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Demon_Swords

Demon_Swords

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Demon_Swords
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  • @Starrseed said:

    Yes let it be a very strong perk for at least a month so every single survivor runs it.

    Sincerely a legion and plague main

    Congrats your already set to counter it.

    Unfortunately even just the haste by itself can make the perk ok. Its theoretically possible for all survivors to escape in less then 2:30 (though solo que will almost never get close to that efficient, and even SWFs will take longer) so up to 5 instances of weak to decent haste boosts isn't that much worse then the around 4-6 instances of exhaustion or finesse a survivor could have gotten instead. (of coarse that assumes the survivor isn't on a hook or downed to be able to benefit from the haste.)

    I wish I had the resolve to be a legion main. I find their kit to be really fun, but I don't like how weak they feel and that many of their add-ons feel pointless so I've stopped playing them.

  • Players tend to use the meta.

    This has always been the case but it has gotten worse over the last few years because behavior power crept the meta on both sides while leaving the already mediocre old content to rust (Massively buffing survivor perks and slightly buffing base-kit survivor combined with buffing killer perks that help primarily mobile Chase oriented killers and making all the strong new killers Chase + Mobile. Behavior also has nerfed several perks that only weak killers run like Sloppy Butcher, STBFL, etc.)

  • I just had the same issue, can confirm the bug is still in the game. I tried scampering a pallet that just dropped and instead I broke it and became unable to use hidy-ho afterwards.

    I did a slice and dice on the outside part of shack pallet by running into the wall instead of getting pallet stunned and then tried to scamper under pallet shack, but instead broke it and became unable to hidy-ho. (Its possible that I ran out of slice and dice so my button mash to scamper ended up triggering the bug via the method poster explained.)

  • @ReverseVelocity said:

    Vanity Mirror would be fine if it didn't have a speed penalty. Tombstone is completely fine as-is, the downsides are well worth being able to instakill people in Tier 3 (and besides, we need something for the Evil Incarnate achievement).

    But do we need two purple add-ons that do basically the same exact thing? We only need one Vanity mirror or Scratched mirror effect. Just want to add a bit more variety to Myers add-ons by replacing the worse version of 2 sets of 2 very similar add-ons.

    1. Yes, but who knows how difficult it is too code it correctly and considering how much behavior messes up, it might be better for them to not spend time attempting it too much.
    2. I don't think gens go too fast for average skill level. Though it can be really frustrating to play against an effective 4 man gen rush squad, there are plenty of ways for killers to run offense builds that apply enough pressure to end games before 5 gens are done. If generators were made default longer then the game would become way too killer sided in a majority of games. (see the many streamers and youtubers that play without perks or add-ons. Enough pressure and skill can combat the relatively fast generator speed.)
    3. Adding more consistency to matches would make the game more stale and boring for both sides. Survivors knowing if killer is near hook removes a lot of skill from well decided unhooks.
    4. No, DS is fine as is. If a killer is really willing to chase you for over 60 seconds after an unhook then their probably willing to tunnel you again after DS thus removing the point of buffing it to "counter" tunneling. Your proposed change has a lot more annoying implications for the killer. Let's say the killer finds a healthy survivor 30 seconds after being unhooked (healed by others or inner strength), chases that survivor for 30 seconds then downs them. Should that killer really have to wait another 30 seconds to hook that survivor even though they had to be damaged two states and a decent time after to not be near hook.
    5. (No comment)
    6. Way too much information since it would always tell survivors which way the killer goes after hooking. Also would be really dumb with open-handed since what used to take two perks now only takes 1 for a massive zone of killer aura reading.
    7. (no comment)
    8. No. As much as it is sad that blood warden is effectively useless, changing this would have worse consequences. If exit gates regressed then it would be pretty much impossible to unhook survivors post 5 gen completion (also makes trapper be able to hold the game hostage if exit gates are too close). Leaving the gate would cause it to regress making the gate too low to open when you return. Opening the gate would allow the killer to be able to zone survivors away from the exit gate and get kills that way.
    9. Yes.


  • @Kebek said:

    2 deathslingers, we both spear a surviovor from each side and tear him in two.

    Houston, we have found a new mori.

  • Can you elaborate on what you mean on the lunge changes?

    I think I have noticed what you are referring to but the perceived changes aren't mentioned in the patch notes, so I want to know exactly what you mean.

    It seems like the post uncloak move-speed or lunging was nerfed. I wasn't sure if that was just an indirect perceptual thing for having been used to the distance survivors would get when you uncloaked before the changes.

