Buff small game.

what i ask is simple Aura for traps/totems, the Totem Count like thrill,

Comments

  • Neprašheart
    Neprašheart Member Posts: 439

    I disagree with the aura reading, as it'd make Bear Traps, Hex totems, therefore even Hex Perks a joke.

    Bear Traps can have Add-on to be a bit darker, and if you'd be able to see the aura of it... The Trapper, alias MacMillian, would become just an M1 Killer, nothing more. Basically a Killer without Power.

    Then, to the Hex Perks. We all know, how it goes, when there is, for example, Hex: Ruin in the match active. That'd be totally a waste of a Perk slot, which shouldn't even be a thing, if we take in mind, that they're already weak.

    On the other hand, the totem count could be a good thing to have in Small Game, but again, SWF with voice communications could easily use it for their advantage, and with ease.

    I'd say, yes, add the totem count, but disable it for SWF groups (Add it into the description of the Perk in-game).

    Yes, the Hex Perks are supposed to be a bit of gamble, but to make them all even more weak? I am really against that.

  • CardClasher
    CardClasher Member Posts: 86

    disable it for swf groups why?


    i play with a swf group but we never have we ever spoken a word

  • LastShoe
    LastShoe Member Posts: 1,183

    Disable it for swf groups? They can easily comm how many totems were cleansed.

  • Neprašheart
    Neprašheart Member Posts: 439

    That's true, but each sentence takes some time to tell. Even that three or four seconds are a lot to me..

    Because the majority of SWF groups is already able to tell, how many totems are cleansed. I don't see any reason, why it should work for SWF, because as you've told us, not every SWF uses voice communications.

    That'd put the Perk to the top by Solo Survivors. The thing is, I am looking forward for people in SWF groups to make a mistake of how many totems they've cleansed. If they'd have a counter, such mistakes wouldn't be allowed to happen, and as we can tell, they're already in a massive advantage, due to the difference in ranks (experiences), when we compare it to the Killer.

    So, in-short, just to get those three seconds, and to allow people to make that mistake, which could be a result of letting Hex: No One Escapes Death to come to the realm in its full strength.

    That's all, no more reasons.. They may seem dumb, or just not worth it, but they are. People always do mistakes.

  • starpilotsix
    starpilotsix Member Posts: 203


    Don't think of it as a penalty for playing SWF. Think of it as a bonus for playing solo.

    Because, look, maybe you never speak on coms with SWF, but... you STILL come in with extra information. You probably know what perks your friend is liable to run, and that if somebody's on the hook and the killer's close, it's better for them to make the save rather than you because they have borrowed time (for example), or maybe to distract the killer while you do, because even if they take a hit, if you pop that last gen, they'll get the burst of adrenaline that could save their ass. You know that only one of you really needs Small Game, for example, because they can be the one who hunts down all the totems, or Prove Thyself because if everybody has it and are working on the same generator you only get the benefit for one person having it anyway, so it'd be wasted, while poor solo players might all independently take it thinking they're being cool team players.

    And you know their playstyle, if they're likely to be conservative or save right away, if everybody's on board to do a bodyblock when someone's on the last hook, etc. All that is information solos never get (they might recognize individual other players and get a sense of them but there are a lot of players and a lot to keep track of).

    And if a team DOES talk on coms and are efficient at it? They know a huge amount more, sometimes up to the location of the killer at any given moment of the game, things that effectively replace perks that solo players only get if they burn a precious perk slot, or counter killer perks almost entirely.

    So you know what... yeah, let's give solo players buffs that SWF don't get.

  • CardClasher
    CardClasher Member Posts: 86

    Just Changing a perk cause of SWF/Solo is Dumb. and yeah i know theres advantages in a swf but if this swf takes the advantages perks or not. it litrally does not matter.

  • CardClasher
    CardClasher Member Posts: 86

    Changing a Perk just cause of SWF is really Dumb, and a SWF with mics got an advantage but they will most likely say i destroyed X totems X is left so i dont see your point, i understand with the playstyles and but i simple do not see the issue. and people who complain most likely have to Trust Noed and or Ruin, which is just dissapointing

  • XavierBoah17
    XavierBoah17 Member Posts: 204

    I think alot of the "situational perks" should be changed. For ex Slippery meat gives 25% chance to escape bear traps yet its chance to even play against a trapper

  • friendlykillermain
    friendlykillermain Member Posts: 3,162

    please dont us trapper mains have it hard already have a heart

  • Nicholas
    Nicholas Member Posts: 1,951

    I think this is a big issue with a lot of cool perks. 99% are super situational or highly dependent on The Killer. Otherwise they are wasted, so most flock to running the same more universally applicable perks. Calm Spirit is nice but how often do you run into The Clown or The Doctor or Infectious Fright? I'm not sure how it could even get adjusted. Small Game could use some tweaks, maybe increased cleansing and disarming speed?

  • Milo
    Milo Member Posts: 7,383

    @starpilotsix @Neprašheart that sounds ... dumb. Even if 1 person had it on 4-man SWF what diffrence would the counter make then?

  • starpilotsix
    starpilotsix Member Posts: 203



    Big surprise, someone who benefits from an advantage others don't get claims it's not a big deal, yet is convinced that addressing it in even the smallest way is 'dumb', and that people who have a problem with it are just inferior anyway.

    I've honestly stared at this reply for a couple minutes trying to figure out what point you're trying to make that hasn't already been addressed.

  • Kurisataru
    Kurisataru Member Posts: 460

    use detective's hunch or a map.

  • Neprašheart
    Neprašheart Member Posts: 439

    Just as I've pointed out; The possibility to make a mistake.

    Someone of the SWF may forget, if he / she has cleansed the totem in a previous match, or in that current match.

    So, the chance to activate Hex: No One Escapes Death wouldn't be changed, but even that the chance itself is very low, it's possible.

  • GrootDude
    GrootDude Member Posts: 14,110

    Just put a totem counter on it.

  • Neprašheart
    Neprašheart Member Posts: 439

    Okay.

    I've been thinking about it even more, and I got an idea for the SWF groups (only for 3-man & 4-man ones).

    The number of the remaining totems in the Realm will be displayed the same way, as Save The Best For Last, Play With Your Food, ... displays them.

    In order to take the effect, to display the ammount of remaining totems or the ammount of cleansed totems (better than the ammount of remaining totems, by my opinion) would display only, if the whole 3 or 4-man SWF would have the Perk Small Game equipped.


    Or, even easier suggestion is to count the ammounts of cleansed totems. The player will have to use the Perk, as it'd count only the totems, which were cleansed by this player.

    The totems cleansed by the other Survivors wouldn't be tracked, as the Perk would be the requirement.