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arcnkd

arcnkd

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  • I'll say it again: camping is only harmful to the Survivor unfortunate enough to have become the victim; effectively removing them from the game and denying them bloodpoints. A good group of Survivors, will work on generators while the killer camps - knocking out several before either attempting to save before state…
  • The design intent originally on why Killer's get more bloodpoints, easier, is because Survivors have the ability to escape with their items (previously item and add-ons); but Killers constantly burn whatever add-ons they bring; so they are constantly having to do bloodwebs to keep their add-ons fueled up -- and many of…
  • I agree with you that it's kind of stupid to have perks that directly negate stealth killers' undetectable status; but you won't find many that actually would agree to them being nerfed -- because that's why they're taken; to counter stealth killers.
  • So... "Why does building for anti-slugging require me to not run my crutches to do so" ? Because slugging is a gamble you take on whether you want to be designed for anti-slugging or whether you need your crutches to perform well in other areas of the game. Because you aren't supposed to be able to counter all playstyles…
  • The penalty needs to be something other than just a timer. The simplest answer for DC's still has complications though. I think something like this would be an adequate deterrent and punishment: Frequently DC-ing from matches (and we're talking the limit being conservative so it's actually punishing; like... 5-7 times in a…
  • The simplest answer for DC's still has complications (hacking, mentioned by Slashstreetboy): Frequently DC-ing from matches (and we're talking the limit being conservative so it's actually punishing; like... 5-7 times in a month or so) puts you in the 'Quitter's Queue' with other players that have been flagged the same…
  • The only way the Wraith can be balanced fairly is for him to get gutted and reworked like Freddy did - taking away his 'invisibility' and giving him other abilities because "not being able to see him easily" is too difficult. /s But seriously, that was the Dev's mentality with Freddy - they just don't bother with Wraith…
  • I wish the maps felt random - 90% of the time, I'm facing back-to-back variations of the same 'map' like 3 Autohavens, or Autohaven, forest, autohaven... never feels random to me lol.
  • I don't think the aura reading needs touched at all. Survivors just need to calm down; quit power-rushing the totems the moment they see them; take a few seconds to approach one then back away - wait a couple seconds to see if killer may be heading that way, then reapproach - Undying just makes Survivors have to be more…
  • I wouldn't go with Hindered - only because that's a very powerful debuff at even the smallest numbers. Action speed penalty while infected (you're distracted by coughing and vomitting) would be the route I would go - encouraging to cleanse quickly so you can repair and stuff at full speed.
  • What if alternatively they changed 'cleansing' yourself to only removing infection and the Broken status if it exists - but not recovering your health state; so if you let yourself get broken, you are basically 'injured' even after you cleanse.
  • WGLF should give stacks from: safe unhooks, protection hits, healing other survivors, repairing a generator (either yourself or part of a co-op, you must be involved), and flashlight/pallet saves. As for We'll Make It - no, I don't think giving that much of a healing boost, without an unhook, just because of sluggers is…
  • That's what I recommend - but you would have to change Blood Warden after that change is made. 60 seconds blocking Exit Gates with an EGC that has been active since final gen popped is too strong. But more regression in the game is better, I think - and having the Exit Gates regress if you are forced off of them is a nice…
  • Similar to suggestions I have made and others -- I would change "healing to healthy" to healing any health state - so if they are slugged and start the timer, they can't be healed and still have their protection on them. This could be a fair trade-off though. Having no timer, but if you do anything but run from the killer;…
  • I would be more likely to pay them the stupid $10 cost for the premium, if instead of mostly trinkets I got: Much More cosmetics. Small Bloodpoint rewards (like 25/50k here and there) Large Bloodpoint rewards (like 100k every 10 or so ranks) Shard rewards (the 1,000 Auric cells to "refund" the $10 just doesn't cut it and…
  • This. Just check the little box when the notification comes up to turn off the annoying warning. Hold the button to get warned: uncheck box. Rapidly press button in quick succession: uncheck that box as well. Solves those problems. :)
  • Why do killers have to be the only players that need 'skill' to perform their basic powers and mechanics though? Why do the majority of Survivor mechanics not involve much 'skill' to them and are just 'run over and hit a button'? Not even talking about perks here. Literally the issue was Survivors could not longer trust…
  • It's a trade-off - you turn on his terror radius and red stain for anyone he's chasing; in exchange, you risk him changing targets to you. It's better used from a vantage point where you can see him at a distance chasing someone, so you break him out of it to give them more awareness. It doesn't need to slow him down or…
  • This didn't create problems that didn't already exist - no new problems came from this. The normal stun is abused - but rather than go off and list unhooking a survivor disables Decisive also, I left it at the major non-tunneling actions (unhooking in a killer's face mid-chase is still technically while you're being…
  • In that second scenario - no, the unhooked Survivor should have moved out of the area and not tried to 'hop on' the generator right in front of them just because it wasn't touch. They made the decision to push their objective too soon and that is on them - DS should still disable because they chose that it was 'safe…
  • Michael's Tombstone is a problem too. But that doesn't excuse Decisive not needing a fix just because you and other players want to be able to have a 'safety net' while doing your objective - from a perk that should not be a catch-all anti-Killer perk and should only be anti-tunneling. Skill checks are not adequate enough…
  • Decisive is easy to fix, but Survivors don't want it "fixed", they want it to remain a universal anti-Killer perk. Trigger on unhook, lasts up to 60 seconds. Killer can down you and this timer will still tick down while down. The perk should not be changed to where it also anti-slugging, when that is one of the only ways a…
  • Tweaking perks is fine and great - but I don't think we need to bring them up to a level where Survivors don't feel obligated to not run DS/BT/Adren/SB on every single one of their loadouts because they're just that absurdly useful (which, in itself, in any other game, would deem that they need to be brought down in power…
  • You can thank mainly Survivors, but also the Devs own mentality for this backwards system. They want to encourage and reward Survivors to find and get chased by the killer, allow themselves to be hooked twice before doing their generators and escaping. They want to encourage Killers to find and chase Survivors; let them go…
  • Soul Guard is just fine; requires leaving Hex totems active and suffering their effects; and all that just to be circumvented against Killers that do not use 'slugging' as one of their playstyle preferences. Sounds to me like you're used to using slugging and Hexes frequently and now Soul Guard is allowing them to ignore…
  • This would be solved if they just removed 'ranks' since they're arbitrary and not conclusive of actual 'skill' in the game but rather etiher: time played or how well you play by the Dev's pip-reward system instead of just having fun even if it means not being the most effective (or in some cases, being too effective). And…
  • Play vastly more Survivor due to playing with irl friends and Killer not letting me do so while progressing - so I would be considered a Survivor main. DS's problem is its duration of invincibility and the fact that it does not stop working if you stop being tunneled - despite being designed as an anti-tunnel perk. You…
  • They don't want him to be able to see over things like crates and such he's pinballing into; or through corn fields he's dashing through.
  • Maps are useful for other things besides tracking the Hatch for an escape though. Such as tracking totems so you can break them in this rising Hex meta.
  • I don't know. I don't think we need to be reworking and tweaking perks just because they aren't at a level where you can run two or three crutch perks and then plug-and-play with a random fourth perk, like most suggestions tend to lean towards. Perks are fine if they work with specific types of builds - even if those…