LobAutumny

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LobAutumny
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  • This map has some of the strongest loops in the game. Against some killers, the house that has two windows on the side is very nearly an infinite. Aside from that, house of pain is still pretty strong and most of the other houses can spawn with extremely nasty windows that lead to obscenely long loops. Outside of this, the…
  • Main building needs less pallets and breakable walls and then the map would be fine.
  • Pantry and Pale Rose suffer from a lot of similar issues, so I'm gonna copy-paste the first part of my thoughts in both threads. The middles of these maps are way too open and filled with trash tiles, while the edges of the map have all of the playable tiles, including the dreaded pog log (I would consider the pog log to…
  • Pantry and Pale Rose suffer from a lot of similar issues, so I'm gonna copy-paste the first part of my thoughts in both threads. The middles of these maps are way too open and filled with trash tiles, while the edges of the map have all of the playable tiles, including the dreaded pog log (I would consider the pog log to…
  • Badham is a strong contender for the worst map in the game. It's huge, almost every gen is tucked away behind some kind of obnoxious line-of-sight blocker that requires you to get within audio range just to tell if people are working on it or not, there are 4 buildings that make for very strong, reusable tiles, the area…
  • Family Residence is probably one of my favorite maps in the game. Only major issue I have is that it feels a little too big right now.
  • Sanctum is a map that's really easy to run a 3-gen on. If you just ignore one half of the map as killer, it's quite easy to just turn the other half into a deadzone and win based on that. I think the map feels pretty good to play on both sides if the killer isn't doing that, though. The tiles are fun and the main building…
  • Ormond is a map that I think feels mostly-balanced, but also feels kind of bad to play on. In general, I find that a good 90% of my matches on the map boil down to whether or not the main building is one of the first gens done. It's kind of like RPD in that if the survivors break the 3-gen early, the map is survivor-sided,…
  • If this doesn't imply that they're making adjustments to the game itself, I don't know what it is implying, especially because the language of "looking into a root problem" means there are things they feel need to be fixed. Because, y'know, they wouldn't be calling them problems otherwise.
  • Devs have actually mentioned on the forums that they're not just looking at the perks themselves, but also why they're meta and making adjustments to the game itself accordingly. We have no idea what they're going to be changing or how big those changes will be, though. Could be underwhelming, could be a full rework to…
  • Yeah, I'm just wondering if those characters will get whatever the reward is for having prestige before the new system lands. Like, I have Kate, Feng, and Yui maxed out but none of them are prestige. If the update lands and they're all given prestige 3 (or more), will I get the reward as though I got prestige on them…
  • Yeah, I really wish we got more specific details on what's going to happen with the exclusive reward for people who have characters maxed out but not at P3. I don't want to lose all my items and BP offerings on my maxed out characters if I'm gonna be getting the rewards anyways. A quick response from the devs on this would…
  • The change from 75% to 50% is not as big as you might think. Here's a breakdown of each speed for both healing others and healing yourself: Healing others: Default: 16 seconds +100% speed: 8 seconds +75% speed: 9.14 seconds +50% speed: 10.67 seconds Healing self: Default: 32 seconds +100% speed: 16 seconds +75% speed:…
  • Yeah, just like how they've been planning on addressing everything else about the game's meta and keep saying they'll eventually do things. But when do they ever actually do what they say they're planning on? How often do they actually make good on things they claim they want to do? When they host a Q&A, all the answers to…
  • I firmly believe that most instances of people complaining about MMR are just a placebo effect. What's actually going on is that you've all realized how terrible and boring this game's meta is (and has been for several years at this point), but are blaming the wrong thing. I don't believe whatsoever that MMR has actually…
  • There's never really a reason not to 99 the doors if you can't guarantee the safety of all survivors. Opening the doors prematurely puts a timer on the team, which can lead to a lot of situations where 1 or more survivors need to be abandoned by the rest of the team because there isn't enough time to reset so 2 people can…
  • Ultimately, the answer is yes, but you're asking the wrong question. You see, anyone running any build on any character will, if they're half-decent, eventually get to rank 1. Rank pretty much always trends upwards over time. Anyone who knows this game will tell you that rank is not, by any metric, a measure of skill, but…
  • I think it's potentially a good idea to not issue DC penalties if someone else DCs within the first minute or two of a match, as matches that start like that are usually a landslide victory for the killer. Either that, or give a really big bloodpoint bonus to survivors when that happens so their time doesn't feel wasted.…
  • I would recommend Lithe over Balanced Landing. BL is situational at best, since a lot of maps have 1-2 areas where you can actually use it and Shelter Woods can spawn without a hill, which leaves a single place to use it. There's also Dead Hard, which isn't necessarily the most consistent thing, but it's a very strong perk…
  • The killer was justified in being annoyed, though it absolutely isn't BM, especially if the killer in question has good ears. Really, when I play killer, I want people to use their flashlights at pallets because it means they aren't using them for rescues.
