So is the hindered status effect on a whole bugged right now?
I've seen Clown players say their gasses don't seem to slow survivors down anymore.
I've seen Freddy players say the same about their snares.
Nemesis Contamination also is suppose to apply a hindered effect and people are now giving feedback how bad the speedburst is of contaminating a survivor while on the ptb nobody mentioned this glaring issue.
Comments
-
I'll try to test both
4 -
Alright, here are my findings. Also thanks to @Positive_Jared for helping me test this <3
CLOWN:
- His gas now spawns in pockets, which will be destroyed after a Survivor touches it. Not sure if this is relevant but felt I'd mention it.
- Running from shack to a predetermined point was 4.90 seconds.
- Same test but with his Gas was 5.17 seconds
- Difference is .27 seconds
- Direct Impact does not slow down.
- Gas will not affect Survivors if they stand still, no scream or anything
- Gas will sometimes not blur vision
- Gas will give Survivors a crosshair on occasion
- Piss gas affected Survivors will not be slowed upon entering Purple gas.
- It can take time for Survivors to be affected by the gas, up to 1 second, it would seem.
- A loop around long-side shack from pallet to pallet was 8.53 seconds without gas and 9.02 with gas.
- Difference of .49 seconds.
- Clown's bottles at T-L's are hilariously inconsistent, you can vacuum through the gas.
NEMESIS:
- Control Run was 4.79 seconds.
- Normal M1 Run was 4.33 seconds
- Tentacle M1 Run was 4.45 seconds. There is a tiny slowdown, only .12 seconds.
FREDDY:
- Pallet-Pallet long-side shack run took 8.89 seconds without a snare.
- Same run took 9.30 seconds with a snare. Seems to be slowing down just fine.
- Snares also suffer from the same vacuum issues that Clown does. Do not know if that's new or not.
- You can vacuum any window if the Snare is near it. Seems like the cutoff point is different for every window. Shack seemed to be at about 3-ish feet. T-L's were further. Jungle Gyms were similar to T-L's
Clown is definitely hella bugged. Nemesis needs work and Freddy seems to have issues with vacuum vaults.
24 -
Thanks that's really helpfull.
3 -
crosshair is there to prevent motion sickness (confirmed by a mod)
8 -
Can I get a crosshair for Nurse too?
Last time I played her I became physically ill.
9 -
Care to define, Piss Gas? :)
Thank you for the testing
1 -
Care to define, Piss Gas? :)
Thank you for the testing
0 -
Speed gas.
3 -
Nemesis is definitely broken. His initial tentacle slap that infects is supposed to apply hindered but you'd never know because of two things. The first is the speed boost that survivors get from the infection hit, automatically negates the hindered effect flat out. So ok, take away the speed boost and he'll be fine right? Nope, wrong again. The reason for that is because 1) when Nemesis lands a hit with his tentacle he still has a cool down animation of 2 seconds. The next, and honestly this is probably the biggest glaring issue, is because of this:
The hindered effect only lasts for 0.25 seconds after it's applied... So yeah, there is no actual way for the player to take advantage of the status effect because of how the mechanics are set in the game. His power is literally broken, and that's not even touching how useless and non-threatening actually being infected is for survivors.
7 -
“and that's not even touching how useless and non-threatening actually being infected is for survivors.”
You mean the part where it doesn’t matter if you’re at full health, and either Nemesis or Zombies will always hear where you are? I.e. a good tracking tool?
Yeah, not useful at all......
