Happy_trapper010
Happy_trapper010
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- Happy_trapper010
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Freddy & Leatherface were released before the in-game shop so they're contracts wouldn't have included new cosmetics being created by the devs and I heard the devs say before in a dev stream that some license holders were difficult to work with or something along those lines and its safe to say those license holders are the ones who's new cosmetics we haven't gotten ie Freddy and Leather but we can always hope like you said the success of having bigger license characters draws more attention and willingness to expand their contracts to include more cosmetics. I know the process to buy a license to certain costumes are complicated and expensive but I hope the devs realize there's a want from the community for these cosmetics and hopefully one day we will see some of the ones players want!
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It's just a game, not a competition. The devs decided for the hatch to open if 0 gens were completed instead of 2 so survivors can still earn a few BP if they're team decided to not play well and die early. Killer still gets massive points and the one survivor remaining gets the hatch points. It sounds very selfish that you think survivors shouldn't get hatch after 0 gens completed. With the state the game is in now the hatch is just another mechanic that will eventually be reworked or removed.
It's unfair to assume everyone discussing ideas on the forums are new to the game. It's normal for players that have been around since the game came out to discuss the features of it with new players and have a good discussion than to just label everyone with different ideas than yours as fairly new. So what if people are new, they're bringing up good points and ideas, it's not as if these ideas will be implemented in the next update!
Your in the wrong discussion if you want to start talking about struggling in the red ranks ... thats a balance, map design, game mechanic etc.. issue.
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Agreed! More than not the killer has the advantage in closing the hatch if both are standing on top. If the survivor finds the hatch first and the killer has to hook the last person I think it would be fair for the hatch to open sooner. Its almost a guaranteed win for killer at this point with the hatch.
If this change was implemented the killer could easily slug and try to get the remaining player, wouldn't make a difference in that point... :(
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In some form I've always thought technician could be better off with some numbers whether its in seconds or percentage and if players find numbers misleading or distracting then they don't have to use the perk (not that much people are using it right now) but I hope the planned buff to it will include something along those lines than just the 50% explosion prevention.
Some people I think would enjoy being able to see in numbers the repair progress and even on exit gates but maybe it's the people that play with the analytical side of their brain.
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Making bloodlust a 1 tier mechanic is a good idea over a longer period of time I agree. You are right about the deadzones being abused and that does make the pallet break BL idea weak but there aren't too many dead zone pallets in every level, maybe a couple.
Bloodlust could even be worked into a perk with the idea of breaking (x) amount of pallets like spirit fury and gaining the speed for x amount of seconds.
The bloodlust speed from breaking a pallet doesn't have to be substantial to where if the killer fakes the pallet break and catches the survivor in the open they would still have enough time to find a vault or pallet but the speed would close the gap between them. It would just create less space between pallet throws and breaks.
@Onyx_Blue Next time you watch or play killer, imagine getting the small speed boost whenever you break a pallet and see the difference it makes just as an experiment.
Ultimately I feel the devs want to invest more time in improving old killers and new mechanics so it feels like BL won't be looked at for a while but at least it's good to discuss ideas and maybe the devs read through the chats and take ideas from everyone.
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Your 3rd and 5th ideas are interesting. I've heard some version of those ideas floating around and they seem the most realistic changes the devs could implement. I think the idea behind no mither is a hardmode for players so I don't see the devs giving it something like endurance or 3 hooks.
Gaining bloodpoints for using the perk is a must! Survivors need more than just We're gonna live forever. It rewards the player for being vulnerable and one shot the whole match.
Starting off healthy and being broken after getting hit is another must. The only thing else I would add is make it so the killer cannot see if the survivor is broken. Then if they slug the no mither they won't instantly pick them up and hook them because they know they have it.
Some people have said no mither should be 100% silent (no moaning) but I think the grunts add to the challenge of the perk. It's not supposed to be an easy experience when using it and I think the devs should create more perks like no mither like challenging based ones.
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@PigNRun I disagree that it adds nothing in that new players especially would benefit from knowing if they have enough time to complete the last 10% or 5% when they see the killer starting to go towards the gen. Even for seasoned players who can see how much gens quicken based on # of people repairing or tool boxes being used on it. It may be a meaningless change for some players but I can see some finding it useful or interesting.
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@Onyx_Blue I started following the game when it came out on PC and bought it first week it came out on PS4, I play both sides but survivor more in the last few updates. I think ideas are healthy to discuss for this game despite having 2000 hrs or 100 hrs but none the less, if a killer chases a survivor for the whole game its safe to say they're tunnel visioned and should worry more about patrolling gens. I think it would be more fair for the killer to gain something from breaking pallets instead of just the survivor gaining distance (then onto next loop). The bloodlust from pallet would make chases quicker and riskier and help make the game have the intended play the devs have stated it was made for; two survivors die, two escape.
@YaiPa The numbers for base bloodlust would have to be adjusted so if the killer refuses to break pallets and keep them for late game chases, the survivor would be more inclined to stay at the pallet and bloodlust for the killer would take longer to activate (1 tier gained after x duration) after 40 seconds, so when the killer breaks a pallet it rewards their action and punishes the survivor for putting one down in a small way, encouraging them to play more strategically.
Or instead of pallet breaking into bloodlust being a basekit for every killer it could somehow be worked into a perk. Might make more fun interactions.
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There's a 50-50 chance the item doesn't spawn in the chest and the aura of the survivor is revealed to the killer for a few seconds
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I didn't climb, some youtubers did back in the clown's ptb, some glitch with hags traps could propel the player up there
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Refund time

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It sounds like a good idea, has potential to become a nice perk we might end up seeing in a later chapter. It could be an counter perk to any aura reading perk the killer has.
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Definitely should be a surveillance rework perk, that one in it's current state is garbage DX
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Will you be adding more maps to the already existing realms like Red Forest, Lerys Memorial Institute, or even to dlc maps like Haddonfield or Springwood in the near future?
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Looks like the devs mightve took all these "cursed hex" ideas to the game with the Spirit's new hex perk

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I had an idea a few months ago where the concept is Reverse Hex Totems. A perk like Hex Ruin won't be active but the totem will be lit. As soon as a survivor cleanses the totem, the hex perk will activate. This deters survivors from destroying a totem right away and makes them wary to keep lit totems as they won't know what effect it will have.