    (EX: Because you are slower while uncloak now then before, It takes longer to catch-up. Since it takes longer to catch-up it feels like the speed boost post uncloak is less then it should be.)

    Just want to confirm that it really is a nerf and that the () scenario is not true.

    P.S.: If they did an indirect nerf, does that mean that an add-on less wraith now is worse then a wraith with just yellow windstorms before latest buff.

  • Note: I think doing something 20% faster means you are doing something at 1.2 times the rate (thus divide the time by 1.2) instead of it taking 80% the time to do something (or multiplying a number by .8 / 80%.)

    Ran the calculations:

    Brutal Stregth:

    Pallet break time is 2.6 so Brutal strength time would have it at a bit more then 2.16 thus saving less then .45 secounds. If you break a pallet 6 time on avarage then you save 2.7 secounds.


    Generator Break time is 2 seconds or with Brutal strength is 1.66 ish so your saving 0.34 secounds. If you kick Genrator probably about 3-4 times in a match then you save about 1 secound to 1.3 secounds. (don't know Breakable wall time but half the maps don't have them and most with them you ignore the walls anyways.)


    Brutal Strength Avg time saved: 4 seconds.


    Enduring:

    Enduring says Duration instead of pallet recovery speed so with 50%, it half's the stun duration, which causes 1 second saved from 2 second base stun.

    If you are really trying you probably only going to get pallet stun half the time (6 pallet drops /2 with 1 second off stuns): 3 seconds saved.


    Spirit Fury:

    So with spirit fury completely destroying the pallet I will say the complete pallet break time is saved thus 2.6 secounds without Brutal stregth or 2.16 seconds with it. The average number of pallets broken with Spirit fury is 1. There are some games with 2 but they are offset by the games you waste time delaying pallet breaks to break later for Spirit fury or ones where spirit fury barely made a diffrence.

    So time saved will likely be: 2.16 secounds.


    Time saved by these 3 perks are about: 8.71 seconds (it would be 9.16 but any pallet broken by spirit fury is not broken by Brutal stregth thus reducing my previous amount from that by 1 for .45 seconds.)


    Pop goes the Weasel numbers:

    Generators take 80 seconds to do and pop removes 25% progress.

    If we suppose each generator pooped will average at 50% then you are removeing 10 seconds of progress per pop. Considering there are 4 survivors, if we divide 10 by 4 then you are removeing about 2.5 seconds per pop.

    If you use Pop twice you will probably get more value then any of those three with 4 pops likely being more then all of them combined.


    After Thought:: Saving time in chase is a more valuable then slowing down survivors as faster downs lead to more pressure on survivors to get off gens to do saves or heal, but haveing Pop have similar time saveing then three perks just shows how bad the perks are.

  • Though I think this could make for an interesting alternate game mode it would just cause a bunch of people to just leave lobby if you ban something they want to run. Also would really suck for killer since you can't switch killers if they ban one of the few leveled perks you have on them.


    I think it would be best if each survivor banned one perk while killers banned less. There is much more variety in playable killer builds then there are in survivor ones and this system would remove the awkwardness of a voting system for survivors.

  • Pop is better on mobile killers while ruin is much better in early game on everyone else. If you were wanting to run a build with survivalance then running pop with oppression can be better then ruin + undying.

  • I was playing gf on dead man salon when I hit a nacy as she was slow leaving a locker. I could not pick her up.

  • I think the clown was originally in D tier along with wraith and Trapper, but is now in C tier along with Myers, Legion, Demagorgan, and Pig. (voted B tier because you said he was in C tier and I think he went up by one. Also you for some reason have an F tier but not an D or E one.)

  • I think the game level has gained a bunch of new things that favor both killers and survivors.

    The new breakable walls has alot of areas being much easier for killers to corner survivors (like the basement area has one exit unless the killer breaks the wall or the survivors finish the nearby Gen.)

    Survivors have gained a lot more pallets to use, but the map is a lot harder to hide in and feels it bit more open making the more pallets sort of needed.

    I think a high number of people are calling it survivor sided because it used to be one of the best killer maps but is much more fair now making there perception skewed.

    my opinion may be a little skewed though as I have been recently running a lot more aggro builds (like spirit fury build + STBFL) on my killers and thus can more easily cope with high number of pallets then builds around delaying gens do.

  • Most of the killers have powers where keeping track of their power gauges or power numbers is important, yet they moved the survivor states and gen numbers away from there.

    Its very impractical to look at the top of the screen unless you are not in chases and don't care about potentially missing survivors.

