Vorahk08

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Vorahk08
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  • That's horrible to hear. May she rest in peace.
  • Yeah, that's what I was trying to determine by asking. I've seen some mobile games in the past give a set amount of a randomly chosen currency, so people could get different results. However, it looks like everyone's just getting a set gift. Which is a shame. Yeah. We don't need a couple thousand free BP every week. We…
  • It's fine for an April Fools joke. It's funny on killer, and I haven't played it on survivor yet, but the novelty of being a tiny survivor is going to be funny. I respect them for actually making it a mode. They could have just made a My Little Pony joke for April Fools and left it at that, but they actually ran with it. I…
  • 🎉🎉🥇 Congratulations!!! I have only one question: What now?
  • This is heartbreaking to hear. It's disgusting that some hateful people have twisted a time that should be fun for every player, the release of a new chapter, into an opportunity to attack others. I'll be checking all of my survivors and killers to make sure they are wearing the Progress Flag charm. The only way forward is…
  • This map can swing survivor or killer sided, depending on how the generators get done. The map relies on large structures as its main loops. The main building is very difficult to loop as killer. However, outside of that, the loops can be unintuitive for newer survivors. Good survivors are going to be able to loop the…
  • This is a very nicely balanced map. The chapel has opportunities for good loops, but the killer also has some easy opportunities to outplay the survivors, particularly when they break the breakable walls. The loops outside of the main building are all moderately strong. Shack is nicely situated in a corner, so it won't…
  • It's a map that has so much clutter that it exacerbates any issues it has regarding loops, and generator placement. I honestly don't think it's possible to rate this map on its loops and object placement alone, because the high grass, trees, and changes in elevation completely change how survivors and killers interact with…
  • The map is mostly balanced because of how most of the good loops are in close proximity of the main building. The generators away from the main building are less safe, to the point where some of them have nothing nearby, allowing for a free hit. This feast or famine setup for loops means that the map averages out to being…
  • At its best, this map is boring. At its worst, it's survivor sided because of how it's structured. The generators are structured in basically a giant ring around the only "building" on the map, which is the shack. Survivors who know how to play this map can create large areas of the map where the killer can't chase…
  • Not that I've seen. It could use one.
  • This map is surprisingly well balanced. The main building (the silo wreckage) is very balanced, as it relies on pallets that can be destroyed and a window by a breakable wall. The shack always spawns on the opposite side of the map as the main building, so it can't be chained together with the main building. It also takes…
  • This map is very balanced now. While there is a lot of clutter on the edges and between loops, this clutter replaces filler, making the loops more balanced because survivors have to play them well. The main building is not too strong. It is only good for survivors until the pallets are dropped and the breakable walls are…
  • Disturbed Ward has one of the most complicated, maze-like main buildings in the game. It also has a mix of multiple strong pallets and strong windows, which is unusual. This makes it very survivor sided. However, this wouldn't be a problem if the map wasn't so big. Considering how large the main building is, the map is…
  • This map is probably the most survivor sided map in the entire game now. It has a lot of clutter, strong loops amongst this clutter, and a lot of strong buildings. Despite the fact that main building's basement is quite strong for killer, the loops around the main building can be quite difficult for the killer to run. The…
  • Buildings are incredibly frustrating for M1 killers without some kind of teleport ability. Of the M1 killers, only Singularity and Dredge are really capable of using their powers to outsmart survivors in building loops through their teleports. For survivor, most of these buildings are boring to run because they largely…
  • The small size of the map coupled with the fact that most of the strong loops are on the outer edges means that this map leans slightly killer sided. A killer who patrols gens efficiently can catch survivors in a bad spot and has a good chance of getting them down before they get to a strong loop. However, the gens are…
  • It's pretty balanced. The area around main building can be a pain for killers to chase in, but breaking the pallets and walls severely reduces their efficacy. Breaking the breakable walls also contributes to more effective patrol patterns, so the killer has an incentive to break them before a chase even begins. The rest of…
  • It feels like it leans slightly in the killer's favor. While it is large, a number of the loops are complete filler that are not entirely safe to begin with, and lose all value as soon as the pallet is dropped. This, combined with larger deadzones, means that chases are quite short, which compensates for how large it is.…
  • Games on this map snowball heavily. The rectangular map size coupled with the fact that most generators spawn around main building and shack, which are on opposite sides of the map, means that survivors either complete all of the generators on one side, in which case the killer has an easy 3-gen to defend, or they spread…
  • The map is generally fine. The pallet loops and jungle gyms are fairly standard, which is a good thing, as it provides plenty of opportunity for survivors and killers to outsmart one another. Gens feel fairly well-spread out as well. My memory of the layouts is a little foggy because I haven't played this map in a while.…
  • The map is too big, and the rectangular extensions make it extremely difficult to patrol. Going down either as killer often guarantees a generator will be completed in that time. Often, when playing this map as survivor, I hope the killer will patrol down one of these because it gives me a lot of time to finish a…
  • Facecamping got removed (thank goodness), and 3-genning got removed (again, thank goodness). Now, players who would resort to these strategies are tunneling, like the other players who tunnel by default. On top of this, there are still killers who are skilled but will pull out the odd tunnel now and then because it is the…
  • Most of my solo que games, I find the ones where I escape are the ones where the team actually works as a team. Survivors can't really "carry" their team. The need to work together. People who hide on the edge are the opposite of this. I think one part of this is that too many people consider the hatch to be a "win." The…
  • I agree completely. You can take the killer on a good almost 30-60 second long chase, and your solo que team mates will be running around each other in a circle by the last gen that needs completed. That actually happened to me. Solo que team mates have to actually be both motivated to win and have actual game sense, which…
  • The killer role is in a pretty good spot. Good base time for actions and no one perk is excessively good. Between nerfing gen kick perks and implementing the anti-3-gen mechanic, the 3-gen meta and gen kick meta in general are long gone, which is great for the game, because it encourages the killer to be more active. We…
  • I only play solo que, but I'd say it's fine. Almost all of the balance issues I have are fairly simple issues that will probably be fixed. Mainly, killers who bring 4 slowdowns to stall out the game and win by attrition. Grim Embrace working with DMS. I feel like these will be fixed eventually. For me, the biggest problem…
  • Like Streetwise, it's a good perk to extend the lifetime of a build that depends on an item. It also has an appropriate downside with the 10 seconds in a locker requirement. Hard countered by Franklin's Demise, though.
