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  • They have not done any for a long time so there's a very small number of said cosmetics. Also, Meg Tome 13 and Huntress Tome 14 outfits that got Deep Rift version are Rare/green rarity.... Awkward… Also, also.… System Smasher, Nea's Tome 5 outfit is STILL not in Store.
  • It is a map with pretty hefty RNG, especially on Steam Boat. The downstairs have 3 spots to have a Pallet. 2 of them are very inside of it and are relatively fine. However, the last one is a god Pallet spawn so go figure. The upstairs part is alright I guess, although the parts with roof are a deadzone to Skull Merchant's…
  • I could go on why everything in either his or sister Map have issues that are shared but about only this one... Can we all agree The Pantry could use a slight nerf. I mean, upstairs has the double-window set-up and very safe window which are pretty outdated. The downstairs part is very confusing to navigate, even for a bit…
  • ...Can we all agree that in both extremes The Preschool is pretty annoying? Potential Unhookable spot, insane loop thanks to the white fence window.... Very linear and casues very uh.... Boring gameplay. The fact it doesn't even use its' full size is weird (the corner that has hole in it but doesn't havce stairs). I think…
  • Slightly more towards Survivors. It's big which is more helpful to Survivors, main is strong but overall relatively balanced (will go back to it in a sec) but it also can have from about average Pallet count to pretty high one so in the middle.... More Survivor-helpful. The big obvious issue is actually main building. The…
  • I would say it's pretty heavy on RNG but on edge-cases it's more towards Survivor. The big size makes movement around map tricky and odd shape enforces a bit of 3-Gen strategy. However, the Gens, even in that case they usually end up being tricky to defend. (Now you might say I'm a Killer main but hold your horses.) The…
  • I think it's neither of these. On one hand, the 3-Gen situation is relatively strong for Killer. The main building is overall balanced so to speak so at least it's not a problem. On the other, relatively great to like blend with rocks and a bit of awkward lighting. Awkward map shape does hit on both ends however and I…
  • Expired Batteries give following "extra Haste" on top of your Haste with these numbers: 1 Tracked Survivor: 0.7281553398% 2 Tracked Survivors: 1.19047619048% 3 Survivors: 1.41509433962% 4 Survivors: 1.63551401869% Even Tier 1 NOED gives you 2% Haste.... Expired Batteries are so laughable with the Haste buff it's insanely…
  • It also applies to Grim Pantry's downstairs or Inner part of Pier of any Swamp Maps. And few other places also have it.
  • The issue is mainly clunkiness. After tagging with Biopod, ALL Biopods get 2s cool-down. You literally cannot tag someone and then someone else across map. Additionally, due to that, you can charge EMP and get rid of Slipstream on-react making pre-emptive EMP use unnecessary in out-of-chase manner. The Biopod shooting is…
  • People do also forget that Made for This' Haste buffs post-hit boost so catching up to Survivor just passively takes longer. There was Math already done so I will just paste the numbers in. It's obviously not fully accurate but it gives some idea (Lunges near the end of catch-up and such). For 4.6 m|s Killer Current :…
  • The idea of giving Shards through Rift cannot happen. After purchasing Premium Rift, you can spend Cells to buy Tiers. And you know Cells are money currency. So that kind of fails.
  • I personally think we earn too little considering the gain has not been changed over the years but there are more things to spend them on. I have few ideas on how to expand on current system that would encourage a bit more gameplay for even higher increase of them. I think you should gain some amount Shards for hitting new…
  • One thing people don't seem to know is that the Layer 4 - the Chase track - has to be a bit repetitive because actually at any point of it "playing" the chase can happen. Also, each Terror Radius Layer is actually about 30s in length. Hag's Layer 4 is specifically even harder to balance out because same Layer is used by…
  • Note: Yes, included human error on Trickster specifcally because Trickster is never hitting 100% of his Blades actually.
  • "They are not as good" meaning mostly they are not as broken as CoH? Seriously, a lot of other Totem-related Perks are balanced. Just saying, it took 2 separate big bugs in order to kill-switch Inner Healing because only then it became stronger than CoH. And btw, it's not even just defending 3-Gen, it's cases like "You…
  • No, currently it's swapped with the vault which you may barely notice there.
  • Don't forget it stacks with Med-Kits. At minimum, 150% Self-Heal speed. And yes, you can increase it well above 200%. Sub 8s Self-Heals! Inner Healing, has limited amount of uses and is 8s BUT you have to find Totem, go to Locker and then Heal. You can spend a bit more time in Locker and you can just Built to Last that…
  • And how it acts when you actually preform Self-Heal action like Self-Care.
  • Tbf, it depends how fast is said passive heal and how it is affected by Perks.
  • There are many good Healing Perks that are just... Never used. We'll Make It, Inner Healing (Inner Strength), Renewal (Second Wind), Desperate Measures, heck even Empathic Connection and Leader.... Adrenaline! But pretty much all of them basically have some sort of requirement, risk in order to be used. Just... Why bother…
  • Overall, imagine a Perk that provides Self-Care with 2 stacks of Desperate Measures (28% but cut in half results in 14% speed increase. (49% vs 50% basically)), Botany Knowledge and, on Med-Kits, Streewise (because no Med-Kit effieciency penalty compared to Botany.) TO EVERYONE. Just... What.
