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lordkaz

lordkaz

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lordkaz
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  • I would like the ability to save builds too. For instance if you have a few different builds you tend to run with one character, being able to save them as presets would prevent you from having to replace everything is its slots all the time.

  • @VolantConch1719 said:

    I'm with kaz on this. Cake and pudding depending on what's in it.

    Yeah, I don't want a random fingernail crunch in my pudding, you know? We should get Bubba to cook us all some.

  • @Shad03 said:

    @Detective_Jonathan and @lordkaz

    You both have outdone yourselves in the best way possible with your theories. I have prepared a party with everything you both need to enjoy yourselves! Would either of you like Escape Cakes (real) or Survivor Pudding (With varying amount of salt)?

    https://us.v-cdn.net/6030815/uploads/605/7JFY32R4457I.png

    I'll take the cake for sure; whether or not I eat the survivor pudding will depend upon which parts of them are in it ;)

  • At this link: https://1drv.ms/x/s!Ao65gKT41UvKjGoMnzFzLK6Hza0S

    I've got an excel document of killer builds that I gathered from various sources. Just scroll to find Doctor, Pig and Freddy builds. Some are serious, some are meme builds. I can't guarantee any or all of them are 'top tier' builds. There's a 'general' build included for almost every killer. The link updates as I update the original too, which is neat.

  • That's actually a topic of wide debate. Some people think it's a hitbox issue, some people think it's lag/latency. Some people think it's both.

    Either way, when dedicated servers roll out we'll know. It's an issue you just kinda have to cope with, it happens to literally everyone.

  • @JoannaVO said:

    Everytime I play the PTB people just play with the killers that have no changes made to them at all, like how people play Huntress when the PTB for a new chapter comes out for example. So, I'm not interested in playing the PTB anymore.

    Without a doubt, I expect people will play Pig in the PTB. People want to see how the End Game Collapse works with using her traps at the end with an end-game build.

  • My theory about the End Game Collapse:

    The survivors exist at the campfire. The campfire is a small space within the Entity's Realm where the survivors are confined while not within a trial. All that surrounds the campfire is an endless forest with nothing to be uncovered within, no matter how far you trek. When it's time for a selection of survivors to enter a trial, they are 'teleported' to one of the maps, which will act as the trial grounds.

    Each map originates from the tainted memories of a specific killer's mind, a far-away reconstruction of previously well-known places. We can go inside Michael Myers' house, but it is not fully fleshed out. The longer beings remain within the Entity's Realm, the further away their minds venture from our own world. Michael remembers his childhood home how anyone would in adulthood; he knows the general layout, and perhaps the most important and memorable features. He cannot recall where doors and windows were specifically, nor individual items of furniture or wall hangings - the latter of which are replaced by crude paintings, which you can see for yourself. (Explains random generation of maps.)

    Whenever one trial is occurring, an indeterminable amount of others are too, simultaneously. That's what the game is, after all. A nexus of thousands of matches existing all at once. While the Entity is fully capable of producing all of these small worlds, it cannot sustain them eternally. Its main bases - the campfire and wherever the killers lurk - are always functional. If not, how would it recieve new subjects? However, while hope does feed its power, the more trials it needs to maintain (as in, the more people playing the game), the more hope it needs. It will not waste its energy on a trial that is no longer profitable. Once the conditions are met for the trial to end - as far as the Entity understands - it begins to break down that tiny plane of existence. The world itself begins to collapse inwards. Great molten orange tears split the ground in all directions as the Entity starts to destroy its own world to start another. If the trial within refuses to conclude for longer than the Entity's patience, it will use its last burst of energy to consume the lurkers, and will credit its servant for occupying those worms for so long. (Explains why the End Game Collapse exists and the meaning of the visual effects.)

    Extras:

    Survivors that become cocky do not need 'hope'. All they have is pride. The Entity would prefer to purge them. (End Game Collapse prevents survivors holding the game hostage.)

    Even once the Black Lock is sealed, the remaining survivor is given a faint glimmer of hope - one final chance of salvation. The Entity will squeeze out whatever it can get. And, in the end, that is another broken soul from which it can feed. (Once the Killer has closed the hatch, the last survivor can attempt to open an Exit Gate to escape. Although, it is rather unlikely they will succeed.)

    Killers have a strong connection with the Entity. They can use their bloodwebs to improve their bond with it and render themselves unstoppable. Survivors are given playthings and small skills that make them feel a little more hopeful, but afford a negligible advantage from the killer's perspective. Killers know to not waste their Master's time, or suffer punishment. They will sacrifice their own enjoyment for it, always. (Killers can open an Exit Gate to force the End Game Collapse to begin.)

    That's my (a lot more than) 2 cents!

  • In a weird way, I kind of like the changes as a whole.

    The developers definitely closed the gap between The Legion and other killers. Their playstyle was SO drastically different from the rest. I like how they still have their own thing but are also more akin to the rest of the roster now.

    Their power is pretty much 1 guaranteed hit on one person + any bonus ones on anyone else around. Then chase normally to down the survivor (possible due to increased movement speed). Pallet vaulting strategies in chases still remain the same - if not near a pallet, just frenzy and immediately hit; if near a pallet, force them to drop it, then vault the pallet ---> hit. You just have to be more careful about whiffing if the survivor goes to vault back, but other than that, whiffing isn't a super big issue unless they can 360 like a god. Even then, with the changes, it's not as shameful to double M1 if the wait for your power to come back is too long.

    I like that they have significantly more counterplay, and people won't DC as soon as they see you anymore!

    Deep Wound definitely becomes more of a time-waster than something that can actually down survivors, but it's still useful for that purpose.

    @Tzeentchling9 said:

    If 115% is enough to end a chase, why aren't any of the M1 Killers tearing up the meta then? Why do Trapper, Wraith, Pig, Doctor, Leatherface, Freddy, and Clown all suck?

    Legion will be better than some M1 killers since he is guaranteed a first hit, while several of the ones you mentioned are not. The chase never really starts if the first hit isn't easy to get off. 'Ending the chase' is downing them, but if you have to fight for the first hit, it's a whole lot harder to do so.

    Trapper is not very good because he needs 'set-up time', as in, his power does not exist unless he takes time to activate it. Players with map knowledge as good as the average Trapper will never step in traps unless forced into them, too. He has no chasing ability other than pushing people into loops he's trapped and really, praying. Wraith is not too bad because he has fairly good mobility and pretty good stealth. Again, however, vigilant survivors will see you coming and you will not be able to secure the first hit too easily, as Legion can. Especially since you are slowed down while you uncloak. Legion's power can be used as a movement ability too, if done so wisely. I'd go on to explain for the others but I find it unneccessary, unless you really want me to.

    This is the exact reason Huntress, Nurse and Hillbilly are considered 'top tier'. Huntress and Nurse can end chases incredibly quickly. With the Huntress, either hit 'em twice with hatchets (you don't even need to be near the survivor!) or melee hatchet into an M1. With the Nurse - blink + hit, blink + hit. With Hillbilly, the chase does not need to be dragged on; in fact in some cases it never begins. He can cross-map chainsaw you, and you're down, no chase. Or, he can cut the chase short by chainsawing, never needing multiple hit opportunities.

    But yeah, I'm excited to see the new changes. Without a doubt, I'll still play them. The only sad thing for me is that they won't be good for bloodpoint farming any more. I guess there's always Doctor.