Comments
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Spirit is super satisfying to improve with. As a spirit main I have had the moment you are having now
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So take the pig... replace her bear traps with the shape... and then use all of that build up to do an action that doesn't even down them!?
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You guys realize these solutions are not mutually exclusive. We can have redundancy if we need it. We can have VC, Pings, additional passive aura's, action icons in the character portraits ect and then rework perks like bond and empathy in response
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I've only not been specifying because it is kinda arbitrary. It could be a MS buff to killers, it could be a gen repair nerf to survivors, it could be a hatch rework that is more killer sided or it could be a combination of things. The buffs do not have to specifically counter VC somehow so it's kinda hard to say that this…
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Also "doing what needs to be done" is refering to the VC. Not additional changes in response to VC. You make it so that there is no disconnect between the perceived factors and the actual factors. And then you make sure the stats
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Simple. Buffs when the assumption means a side has more power and nerfs if it means less power.
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No. [GOOD WORD] that. If you want to "punish" a legion (playing as him isn't a [GOOD WORD] crime #########) then beat him and show him why we call him bottom tier. Don't just give him a free win and expect that to help, play the game, learn his weaknesses and exploit them
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First of all toxic is the wrong word for these squads as they are just playing to win. Competent squad describes them better. As for flashlights I always find it funny how survivors think I can't hit them after they blind me. I always lunge where I think they are when I'm blinded and I've had multiple games where I hit…
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Ok just to be clear. You agree that DCing right before a mori is not ok right?
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Oh yeah. Probably going to take hate for this but: Legion moonwalk is ALSO not toxic
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My mind. Never DC ever. If someone wants to cheese a win out of me then they will have to pry it from my cold dead hands
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Of those only t bagging is actually toxic. Flashlighting at every pallet is proper use of them. Healing is just obviously beneficial
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Ima stop you right there. 2k average does NOT mean 2 kills per game, that's a 2k median and is something different. 2k average means 50% winrates over all games. Which actually means an overwhelming majority of 0k's and 4k's
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Self Care Empathy Spine Chill Dark Sense however once I unlock the perks I eventually WANT to be running: Self care Quick and quiet Dance with me Alert
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I kinda want to try a devour hope build on Hag. But I don't have the hag nor do I have devour hope sooo.... Specifically I'm thinking: DoH, ToTH, BBQC, Brutal Strength
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Balance around VC doesn't mean that you make changes that directly hinder the VC itself, that would be counter productive. Rather you just take the assumption that survivors know anything the other survivors know and then make a balanced game with that information after doing whatever needs to be done in order to make sure…
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We have been over this. Also even if I agreed with you (I don't) then I would still want to 4k because I don't see if I have pipped or not until after the game ends. So I can't make ingame decisions based on it
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@Stealth no don't! It's a trap!
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I do. He often DC's, when he doesn't I win usually
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When I'm survivor I do gens if the Killer is on the hatch, otherwise I look for the hatch
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I play killer mostly
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The point is that you balance and make plans with the assumption that winning is your #1 priority. Because when it isn't you aren't trying to play optimally in the first place.
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Anyone who want's to win cares
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Ok there now it's -20 meters which isn't quite as insane on a 24 meter TR killer (still really good but not as much so)
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Wot. Only Myers can completely remove their TR with this perk even WITH M&A stacked onto it. Both M&A and this insidious perk combined is -23 meters terror radius outside of a chase. The smallest non-Myers terror radius is 24 on the nightmare, legion and sprite which I am now realising is smaller than I remember it being.…
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@TreemanXD get wrecked
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Any solution that invovles willingly losing isn't one. The solution on the survivor side is to do gens while the killer is on the hatch. And then to go to the hatch when the killer checks on the gens
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@AlwaysInAGoodShape you stop discussing it too @Paddy4583 ok so say again what change you want made because it clearly got lost in the semantic argument that has been going on for 10 pages
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@Paddy4583 please stop with the sidequest thing. Regardless of if you are right or not at no point can you then go "therefor we should do X" If you ARE working towards that then just say what needs to change about this proposal like I did so we can move onto discussing which mechanics are ideal to improving the state of…
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I mean the cells that you install into the gates Like in route A its do 5 gens and get a thing in the basement to open the gates (or do 7 gens but who cares)
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In regards to aesthetics btw we do have the underground section of larry's (the map with the houses in case I got the name wrong)
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I would be willing to take that as a compromise. I would prefer BOTH the power cells AND the tunnel to be in a pressure point (with the cells being far faster and thus a bit less risky in comparison), but in the event that doing this isn't possible I am ok with it being part of the basement
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And of course the last person would not be making such a decision as they can just leave straight away
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Bingo.
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Also I would just have a counter for the tunnel power cell gate things (im'a just call them power stations kay?) that has an animation when it is being used and when it is completed. The killer would not see this
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Realm specific is close enough The idea is that the tunnels have a similar risk factor to the basement (1 way in or out not counting the exit door and not enough room to maneuver around the killer) When I say a new area I don't mean something particularly large, I'd say maybe twice the size of the basement but more…
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Got it. Use a slug build on the huntress and let everyone bleed out while only using the hatchet while strafing
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If we can properly fix the death efficiently issue then that should make both of these other issues less problematic
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Sorry but I want to win. As killer that means I need to slug to prevent the hatch As survivor that means I need to gen rush to open the gates Does that make these things good design? No, but that isn't the players fault so they aren't the ones who should be blamed Instead we should try and have mechanics that fix the…
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What about it
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Something is needed to SUCCESSFULLY counter a gen rush
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Correct. And I would never call them toxic for doing so
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Correct. Although just because you start doing one does not mean you can't start doing the other (so doing 4 gens doesn't stop you from doing the hatch and powering one of the hatch cells doesn't prevent you from using the gates later)
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Well SWF can be as coordinated as they are because of voice chat. So give solo's voice chat and suddenly everyone has the exact same tools
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Because everyone knows people can't talk to each other in real life...
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/#MakeEveryKillerLegion
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I'm betting it's a mummy
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As a killer main I am 100% ok with giving a dull totem cleansed notification for survivors (no real need for a counter they can just count the notifications. I guess it could be there anyways but it doesn't have to be) and other survivor QoL Hell I would even be ok with having survivors who work on a totem revealing the…
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Remember me and blood warden are not stronger than NOED and that isn't what I claimed. Instead they are more impactful, however it's at the cost of consistency
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or we could just give solo's VC