TripleStryke

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TripleStryke
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  • I think there's a way to make it not too strong. If it was only active when you placed it down especially. The thing about slower token recharge is that it kind just makes her struggle to catch up to survivors instead.
  • the killer being able to find them will already make them more team oriented even if its not willing lol
  • yeah this would bring that back and add a basekit way to do it so you don't need to bring a flashlight
  • Distortion will be less useful for avoiding chase, and way more useful at countering the chase aura reading perks that are being buffed. It's a good change and still provides a bit of stealth. Just because you don't use it in a selfish/not team oriented way doesn't mean that other's aren't/weren't.
  • yeah its definitely something that needs to be addressed
  • it loses 1 tier per day so if it happens on average like 1.5 times per day it will still go up
  • I play killer mostly, the match just ends lmfao and they get a reward. It also 100% says dedicated server not responding which is why it's so weird bc my internet is working fine it just disconnects me from the server. The server is not actually crashing, but its not saying that there's a network connection problem. Either…
  • Yeah I thought of that too, but I'd rather do this one for more combos and debuffs stacking against the buff just seems kinda weird
  • Yeah there I edited it. Also bc I have been playing with iri shard more and its actually pretty nice. I get why they nerfed crew manifest because now this kinda fills its role and crew manifest + android arm can be pretty fun anyway.
  • Ngl idk how id make it into something that's useful. Maybe instead of iri shard getting buffed again they just make it a placing range addon
  • If you're good its not unrealistic especially when you're slugging or something. Seeing all survivors is a powerful effect tho, so ofc you wouldn't constantly be getting everyone's auras.
  • Ultimate Weapon is getting changed again so not going to comment. Adrenaline is still good so I guess the change is fine, but DS is extremely problematic. I rarely tunnel, however survivors feel they are invincible and run at you, force locker, or plot twist to force perk value. They force you to down them or pick them up…
  • The 10 second recall is too low and oppressive, but reverting it back to 30 seconds is a bad decision. It makes the addons centered around crushing Victor while attached useless, and allows survivors to hold Victor hostage. While there are times where a survivor holding Victor benefits you, survivors should be incentivized…
  • Mostly fine, there's some double pallet set ups that haven't been fixed, and the red color makes tracking very difficult.
  • This map is very balanced with a relatively small size since the most recent rework. Nothing is overtly overpowered and the clutter adjustment made the map not that bad. I actually love this map and there's advantages for both sides
  • Very large and the main building can be miserable.
  • Way too large, sometimes the main building spawns with the right door RNG to spawn some really strong set ups, but its overall not that crazy, just way too large to handle.
  • Would be mostly fine if it wasn't so large. and if neighboring maze-tiles didn't spawn some extremely strong set ups
  • This map has way too much RNG variance. There aren't that many resources usually, but almost all of the ones that exist are way too strong. If there were more mid-strength pallets this map would be more fun against those pallet shredding killers that will make the map a deadzone very quick, and more fun to play on than…
  • This is probably close to the most balanced farm map, but it has some issues. The 2 main issues are that it is too large/the gen spread is too wide for a killer without mobility to handle, and that RNG variations allows for some very strong chained set ups, like a god filler connected to a jungle gym window to spawn. The…
  • This is a map that's just boring for everyone. The gen spread is just too large for any killer without mobility to handle. The outer ring of the map is either too strong or too weak, but the map size definitely compensates for the weakness most of the time. It also falls into the same issue as other corn maps where the…
  • This map is quite long with a lot of very strong set ups. Some killers can have a decent time, but the main building god window, even with the door broken, is fun for no one and the majority of resources being insanely strong creates boring gameplay. It promotes the play-style of just eating pallets to get them out of the…
  • This map gameplay wise usually is pretty balanced. There is still RNG variation but the main issue is that although there aren’t many resources the ones that remain are almost completely unplayable for most killers. If there were more mid strength pallets/tiles this map would be a much more fun for both sides.
  • The first issue with this map is that it is extremely large, the size along with gens spawning far in corners of the map make it awful to defend as killer. Next is the main building that has multiple god pallets and strong windows. The window in the room where a generator can sometimes spawn just exists to waste the…
  • The gen spread on the map is way too spread out to defend as a low mobility killer because a majority are spread out on the edge of the map or In buildings. This map can range from slightly to very survivor sided depending on the RNG with both pallets and houses, the double window houses specifically are unplayable for a…
  • The gen spread on the map is way too spread out to defend as a low mobility killer because a majority are spread out on the edge of the map or In buildings. This map can range from slightly to very survivor sided depending on the RNG with both pallets and houses, the double window houses specifically are unplayable for a…
  • This map can be balanced but there’s also situations where RNG variance creates insanely strong set ups connected to both main building and shack. When these set ups don’t spawn it’s balanced, and when they do spawn it’s survivor sided.
  • There's a lot of cluttered and inconsistent collision. The main building is insanely strong and depending on RNG the other places on the map can also be very unplayable. The RNG variance can be a bit much.
  • It has both good and bad places around the map for either side. RNG can also affect it pretty heavily, but overall I'd say its fairly balanced. The elevation changes and inconsistent collision can make this map pretty miserable for some killers though.
  • It's pretty balanced, the hill spawns can be annoying for both sides though.
  • It can be balanced if you're a stronger killer with mobility, but if you're anyone else it pretty heavily favors survivors. The gen spread is just far too wide for the slower killers to patrol and there can be a lot of strong pallets chained on the outer ring of the map.
  • If it was slightly shorter and wider it would be a bit better. It's long which can be bad for killer and thin which helps form some strong 3 gens.
  • This is already a strong perk that gives 6% gen efficiency for loading into the match, a minor downside is healthy.
  • They could use a small change, but if you're really having an issue you're just not good enough. Only changes I'd make are the EMPs breaking if you get hit while holding one. If the devs really wanted to do more they could make them take 0.5 seconds longer to use (3 seconds) and make the Pod cooldown 0.5 seconds shorter (3…
  • You're likely not experienced with him and that's okay. I don't even think he's that insanely map dependent. If you're good enough with him you can make it work, and with the right build he's very strong because those "fancy useless abilities" are far from useless, it just takes a lot of practice before you're comfortable.…
  • The nerf from the PTB to live was needed, but a bit harsh. His throw rate is sluggish and I have 3 suggested changes to make him more viable and rewarding. The blades throw rate accelerates from 3-4 again Ji-Woon's Autograph and Fizz-Spin Soda are reverted to their previous effects Waiting For You Watch and Lucky Blade are…
  • Yeah I have had the idea to make EMPs print to only a certain point, but I like the idea of survivors being able to pick up an EMP during chase because of how risky it is and having to pre-emptively EMP pods to give more slowdown rather than just carrying a EMP once they automatically print and sitting on it until the…
  • I think he is definitely a stronger than C tier, but yeah it seems like they rarely make changes to killers soon after their release's midchapter when a lot of these killers could just receive a few changes to really set them in a better spot. Unless they're skull merchant of course lol.
  • Yeah I know, I'm suggesting that the lock on window should be smaller, so he can do more on indoor maps where you have to be more content in not using your power in too many places. I know the limits of his power and think he should have more opportunities to tag survivors moving through smaller chokepoints. I am not…
  • This is entirely not about dodging infection. It is just to make him more consistent for primarily people who aren't the best at flicking their cameras as someone is about to go behind a tree or behind a wall. This would also help the better singularity players have more options on indoor maps or cluttered maps like…
  • Lol I just like talking balance and didn't have much to do
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