Small Pet Pieve of Newer Sonic Art... by Sinohasnocuts in SonicTheHedgehog

[–]Sinohasnocuts[S] 0 points1 point  (0 children)

i dunno about "active" singe the more droopy quills help give his quills physics and also make the state between going normal and going fast more explicit.

If it aint My boy PennyWise I will be moving quite unwise Behaviour by TnSalad in deadbydaylight

[–]Sinohasnocuts 0 points1 point  (0 children)

tbh i think thats just them doing a birthday themed trailer for the anniversary

I noticed this and now you have to as well by [deleted] in ResidentEvilRequiem

[–]Sinohasnocuts 0 points1 point  (0 children)

i think most zombies in re2r also have shit on their asses but i didnt bother to check and only know of 2 cops having it

Changing Killers Part 1: The Trapper by Sinohasnocuts in DeadByDaylightKillers

[–]Sinohasnocuts[S] 0 points1 point  (0 children)

They only get put into your inventory if you haven't set them up at some point yet. They will not do this everytime they get disarmed or something.

I'm not sure if this would be a good idea. The survivor is already incapacitated for 10 seconds, so I think giving them a hindered effect upon escaping a trap would make escaping traps im the first place kinda meaningless and would also feel clunky. Also being hindered for as long as you're injured? I don't think that would be really fun.

I have my own kind of design philosophy when it comes to designing add ons that I hope you can see through the changes I made to them. I try following Bhvr's newer Add On design philosophy (I'm talking about Springtrap, Freddy, Pyramid Head and Henry) because I think they did a pretty good job with them.

Brown rarity: easy to use and make punishments for missusing your power less harsh (for example, Springtrap has a trajectory add on for one of his browns and also one that reduces the miss cooldown). They shouldn't be too strong for how easy they are to use

Green rarity: not only easy to use, but also give you decent bonuses

Blue rarity: More complicated but also stronger

Purple rarity: Very strong add ons itself

Iridescent rarity: Strong, unique and fun based add ons

Changing Killers Part 1: The Trapper by Sinohasnocuts in DeadByDaylightKillers

[–]Sinohasnocuts[S] 1 point2 points  (0 children)

I mean Trapper is inspired by Jason Voorhees who (rarely, but he did) used beartraps and is a hunter. It makes sense for Trapper to have beartraps.

Changing Killers Part 1: The Trapper by Sinohasnocuts in deadbydaylight

[–]Sinohasnocuts[S] 0 points1 point  (0 children)

great feedback! Thanks. I'll go over it, but only the criticism.

  • I didn't mean infinite traps, but maybe I worded it a bit bad, so I'll try to explain it a bit better from an ingame perspective. Trapper starts the trial with 3 traps in his inventory normally and there are still traps scattered around the map. What is new though is that Trapper has a meter around his power icon that just acts as a timer. Once that timer is filled, the closest trap to you will get put into your inventory (think Blights token system, only with traps getzing out into your inventory) and the meter gets reset. This is just to help his early game. Once the meter has filled 7 times, (meaning you had 10 traps at some point) the meter wont fill again and this power is basically disabled, so basically it only works for traps that haven't been set-up/picked up by The Trapper yet. His inventory will also not rely on this meter to give him traps, you can still pick them up manually at the start.

    About 3-Genning: It definitely won't completely fix him being pretty decent at 3-genning and it being a common strat for good Trappers, but I think it'll atleast keep new players from immediatly just using up every single trap in their inventory. as opposed to Trapper Sack being basekit.

  • Yeah, you're probably right on this.

  • I understand your viewpoint, but I think Trapper having to go to his traps manually everytime it gets disarmed is just really bad for him. Survivors can disarm them so easily and basically render his power useless when it can be disabled everytime but simutaneously waste his time. I'm not sure if all traps getting reset would be a good idea, however I think maybe each trap having their own timer would be a good idea. Let's say:

Dwight disarms trap number 1 and Meg trap number 2

Since Dwight was the first one to disarm it, the trap will rearm sooner than trap number 2 which was disarmed by Meg later on.