0 -
The coughing? Really? That's the big benefit for the infection? Ok. Tell you what, let's go with that because I actually have the numbers for this too. Did a custom game with a friend to test the effectiveness of Plague's sickness vs Nemesis' contamination and this is what I found. At base level infection for Plague, meaning you're not broken yet and your infection meter is yellow, and you're not injured yet, you let out a cough roughly every 1-1.5 seconds. For the sake of giving some leeway, we can round up and say roughly every 1-2 seconds infected survivors let out a cough. For Nemesis, again at base level, meaning just one tentacle slap and the survivor being at full health, the survivor lets out a cough roughly every 16-18 seconds on average. Again, we can round the numbers and say 15-20 seconds. So yeah...even this little "useful bit of his power" is still very weak and basically a non-factor, especially when compared to another killer with a similar infection mechanic. 1-2 seconds vs 15-20 seconds isn't even close. Also, this is just a side note but apparently if you emote spam as a survivor you can mitigate the coughing sounds. Friend was pointing spamming on survivor and the coughs were either interrupted or she was completely quiet while emoting. I didn't bother doing this on Nemesis, because again the coughs are just so sporadic for his infection, but I assume the same can be done to mitigate the coughs.
But yes, do go on about about how these sporadic coughs are such a massive gift for the Nemesis and just how dangerous it is for the poor poor survivors...every 15-20 seconds.
2 -
Survivors can get rid of Plagues tracking whenever they please, and don’t have Zombies to worry about. After vaccines are gone survivors can’t do anything about contamination, even when at full health. This is why it isn’t as severe as Plague.
People only see numbers. Nobody seems to look at the big picture when it comes to match dynamics
1 -
The zombies, which has been pointed out many many times on here are basically a non-factor as well, given how RNG dependent they are. Some games, they are useful. Other games, they are literally stuck on a tree in the corner of the map. Small maps, they can be very oppressive yes. Large maps, they are basically borderline useless. So adding in an RNG element to make up for the fact that the infection mechanic is weak, is not an excuse. That'd be like if Plagues red vomit was RNG dependent where it occurred on a random timer, rather than her being able to just drink from a fountain whenever she wants. That's not an excuse.
Plus this still doesn't take away from my initial point of his power STILL being broken and having a part of it being literally useless. He needs to be looked at and have his power re-worked. At the very least, if they don't want to re-work it then fix what we currently have.
0 -
I've accepted I will never be a Nurse main
0 -
freddys snares still work had a game agaisnt him about 20 mins ago defiantly slowed down when I ran in the snare.. I died because of it 😂
0 -
That’s really irrelevant to the point of the topic at hand.
0 -
I don't play Freddy so idk if that's how it's always been, thought I'd mention it in my comment tho
0 -
With Freddy a lot of people think the snares aren't working when in fact the issue is the survivor is awake.
The less discussed nerf to Freddy (the add-on nerfs got most of the publicity) was that using an alarm clock now grants awake status regardless of taking a hit for 30 secs. Because of that, I know when I was playing Freddy I was very confused that survivors I had hit were not being snared and I realized it's cause the hit didn't put them back in the dream like normal.
0 -
Tracking on a Killer with no pressure doesn't mean a whole lot though. Also, just pop a vaccine. They can no longer hear you and you get another free hit.
Zombies have some of the most jank and unreliable AI i have ever seen. They get stuck on literally nothing.
0 -
Next you be wanting one for Huntress
😉
0 -
Only currently living clown here! Not all of this clown stuff is bugged. Gonna go through this list for transparency.
-Pockets should not be destroyed on survivor touch and I'm not noticing this inside of my matches. This is strange and I may not be understanding your meaning.
-Direct impact currently has no effect. This is killing him currently
-Clowns spread is weird. It spawns with one tiny thing in the middle and a larger ring outside of that middle part. That survivor standing still is likely in a gap if they are not screaming, there are currently no bugs with clowns screaming unless a survivor is in a window or pallet vacuum as far as my testing goes.
-No blur is a bug, likely linked to the survivor not being affected by the slow for one second.
-Crosshair is intended.
-Purple gas is not meant to slow if a survivor is invigorated. It should simply remove the invigorated. Again poor reading might just be me here.
-1-second gap is also killing him.
-Clown has had this problem with vacuums since release. Not sure if it's a bug or not.
0 -
Pockets are destroyed upon being touched by a Survivor. To recreate what I saw, go into a Custom game, toss a Clown bottle on a high structure, then touch a pocket as Survivor. It will disappear.
Survivors do not scream if they don't move.
Clown gas sometimes doesn't blur vision...at all.
1