Comments
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I want a Werewolf Killer. Switches between a 4.4 M/S stealth form and a 4.8 M/S chase form, with other auxiliary properties to reward usage of both forms. I have elaborated on this concept in detail here:
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Good thing I almost certainly won't have to. The plague thing is just an unlikely worst case scenario among what was already another unlikely worst case scenario. I already don't take Plague just because Survivors might have medkits. I take her because I like the Plague.
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Killer main here. While I don't think it's perfect I overall like this patch. Lots of niche perk buffs which is always good. Regardless of their competitive quality, the new addons for the various killers are more interesting compared to the original ones, which is good as those kinds of addons play more into the strengths…
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Camping a SWF is ineffective due to their coordination resulting in an easy genrush. So it really wouldn't make this specific problem any worse.
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A year ago Killer was worse, and Killers were even worse a year before that and so on. Regardless of the magnitude, patches have on average been favoring Killers.
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It's a % increase not a flat increase. 100% MS is 4.4 not 4.0. The convention that states otherwise is an unofficial one.
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In that case Pyramid Head
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M&A Tier 2 Myers is not 0.
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Absolutely nothing you just said contradicts what I just said. The devs were working with a potentially powerful effect: blocking pallets, so they gave it really ######### numbers and strict requirements to ensure it wouldn't become a problem. The fact that the Killer isn't in position to take full advantage of the effect…
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I mean, blocking pallets IS a potentially problematic perk effect if not handled properly. The problem with the effect isn't that it's payoff is necessarily weak, but that it's applied at it's weakest possible moment in a chase.
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They're probably thinking about how they were on the PTB. They were mega buffed since then and in particular removing their basic attack requirements is great for Nemesis specifically
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No. Zombies aren't player controlled and are fairly random, so the less value they bring the better for the game they are.
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Ruin and pop is anti-synergy. Unless ruin is cleansed before your first hook, pop will always give less value compared to if you hadn't ran ruin with it. The only reason why anyone has any success with both of them is because they are independently good perks. That said, if you're able to get enough value out of pop that…
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Possibly a cosmetic?
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I don't like the magnitude of the snare place speed change, the other changes look completely fine. Also note that freddy is no longer conditionally immune to BT.
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No they do not. Regardless of his movement speed in State 2, his speed during State 3 should be 6.9 M/S for 1.25 seconds. You not having an increased lunge speed should be reported as a bug.
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Why is he slower in his throw mode? I understand him slowing down if he flurries, but why the initial slowdown? Doctor is slower when shocking, sure, but at least he's only slower when shocking people, let alone that his shocking interrupts people. Basically, in order for a windup to be meaningful you need to have a reason…
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Ok there is a lot of confusion on this thread. ALLOW BE TO CLEAR THIS UP!!! Ok so the Wraith has 3 different states of modified movement speed: State 1 - Cloaked movement speed boost State 2 - Uncloaking movement speed slow State 3 - Post-uncloak movement speed boost You can only lunge during state 3. The duration (not…
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If we somehow end up with a meta where Freddy is weak again you can bring it up again as a possible buff. Until then, Balance > Logic
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Even if you could use both at once, it still wouldn't be a synergy. Stacking is not synergy. It's synergy ONLY if they perks improve each other. So sloppy butcher has synergy with thanataphobia, since making it harder to heal has synergy with a perk that makes actions take longer if they don't. But sloppy does not have…
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That's not synergy. That's just 2 independently good perks giving value on their own merits. For it to be a synergy one or both of the perks needs to give more value because the other perk also exists. Pop and Ruin are anti-synergy since every hook you get while ruin is up is a pop proc that you don't get value from where…
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Great skill checks were 2% bonus not 5% and have since been lowered to just 1%. Additionally, the good skill check penalty also pauses progression for all Survivors on that gen for 2ish seconds. 8 skillchecks per gen adds up to about 13 seconds. Not 32 seconds.
