Comments
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TL;DR: This map is killer-sided because survivors are locked to one side of the map or the other, which will end up getting used very quickly. However, there's still reasonable play from the survivor side, so it isn't a priority to get changed. I think that there are two things that help survivors on this map: 1.) Lots of…
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Reasonably balanced, even if it does lean to the survivors' favor. Very reliable spawns, a strong top and bottom side of the map, and lots of good places to stealth. However, killer players still have a very healthy 3-gen that can spawn along the top side of the map, and there aren't any super-strong combos that can spawn…
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Here's some video of me attempting this challenge. It didn't give me the tome. I'm willing to accept the fact that I did it wrong, but they should probably make the wording a little more clear. ================================================ EDIT: After this match, I got yet another video that I think is an even better…
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Honestly, perks aren't the solution to protecting yourself from flashlight saves; Awareness is. Things like faking a pickup or facing a wall will keep you safe from flashlights. Let the survivors waste their time by chasing you around with their skill sticks trying to get you into their sick montage. With that being said,…
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I think that items like these should be supplemented with overall survivor nerfs, just to be clear. I did think that these were interesting, though.
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I've always been on the fence with this one. The bonus it provides is good, but: a) You won't always get use out of it, either if not all the gens get done or if you're already healthy and not in a chase when it procs. b) You have to play the rest of the game with 2 perks. Adrenaline is good, and I've started using it a…
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There's a surprising absence of items that actually help in a chase. Flashlights sort of help, medkits sort of help, keys sort of help, but there's no item that's actually dedicated to chases. I think that something like a smoke bomb would be really dope. I also like the idea of a trip-wire. Something that can be set up…
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Oh, I see what's going on. I thought that these comments were poking fun at eachother, saying that "All survivors are this skill level, all killers are this other skill level." This post wasn't to ask what category people fell into, it was to ask what defines a player in those categories. I'll put in an edit.
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I haven't really decided on a main yet to be honest. The only killers I've played a fair amount of have been Trapper, Hag, Bubba, Wraith, Legion and Doc. Out of all of them, I probably enjoyed Legion or Doc the most. I've been having a lot of (guilty) fun with Spirit recently, though. Overall, I'd lean towards Legion,…
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Short chases.
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Honestly, I just want more original characters. They hype me up more than any licensed character. If I had to choose, though, I think that FNaF should stay far, far away from this game.
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Oh, I absolutely agree. I've always thought that an early game slowdown was necessary. It's one of the reasons I was so mad about the Ruin nerf lmao.
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This seems a bit overkill imo. Maybe if the two open gens had an aura? Regardless, I'm still partial to Jund's idea.
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Really it depends heavily on the killer, but more times than not I'd lean towards STBFL.
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Bad, but definitely going in the right direction.
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Usually: 3+ Escapes = Survivor Win 3+ Kills = Killer Win 2 Kills, 2 Escapes = Draw
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Are we ever going to see the killer & survivor hinted at in Tome I of the Archives?
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This was something I thought about. Aura reading perks would essentially be slammed into the dirt if this change were to take place, and they would all need a pretty good rework.
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I. Buffing the killer against SWF is my whole point. Right now, you can't change SWF without changing solo survivor as well (Unless you give the killer buffs depending on whether or not a SWF is in the group, but I've touched on that before and don't plan on touching on it again. TL;DR: Assuming an optimal SWF is too broad…
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While BBQ is a good perk, honestly, people only use it for the 2x BP. But with that being said, I don't know if it's better or worse than Discordance. What I DO believe, however, is that Discordance is better than Whispers. It's much more accurate than Whispers, and it makes patrolling generators much easier. Not to…
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This is a good theoretical thought, but I have never seen people share discords in public chats in a little over 800 hours of playtime (Let's say 650 of that was survivor). I agree that the solution is much more complex than just giving all survivors communication, but I think that this, along with many other things, is a…
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This was something I thought about a lot when I was writing this. Obviously there would need to be an option to disable this feature (Streamers wouldn't want people just screeching on their streams, for example. Not to mention the previous points you brought up.). Here's the little bit of solace that I can provide: I've…
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Hey, that means I did my job right! I usually make these posts too short lol TL;DR: Giving all survivors in-game voice chat would make it easier to balance the game, as we'd be dealing with two teams as opposed to three.
