fUNERALfLOWER

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fUNERALfLOWER
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  • Friendo, it's a space where a better Add-On could be found. Sometimes the blood web throws that stuff in and i hafta scarf it down. It's annoying, so I'd rather get use out of it instead of a waste of space.
  • Hmm, point taken. That makes sense... it's not just keys though. I just figure that an extra item is powerful enough in itself, but I can definitely see how that sticks. Trying to hoist all perks towards one goal can bite someone in the *ss for sure, so that does seem like a good case in point.
  • Ooh, that's actually kinda cool... being able to see un-rummaged chests... that almost seems like it should be a part of the build anyways...
  • That was a bit abrupt... lmao. do you get stunned often or something? Not me being rude I'm just kinda taken aback but the ferocity, lol.
  • It's boring? Granted, i understand your opinion about impact... but using survivor/killer perks on the intended character makes them "them". i think its way more fun to use the perks given to the character to find their niche, and then add a fourth perk that compliments them. no way is it "boring", its more boring seeing…
  • Comparing pop to decisive makes no sense. Pop has up to 12 uses, ds has 1 really good use that can be used in 60 seconds. I think the fact that people still whine about this is ridiculous. I personally had no qualms with pop before it was buffed, and this nerf is definitely not gonna stop me from using it when it seems…
  • Was there a reason for starting this boring conversation? "They play differenly weeeh" who cares. A fair few I guess.
  • I meant to say sound, not the action speed XD and yes it's 100% but with a cooldown. Initially it was at all times 90% and it wasn't an 8 meter range it was so close the killer had to almost be in Prove Thyself range (roughly 4 meters). It's far more balanced compared to then.
  • True, but its still a matter of balance. It's like how when Quick & Quiet was too powerful at tier III when it reduced vault/locker fast vaults by 90%. Too small a radius and too much of an advantage. This proposed reduction takes into consideration all those perks, but it ultimately is a question of what is truly healthy…
  • I agree with that sentiment. I personally like using his 3 unique perks with his fourth usually being whatevs. His slowdowns and incentives for survivors to wake up usually provide adequate slowdowns without relying on something like ruin or thanatophobia
  • Having more than 4 would be overpowered. Many options and combinations are the fun of it, but having a limit as such is perfectly feasible. You don't need to combine a bunch of crutch/metas together to have a good build. Just have fun and do whatevs. I don't even think it's fun to run a bunch of character specific perks on…
  • His show counterpart was hardly impressive in design, I don't see a diff in the two.
  • It's in the entity's realm, meaning it probably doesn't have the same effect on that plane of existence as the real world. The doctors electric shock has no effect on electrical devices, so it's safe to say that whatever the worlds rules on electrical implements are, it likely doesn't follow ours to a T
  • Moris are frustrating but I've learned to accept them when I play Survivor, and as Killer I actually do the thing you suggest (usually) if I have the upper hand and want to save a Hook (Unless I'm playing Amanda, but still). Now keys are interesting because even if you do find one in a match its a 2/3 chance of being…
  • As in a mechanic change can be done for sure, but a total nerf straight into the earth's core is not the way to go. "Moonwalking" as it stands has no real counter, I wasn't implying one exists at the moment my friend.
  • There is plenty that can be done to counter Moonwalking if some thought is put into it. If the DEVs can come up with a solution that makes a difference I'm all for it, but totally neutering the Killer's arsenal is not the way to go.
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