  • Triple nerfed and still is insanely strong. Also, you can Self-Heal with it, next to teammate who's working on a Gen. You may have Prove Thyself which for some reason has 4m range. And that Self-Heal can be with Med-Kit. So imagine 10s Self-Heal (at weakest) and teammate doing Gen 15% faster. UHHHHH.... I don't think this…
  • About middle: It can have 4 fillers or none. You never know. YOU NEVER KNOW. Yes, main can be weakened but time spent in it is not worth it. At least when you maybe compare it to Wretched Shop for instance. And yes, they are similar size. It is open unless you meet Car Wall. You still have to go around it unless you are…
  • You could make it get disabled by Conspicuous Actions even. The main point is that, it's meant to help with stealth which is something an Item actually never really did more directly. Styptic Agent's Endurance is way too unconditional and even if it required like 24 charges of Med-Kit, it would still give Survivor…
  • Is Endurance any better?
  • Who said game has to be balanced around 50%? It could 20% or 80% even and some might say it's "balanced". Also, we can put counter-agrument to yours' by saying Med-Kits even without Syringe/Styptic, BNPs, Prove, CoH, Blood Amber, mostly map balance actually goes to Survivors if you analyze all maps. So yeah, here's that.…
  • It's 8s of Endurance and if you have decent outputing time you can pop Styptic almost instantly. You can also use Dead Hard right when it ends so you can be even greedier in chase. Also, can be used in conjuction with Anti-Hemorrhagic Syringe, the Syringe time can be modified meaning it can heal you in sub-8s. Basically…
  • Tbf, the map is meant to be played a bit like Azarov's Resting Place, Sanctum of Wrath and etc. It's just that now it's more indoor than outdoor. But yeah, that's how it technically should play out. You may like it, hate it, but it's how it is.
  • Where do they not work? Don't give me "It was made for RE" because that tells NOTHING. I've pointed out where West doesn't work, where East does and opposite side of coin.
  • Perk Tiers, formerly had a chance to not repel a Crow near you, with the change they've removed randomness of it so they've needed something for Perk Tiers. This is what happened.
  • Those were also nice hiding spots and BL triggers. Yes, they spawn there but a bit different. 2 sides of it are blocked so you cannot use BL off them, only some niche stealth plays.
  • Open-Handed extends the range of player Aura-Reading, not Generator's. Kindred is technically player's Aura-Reading aka ones who's Hooked. Meaning you, or others depending on situation, see someone else's Aura-reading. Hence the name "Kindred".
  • Not sorry for some proxy camping on Garden of Joy because let's be honest, it's a map you have to cheese to do anything. Also, I did manage to tunnel someone down once because I confused them with another Survivor on this map because Garden's lightning is what it is. Otherwise, camping Survivor because others swarm them is…
  • Imo, Prove is basically giving Survivor permament mini-Toolbox. And you only need 2 of them from whole team to massively pressure Killer. It's like old Dead Hard. Very strong overall, very non-interactive. It's also one of few Perks that heavily can throw Killer's game sense off. Yeah, this Perk is, at least…
  • Well, it was counteracted by running Ruin/Pop/Pain Res/Deadlock before update but 3 of them got nerfed (You cannot tell which Gen had most progress with PR for instance). You may argue PT was both nerfed with 10 extra charges but also buffed due to nerfs to bigger slowdown Perks. Discordance helps but you will not be able…
  • Two survivors and the killer would all have to work together to 'troll someone on hook forever'. The perk only works within 6 meters, so you'd have to have the killer standing there allowing it to happen. What if Killer wants pressure, everyone hides and just pauses the timer, then when Killer starts to proxy camp you can…
  • 2 people could troll 3rd person on Hook forever if they wanted to do. And in end-game it basically felt like old Hatch stand-off. Either one side gives in or we reach a stalemate. There's a reason we have a Bleed-out timer even though long slugging doesn't feel "fun".
  • Listen, if there's a mild chance Survivors, or Killer even, can abuse certain mechanics/parts of the game, etc. they will do it. Reassurance feels like something people may abuse. There's a reason Kinship is one-time use and only on Struggle Phase. It should help against camping but not completely kill it because of…
  • Also, generally the maps with bigger tile variation, like Mount Ormond Resort have them more spread out. Macmillan is know for having tile chains. In order to keep new tiles, they need to move them a bit. Probably going to do today a Forum post on how I would change Macmillan Estate's Maps to work more like newer maps with…
  • Hot take: Chapel isn't balanced. You have guaranteed inner/outer 4-lane or short/long wall jungle gym kissing Shack. Main building has spawn for either EXTREMELY safe window or just straight-up god window on lower floor next to Basement spawn. (Fyi, I would've put there a doorway instead of Basement spawn and put in below…
  • Very hot take: The slowdown add-ons could've stayed if the condition was different. Imagine if it was "Survivors who are put Asleep with Nightmare's Basic Attack" instead of just being Asleep.
  • Wanna learn extra depressing facts? Hitting an Awake Survivor, who's Injured but has Endurance does not make them Asleep. For some insane reason. He can't see Auras of placed down Snares. Why? Who knows. Extra kicker: He can see Auras of placed down Pallets. Oh, his add-ons are bad on their own? Let's just comb- NOPE! Not…
  • Problem with making Blink Attack a Special Attack: Blink Grabs. And you would be like "Well, Blink Grabs might be stupid". Well, there's "From the Void she kills" Achievement which requires Blink Grab after 3 Blinks. About omega-speed-Blink Nurse: The reasoning why it works is because of Nurse having maximum "Blink…
  • Oh, let's not talk about how new Botany with green Med-Kit and Syringe/Styptic combo you are gonna be practically invincible because there's nothing wrong with Med-Kits and their add-ons. Either exploits as bug or just abusing certain parts of the game to just... BS through. Nobody thinks about this and it's really…
  • Some Survivor exploits are not talked about at all. Double Locker Flashlight saves. Just hope they are in situation chaining them doesn't make you waste too much time. Groaning Storehouse, just die on the "wing" of it and any Survivor going there is Unhookable because why not? Yeah...
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