SkeletalElite

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SkeletalElite
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  • The only way thrill doesn't get nerfed is if totems in general get nerfed to not lose progress when interrupted, as is totems are effectively immortal with any killer who can interrupt totems consistently whether that be a result of mobility, screaming, or the ability to attack a totem cleanser from afar. Totems are…
  • The EGC only takes 4 minutes if it slowed, ie. someone is in the dying state or on the hook. It takes only 2 minutes otherwise.
  • The problem with this kind of system is it discourages making any plays in the late game. Since the killer can prevent you from escaping even if you barely make it to the gates in time, so insteasd of taking risks at the end of the game to try and get an extra survivor out which could backfire and give the killer even more…
  • The effect it has now could lack a downside and still be a bad perk since it requires being healthy. Devs should do 2 of the following 3 things: Up the strength of the effect Remove the downside Remove the healthy requirement Any 2 of those would put the perk in a spot where it's not terrible
  • I just checked it and this is a dumb gimmick. You need a player with no mither plot twist to constantly go down and get healed by a guy with WGLF. As a killer you can just tunnel out the no mither and the entire strategy is neutered. Even if you don't know where no mither guy is you can just ignore them because while…
  • It's not the change that matters it's what the change is a symptom of that matters. BHVR's completely abysmal priority and resource management.
  • There are countless improvements that could be made to the game for the same amount of effort as went into nerfing this perk. You don't have to go further than the known issues section of the patch notes to see there were better things for them to spend their time doing. The serpent addon for wraith being bugged and not…
  • If the change is inconsequential then why was it worth making in the first place. Someone had to program in the exceptions, test the change to make sure it worked, and someone (likely) had to review that change before it could be approved for live, in addition to any other bureaucratic red tape bs that some project manager…
  • I think the bloodpoint gains are kind of poor for the event this year. The offering bonus should be stackable and event score events should see a base increase to their amounts.
  • Add inverted hold while you're at (sprint by default and holding shift causes walking)
  • I don't think there's a problem with the current DC penalty times, the problem is that is not how people leave the game, they leave by dying on hook.
  • This has not been my experience using the perk on nurse, 2 fully charged blinks with the lunge extension addon are enough to catch up once the perk triggers if I precharge my blink while I wait for predator to go off and with lethal the aura read lasts long enough that there is no potential for mind games since I can blink…
  • I see, I misunderstood your previous comment I thought you were saying to stay within 18 meters to prevent a chase from breaking, regardless, that will not work. 1 fully charged blink is 20 meters so a single fully charged blink will put you within range of the second blink (12 meters). Only under the most ideal…
  • if you run towards a competent nurse she is going to blink on top of you and hit you
  • I agree, the killer should not be rewarded for losing a chase. Imagine if there were a perk for survivor that when you missed a flashlight blind, the killer was blinded anyways and the perk went on cooldown for 40 seconds and the only way to stop it would be to bring lightborn. That would be completly insane. Not only does…
  • Object of Obession does not show you the killer's aura every 30 seconeds, it shows your aura to the killer. Because of the other effect of object this also has the effect of revealing the killer, but because the aura read is caused by your aura being revealed to the killer and not the other way around it is not extended by…
  • Commenting again because this is even more relevant now that they have added even more sub par chest perks to the game. Chests are a total time sink. Even if you get a good toolbox it doesn't make up for the time spent searching for and opening the chest in like 90% of cases. Even getting a medkit 24 seconds heal + 10…
  • Slugging is effective in 2v8 because hooking sends the survivor far away where they are completely safe and frequently right next to another player to be put back into hte game within a few seconds and because you don't know where they are coming off the hook sending someone to a hook generates very little pressure.…
  • you can check if survivors are still in by pausing and looking if they have a ping or not. You can't tell for killer though
  • I actually really like the aura every 30 seconds with object and would prefer they buff it rather than outright remove it, ie. make it so the 2 way aura reveal is manually activated while in chase with secondary ability button (reassurance button) and then put that particular action on cooldown for 40 seconds or so.
  • Carnifex's job is to break stuff, while you have the option of sending him on patrol, this is never ideal for him, but it's not his job. They even buffed his break speed. Patrols and chases are the job of the other two. It's basically base kit brutal strength except you don't even have to be standing at the pallet to use…
  • I doubt it will kill double chasing entirely, even when depleting at 3x speed jailers chase time will be 8 seconds, which will be enough to force someone off a loop, but not so long that it's completely brainless to get a hit. I suspect double chases with carnifex and assassain will be bad though. For carnifex that's fine…
  • If the killer is letting you get value out of 4 person repair bardic inspiration they are literally afk. 3 people getting value means you are playing badly in 90% of situations. This perk should be getting value from 2 people at most against a competent killer player. For reference, there is an 8% chance every second that…
  • This bug is severe and blights needs a killswitch ASAP, the game is basically unwinnable against a blight abusing this bug it lets him break pallets without any animation or stun almost like singularity getting hit after a teleport except it can be enitrely controlled and done at any time.
