guitonielle
guitonielle
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- guitonielle
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I'll repeat, my suggestion is that to stop:
- endless chase. When skilled survivor can run 5-10 minutes vs beginner maniac. 91 seconds and 5 min, are VERY big difference.
- to stop genrush (fear during repair will increases very quick, so people will need time that to rest and to decrease fear, instead to endless repair of generators, one by one, while maniac try to catch other people)
- to protect dull totems and hex totems. Protection will be light (small fear during sabotage and impossible to sabotage during high fear stages) but this is better than 0 protection. Don't forget that hex:ruin is nerfed, so now - ALL cursed totems are weak. And needed more motivation, that to take them in the match.
- to remove provocations of the survivors towards the maniac (when they run after him and are not afraid of anything). With big fear from close terror radius, to run after him will be bad idea.
And don't worry about chases. Now we have calced correctly, real timers, how long it will be. And it can be longer! (other fear blockings).
And old legion timer was 16 seconds + 5 that to stop chase and follow blood marks. What you compare?
21 and 90+ ? it is insane difference. If to catch survivor for 21 seconds - it is big advantage to legion, but to catch survivor for 90+ seconds, it is = repaired 3-4 generators. Do you understand the difference?)
Do you really think that this game will be worse with fear mechanics?
i play 50% of my time for survivors and 50% of my time for maniacs. And I like all them. So, my suggestion is not the desire to strengthen of some and to weaken others. I just want to find the way, that to disappear from the game the current biggest problems that I have already listed.
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Furry_Fuccboi, you are very very not attentive :-P
Chase will be much more longer - always. And it can be very long even with fear mechanics.
About your example with Plague ;)
You forget that full infection is injury. So, will be +3 and -1 = only +2 from full plague effect.
Also, you forget that on panic stage, survivor ignore all fear increases, except chase. so will be +4 -1 = only +3 per sec (fear blocking from injury, is bloking category, not calm category, so during panic all "blocking" effects will continue to work)
Also, a lot of perks will give brave status, so: survivors 100% will take on the match, at least 1 perk, which will block +1 fear per sec too.
So...
Go to calc))
We are infected and run in the chase: +4 +3 -1 -1 = +5 fear per sec. Panic will start on 180 fear, so, needed 36 seconds.
When panic will start, fear from infection will be blocked and will left only: +4 -1 -1 = +2 fear per sec. And your running speed will be increased from the panic ;)
That to become paralized from the fear, needed 270 fear (270 - 180) / 2 = 45 seconds
So, 45 + 36 = 91 seconds of the chase. If killer will waste 91 seconds that to hook 1 time, other 3 survivors can repair 3 generators for this time.
Before calculation, try to be more careful and more attentively :)
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I already have tested new version of the HEX:Ruin.
you need to drive away the survivors with a club again and again)) That new ruin gives an effect. But you don’t have time on the whole map if all 4 survivors go to GenRush.
Balance began to collapse in favor of the survivors. But I don’t think this is a problem, so we will play more for the survivors and mock the maniacs more.
I really hope that the developers generally notice at least once this my suggestion
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People don't worry. After nerf of the HEX:Ruin. BBQ will jump on the first place of the use - very quikly. Because - perfect perk (great farm + great detection, when other farm perks are - poor)
Developers nerf only top1 perk, that to decrease their use and to increase use of other perks. So, BBQ will be nerfed during next planned "nerf update".
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Too many complains about hex:ruin.. Hundreds of topics)
But this suggestion can fix "gen rush" without ruin.
If you are the player, and you like this idea pls click "Vote Up" or this topic will finally lost in hundreds of topics created about "Ruin"