Comments
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@Nickenzie @Jannik Maybe there could be different tiers of deep wound. Tier 1 (1 stack): dw as it is now Tier 2 (2 stacks): timer keeps ticking during the chase (maybe at a reduced speed?) Tier 3 (3 stacks): dw can only be mended by another survivor, medkit or self care Tier 2 and 3 could be switched, not sure about that.…
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I agree that it may be a little bit too strong, but I‘m sure it could be balanced. Normal movement speed alone wouldn’t do much. You would just end up with a standard chase in which your ability doesn’t help you at all. Frenzy would be a gimmick without any real reason to use it.
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This. This alone would change everything and would make him/her terrifying. It could be a little too strong though if you consider how long it can take to heal with sloppy butcher and/or coulrophobia. And then there’s Nurses Calling... But I think in general this is the way to go.
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The best idea for an incentive to heal up came from Monto: If you hit someone with your rage attack who is injured but not inflicted with deep wound, that person is downed instantly. It would be kind of weird that someone who is deeply wounded is better off that someone who is only injured, but from a gameplay perspective…
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Good idea in principle, however it wouldn’t change much since the timer isn‘t ticking during a chase and starting the mending stops it as well. So you can always mend, regardless of how long the bar is.
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Soo... what should the Killer do if he does not want to waste his time with Survs d***ing around? How is the match supposed to end?
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You can easily google it. It is how it is. No need to shoot the messenger.
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It‘s the same for every game. There is a a certification process for every patch on consoles which takes about 5 days if everything goes well. So devs can either withhold the patch on PC to assure a simultaneous release or consoles get it a bit later.
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I like your suggestions. However I don’t think that the timer ticking down during chases would be too problematic. The situation is not really comparable to RBTs. Those kill you whereas deep wound merely puts you in the dying state. (Although I am of the opinion that also the RBT timer shouldn’t stop during chases. The…
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The game should just end after 3 minutes if there’s only 1 survivor left. Suggesting to run whispers is not an adequate solution. Why should I be forced to run a specific perk to prevent some jerk holding the game hostage? Other idea: after 3 minutes, the position of the survivor gets revealed every 10 seconds.
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It’s not the number of buffs or nerfs that matters. IMO the game balance is okay-ish at the moment. It gets unbalanced if you have a swf team which is competent in looping and 360-ing and runs a lot of second chances Perks such as DS, Borrowed Time, Deliverance and DH. Or if a Killer runs some ultra rare addons and a mori.
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Bait? Bait.
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How would you define tunneling? If I get an unhook notification and happen to run into the guy who just got unhooked when checking it out, he goes back to the hook. If I see both the rescued guy and the one who rescued him, it depends. When I’m struggling in the match, I will probably go after the guy I hooked before.…
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Care to elaborate? „Lol“ isn’t really helpful in a discussion. Would you consider it too strong? If so, why? How would you feel if the NOED effect only triggers after the gates are actually open? Or it just applies in the gate area?
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Quoting my suggestion from the other thread: “An easy fix would be to (1) make NOED baseline and (2) to make it impossible for Survivors to escape crawling. I’m sure survivors would gtfo as fast as they can, as it should be. This would lead to a shorter, more intense end game.“
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That’s the thing. There are no such moments. If a survivor is healthy an gets hit in a pretty large area even outside of the actual gate area, he bolts and gets a free escape. If a killer manages to down someone „inches from escaping“ that someone just crawls out while the killer is stuck in animation. There is nothing a…
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I agree 100%. That’s basically what I said yesterday in the other thread. An easy fix would be to (1) make NOED baseline and (2) to make it impossible for Survivors to escape crawling. I’m sure survivors would gtfo as fast as they can, as it should be. This would lead to a shorter, more intense end game.
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I‘ve been thinking about this, too. But what happens to the Survivors hanging out behind the gate?
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I think it is a design flaw that there are safe zones for the survivors where the Killer has no chance of getting them unless he uses Billy/LF or NOED. Even then the survivor can still crawl out if he is close enough to the exit, because the Killer is locked in the animation. What’s the purpose of those zones other than…
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What even is a tryhard? I have been called tryhard several times when playing Killer just for... playing the game, I guess? Yes, I will try to kill you. That‘s my job as a Killer. I might even use some perks as „crutches“ to help me kill you. Shocker, I know. Seriously, I had a guy complaining because I used Iron grasp,…
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Hrhrhrhr... I like it :)
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Personally, I wouldn’t mind NOED being baseline. The end game is strongly in favor of the Survivors. Because Survivors get a speed boost after being hit while the Killer is basically stunned, you have little means to stop survivors once the gates are open. NOED somewhat levels the playing field, giving both parties a fair…
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So I actually had some good games with the Trapper yesterday. My realizations: Yamaoka estate is a great map for the Trapper. Lots of foliage to hide the traps, not too big. Honing Stones are an awesome add-on! I actually felt powerful running these. Too bad they are very rare. I see how these might be OP in his basekit if…
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Great input, thanks!
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That would be great. You could really save time this way.
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Please refrain from derailing the thread with such nonsense, thank you.
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Yeah, I know it was buffed. I was referring to the whole process of setting a trap: picking it up, finding a good spot and placing it.
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Yeah, I agree with the speed. That’s what saves him. But his traps are what makes him special, and I find that he is lacking in that department. The part about walking across the map was an exaggeration, I don’t actually do that. I‘ll try to work on my trap placement, but I definitely feel like I struggle a lot more with…
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I don’t think dying state would be too powerful. How many Survivors get actually trapped during a game while not being chased? 2? 3? 0? Considering that they still can hit the skillcheck to avoid being downed or can get rescued by another Survivor, there would be 1 or maybe 2 dying states inflicted, if at all. That does…
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I like this idea very much.
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Haha, will try that! The only problem I see is that I probably won’t be close enough to benefit.
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The main problem in my opinion is that the reward of trapping someone does not justify the effort (investment of time) of collecting and setting the traps, especially when taking into account how rare it is to trap someone. If you are not directly nearby, you often cannot capitalize on trapping someone at all. And yes, SWF…
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How about they implement a mechanic where you need a specific item in order to be able to cleanse totems. The item would spawn in a random location on the map, maybe in a chest. So the survivors would have to look for the item first. This would slow the game down a bit and would prevent totems from being cleansed in the…