  • The clown already has the pink elephant like outfit so It would be redundant for him to have one. I think pig or Cannibal would be best. Pig could easily have a Walrus mask and have a walrus tusk replace her weapon. Cannibal could have a funny legendary skin where his chainsaw screams could be replaced with a Walruses. (also don't you want to see a walrus in an apron.)

  • For some reason I though you meant the indoor hospital level, so I voted wrong.

    The map is a little small for the few decent pallets there are, making it too killer sided. Either needs to be made a little bigger or have more pallets.

  • is no one going to mention how spin chill tells you when hillbilly or oni is coming towards you. Sure you can use terror radius to guess this but if they are going in your direction with there power then they have to face you . Any time you hear either one using the power just look at spin chill and play accordingly.

  • Spin chill if you know how to use it. Completely counters stealth killers (+ billy since if you know he is chainsaw running and you see spin chill active you know he is coming to you. Also gives free gen progress at times especially if killer is being looped and part of that faces you on gen.

    Also Unbreakable + DS since just by the mere exitance of the perks; the killer is heavily incentivized to slug someone who was recently been unhooked and can't reliable guess whether one or two survivors were there at the downed survivor (unless you have Death Bond.)


    The only killer perks that may be op would be Undying + Ruin (which is about to be nerfed anyways.) or Save the Best for Last as it completely redefines the chase when fully stacked or can make you be able to double hit a healthy survivor trying to unhook with being able to hit the unhooked survivor (though if fully stacked you completely stop them from unhooking.)

  • Clown is my favorite because I like being an M1 killer and he just does it better without any need to try doing risky plays for small time gain. I don't need to worry about trying to bill chainsaw in mid chase, not having a power and needing to stalk for a temp power up, trying to shock mind game, trying to jump into survivors (victor & Demogorgon), spending time picking up and placing traps and maybe never getting survivors on them, needing close survivors or my powers useless (legion.), or to sneak up on survivors to save time in chance just to have them leave far enough because of bing-bong that I should have just been an M1 killer with M&A. Clown does normal M1 killer chases and does it faster without much risk at wasting time trying to land weird abilities or having a practically useless stealth ability (and they are about to buff him and give him a new useful mechanic). Sometimes I play other M1 killers and think, "Even If I succeed at using their power correctly to end this chase a bit faster would it have really have been better then just slowing them from clown."


    Also laughing at survivors is fun.

  • I usually end up as rank 1 in killer by just playing it a bunch which at that point whether I black pip or pip up doesn't matter. I like to play meme killer builds at rank 1 and usually don't play the top tier killers so though getting 4ks as them is quite nice just not depiping is acceptable. (Clown, stealth only Ghostface, and Doctor are my mains since I really only learned how to play m1 killers and looping fairly well.)

  • More bugs:

    Survivors being hooked within victor's killer instinct will have it activate on them for a few seconds.

    Downed survivors are not consistently reveled by killer instinct.

  • I got a silver devout for a 4k and a bronze devout for a 3k as the twins.

  • I main stalkless Ghostface and Clown as I can't really play non M1 killers and like the normal chase mind games.

  • Spirit: She is very awkward to play against as her chase is very irregular and its very hard to try mind gaming her when your not sure what she is doing when.

    (at least against the nurse you can try mind gaming her by cutting off vision and running in unexpected directions. You can also guess how far she will jump to decide when to turn and run towards her.) (It felt really good when I was able to waste a nurse's entire Haunted grounds by getting out of her vision then entering a locker inside a building.)

  • Franklin's Demise, It is nice against 4 items teams and especially good against medkits since a survivor with a med-kit is unlikely to have other means of self-heal.


    For survivor it is Spin Chill, Knowing when the killer is coming when you are in their terror radius and its counter to stealth killers is just too good. Also the extra speed boost to actions can be very good in clutch scenarios or is a nice speed boost when killers keep facing your direction while being looped by another survivor.

  • @CCClark said:

    It's not that hard to counter basement bubba or any basement build.

    All you have to do is bring BT or just avoid that area and do gens somewhere else. :/

    Bubba can hit through BT if timed right. I once hit a hooked survivor 3 times with chainsaw (first was as they were being unhooked, so technically isn't a hit but I included for context) from the basement because of BT.

  • I think a better buff would be to just reduce the demo's walking sound. The demo's has an innate undetectable mechanic yet has a really loud walking sound making it impossible to stealth after teleporting or with other method of undetectable or oblivious.

