The Terrifier Killer Power Feedback

Balrog
Balrog Mod, Co-ordinator Posts: 1,529
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Comments

  • Schnuggee
    Schnuggee Applicant Posts: 1

    I think the gun should be changed from hitscan to a fast projectile to make it harder to hit with. Though controller should have a small aim slow down/pull on controller. It's very easy to hit survivors with kbm, but very difficult with controller.

  • Necromonicon
    Necromonicon Member Posts: 73

    Both handgun and flail don't seem to trigger protection hits for some reason.

  • MashedBroccoli
    MashedBroccoli Member Posts: 603

    why are you guys still doing hit scans, didn’t ghoul teach you not to do that. It is anti skill expression.

  • LockBadger
    LockBadger Applicant Posts: 2

    With how fast Art the Clown can pull out toys i think there needs to be a longer cool down and that the flamethrower shouldnt be aimed the gun already gives you you have to hide behind big walls and the flamethrower ignoring that same thing is unfair and hard to dodge now the bottle, gun, and flail feel good and the horn should be 2 honks and its done ive seen players spam it 5-6 times to check nearby after downing and a quick little animation slow down when pulling out of the bag as soon as Art pulls a toy he can swing before the bag is gone so it masks the swing. but other than those few things he is a fun killer.

  • NotGabriel
    NotGabriel Member Posts: 36

    From an Animatronic main I beg that the camera is uncapped vertically for Art’s toys! I can understand for the flame thrower but the bottle is screaming orbital potential!

  • NotGabriel
    NotGabriel Member Posts: 36

    one more bit of feedback, I find it strange that Art cannot apply terrified when downing with a red (deadly) weapon. It serves as a strange bit of inconsistency that serves to make Art’s leveling mechanic feel confusing and convoluted.

    To be clear from my understanding terrified only applies when you:

    1. hitting an injured survivor w white weapon into downing with a white weapon
    2. Hitting a healthy survivor with a red weapon into downing with a white weapon

    These 2 conditions feel a little limiting, awkward, and ultimately not worth pursuing. I feel my suggested addition of allowing red weapons to follow up a tortured hit would alleviate a lot of this confusion for the player.

  • mees
    mees Member Posts: 88

    Yeah the way it works now is confusing for no reason and makes upgrading the last weapons to difficult cause they already increase the amount of stacks needed to upgrade a weapon everytime you upgrade one but now you also need to ge the down with a white weapon

  • huefey1
    huefey1 Applicant Posts: 2

    I think for map traversal, it would be cool and funny if he could go onto his tricycle, and not be able to use his toys while on it, but move faster (not by that much). Then when he goes off (and on) the tricycle, there's a bit of a slow down (similar to wraith while using bell). and his toys cool down timer reset. Or have the the horn speed last a little longer (0.25s) and be able to use it similar to Dracula dog in 50/50s. or prolonged for map traversal post long range (2+ survivors?) detection, similar to hound master, but a bit slower. The horn solution preferably as a temporary fix, as the tricycle would be way more funny.

    TLDR: just add the tricycle, even if it doesn't do anything, its still funny, plus the asset and animation are already in the game, in his menu screen. And a few more taunts seen in the menu screen would be cool as well. (such as the pointing pog one.)

  • Gibberish
    Gibberish Member Posts: 1,134

    Art should be able to hold down middle mouse to pick a specific taunt, instead of it being random.