  • Gen speed is mostly fine and there isn't any increase that's remotely fair that would cause the players who say they are too fast to be happy. Playerss that say they are too fast, for the most part, just have bad macro play and pressure. Yes sometimes you lose 2-3 gens in the first few minutes of a game. That's the point…
  • here's a 1 frame 180 oni flick with no visible vertical movement of the mouse, only horizontal
  • Probably would be severe performance and stability issues
    in 4 v 16 Comment by SkeletalElite May 31
  • blights (j/z flicks, hug techs) were removed because he's one of the strongest and common killers in the game which caused a lot of complaining from people who have next to zero understanding of the killer and are quick to blame things that weren't problems. At the end of the day he's still one of the strongest killers…
  • flashbangs take 2 seconds to go off which means the survivor with the flashbang has to be within 4 meters of you or 8 meters with background player (6 after its nerfed) or you'll be able to turn away in time, be more perceptive of your surroundings before picking up.
  • It's just a sound equalizer so no, it's not cheating.
  • He's still pretty fun, if I could ask the devs to make one change to his basekit it would be to increase the maximum look angle by 15 or 20 degrees. Other than that fixes to poor collision like sticky objects that have collision much larger than their model and back bumping are the only things that need fixes.
  • Ruin at 200% was fine in a game where the only other good slowdown perk was pop which couldn't be used until ruin was cleansed. Ruin started to become problematic when pain res existed because it worked at the same time, especially with tinkerer's old state. While the power combo of Ruin + Tink wouldn't exist anymore,…
  • because the survivors objective is to repair gens and hte killers objective is to hook survivors, it is the main thing they must do to achieve their win condition. Sabo/flashlight plays to prevent the killer from getting hooks is the exact same as regressing/stalling generators to prevent survivors from completing it.…
  • Gen regression shouldn't be meta, period. The moment it becomes popular or even somewhat common survivors will be forced to gen rush and use builds that can deal better with these situations. Also gen regression is frustraiting to me as a player, you are literaly denying survivors their objective and forcing them to…
  • because there is no way to implement such a system that is not extremly abusable to tunnel someone while ignoring their anti tunnel perks that is also effective at preventing the use of anti tunnel perks to protect other survivors while also being relatively simple and easy to understand.
  • Not only is it not considered cheating but there is also no point in banning it. Basically all the changes to color and brightness people complain about can be done via graphics drivers in the control panel
  • because people massively overstate how difficult the game is for both sides due to negativity bias. You need not look past the kill rate to see that. The average kill rates are ~60%, that's not 4 slowdown stacking sweats achieving that kill rate. I almost gurantee if the devs released stats for all matches where both pain…
  • as long as there is no spot that is truly unhookable without any hook RNG to it like the old RPD library its not really an issue. For a team to exploit it they have to have a very specific build, use a map offering, and get good map RNG to be able to do it and then on top of that they have to not make ANY mistakes. If they…
  • Unlikely, if an issue is severe enough to warrant banning someone abusing the perk, they'd just kill switch the perk rather than having to use ban as a deterrent to exploiting
  • This is so rare that it doesn't really matter, and 95% of the the time you do encounter it, you can just bleed them out unless they have no mither, but if they have no mither there is no gurantee they'll always be able to get to their unhookable spot since they can't be healthy and take hit on the way there.
  • Exploits that you will be banned for using are listed in the game rules using an exploit to violate other rules may get you banned for violating those rules. IE holding the game hostage by sitting in a spot where the killer cannot kill you.
  • The existence of pain res means ruin must always be bad. As long as a regressing gen can be targeted by pain res, ruin can't be buffed.
  • somewhere in the middle that makes no one happy
  • They're both from licensed characters so if you don't plan on spending money absolutely pick them up.
  • Being able to fake breaking pallets would have zero effect on strong pallets like shack or pallets that are centrally located, which are must kicks and severely nerf weaker pallets that can already be outplayed by good mind games or zoning survivors toward the edge of the map before breaking them, allowing the survivor to…
  • The exact same thing is true on PC, we don't have tank controls bro. If you move your camera left the survivor starts to go left unless you move your fingers off the forward button and onto a side button to compensate, you can do the exact same thing with even more precision on a controller since you can move your right…
  • Way too many random objects that block vision and hinder mobility for killers like billy and blight
  • Make it less red please
  • There is one thing that really grinds my gears on this map and it's the unsmooth loop collision that makes tightly hugging loops difficult as survivor and also has a tendency to cause you to erroneously bump as blight
  • AFAIK The red icon only appears if you're like 200+ with a yellow icon appearing above 100, so on their screens they all had yellow icons and you had a red one, but given that the entire lobby is 100+ it was probably an issue with the server so it's not really anything to be worried about packet loss can cause the icon to…
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