Comments
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I wouldn't exactly call these powerful: Brand new part on each generator that can't be regressed. Killer spooked a crow, you see their aura for 2 seconds if a survivor is in their terror radius. People tried to show that Weaving Spiders could be good, but that realistically required a SWF whose goal was to pop 5 gens that…
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Okay so prepared survivors bust his totems, but he still wins and no gens were done. This is a problem how?
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I think slugging by letting the survivor bleed out is the worse thing as someone who likes to play killer. If your going to slug, hook each of those people if you got all four of them on the ground. Then you get more bloodpoints for hook stages. I personally prefer to hook the survivors down in the basement after slugging…
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While pushed back, I think one of the things they wanted to work on was Freddy.
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It probably feels S Tier to people already playing Houndmaster because its much more smooth and responsive to order the dog. I think the more interesting thing is builds, or more specifically the variety of builds with all these ones that claim how strong she is. That there isn't any consistent perk being used, at most…
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Yeah, it means that Doctor isn't as omni-opressive with static blast to interrupt. It also means that Singularity's add-on, broken security key, will see less use as the emped cameras will not reboot in time if a survivor is cleansing a totem. I think its a better solution than the sledgehammer approach that could have…
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Mystery inc gang as survivors Scrappy Doo as the killer
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CS with a boon against TOTH…oh god, its 13 and a half seconds longer than old invocations when it took 2 minutes solo.
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Good. Why should a single totem take half the time of a literal generator? Also progress isn't saved on totems like it is for generators if you stop interacting. Meaning if, for whatever reason, a survivor stops interacting with a totem, all that progress is gone. If Doctor is running TOTH, they can just do their big aoe…
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\t lol, invocations in the basement are literally faster to perform than booning a totem with the new Thrill around, and only 14 seconds slower than cleansing.
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It also incentivizes slugging more. Can't trade hook states if the killer just leaves you on the ground.
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1 or more years later in Solo Q: Teammate spends 3 whole minutes to activate their 3 invocation perks. By the time they can contribute, their other teammates are either dead, replaced by a bot, or on hook. And the invocationist survivor is injured and broken. But at least they have No Mither…
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The only interest I have in this chapter now is the killer, and that is just for the perks. Once I get her to prestige 3, I drop her. The survivor meanwhile is such a mess perk-wise. A kind of meh healing perk. An invocation perk that won't get run, SWFs would rather have Spiders unironically. A rescue perk that is a trap…
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Wow, they nerfed perks I ran when I casually wanted to play killer instead of being a sweatlord. Guess I am to incorporate more slugging into my playstyle.
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Activates Reassurance on your first hookstate Activates Reassurance on your second hookstate Frees you from hook with Shoulder The Burden Activates Reassurance on your second second-stage hookstate Frees you from hook
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I decided to put that in a video trimmer just to get a general idea of how fast it is. The entire action to bump into it and then break the pallet takes 0.90 seconds. That is extremely fast. How fast? Your going faster than a Wraith with Shadow Dance Green+Purple addons and the perks Fire Up and Brutal Strength which would…
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I'd assume the 95 that had positions were deemed as redundant or were overlapping with other positions when it came to the restructuring.
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I personally enjoy: Distressing + Unnerving Presence
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Its hard to smurf in high mmr, and its very much a fool's endeavor to do so because of loss protection. As once you reach 1600 rating, you get diminishing returns in point loss for losses. But if you never reach 1600, you never activate the loss protection. Which leads us to: Low MMR Smurfing Low MMR Smurfing is actually…
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Counterpoint: Tunnel at 5 gens and slug if need be with an aura reading build. Nothing stops a killer from doing that. Play an anti-loop killer so you are not forced in bad chases, like Pyramid Head. Run stuff like Nurse's Calling so you can see where people are as you want them bleeding out or injured, as if someone tries…
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Even when its currently 24m base aura reading radius + 16m from open hand, its a very limited perk. Main uses with open-hand is: 1) Start of the match. Crouch for 4 seconds, check your surroundings. If there is no killer do what you were going to do. 2) Start of the match or when off cooldown, Bardic Inspiration, to grant…
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Entitlement + Immaturity + Anonymity + Grudge = Toxic PVP player
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I can already imagine one of his perks.