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Btw to answer the OP's question, 70%. Reasoning being that this particular ratio allows for the game to remain mathematically balanced regardless of how many Survivors happen to be alive at any given moment.
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A Killer that immediately downs all 4 Survivors and gets a 4k with 4 hooks isn't out of their league, and tombstone Myers only makes sense with the objective being kills > hooks.
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Yes? That's exactly what I said.
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I'd like to point out that they also buffed his uncloak speed burst duration by 0.25 seconds. This is a huge deal as it crosses a break point where he can uncloak behind a Survivor that is already running away and still get the hit with a lunge.
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Right but it does so via the Endurance status effect. So the claim that Endurance = Hit gives DW, is false.
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Aka: What the perk was supposed to do from Day 1 according to both the devs and the perks text What does a bug fix have to do with ruin?
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What nerf?
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What about mettle of man?
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No. BT totally still gives Deep Wounds.
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All cats are animals Pigs are animals Therefore pigs are cats --- Horror games use minimalistic HUDs Donkey Kong uses a minimalistic HUD Therefore Donkey Kong is a horror game --- See the flaw in the logic? He said horror games use minimalistic HUDs, not that minimalistic HUDs are only used by horror games.
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Healing didn't have a bar or a glow. No comment on anything else tho.
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Second wind. Autodidact. Forced Penance.
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Agreed. I like using healing builds, so the last thing I need is people deliberately avoiding me to utilize DS. I already have too many claudettes booking it into the corner to self care.
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Because of this I'm against protection hits disabling DS. As a Forced Penance user, it's shockingly easy to force a protection hit as the Killer whenever you feel like it.
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Devs have confirmed that it's healing and NOT being healed.
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Doesn't work like that. If a teammate heals you then you have not preformed a healing action, the teammate has. So your DS won't be disabled by that. This is confirmed by devs, not just speculation.
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The Killers that camp and tunnel won't feel the nerf. Those killers immediately down the Survivor off the hook or prevent the initial unhook, either way the Survivor doesn't make it to a gen in order to disable their perk. If you are getting facecamped or whatever, DS will still save you. As for if the Killer tries to wait…
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She's a girl that's trapped in a cycle where a crazy person kills everyone and she tries to escape with as many of the others as she can. If she dies it resets, otherwise she escapes and gets some respite before it resets anyways. See why it's so perfect?
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Rika from Higurashi. Don't worry, she's totally an innocent character with no tragedy whatsoever.
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"You know what else has uniforms?" Elite schools.
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Hitting them with a basic attack is the trigger. Basic attacks are standardized between all Killers so it's easy to define what exactly counts has hitting. However, powers are a different matter since they aren't standardized. A change in health state has all of those gray areas I mentioned which lead to either unintuitive…
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What about Legion? Or Deathsliner? Or Plague? Or for the people again? You'd need a lot of exceptions to make it work. And yes, you WOULD need to make Legion an exception. The thing that connects all of these examples (besides for the people) is that they all don't necessarily damage the target even when it hits them.
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Gearhead makes sense. Damage beyond basic attacks is hard to define without a gray area. Downs don't have this issue so the other 2 perks can totally work. Some examples of gray area's are for the people, endurance and trapper traps. That said Gearhead is still super weak and needs a buff.
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Unlike with injuries, a down is easy to quantify. So Surge can absolutely use M2's without issue.
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Look, clown is objectively stronger now in one way or another. The only question is the magnitude of the buff.
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Given that his weakness isn't the chase, a speed boost ability and less downtime from power usage should be the perfect buff. It's a symmetrical speed buff so it's not a chase focused buff, and it improves patrol times and thus map pressure which was ACTUALLY his problem.
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Indeed it does not. I'd need to know the specifics behind how the animation alteration works to answer that one. My knowledge is from what the devs have stated about how the code works, which is what I have already said, that the success of your attack isn't tied to it's animation and the animating is done after deciding…
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If you are missing attacks that you think you should be hitting then that's an issue with the hitbox, which is completely different and is just a cone created on-click.