Avatar

That_One_Scrub

That_One_Scrub

About

Username
That_One_Scrub
Joined
Visits
50
Last Active

Comments

  • Scared Wraith player with Jomin on shoulder: "D-do you have Decisive Strike?"
    The Chad Jomin: "No. No. No. No."
    Scared Wraith player: "D-do you have Adrenaline?"
    The Chad Jomin: "No. No. No. No."
    Scared Wraith player: "I-IS IT BOTH?!?"
    The Chad Jomin: "YES! YES! YES! YES!"
    hyperspeeds through exit gate
    The Chad Jomin: "YES!"

  • Looking at this, honestly the only change I would make would be to swap Pig and Trapper. I want to love the big trappy boi, but the fact is that traps are time-consuming to collect and set, easy to avoid, and easily countered compared to hag's traps.

    Pig isn't any better than low-mid tier, but as minimal as her power is, it's at least consistently valuable, and crouch opens up some minor but important outplay potential. Trapper just has to eat whatever survivors throw at him.

  • @Demoth said:
    Because Huntress is one of those killers that is complete feast or famine, depending on the map, addons, and what survivors are doing.

    I just got out of a Rank 1 game against a Huntress that ran no addons, and on Torment Creek it's laughable how easy it is to loop her and lose her in all the ######### her hatchets can hit.

    Huntress's base power needs a buff, and her addons need a nerf. It's really not fun that I had to basically sideline my Huntress after using up all of her addons (literally all of them) because I want to level up other killers and survivors.

    Iridescent head is definitely one of the most powerful add-ons in the game right now. I feel like it should either do slightly less, or it shouldn't be so easy to fix the downside with Infantry Belt. Like, what if an Iridescent Head applied Broken for 2 minutes instead of an instant down? Still feels like an iridescent to me. Just spitballing.

    As for base power buffs, hatchets not getting blocked by random junk they clearly aren't touching would be nice. But apparently, that was tried before I started playing. Everyone raged at that, from what I hear. Something about a dramatic drop in survival rates vs good ol' Anna.

  • OK, is it just me, or is the solution VERY simple here?

    Just change the condition from 'gain token on unhook' to 'gain token on safe unhook.' Then, increase rate of return and/or number of actions that can give tokens if needed. @Dehitay and @Trial_By_Scythe have the right idea.


  • Yeah, I would like to see Frenzy recharge on a successful hit against a survivor w/o deep wounds to increase beyond 100%. Maybe 125% to 150% with the stupid smiley pins changed to increase the duration. The reason for this is to support the intended purpose of the killer which is to injure survivors and change targets. Legion can't really do that effectively because the frenzy duration is too short unless survivors are stacked really close together.

    It's already quite easy to get the second hit on a survivor you've already hit with frenzy since you would have been in melee range to get the hit off. So it wouldn't really help legion tunnel harder, rather, I would expect this to give legion more motivation to change targets.

    I would also like to see it changed so when Legion frenzy hits an injured survivor they don't get the full deep wound meter. After all, they are already injured. Their deep wounds should be.. deeper. I think they should have approximately 1 hit worth missing from their deep wound meter. This should help motivate survivors to actually heal which would buy Legion more time to hunt.

    The other ideas in your post I'm pretty neutral on, but I do like these bits a lot.Honestly, it's a very similar idea, so it's nice to see someone else thinking in a couple of the same ways. Sweet validation!

    Yeah, I guess if Deep Wound started at 2/3rds vs injured survivors, that would serve much the same purpose as upping the deep wound damage to 1/2. The advantage being that a two-activation kill is not possible vs a healthy survivor in the former, and the 'disadvantage' of it being that Legion's first hit on a healthy survivor is still strictly superior to a non-power hit. But, the tradeoff makes sense. Actually...yeah, I do think I like your version better, come to think of it. Editing the OP!

  • Compiling thread data for everyone's convenience:

    Myers: 14 likes, 0 dislikes.
    Huntress: 8 likes, 0 dislikes
    Pig: 5 likes, 0 dislikes
    Nurse: 7 likes, 2 dislikes
    Spirit: 6 likes, 1 dislike
    Trapper: 1 like, 2 dislikes
    Hag: 0 likes, 2 dislikes
    Clown: 1 like, 3 dislikes
    Billy: 2 likes, 4 dislikes
    Wraith: 1 like, 5 dislikes
    Legion: 1 like, 7 dislikes
    Doctor: 1 like, 8 dislikes
    Bubba: 0 likes, 8 dislikes
    Freddy: 0 likes, 10 dislikes

  • @Dreamnomad said:
    snip
    6.)Is getting 25k bloodpoints and a pip the worst thing in the world? I'm not saying Legion shouldn't be more deadly, I'm just playing devil's advocate here. If killers are getting lots of bloodpoints and pipping then is there an actual problem?

    This is fair, but I wanted to address this specifically. Yes, hooks are important - and not necessarily for balance, but for tension. Sacrifices and hooks are one of the most visceral rewards for the killer, and one of the main components of tension for survivors. Although I occasionally enjoy a more relaxed pace, I think the overall experience when fighting as or against a legion can quickly get dull. The character is fun for a while, or if you only play them occasionally, but the lack of threat you pose does get to you eventually in terms of frustration. This is just my 2c, of course.

    Anyhow, you made some good critiques! I'll mull over whether those points can be addressed reasonably, but in the meantime, do you have any ideas or changes you would make?

  • I like to play against Huntress almost as much as I like playing as Huntress. Other ones I enjoy are Trapper and even Billy, to an extent.

    I hate playing against Wraith, Leatherface or Hag though. I find them to be more likely to disallow you from playing the game after first hook, depending on personality of the player.

