Comments
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I spent some more time thinking about my ideas and I've made a couple changes. Wiggle The point is to discourage killers from singling out a survivor and tunneling them out of the game, not to remove options in the case of a game going badly for the killer. With that in mind I would change it so that the number of…
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Having the wiggle bar extended starts to get into more complicated territory, however it would incentive killers to go for fresh hooks because those survivors would be easier to hook, so it could work. The numbers would probably need to be adjusted though. I agree with your points about the Stand Up attempts having a…
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You make it sound like they're taking up half the screen, that's a completely reasonable size for them. Before the change me and my girlfriend had to get closer to the screen if we wanted to try to squint and read a name. Seriously not everyone is playing on an 80 inch tv, text should be appropriately sized so that someone…
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That challenge sounds terrible but I actually got it in one try twice (ps4 and switch). Both times without farming. I wouldn't normally say to do this and it makes me feel dirty but hook someone in the basement, go get corrupt purge and go back to the basement, you can usually get two hits either when they unhook or when…
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I'm sorry but almost every single challenge from level 4 of the first archive was worse. Finish repairing 4 generators, do this in one trial.
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If the killer is there, let them hit you out. I would wait at the exit gate to make sure you don't have to run back in to save someone, but if no one needs saving and the killer isn't nearby (or if the killer is the guntress) just leave. People mostly get upset with survivors who bm at the gate or leave in front of the…
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If the survivors actually let you hit them you gain emblem points not lose them. As a survivor I will always let the killer hit me twice so that I fall out the gate. That's 1 or 2 hits and a successful chase. The survivor is the one losing emblem points in this exchange. I think it is only polite to let the killer get…
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Add ons: Common/Brown: Fools silver: The Illusions no longer grant the exposed status to survivors within their range. Gain 100% bonus bloodpoints in the deviousness category on hits. Lamp pole: Increase the range of Reap by 20%. Dirty glass: Slightly decreases the range The Ferryman is visible while using Douse the…
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Perks: Balance: All things should be balanced, a survivor who has more hook states than other survivors gains a 1/1.5/2% haste status for each survivor with less hook states, a survivor with less hook states than other survivors receives a 1/1.5/2% hindered status for each survivor with more hook states. Desperation: Gain…
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Power: Reap: The Ferryman makes a wide (180 degree) swing from right to left with his weapon. *This attack ignores objects and walls, it only hits survivors. This attack only hits one survivor, the first one it hits from right to left. Attack range is approximately the same as a basic attack. While The Ferryman has become…
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Exactly! Michael, the wraith, ghostface and the pig are all already struggling compared to the more mobile characters and their entire power can be countered with one perk that requires zero survivor input. It's especially true of ghostface and the pig since michael at least can stalk survivors who know he's there and the…
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Also spine chill should not work on undetectable killers. If a killer goes undetectable the survivors spine chill should be lit up the entire time, that way they still get a benefit out of their perk but they still don't know where the killer is.
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Increase Ew1 movement speed up to 110% (4.4 m/s) Give Ew1 a lunge but have it set to either 4.4 or 4.6 m/s Allow Ew1 to gain bloodlust Switch between Ew1 and Ew2 with a toggle on an alternate power button, disable stalking in Ew1 Survivors gain back evil passively at a rate of 1% every 6 seconds Increase the vault speed…