The_furf_of_July
The_furf_of_July
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- The_furf_of_July
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Comments
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I think this happened because I was hit with an axe while I was in range.
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More options is always good
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FNaF, good or bad, is classic.
And it's also extremely popular, and as we've seen from Resident Evil chapter, that means another big wave of new players. -
It might also affect blight serum, iirc. Can't test it without the event, though.
Having to swap to the default form when it's supposed to be a 3-in-1 killer is a lot more impactful and annoying in-game than it might sound on paper. -
Maybe if it didn't announce transformations from across the map, survivors wouldn't counter wolf by walking/staying still?
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@albertoplus said:
I'm honestly not sure of being able to use them on Bat form. The form gimmick is that you are not supposed to be able to attack by any means.
Now, on Wolf form? Yeah, he totally should.
Wraith can throw snowballs while cloaked.
Plus landing shots on survivors you can't see would be impressive and fun.
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Pouncing is a special attack.
The wolf itself is not, because the wolf is capable of basic attacks and lunges. -
The shapeshift cooldown change feels awful. It feels a lot better being able to use bat for shorter durations instead of being locked into it for 5 seconds.
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From what I'm hearing, you are in fairly desperate need of a break from the game.
This isn't "just a skill issue". It's important to treat your emotions with respect, and it seems pretty obvious this game has made you feel awful lately.I sincerely think it would be a good idea to find a different game to play for a while, and come back with a clear head.
A break can work wonders for thinking of a new approach, especially after getting stuck in a burnout rut like this.I wish you the best 💚
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@upsideinsanity said:
If you tunnel to win, your MMR will go up. If you then cant handle that higher MMR you don't deserve to be there and should learn to play without those styles because yes you will get the anti tunnel perks and the survivors that can counter that playstyle.
I watch plenty of killer mains' streams that win on high MMR without tunneling. Its possible if you have the skill for it.
But most importantly, it's a game. Stop being so competitive and make it fun. This is a "party" game after all (according to the devs). If you're not having fun, or intentionally trying to ruin the other team's fun, you're doing the video gaming wrong (this statement works both ways).
THIS.
Figure out how to make the game fun.It's a hostile environment by nature, and I had to learn how to change my approach so it didn't burn me out again. If I begged the devs to "fix" how much pain I was facing back then, I'd still be hurting.
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I think the bigger problem is, killers ending up in high MMR and getting their rear handed to them repeatedly only to keep matching against strong survivors.
The game is NOT this unbalanced if your matchmaking fits your skill level, when matched against people that match your capabilities I have found most systems work as intended.
Against weaker survs I can get 4ks, against coordinated teams I get 1-3k. But in the past I have been to MMR hell where the survivors always know what to do and, wow that is a nightmare, I agree.
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Honestly, make it like the Archives challenges, where there's a set for Killers and a set for Survivors.
Even if they made it 1-2 rituals each, it'd be an improvement over what we have now. It'd give an incentive to play the other side, while not punishing you for only maining one.
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Werewolf legendary skin for Demodog would be incredible!
Unsure if there'd be licencing issues with that, though.
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Certainly an interesting idea.
Considering how laughably situational alien instinct is for a perk slot, it might no joke be better off being free than being a perk.
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@BugReporterOnly said:
It's based on what you have when they decided to take the snapshot for the PTB usually people will have enough to at least unlock tier 1 perks.
Yes a decent chunk of players might, but no harm in giving free BP for a testing environment.
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One thought I had, is a perk like Blood Warden that's a little less situational. One without a tell, that blocks the gates for any survivor that stays in that region for too long.
Yes, it'd have the counterplay of standing outside the door, but that still leaves room for mistakes.Killers that have a vendetta against this type of survivor could run the perk. Killers that don't care can do without it.
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@coldflame said:
5 seconds is far too long but some kind of mechanic to make endgame a little more competitive in this regard wouldn't be amiss, less even because of camping exit and moreso just because endgame is boring. something more like
-exit gate progress now slowly decays to prevent 99s. this is on a delay and isn't especially fast
-after being open for 10 seconds, the entity wall forms
-survs need to interact with the entity wall for two seconds to leave, during which time they're grabbable
as it stands, an open gate means the killer can no longer meaningfully interact with survivors so it's unclear to me why the game is able to continue for as long as EGC timer enables it to
Stuff like this would actually be good, I think.
Something that makes EGC more dangerous the longer they stay would be nice. As it stands now, survs have complete peace of mind for over 50-75% of the timer, nothing significant about the match will change.The exits getting harder/slower to leave the closer to collapse you get would be a thought.
I wouldn't want to punish survivors for intentionally letting the killer get hits, though, or prevent slugraces…
There are pros and cons here. -
That's actually a good point, intentional tunneling does not require tracking hook states at all.
However, if killers did see hook states, it would likely lead to more intentional decisions to ignore 0-1 hook state survivors in favour of death hook survs when given a choice.
That said, it would certainly make being merciful significantly easier if the game was transparent about it
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As a killer main, I would not mind a change to the item depletion aspect of the perk. Usually the main thing I use it for is disrupting usage or setting up for Weave Attunement, not necessarily deleting the items.
I wouldn't mind if it drained significantly slower, or if it had a different way of affecting item charge entirely.The main thing I'd consider too much is if it doesn't affect item charges at all.
When I play Survivor, as it is if they have Franklin's I never bother picking up my item at all, cause it'll barely have any charge by the time I get it. If this was changed, it could give Franklin's some slowdown value to the killer by making items worth going back for.