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I. I never believed in the theory of buffing the killer when a SWF is in the match. The first problem is that the type of buff would have to be really unorthodox to reasonably work, because few things would be universal for most killers. You could buff movement speed, but that's not really going to help a killer like the…
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I'm actually pretty confident that the SWF problem is fixed. The survivor being hooked can't tell where they are in relation to the other survivors, and the saving survivors can't tell where the hooked survivor is.
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Don't worry, I just worded it in a way that was kind of strange. That, and I actually have two ideas for how to implement this, but they both accomplish the same thing. The first is the weaker option. When The Siren is standing near an injured survivor (At a similar distance that you would need to grab a survivor out of a…
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This. This right here. I love this.
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JAWS CHAPTER POGGERS Can you imagine the ######### shark on land just walking around with his fins
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Spirit & Hag are the only two that ever really bother me.
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I thought about SWF while making this power. And while I think that there is definitely room for improvement, their power isn't entirely useless. Incapacitate and the Recovery increase are still factors that should be taken into account. But I do agree that there is still work to be done to make sure that SWF can't just…
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Yeah, about what I expected. Thanks for the response, though. <3
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But how can we tell how many codes are left?
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Probably Otz.
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Here's my thing. I think he's perfectly balanced from a strength standpoint, and I'm really REALLY glad that he got the buff he deserved. He 100% doesn't deserve an overall nerf. But there's another side to this. Snares are just kind of brainless for both sides. It just turns into "Throw the pallet early and keep running"…
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I noticed this as well, but BK is usually pretty commonplace when it comes to healing builds. Streetwise is a bit more unorthodox, which is why I bring it up.
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People seem to forget that Coldwind has some of the highest survivor escape rates out of any map. More than Haddonfield, more than Autohaven, etc.. This realm is MASSIVE. For killers without a good mobility option, these maps are crippling in travel time alone. And considering how important time management is as killer,…
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I want to see one of the Lost Tapes survivors more than anything else tbh.
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^This
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Here's my thought process on moris: Make the Ebony act like the Ivory. Remove the Ivory. Keep Cypress the same, but make it common.
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Tunneling isn't inherently wrong, it just needs to be done in moderation. If the killer is behind on gens, they NEED to get someone out of the game to keep their head above water. Tunneling for the sake of tunneling is just... rude. But doing it when you have no other choice is fine.
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If your idea to stop gen-rushing is to remove the only slightly skill-based part of the objective, then your idea needs to take a turn in another direction. Great skill checks separate bad players from good players. Even if it's just in a small way. It makes the objective a little less mind-numbing and a little more…
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Look, here's the thing. I really WANT Dorgan to be more viable. I really do. Because I love him, he's my favorite killer in the game. But Hag just has tools and resources that Dorgan just... doesn't. She can put SO much pressure on one part of the map, and she can play the game so that the map feels really small, to the…
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1.) You could make an argument for adding time on generators, but it's not really necessary. The reason gen-rush happens is because weaker killers (Whether that's lower skilled or lower on the tier list) can't get downs fast enough to distract survivors. This is less a problem with the gens themselves, and more a problem…
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I second this. Super, SUPER excited for those to come out.
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Actually, given that Baker mentions the bloodweb itself in his journals, I think that it's a canonical thing, as in something the survivors interact with in the same way that we do. How perks fit into it, I'm not sure. But in one way or another, survivors can put their abilities onto the bloodweb. Obtaining them is the…
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Another idea I hadn't really considered before. A lot of people have pointed this out to me on Reddit, actually. And yes, unfortunately, I agree with them. As much as I want the First Generation to have found the way out, it's not realistic. With that being said... We can give them a little bit of hope, can't we? Only…
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I agree and kind of disagree. I've said this a few times, but the idea of just having an extra hit is really interesting. It's not really overpowered, because it could really go in either direction (It could get burned right off the bat or at the most critical moment.). But it is strong, regardless. I do agree that it…
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I disagree. I think that getting three unhooks is just as possible as getting three hits. Obviously it depends on the killer, but each can be relatively easy. But that's not the main problem I have with this change. It would encourage multiple survivors to rush hooks instead of doing objective. Perks that encourage overly…
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I actually really like the free health state mechanic. It's really unique to the perk, and it's one of the things I wanted to preserve, that and the whole idea of "Evil always has a way of finding you". Honestly, as long as it's not too too easy to get, I don't think that an extra health state would be a problem. What…