, Breakout, Mettle of Man, We're gonna live forever (all perks at tier 3). When another survivor was on the hook, I tried to unhook him. The killer lunged towards me and hit me. I ran away without unhooking the
    5 comments 81 views last activity
  • Skill checks stay on low graphics settings even if you switch them to ultra. It happens when: I close the game on Low graphics settings. Restart the game and change the settings to Ultra (doesn't matter if I do in a lobby or in a match). It returns to normal after restarting the game again. It makes all skill checks look very blurry. It might happen only on higher resolutions (I play on
    0 comments 11 views last activity
  • Missing an attack in Feral Frenzy reduces the power bar by 25% (can be reduced to 20/15/10% with the pin add-ons) When the chase is over, Deep Wound timer is still frozen for 5 seconds and doesn't go down in the killer's terror radius. After succesfully applying the Deep Wound timer on a survivor, your power bar goes down 2 times slower (allowing you to catch another survivor which is almost i
    8 comments 102 views last activity
  • I think it would be nice if the killer could see the auras of trapped hex totems (from the perk "Hex: Haunted Ground") in a different color (for example yellow). This way the killer could choose to protect only the right hex totem or intentionally protect trapped hex totems to make survivors think that it's Ruin or Devour Hope.
    3 comments 211 views last activity
  • Hope Each time a generator is completed, you gain a 4% Haste Status Effect for 15 seconds. As soon as the Exit Gates are powered, you gain a 5/6/7% Haste Status Effect for 120 seconds. Left behind You'll get the job done... No matter the cost. For each dead or sacrificed survivor, gain a 8/9/10% bonus to repair speed. No one left behind It is inconceivable to leave someone behind.
    7 comments 101 views last activity