Comments
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I do agree that saboteur should be changed, and that's probably a good way to do it. Thanks for the feedback!
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That's awfully kind of you pardner.
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Thanks for all the feedback! On the subject of Ruin, the point was to make the perk less random, and make the interaction more interesting for survivors. Also I was thinking that the current ruin would need to change if devs would ever change the game to make matches slower. I was really hoping this new version of prove…
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For the blood point perks I totally understand, and those changes were some of the ones I was least confident about. Also I'm glad you took the time to provide your thoughts!
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The name: "Holiday themed head on headgear"
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Maybe powers like these could cost 2 perk slots? I dunno, but they would be really neat.
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Maybe one of these additional objectives could be random each match. I like the scrap / gas gathering idea the most. It really feels similar to the way that death garden had its objective set up. Maybe you'd have to run and gather these things multiple times for each generator, but otherwise have the gen repair speeds…
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What if it was replaced with skill checks every few seconds that had just one zone, which was double the size?
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Thanks for the feedback! I guess you're right, it's not really that big of a deal. Maybe making the click sound could get quieter instead of the battery draining faster would be more reasonable. What do you think of that? Also are there any other things opinions you had, because I'd love to hear them!
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Thanks for the feedback! To explain, the changes to Hangman's Trick would replace the way it functions currently, and the point of the changes is to make it less torpedo-ey. I'd love to hear how you think that could be done better! I also proposed some changes to the way sabotage works, so it's supposed to be balanced…
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What do you think of this one: "Stunning the killer with a pallet or locker has a small chance to apply the concussion effect. This doesn't affect the killer in any way." ?
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First, thanks for the feedback! To address your concerns, the point of the No Mither changes is to make the perk more reliant on player choice. For example: If you don't like the enduring effect, you can choose not to let players try to heal you. For flashlights, maybe the ramping drain rate could be moved to the bulb…
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Oops! I wrote a reply on two computers, and it sent both!