Comments
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The character/persona itself is not necessarily "evil", the Entity controls the characters in the game and changes their mind, even the ones who were "good" in the lore previously, such as The Spirit/Rin Yamaoka.
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Fair enough.
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What kind of point is this? So we should ignore all the "weak" people just because they have a bad mental health?
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That's why my OP was a question, not a statement. We need a consistent "internal philosophy" imo.
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I kinda agree with this, good point. The question if there should ever be exceptions to the rule or not.
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Good point, fair enough. Problem: who said that killers are to be interpreted as "bad roles models" ? Some are even VERY humanized, where they kill just because the Entity says so but they'd be good people.
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Someone who is in a bad mental health way, perhaps in a depression period, could think "######### it, let's just smoke" just because they saw it. If it's for the 18+, why did they remove the Dusty Noose?
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I agree with this point of view to a certain degree, the problem is: the game needs to have a consistent "internal philosophy" of what it does and changes.
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THAT'S THE POINT: there's no philosophical consistency.
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I can understand the feeling, and how this makes sense also, but the game has to go in a philosophically CONSISTENT direction: either we remove all the bad things as much as possible, or we do not.
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Smoking is also involved in mental health issues, other than: " - Smoking can cause **cancer** in many parts of the body, such as the lungs, mouth, throat, voice box, oesophagus, bladder, bowel, cervix, kidney, liver, stomach, and pancreas¹²⁴⁵. - Smoking can cause **heart disease** and **stroke** by damaging your blood…
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Not removed, but perhaps changed, if we wanna be philosophically consistent with things, in my opinion.
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Fair enough. Right, also Bill exists. The thing is that Tiffany does it in such a "showcasing" way, clearly visible, while Bill smokes it with it in the mouth.
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If it's not that deep, then we did we do this to other add-ons/offerings? It's a serious topic.
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What a sad story, for real, what a sad story of a killer. Nerfed over and over multiple times just because of stats, thankfully Pinhead/Cenobite didn't have the same destiny and they stopped nerfing him after the add-ons nerf. He has no good add-ons almost, nothing. Just 1 decent Ultra Rare, and that's it.
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@CrackedShevaMain nevermind what?
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It depends on the situation: If they use map offerings, last second swap, tbag, and do other stuff like that, well, then I won't hesitate to tunnel the entire match. If they don't and play chill, no reason to, unless you're going for streaks or want to end the match fast.
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You @MythicMikeneto are quite right actually, and I completely understand the feeling of having to restart and all the things you said. A middle field needs to be found absolutely in my opinion, where all players get what they want ±, both casual players and competitive players that want the game to be harder. I think then…
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Problem @MythicMikeneto : want builders to build more Ingenious traps that actually work consistently, and raiders to face them? Solution (bitter solution): remove, on both sides, all the OP stuff, especially Arc Barrier + Nautilius' suit's perks, Phoenix Pods, and the broken Enhancements. Without that, are builders…
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It has to be.
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The description was fixed to 30 seconds, but the fix wasn't mentioned in the patch notes.
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I kinda agree with this, but I think the TTK window is still too long, so it should be tighter imo, especially considering now the activation time is longer.
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EXACTLY
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Yeah, and a 20 capacity reduction to compensate.
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Nemesis, because Singularity feels you just setup and do a lot of things to get no reward.
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The loops where this matters, compared to all the other 4 advantages together, are very very few: In all "gym" loops like t walls and jungle gyms, they're taller than the highest killer in the game always, and there the 4 advantages mentioned matter much more. In almost the small loops, in all maps, you can still see both…
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Not much, but chases consistency is important, which is why imo the best solution is to buff default Trapper and make him as silent.
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If it was something like comparable to Sadako, then the difference would surely be a trade-off, but Trapper default is still a tall killer, and even if not as tall as Nemesis, usually that bit of a difference doesn't matter. It starts to matter when you really are as short as Freddy, then it matters A LOT.
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Pay to win a little more KEKW . Jokes aside, this is so pay to win in 1v1s/chasses, I hope either Naughty gets nerfed, or Trapper made equal.
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I really suggest you to watch this video about Skull Merchant, maybe you'll change idea:
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Wow, this is really amazing!
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I'm so excited for this update, especially for the new guard!!!! I REALLY hope that, if it's what I think, it won't be like the Ravager, where they just nerf it/him and just make it/them a worse/ twins of the enforcer.
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I really hope it actually works.
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The problem is that we need something to objectively evaluate difficulty, and mazes apart (which are annoying), if a base is super "Brutal", then by definition it will kill you. If without exploit, you don't find it fun for a personal reason, not an "objectivable" reason like a maze, then that doesn't matter, fun or not…
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I completely agree, what's the point compared to an enforcer?
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I'd say that is more Artistic that Ingenious, maybe a wild card, because the point of Ingenious is who has the most Ingenious combo that kills you, not that advantages the raider. Or at least that seemed the definition.
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Agree with both with almost everything.
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I absolutely agree. Also right now we don't have anything that really forces raiders in quick combat situations apart from "second wave trap" bases like the mine you beated that almost force a kill unless you really know what will happen, and that's a problem imo. So on this side there is lack of variety, perhaps doors…
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You have a point, I will agree and change idea, still imo 75 Synthite is too low, I think it should be 100/125. Not as much as the event, but still much more. You're right that if someone builds correctly speedrunning doesn't or shouldn't work, the problem is that currently the Arc Barrier with Nautillius is so overpowered…
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I do think it's the bonus Synthite, because some Brutals are kinda easy, so in the same time it's more convenient to do a Brutal than a Normal, or if it takes too long just abandon it.
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@MadMoeZel Like, look under the discussions of this thread how many people want this Synthite buff! It just feels SOOOOOOOOOO good! I do understand that being able to activate 5 bases so quicklymay be too much, but you should be able to activate 1 base very quickly from the Synthite you gained from your 5 bases activated…
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You have a more than valid point @MadMoeZel (thank you for raiding my base today, I'm trying to experiment if it's possible to create an ACTUALLY impossible base to beat without Phoenix Pod), the problem is that searching the tombs waste so much time and it's very boring imo, especially if someone blocks them just to be…
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Here we go, in the PTB, after aknowledging the issue, the description got changed, so I was right.
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Also Territorial Imperative having a bigger cooldown is not good, it should stay the same or have an even lower one.
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I've tested this too, can confirm. it really needs a fix.
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I hope it's the description being wrong, because otherwise the add-on might even have been nerfed for no reason if the devs didn't actually read the real effect in the code. I really doubt that happened, but you can never know.
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No, because if you hit a survivor already Contaminated you get by default only 1 point, so you should get only +0,25 extra from Marvin's blood, as by description.
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I now put the video link , my apologies.