Yaboi_Gengarboi
Yaboi_Gengarboi
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- Yaboi_Gengarboi
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I'm not sure if I entirely agree with your suggestions, but I do admit I would like to see Hex perks become more dynamic. Currently a lot of them either can completely carry games or are just permanently disabled within the first minute of a match. I would like them to be more consistent but less impactful at their peak.
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Agreed. So many of these maps are just dogshit, and arguably some are for both sides.
Hey want to play 95% corn? Oh, sorry, I mean Rotten fields?
Not to mention how a few have straight up infinites.
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Read what? The threads on here? I wouldn't call this forum an accurate representation of the most knowledged players. As in, players who know the most about the game.BigBubs said:If you go and read all them crying threads (not only legion specific ones) you will see how wrong you are with that title.
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Yes, it would take 15 seconds with Franks as base, instead of twice that without it, which would be 30 seconds or half a minute. I did not mention Franks when I said half a minute.ScottJund said:@Yaboi_Gengarboi said:
ScottJund said:@Caretaker said:
@ScottJund said:
I'm sorry but have you ever played Survivor against Frank's mixtape? It is literally the most non-interactive boring ######### in this entire game. You get hit by an unavoidable frenzy hit, they wait 12 seconds for cooldown, then hit you again with an unavoidable frenzy hit and you go down.
You have to be crazy to think that has to be baseline.
I forgot you can't bait pallets or stun them. Rip my idea. I guess only Nurse or Billy is allowed to do it.
Okay so you wait at a pallet. He runs near it, then runs back. You waste the pallet, he vaults it, and you die.
You wait at a pallet. He just lunges through it and you die.
You wait a pallet. You drop it, he swings through, and with new pallets he downs you anyway and gets stunned.
You wait at a pallet. You drop it and actually stun him.
You win 25% of these scenarios.
This is assuming you even have a pallet in 12 seconds.
New pallets? You mean the ones that no longer teleport you or grant invincibility? They still stun fine for me if you time it right. Yes, he has little counterplay in a chase, but ONLY in a chase. A chase that still takes just about half a minute to complete. Outside of that, he has almost nothing BUT counterplay.
Besides, when we consider changing things to ensure survivors have fun, we get Freddy, and Trapper and Leatherface and Clown. Huntress, Hillbilly and Hag have counterplay, yet they are among the strongest killers in the game. How could that be? Because they didn't wrap the survivors in bubble wrap with reflective tape before sending them out against that killer.
My point is it does not take half a minute to complete with Frank's Mixtape, which people are saying should be default. It takes literally one recharge of your power which is like 10-15 seconds.
Again none of this counters my point about the extreme lack of fun. You even said it yourself, no real counterplay in a chase, which is the only part the involves the other survivors. So you're saying every single time a survivor is in a chase, he pretty much has no options, which is awful game design.
I get that he is unfun to play against, but that shouldn't be the only point to focus on when designing a killer. Again, when we do that, we get killers like Trapper and Leatherface, who were designed to have lots of counterplay with survivor fun as the focus. However, by doing this, you make a killer that no one enjoys playing, so survivors have to keep facing Nurse or Hillbilly 50% of the time. In turn, that reduces survivor fun.
Your point stands, but it is a poor point to judge an extreme amount of decisions off of. There is a lot of things that need to be considered for this killer. -
New pallets? You mean the ones that no longer teleport you or grant invincibility? They still stun fine for me if you time it right. Yes, he has little counterplay in a chase, but ONLY in a chase. A chase that still takes just about half a minute to complete. Outside of that, he has almost nothing BUT counterplay.ScottJund said:@Caretaker said:
@ScottJund said:
I'm sorry but have you ever played Survivor against Frank's mixtape? It is literally the most non-interactive boring ######### in this entire game. You get hit by an unavoidable frenzy hit, they wait 12 seconds for cooldown, then hit you again with an unavoidable frenzy hit and you go down.You have to be crazy to think that has to be baseline.
I forgot you can't bait pallets or stun them. Rip my idea. I guess only Nurse or Billy is allowed to do it.
Okay so you wait at a pallet. He runs near it, then runs back. You waste the pallet, he vaults it, and you die.
You wait at a pallet. He just lunges through it and you die.
You wait a pallet. You drop it, he swings through, and with new pallets he downs you anyway and gets stunned.
You wait at a pallet. You drop it and actually stun him.
You win 25% of these scenarios.
This is assuming you even have a pallet in 12 seconds.
Besides, when we consider changing things to ensure survivors have fun, we get Freddy, and Trapper and Leatherface and Clown. Huntress, Hillbilly and Hag have counterplay, yet they are among the strongest killers in the game. How could that be? Because they didn't wrap the survivors in bubble wrap with reflective tape before sending them out against that killer. -
I think that would be the point. 12 seconds is still quite some time to be able to rush down a single survivor, but you still don't have any more snowball power.ScottJund said:I'm sorry but have you ever played Survivor against Frank's mixtape? It is literally the most non-interactive boring ######### in this entire game. You get hit by an unavoidable frenzy hit, they wait 12 seconds for cooldown, then hit you again with an unavoidable frenzy hit and you go down.
You have to be crazy to think that has to be baseline.
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My thoughts exactly Caretaker. I don't want easy wins at all; the game wouldn't be a challenge to me anymore and I wouldn't get any fun out of it. I just want to be able to play any killer I want and at least have the OPPORTUNITY to mess around and have fun. If I don't play Nurse or Hillbilly, I have to sweat my ass of as killer to have a match longer than 4 minutes. I want to have diversity in what I can play.