  • It makes sense to bring 4 aura perks because you're playing Huntress, a killer who can act on the info very quickly. Killers who can either shoot, dash, or teleport to survivors they have located with aura reading naturally benefit the most from aura reading perks. Killers who use aura reading perks as "crutches" are the…
  • Original Survivor: Yui or Zarina (can't pick who I like better) Licensed Survivor: Jill (Ada is a close second, might be first after I play RE4R's Separate Ways) Original Killer: Plague Licensed Killer: Uh, does Xenomorph Queen count?
  • It's annoying because the counterplay right now requires that the killer see the survivor and hit them before they can get the FTP off. If they do that though, they risk losing the survivor they are chasing. Once a person is down, the window for countering the combo is minuscule. With how fast FTP works, the survivor can…
  • It needs reworked. On its own, it's an obnoxious perk that adds almost nothing of value, because it just makes transporting survivors to the hook a janky experience for the killer, even though they still make it. The aura blocking almost never works. For a killer on controller, it's probably the most obnoxious perk a…
  • What would be your preferred buff or QoL change on Knight? Do you use SM's ability to change the direction of her drone rotation often, or not much at all?
  • Even with that 70% killrate, she's only 2% of games. BHVR's probably content to leave her as is for now and work on some of the other things they've been promising, like reworking Twins and Freddy.
  • If you get hit with Pinhead's chain, you're blocked from leaving the trial for a little while. Enough time for him to down you and pick you up.
  • I imagine a mimic killer would even struggle against survivors who aren't on comms. The solo que meta would become "do everything on your own and prerun other survivors." As hilariously stupid as that sounds, what would the killer do to counter that? If killer by default ran faster than survivors, it would be a dead…
  • I think we're differing on what we consider to be the Unknown's "concept." Its concept is "urban legend." Its ability to mimic human voices is only one part of that urban legend, as it contributes to its strange and mercurial nature. Its ability to talk makes some wonder whether it was once human. Its lore suggests that…
  • I think the power works within the Unknown's theme precisely because it doesn't fit with the mimic theme. The Unknown's theme seems to be a somewhat Lovacraftian 'you can't define this creature's true nature." Lovecraftian horror is notoriously difficult to adapt to any kind of visual medium, because it relies so much on a…
  • The map is big but balanced, largely because of how generators are spread. Survivors have to make a pretty significant walk from one gen to another. This means that the killer can create pressure quickly by pushing survivors off of one gen. However, this is counterbalanced by survivors' ability to disappear, because it is…
  • Family Residence is too big for both sides, which means that both sides are liable to have trouble playing on it. The map's biggest problem is that it's a giant rectangle with the bulk of generators and loops concentrated on the ends. The main house is alright, but killers will struggle in chase until they break the…
  • The map is much better after the updates. I do think that its size means that it still slightly favors survivors, though. Killers who don't have movement abilities will struggle to patrol gens and hold gens on different sides of the map. Essentially, the killers will have to choose which side of the map they want to hold…
  • Haha, yeah toilet paper Dwight mixed with other cosmetics could make some pretty funny outfits.
  • Most of the time, when I go to the gates, I just get tea bagged. The thing that actually annoyed me is the people who walk like they're going to give you a hit, then they walk out and you hit the entity blocker. It's rude. People need to just leave. The most egregious examples are those people who wait the entire 3 minutes…
  • I'm also having this issue on PS5. I closed the game and reopened it a couple times, and checked if there was an update, just to be sure. I went and created a bug report and, based off the number of reports there, this does seem like it might be a server-side issue.
  • That's a really cool look for Ace! He seems to have a lot of cosmetics that mix well.
  • It's happening again today. I'm on PS5.
  • Ok, thank you!
  • No, I don't time my matches. I mainly crawl away because it's something to do. I don't really think I'm going to bleed out and rob the killer of a kill or anything. Usually, I crawl to the edge because I hope I could wriggle out and run to the hatch, or I crawl to an area where the hatch could spawn. I have, very rarely,…
  • I like the cool, casual look for Ace! Your design for Jake is also probably the most unique Jake I've ever seen. For some reason, most Jakes I see don't seem to go for the beard. I don't know why, though. It looks good on him.
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