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mooasis

mooasis

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mooasis
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  • whenever you hit a great skill check (from any action), increase your healing speed by 75% until you miss a great skill check or stop healing
    1 comments 11 views last activity
  • in no particular order, no wasted text with explanation, not necessarily all in combination with eachother: Remove Leech on unhook Increase cooldown between repeated usage of Regurgitate Add slowdown when using Regurgitate Increase delay before you can use Intestinal Whip when transforming from Body to Head Mode Remove Pallet Vault in Head Mode Add a lullaby to Head Mode Reduce hurtbox of
    0 comments 211 views last activity
  • in the midst of the new killer release i think its worth discussing how dissolution is just not a very healthily designed perk. im suggesting a simple rework that reduces its effectiveness on the strongest killers but keeps it still useable for killers with no chase power. before any mechanical changes: While Dissolution is active, Entity claws will rise from the sides of all affected pallets
    1 comments 81 views last activity
  • instead of discussing the controversial current myers rework, i want to give my own take on a rework to his power while hopefully staying truthful to his current preferred playstyle and movie counterpart. Stalker Mode and Pursuer Mode should stay as is, except for the following: The Shape can stalk Survivors within 16 meters while in Pursuer Mode The Shape can re-enter Stalker Mode while
    3 comments 81 views last activity
  • title. instead of going through the long locker animation and needing to drop first, have the option for the survivor to drop out like a knight guard grab and instantly get mori'd (when a mori is otherwise available)
    0 comments 11 views last activity
  • its no secret that how easy it is for survivors to cleanse weakened and just how punishing unknown can be to play if you arent perfect is its biggest frustration and pain point - i want to suggest a change to help with this other than just increasing numbers in order to "stare down" the unknown, a survivor and the unknown must both be looking at eachother (or at least be in chase while the survi
    1 comments 62 views last activity
  • with the conceptualisation of killer being limited in their ability to kill a survivor as quickly as possible, we also need to standardise the survivor objective and reduce their ability to finish each generator as quickly as possible. my idea is simple and doesnt have any bells and whistles: a solo* generator cannot be completed in any less than 70 seconds under any circumstance (except for if
    18 comments 242 views last activity
  • For Killer and Survivor: During the Endgame Collapse. sometimes as killer you dont feel like trying for a better result and just want to get to the next game, the game is effectively over at this point anyway. gate 1v1s are one of the most boring parts of the game for both sides and usually you just want to get out asap, theres no real difference between 3k and 4k at this point Survivor: When th
    7 comments 71 views last activity
  • this is an idea i had a while ago but with the upcoming slugging changes it seems a bit more relevant and possibly important. the killers first chase is often the most important and pivotal, and having your pressure taken away from you on the very first earned down can be extremely frustrating and sets a losing tone for the very rest of the match (especially if that down wasnt quickly to begin wi
    2 comments 42 views last activity
  • mostly this post is targetted at the strength of OTR but it could be effective in certain parts of the map with weaker pallets for some smaller perk effects. imo the way endurance it is right now, complete and undeniable safety within its timer, is far too overtuned for how common and lengthy certain endurance effects are. rather than endurance being a whole timer OF safety, it should be your tim
    6 comments 101 views last activity
  • people have been having a lot of complaints about fog vials, how theyre destroying the game and are a major accessibility issue. i dont think BHVR are going to straight up remove them after putting work into coding and art for it so i want to propose a rework that keeps their core functionality intact while addressing their accessibility issues my idea is very simple: the outer sphere of the Fo
    5 comments 81 views last activity
  • SUMMARY OF THE ISSUE: Hooks spawn too close together on Forgotten Ruins PLATFORM: PC STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Load into Forgotten Ruins, in the area to the left of the Observatory stairs IMAGE:
    0 comments 21 views last activity
  • without completely butchering their effect, they should make it so that using one requires enough charges in your medkit for a full heal (16/24 depending on who its being used on) they would still be good but you wouldnt be able to have a full medkit which is already very strong as well as another busted effect on top of it unless you also bring built to last
    1 comments 41 views last activity
  • all of these are intended to make perks stronger. while nerfing the top options to be more in line is beneficial this game has far too many useless perks that give you no reason to stray from the meta KILLER Beast of Prey: When you begin a chase, grants the Undetectable status effect for 30 seconds. Beast of Prey has a cooldown of 75 seconds. giving the undetectable immediately makes this p
    1 comments 62 views last activity
  • I'd like to pose a solution to a problem that has been in the game since its inception: the lack of options, boredom and perceived unfairness of matches that enter the 1v2 before the exit gates have been powered. As Survivor, this situation leaves you with very little to do: if gens aren't close to completion, you either wait around for your teammate to die for hatch, or your teammate is slugged
    12 comments 261 views last activity