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@Aerys said:
Looking at the perk it doesn't seem as though its final max result is all that bad, but how it's achieved is. Simply put, the maximum result will never be achieved as you're never going to have ALL Survivors in one location, that would be an awful idea and more than likely one will always be getting chased by the Killer. I would propose it simply be changed to;If another Survivor is within 8 metres gain an 9% increase to repairing, healing, sabotaging, cleansing, opening Exit Gates, and searching Chests. Once out of range, this effect persists for 15 seconds.
But wait, there's more. This is relatively strong all things considered but is exactly the same as the perk Leader, just that it applys to Dwight himself. however, why should a Perk that only applies this to Dwight himself (or whoever) be the same as one that gives 9% to three other people? The power simply isn't comparable. That's why it oughta be;
If another Survivor is within 2 metres gain a 12% increase to repairing, healing, sabotaging, cleansing, opening Exit Gates, and searching Chests. Additionally, skill checks appear 10% more often and are slightly more difficult. Once out of range, this effect persists for 30 seconds.
This is what would make the perk worth taking. You would need to get very close to another Survivor, if not right on top of them, and it would give only 3% more than leader does and lasting double the time while experiencing slightly harder difficulty in skill checks. You have to actually prove yourself after all.
That said, with how Leader currently works if all four Survivors are on a gen and all of them have leader you can finish a generator in 21s. If they have toolboxes or other perks they can finish it even faster. If anything Leader should be knocked down in power while this should gain the bulk of it.
While I think some of those numbers need toning down, that sounds kind of cool.
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@Vadim239 said:
Even this is too much.
my last suggestion
1 nearby Survivor grants 1/2/3 % increased speed.
2 nearby Survivor grant 2/4/6 % increased speed.
3 nearby Survivor grant 4/6/9 % increased speed.Nah, It is still going to be bad. With Leader you give everyone around you that 9% bonus. It is mathematically superior still.
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@Nickenzie said:
Yaboi_Gengarboi said:So it's been quite some time since the hefty emblem system that...did nothing. What is the point in a ranking system when all the good players derank to bully the noobs?
Some extra bloodpoints at least would be nice and encourage people to rank up.
My solution, bloodpoint multiplier:
Rank 10: x1.1
Rank 9: x1.2
Rank 8: x1.3
Rank 7: x1.4
Rank 6: x1.5
Rank 5: x1.6 and 10% Bonus shards during level up
Rank 4: x1.7 and 20% Bonus shards during level up
Rank 3: x1.8 and 30% Bonus shards during level up
Rank 2: x1.9 and 40% Bonus shards during level up
Rank 1: x2 and 50% Bonus shards during level upLet's say that you will level up to rank 75 on your next game at rank 1 and will get 40,000 bloodpoints on that game.
Results:
80,000 Bloodpoints instead of 40,000 Bloodpoints
450 Shards instead of 300 Shardsi was also thinking of a multiplier, but I don't think it should go up to 2. I think the max should be 1.5
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@Vadim239 said:
Even though survivors are genrushing, this perk really needs it. at least a little.My suggestion:
1 nearby Survivor grants 1/2/3 % increased speed.
2 nearby Survivor grant 3/6/9 % increased speed.
3 nearby Survivor grant 9/12/15 % increased speed.15% might be too much, and that's only IF there are 3 others. The fact that it needs all other people to work really hurts this perk.
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News Flash Bud: NOED was actually nerfed. It no longer gives you a successful attack bonus. Therefore, it was made useful at tiers 1 and 2 but nerfed at tier 3.
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I think killers should also have point incentive to not tunnel or camp. One idea I had was "Fresh Meat". This scoring event becomes available for 15 seconds after a survivor has been unhooked. It gives you extra points for hitting survivors other than the unhooked one during these 15 seconds.
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@Blueberry said:
So your answer to SC is to buff medkits? ROFLThe power level of survivors is so vastly above killers heads that they need to be brought down, not buff other things to be just as good. You shouldn't be able to 1v1 the killer. Pharmacy is how strong SC should have been.
Pharmacy is trash. Self care doesn't really make survivors very strong. Actually, it gives more reason for killers to use perks like NC and Caulrophobia. And I don't see how Self Care helps survivors 1v1 the killer. Sprint Burst does. DS does.
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This actually sounds like it would fit really well into the Hag's tool kit. I'd have to look into this.iOrangeStain said:I wish you could draw different shapes for different effects. She's a cursed killer but she never really curses survivors outside of her perks. Maybe every trap is something different in an ordered cycle. When she gets a Phantasm Attack, survivors get a horrible curse set onto them.
Triangle - Basic teleport, nothing added.
Circle - Basic teleport + survivors hit by The Hag after teleporting to the trap suffer from Blindness until healed.
Square - Basic teleport + survivors hit by The Hag after teleporting to the trap suffer from Exhaustion until healed.
Diamond - Basic teleport + survivors hit by The Hag after teleporting to the trap suffer from **Mangled* until healed.
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I hate seeing a Legacy 3 NEA with a flashlight come into the lobby, but they often DC when they D strike me as a Nurse, but I have Enduring and down them again within 5 seconds.
Yes, people can be so toxic with DS that I'll run Enduring on Nurse. Ask Marth88. He does too. -
I feel that an easy way to make ranks meaningful is to give rewards to high ranked players every reset. The rewards could include bloodpoints, items, or even cosmetics. These would more than likely encourage ranking up to accelerate the rate at which you level up your favorite characters.
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Honestly I feel like it is too long. Either that or the speed boost survivors get when hit is too high, or the killers move too slowly during the animation. An almost 18 meter distance is quite a lot.Folkin said:@MrChills said:
I feel like hit animations are too long yet they have changed over the years.Well it has to be, they have to give the survivor time to get away after being hit.
If you really want you can use 'Save the best for last' perk to reduce the time of the animation. -
I think the problems is the killer doesn't have the power in a chase. Survivors can keep the power in the objective if the Killer has the power in the chase.