  • I think the main problem with NOED is in how hard it is to figure out whether you've killed all 5 totems, when playing solo or even duo. Like, you can break every dull totem you see, but you're never going to personally kill all five. Combine that with the potential for your time to be utterly wasted if you're wrong about the killer running NOED, and it gets kind of obnoxious.

    Honestly, I'd like to see some sort of transparency change for NOED, rather than a sheer nerf. Like, if the curse was revealed IMMEDIATELY upon gens being done, instead of after the first guy gets insta-downed. I feel like that would be fair to both sides: The sheer power is still there, but you're not stuck guessing anymore.

  • I agree with all three of your proposed Trapper changes. Right now, Bag addons are way too important in terms of being at all time-efficient with trap setting. Removing RNG is cool by me, too.

    The wraith...the problem with the wraith is he gets a free hit on uncloak against non-sprint-bursters, but sprint burst stuffs him in that regard. I don't think even more uncloak speed is the answer. The range limit, however, seems cool.

    The clown is probably the best M1 killer in the game, plus or minus Myers. I don't think he needs any of those changes, but tge red stain idea is sort of neat.
  • If this was an actual QoL buff, what you would do is, if the survivor has been unhooked in the last 1s, the hit is transferred to the rescuer.

    Even that is questionable, but at least the idiot who did the bad thing is taking the punishment rather than the person who got farmed. =p

  • @Orion said:
    No self-mending would be too powerful. However, if you increase the timer by 5-10 seconds and make it so the timer only stays at 99% if another Survivor is mending you, you accomplish two things:

    • Forces Survivors closer together, which benefits the Legion. In other words, you reward the Legion for using their power.
    • Makes the Legion's power actually dangerous. Right now, Survivors don't even bother to heal against the Legion because their power isn't dangerous. This change will fix that.

    I would 100% accept this as a reasonable compromise.

  • How would reducing the stun on manual cancel constitute 'killing with power'? It's literally not.

  • @PolarBear said:

    snip

    I've played Legion and it takes 2 hits to down a survivor that has the deep wound status on if you are using Frank's mixtape. You get the 2 first hits for free since there is hardly any attack cooldown after the first frenzy hit and it leaves the survivor with half of their deep wound bar left, requiring only one more hit on them.

    Alright, that's fair. Yeah, that'd make this idea too good. Hmm...I don't know, it's hard to get over how worthless it feels to make extra hits on a survivor while in Frenzy without the mixtape. I feel like first-hit-reset+3 hits would be fair and fun, but 1+2 is a little crazy, yeah.

    ...bleh. The devs have really boxed themselves into a corner with this one, haven't they? It would be so much nicer if that timer MEANT something as it went down, but unless it's so low as to allow for a forced mend->track->hit, it really isn't worth the distance you lose.

    Alternate idea, now that I'm back in spitballing mode: What if Frenzy hits on a survivor who already has a Deep Wound didn't grant a speed boost to that survivor? (but still ended the power as it does now)

  • @PolarBear said:
    That would be absolutely broken. You would get at least 2 extra hits in easily which would leave the survivor with 33% of the bar left. With the purple addon Frank's mixtape you would essentially always have a makeshift exposed on survivors. Definitely don't think this is a good change.

    With Frank's Mixtape AND Stab wound study, it would be 3 hits total in frenzy. If I recall correctly, it requires both add-ons to drop the threshold number of hits. And honestly, compared to add-ons of similar rarity, that doesn't sound all that insane to me.

    There doesn't seem to be any references for the exact duration of frenzy/how many hits would be possible, but I could do some testing and report back.

  • Yeah, I tend to agree. The house-on-stilts in a swamp idea is cool and all, but those basement/pantry areas need to be a bit more...breathable. As it is, they're even more claustrophobic than Lery's.

  • @The_Crusader said:
    No because then he could just spam m1 on a survivor over and over until they're down

    I'm fairly certain that the timer isn't gracious enough for that, at least not on average. Remember you only get a recharge when hitting a fresh target, after all.

    Still, if that becomes a problem somehow, you could always take away some percentage of the bar other than 100%. 30%, 50%...whatever balances out correctly.

  • I agree completely. However, I would MUCH rather have Feral Frenzy become less restrictive, rather than making Legion into another M1 killer. Frenzy is fun, so maximizing that fun should be the priority.

  • @PureHostility said:
    Imho, after 2k of hours, L3 on my Trapper all I would love to see changed:

    1) Start with 2 traps by default. (Major buff)
    2) Traps are darker by default. (Minor buff)

    That's it.
    Nothing more.

    2 Traps should be the MINIMUM default. Huntress gets 5 hatchets. Clown gets 4 bottles. Hag gets 10 traps. Trapper should be able to carry 2 or more traps without addons. Right now, bags feel too necessary to have any fun with his power.

  • I had the same idea, but I just took it a step further:

  • Right now, I'm not 100% sure, but it feels like the most viable way to get downs is that after you get any target-switching chain-hits in Feral Frenzy, you literally just try to bodyblock that final survivor without hitting them again, so that the chase is still fairly short distance after your power ends and the stun buys the survivor distance. This kinda feels...weirdly restrained for a "Feral Frenzy."

  • @Milo said:
    1,5 second tier 3

    Much wow

    4.5 seconds, actually. 1.5 seconds at each tier. Consider that Enduring, one of the better perks in the game right now, only reduces each pallet stun by 0.9 seconds! (Granted that buying that time away from a stun is more useful than buying Bloodlust time from non-Bloodlust, but even so, that's time shaved off of a window-based loop, etc.)

    Anyway, the numbers are negotiable. Primarily, I think the concept of a faster bloodlust progression is a sensible and in-character buff to the perk. Assuming the numbers are tweaked to something suitable, what do you think of the concept?