Amarok
Amarok
About
- Username
- Amarok
- Joined
- Visits
- 10
- Last Active
Comments
-
So, I'll have to test how playing against the fog jars really plays out, but I cannot understand why they don't get charges.
Every item a survivor can bring has charges, why make an exception for them? Being able to use them infinitely is insane in my opinion.
Survivors (in my opinion) have to make each usage of any resource count one or the other way as at some point, they are depleted.
Please make the usage of the smoke more risk/reward kind of type.
I'm also scpetical on the "survivors make no sound at all". Survivor gets injured, throws smoke bomb, gets free 100% Iron will. I dunnooooo. I don't like it. -
I consider Pyramid Head to be my main killer, so naturally when changes for him are planned, I'm all ears (and I sincerely wish for as little changes as possible as I think he's fine the way he is).
First thoughts: I actually don't need a higher base-range of Punishment of the Dead. I consider him to be a short- to mid-range killer. Of course, extra range is good on him and it's a clear buff, but I personally dislike changes that could change the general feel of a character.
I'm honestly a little concerned about nerfing his zonig abilities. It's an aspect of each ranged killer to be able to do that, and this sounds like it's just taking away a tactical component of the killer (feels borderline like taking away one way of interaction, and each time this happens, it can make a killer less diverse to play).
Basekit BT and speed on cage: sure, anything that discourages hard-tunneling, I'm basically on board - the main feature of the cage is not having to pick up a survivor, and secondary: please keep the feature that hook-perks (both killer and survivor) don't trigger for cages. It's such a nice tactical component in my opinion.On another notice: I don't mind the new equipment (Fog-Jar). I'm sure bhvr will be able to balance them out to make them not feel OP.
However, one thing I find a bit concerning is that it's self-recharging. One aspect of DBD that I really enjoy is that at the start of a match, the survivors have all resources at their disposal, and they just diminish over time (health-states, hook-states, pallets, item-charges). And this jar in its currently planned state break with this. It might feel more like a perk that is available the whole match. No need to keep track of the charges as they will come back.
Might you consider making them charge-based like the other items? you have like 16s throughout the match and can switch it on and off, and when the charges are used up, the item becomes useless, just like all other items
(and on that note: how come even a basic flashlight has so many charges that it suffices for like 10 blinds? can we cut all flashlight-charges in half please? That's been bugging me for years xD)