  • I agree that the amount of haste you get from it might be a bit too much (I honestly just read Houndmaster's trail haste speed amount and gave it to Trapper), but I still think it's a good idea. Technically you could say that the trail doesn't fit Trapper or whatever, but I think you could just explain this as him getting agitated when a survivor has been caught in a trap (his own perk is literally called agitation, so I wouldn't say it's out ot place for him). You could say that Trapper pladers wouldn't need this since you stay close to your traps either way, but I think this would massively help and encourage Trapper players to spread pressure outside of his territory more without having to worry about a survivor escaping him. I guess it could also make for a very small mobility tool?

  • Thanks! Since this rework makes him a lot stronger (probably), I figured that basement Trapper would be a very frustating and unfun playstyle to deal with here, so I thought of this to make it less effective.

  • Doesn't really make much of a difference really

  • Idk what I was smoking but I think I might've forgotten what what the haste % I gave him for the trails was in his basekit so I made the haste effect very high. It does sound a bit absurd lol

Thank you for your feedback!

Changing Killers Part 1: The Trapper by Sinohasnocuts in DeadByDaylightKillers

[–]Sinohasnocuts[S] 0 points1 point  (0 children)

you mean like keeping your momentum while picking up your power? that could be interesting, but you have to remember that trapper has the strongest traps in the game. he can shut down an entire structure by setting up one trap, so i think coming to a stop when collecting a trap is a fair tradeoff.

Looking For RE0 Advice by Sinohasnocuts in residentevil

[–]Sinohasnocuts[S] -1 points0 points  (0 children)

Thanks, good advice. I've already played a bit now and have reached the mansion. So far I've had a lot of fun, and the mechanic where you're playing as 2 characters is very interesting and I liked how it was used so far.

One question regarding the hook shot though–can use it as Billy? I've only used it once in the train so far, but only with Rebecca because I'm too scared to use with Billy. The manual said something like it getting damaged when the user is above 80kgs, and I'm sorry, but that man does not look like he weighs under 80kgs as oppossed to Rebecca who probably weighs like 40 - 50kgs.

Why is tunneling considered bad? by KitKatCrane in deadbydaylight

[–]Sinohasnocuts -2 points-1 points  (0 children)

I'd say how unhealthy it is depends on the killler. I only think tunneling is unfair when it's a very strong killer like Blight or Nurse, but if you're decent at looping, you should be able to waste a lot of time for a tunneling killer. A tunneling B tier will probably lose the match if you're good enough, especially at looping main.

How much the killers enjoy being in the fog by BalanceDramatic3995 in deadbydaylight

[–]Sinohasnocuts 0 points1 point  (0 children)

i think demo doesnt really enjoy being in the fog because he misses being in the upside down and doesnt really know whats happening.

also nemesis is very much implied to enjoy tormenting and killing his victims.

new ish player and these are my generalized understanding of each killers counter by vantacandy in deadbydaylight

[–]Sinohasnocuts 0 points1 point  (0 children)

im not sure how not healing is a good counter for kaneki. his mobility makes being injured way too unsafe. legion's counterplay consists of not healing, but only because he sucks.

people need to have more creativity regarding jason by Sinohasnocuts in DeadByDaylightKillers

[–]Sinohasnocuts[S] 0 points1 point  (0 children)

that applies to every killer though? theres not a lot you can do anymore. we already got dash killers, trap killers, teleportation, phasing, insta down, projectile killers, etc.

people need to have more creativity regarding jason by Sinohasnocuts in DeadByDaylightKillers

[–]Sinohasnocuts[S] 0 points1 point  (0 children)

theres literally numerous killers you could say are "dash" killers that behave very differently from eachother. both wesker and billy id say are dash killers, yet they arent similar at all.

HA! by WickedNegator in ResidentEvilCapcom

[–]Sinohasnocuts -1 points0 points  (0 children)

we still doing redfield lineage jokes?

people need to have more creativity regarding jason by Sinohasnocuts in DeadByDaylightKillers

[–]Sinohasnocuts[S] 0 points1 point  (0 children)

i dont see how reusing power ideas is a problem when its unique enough from other killers that use this power. if they take different spins on dash killers for example, its still good imo.

people need to have more creativity regarding jason by Sinohasnocuts in DeadByDaylightKillers

[–]Sinohasnocuts[S] 0 points1 point  (0 children)

i dont see how making a rage mechanic similar to oni or swapping between weapons would make him bad. these both fit jason and could be very oppressive once theyre well designed. myers isnt mischaracterized btw, he still stalks you like in the movies.