  • I'm not sure how much of this has already been said, but I'm just going to go through every benefit I can think of in one concise list: First of all, you have the two most basic things that all killers can use the basement for: Predictability and resource management. Basically, since there's only one way in or out and it…
  • People get up in arms about SWF because they have a bad match here and there against a 4-stack bringing stuff like OoO and BNPs and sending them to Haddonfield and all that, and those bad matches stick in their minds more than the normal matches where they probably don't even realize they're playing against SWFs. So when…
  • In regards to the discourse surrounding the Binding of Kin bugs, here's my two cents: Yes, it's very easy to wind up with a ton of bugs when you're doing things like making a new character in a game that's this unique or completely reworking several maps from more or less the ground up while keeping their basic framework…
  • When people talk about M1 killers, they don't mean "someone who can only M1," though even then there's still Wraith. What people mean by "M1 killer" is a killer whose power either isn't something you're gonna be using during every chase (Myers or Oni, for example), isn't very useful to use during chases (Wraith, Pig), or…
  • It literally did always contain looping. Infinites were a massive problem back in ye olden days, when the devs hadn't quite realized how powerful looping could be. DS came from the second major content update in the game and was much stronger back then than it is now. Unbreakable and Dead Hard came from the 4th and 6th…
  • To be fair with Tinker, it was a lot stronger on the right killers back then than it is now. Remember machine gun Huntress? I remember machine gun Huntress. Good times.
  • The reason Freddy does so well is because he's braindead. He has map-wide pressure because of his ability to teleport anywhere whenever he wants, and his dream snares are basically just an easier-to-use version of Clown's bottles. Both of these powers are easy to use and effective. He's not the best killer in the game by…
  • The problem is that the interaction was Charlotte releasing him during a chase, him immediately missing a pounce, and then me immediately kicking him. There wasn't time for me to get far away from her. Maybe the cooldown should be based on when Victor is initially sent out, which would keep the Twins from getting…
  • I miss the period of time where you could make a sabo box with wire and scraps last for seven eternities with Sabo and Streetwise.
  • The problem with queue times really isn't as dramatic as "the game is pushing killers away because they're so dreadfully undertuned." It mostly comes down to two things, from what I gather: Killer is a lot more stressful than survivor and demands a larger list of skills that need to be honed through gameplay than survivor…
  • Killer has literally never been easier. You don't know pain if you haven't gone up against a coordinated 4-stack back when this game was new and there was stuff like infinites, vacuum pallets, old exhaustion, old BNP's, instaheals, instablind flashlights, permanent sabotage, and no bloodlust. Maps also used to contain more…
  • If you need to tunnel off hook to win, you aren't a good killer. You can say all you want that you don't owe the survivors anything and it's easier to just tunnel off hook or proxy camp or whatever, but it's also easier to do something like bloodlust pallets instead of learning to loop, or running NOED and Remember Me so…
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