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Gordon Freeman Very quiet grunts of pain, doesn't scream, doesn't talk.
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Which all makes sense, as its Nemesis's map. Ranged attack with tentacle. Zombies that can body block and/or injure survivors. Lots of hallways and tight walkways aside from the entrance room. Nemesis adept even comes with aura reading at the start of match with lethal pursuer.
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Probably to massage the numbers to make it look nicer than it would otherwise appear.
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I partially think the reason is because its an easy thing to slap onto a perk or addon. Don't know how to make this perk different from another perk? Put haste on it. Like nobody really uses Dark Theory, less than 1% even do, even though its 2% haste constantly while in 24 meter radius of the boon totem and that it lingers…
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With Solo Q I generally have no idea what the other survivors are running. So I just go with the assumption my teammates are perkless until proven otherwise.
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So far I've gotten: 8 RPD East 1 RPD West 2 Dead Dawg 6 Sanctum of Wrath
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Technically there was a game like that, Video Horror Society, aka VHS. Where the survivors would make weapons and actually fight back against the killer. As the basic gameplay, instead of doing generators, you wanted to hit damage and banish killer once with each different type of weapon. Those types being Burn, Purify…
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I'm not opposed to slugging or getting slugged for playing killer or survivor, but I would rather it be done quickly on the killer's part. Just feels bad to be wandering around aimlessly for a few minutes without aura reading perks trying to find the last survivor.
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Especially since gates are just effectively a secret sixth gen for the survivors that normally take 20 seconds to open. Remember Me (24 extra seconds to open a gate. Gives an excuse to tunnel out the obsession.) No Way Out (60 second gate block) Which that together is 104 seconds to open up one gate or 144 seconds to open…
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Except all 7 gens are technically valuable until the completion of the 5th one. As technically the "5th gen" you need to open the exit gates might technically be the 7th gen or the 6th gen in a given situation. As applying that effective 10% progress that can't be regressed by the killer also applies pressure onto the…
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Bro, I think you miscalculated. I could still bring a toolbox with a BNP in addition WS that is worth 7 BNPs. And also your previous time calculation was wrong. It takes 60 seconds solo to finish the invocation, when that is effectivelly working on 7 gens at once which normally take by itself 70 seconds, not factoring in…
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I think the changes are very interesting, especially with Invocation Weaving Spiders. As this means that you can complete the invocation now with 3 survivors, 1 with the perk, and 2 without, in 30 seconds. Or alternatively 2 survivors each with WS perk. Which was the old time it took if you had all four survivors doing it…
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The patch definitely caused at least a dip in players who at the very least are taking a break from the game.
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True. And if you think about it, Distortion really is binary in terms of team comp. Where either everyone has it or only person does. As I would bet having even 2 teammates without it is still a recipe for getting those survivors tunneled out.
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I think what some people don't realize is that of the four survivors, one didn't bring distortion. That is kind of a big deal. As they got tunneled out of the game because there was no other auras to read. That survivor got screwed over by their teammates who did bring that perk.
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Yeah its rather telling to what I would call a churn rate the game has, basically how many players don't stick around long. Then you have for older players a kind of disillusionment of the game. While this disinterest can come from the community such as by swfs, it can also come from more mechanical changes and…
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Dead By Burnout For old and new player alike. As there is all the stuff about being an old player, but being a new player I feel causes a higher burnout rate. Like when 29.4% of all players on steam have the achievement "Get a character to prestige 1". That means nearly 71% don't even get that far with the game.
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What a strange thing for BHVR to say.
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Well imagine, if you will, a future where you have a teammate who brings 4 invocation perks. Similar to how a teammate might bring 4 boon totem perks. Current 120s Timer: 8 minutes total to complete all 4 if solo. Or 2 straight minutes of doing all 4 invocations with 3 other teammates who also have those same perks. For…