Some thoughts and ideas for Killers affected or hurt by Hex Ruin changes
Some thoughts and ideas for Killers hurt by Ruin changes.
The Hex:Ruin nerf is here to stay. Changing it to a non-hex perk would be nice. A perk that lets me regress gens without having to stop and kick them would be pretty neat. I just wouldn't use it on Killers like Freddy for example since interacting with gens is pretty important on him.
That's just my 2 cents on the matter. So let's get to the point of this thread.
Trapper:
Now starts the game with 4 traps in hand.
Trapper bags now increase the total on the map.
Traps that are 40 meters and further away from The Trapper can be channeled to The Trapper's hand with the ability key. Cannot exceed four traps at a time. Channel animation looks like traps manifesting in The Trapper's hands similar to Wraith's Decloak.
Wraith: Has Windstorm and Decloak add-ons he can pair with Whispers. He should be fine. Wraith's add-on dependency is not part of this thread.
Hillbilly: He's the Hillbilly. He'll live.
Nurse: Is The Nurse. Start training and you'll be good.
Huntress: Has a ranged attack. Run Whispers and try not to chase Survivors into bad tiles for The Huntress. Hooks are her gen pressure.
Myers:
Can switch between Tier 1 and Tier 2 at will with the ability key. Plays his old long stalking music globally when he changes between the tiers. Tier 2's audio still plays when Myers enters Tier 2 from either Tier 1 or Tier 3 as usual.
Stalking Survivors is now only used to power Tier 3.
Gains more Evil Within power when stalking at Tier 1 and at a distance.
His gameplay flow should look something like this. He'll build up EW in Tier 1. Transition to Tier 2 to close distance. Then power up Tier 3 when He's ready to attack.
Stalk numbers will need to change since EW is no longer needed to enter Tier 2.
Hag: I don't play enough Hag to have an opinion on if she's hurt by this change or not.
Doctor: His update is pretty neat. I'd like most of his cooldowns reduced. (ex. 60 sec Static Blast) or not implemented at all. (ex. 2 sec attack and interaction cooldown after Shock Therapy). With him getting a rework. I can't include him in this thread until I try out the finalised Doctor.
Leatherface: He's got an insta-down M2. I can't think of any other change for him that won't break him somehow. His source material kind of makes things difficult as well.
Freddy: He can teleport to gens. He'll be ok. Maybe let him teleport at the start of the game.
Pig:
Reduced Terror Radius to allow her to walk more often between gens before going stealth. The Pig's got way more problems then gen pressure in the early game. I'm not going to get into those issues here.
Clown:
Has a Strong Man type carnival game attached to the gens. The bar rises until it ultimately dings. Alerting The Clown. The bar rises faster when more Survivors work on the same gen. The bar lowers at the same speed gens regress at the current rate.
This should give him a good way to start a chase as possible other than find a Survivor randomly. He's already decent at shutting down pallet loops and weaker window loops as is. He'll need hooks as gen pressure similar to The Huntress.
Spirit: She's The Spirit.
Legion: He's pretty good at stalling the game so he should be fine. I'm not saying he'll 4k every game. But his success won't change much after the Ruin nerf imo.
Plague: Get good at puking and breaking Survivors ASAP. Running Whispers will help your early game now. Hooks coupled with Thanaphobia are her gen pressure. Like The Legion, I don't think her success will change that much without Ruin.
Ghostface: Whispers is a general perk. He won't change much either. You'll just have to end your chases quicker and find new targets even faster now.
Oni:
Can spend some of his blood to Demon Dash early. Albeit a more restricted version compared to his fully charged power.How fast it drains could be decided later. You'll still have to fill your power all the way if you want to insta-down.
Demogorgon: I'm not familiar with his source material to come up with a good in theme way for him to know where to reliably start chases at the start of the game. But allowing him to remove and replace his own portals so he's not at the mercy of Survivors should give him better mid game gen presence with smart portals.
Comments
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I was trying to come up with ways different Killers could find and start chases as early as possible. Whispers is my go to at the start of the game. When I play Huntress, I inspect gens until I either see a Survivor or Whispers procs. Hitting those long range hatches before a Survivor figures out where you're approaching from real helps get the ball rolling. She walks slow. So she can't be everywhere to stop Survivors from working. Forcing Survivors to rescue and heal I feel is the best way for her to control generators.
Map size is a different issue all together. I don't think the devs are going to do anything about it anytime soon. So I didn't factor it into my thought other than landing long range hatches.
Also, I believe it was intentional to design maps that either favored some Killers and put others at a disadvantage. Lampkin Lane is pretty good for The Trapper with all the narrow paths he can lock down. While The game is terrible since he can't hide his traps at all.
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I really like the clown idea with this one, there aren't any killers that really change up the look of gens, so it's a fun concept. Overall it seems really well thought out, but the idea for the clown is what really stood out to me.
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:D Nobody gives a ######### about killers.
All the skill you need is to spot a gen and press m1.
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