  • Though Vigil is weak, buffing the number may be a bit much for its synergy with exhaustion. I think its biggest problem is that it was never updated to interact with more effects and many killers cannot cause the status effects that Vigil does covers in a duration based way.

    Pharmacy: I think the perk is fine as it is a good tool for farming med-kits while reranking after a reset.

    Wake up: Yeah it just needs a number buff. Or maybe another effect so it can do things in more scenarios.

  • The basement is very important as it gives you a spot you are guarantied to be able to hook around.

    On some maps, hooks spawn far away enough that you can only go up to one hook when picking up survivors in certain locations. With survivors removing hooks on death or other means, some areas can become dead zones and the basement system allows for at least one area on the map to not become one.

    Also some perks revolve specifically with the basement, so they would need a complete rework if the basement was removed. (Though Territorial Imperative and Monstrous Shrine are both in need of change anyways.)

    Lastly, they just added offerings for the basement, so I don't they are planning to make changes to the basement.

  • Krauser (as killer) from Res 4 + Leon Survivor

  • Only if it is a legendary skin of Scorpion (Mortal combat).

  • I think a wendigo killer would be cool, but it isn't necessary to use a licensed version. Unfortunately the hag kind of overlaps with the idea of the concept of the Wendigo (Wendigo: a starving person Cannibalizing many people and gaining immunity to everything but fire and also losses all humanity. Hag: person starved by Cannibals escapes confine due to becoming thin; uses supernatural curses to kill captors and eats them.)

    Resident Evil: I think Krauser would make for a funner killer. Having some kind attack or temp buff (like myers) with his giant transforming blade arm would be cool. Also it kind of funny to DS Krauser. (in a boss fight against Krauser there was a bug that made him take a crazy high amount of damage from the knife.)

    Chucky: Chucky is too short of a character. For one he couldn't carry survivors. Secondly his Pov would be low. The blight already has some issues see over the grass in the swamp and other levels, so I don't think an even shorter killer would be good. Lastly, depending on his height, Chucky would be hard to blind through windows or over pallets.

  • was able to get the right amount from legion so it may just be a trapper bug for the challenge Deadly Deceit.

  • Interesting power, but it needs some tweeks. There would be no point in faking injury or placing fake survivors if the S4tatus Hud did not show the same. As such here is an idea. Either: 1. When the match starts, 2. the first time any survivor enters a chase or downed (in case of being grabbed out of locker); five survivors will be shown (1. to all 2. to that survivor.) The names of other survivors will not be shown to survivors. Any time a survivor's status is changed (or yours) the positions of all other survivors on the Status Hud for survivors are moved randomly.

    With this addition in games besides swf, your power would make the survivors second guess everything that the status shows and auras.


    Perks:

    Hex: False Hope: You need some sort of variable for perk levels so here is a few ideas based on if extra gen is too strong or too weak:

    • Too Strong: Decrease the chances of skill checks on that generator by 2/1/0% (skill checks work by % chance of trigger rolled per second. Base 8 on generator)
    • Too Weak: Whenever a survivor fails a check on that generator reveal their aura to you for 2/3/4 seconds as long as you are out of 40 Meters.
    • Another too weak: When a survivor is within 8 meters when the generator is completed or it's Hex Totem is cleansed, Reveal that survivors's aura for 2/3/4 seconds if your outside of 16 meters from that survivor.

    Phobia: (Alternate Idea) While a survivor is within your terror radius, they will gain fear over time. When they reach 25 seconds of fear, if they are not in a chase they will stop and encounter a skill check. If they fail or is in a chase, they let out a scream revealing their aura to you for 2/3/4 seconds.

    Last Chance Wasted (ideas): Reveals the Hatch's aura when standing within 24 meters. When you close the Hatch reduce the time of the End Game's Collapse by 5/10/15 seconds for each dead survivor.

    Round: What I would make the range to be: 36/42/48 meters. I think it should not be too much more then Bonds, since if you know when the survivor is out of the terror radius then you can guess which way the killer went.


    Soothing Presence idea: When other survivors are within 32 meters of you, You and those survivors resist the urge to scream and grunts of pain are reduced by 50/75/100%.

    Reasoning: It is not very often that another survivor is within a short distance of you. So when such a scenario occurs, it should be very rewarding. Soothing Presence as you described would be a combination of two not all that strong perks that can only help others that may already have that benefit. As such giving the benefits to the bringer as well reduces the risk of not being useful in a match.


    One Question: Why terror radius 35? Normal terror radius is 32 with a few at 24.