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I think the only monster that needs a buff is Darcy, who's Cairns should always activate even outside the 75m range but if it is outside that 75m range all is does is teleport, it doesn't highlight or disable flashlights, etc.
Olkoth is fine, he needs no changes since Decoy is an extremely high skill ceiling ability.
Please don't change Rusulka, she's fine the way she is. Buffing her ambush to be silent would make noobs and pros get rekt because she could spam it a ton and no one would hear.
Please don't change Thorns, it would make Stigma even worse on Olkoth. -20% Speed at all times would not be fun.
Instead of reworking Coven, just make an entirely new idol that increases horror, I would love that.
Olkoth is only good atm cause of free corner lightouts grabs and inv corner grabs without those hes not oppressive at all. replacing them with abilities you setup to combo and help fix his caboosing issue means if he can get the right positioning he can still get grabs that can be played around and gives him more ways to play.
Rus is just sad shes really really sad. i havnt seen her win or get close to a win in any cordinated lobby.
.
Darcy while yes she could use some help itd have to be stat wise cause as her kit stands its fine she just has to be able to get grabs to use it.
Stigma is only bad if you get grabbed and as it is currently both it and fungus pretty much serve the same function making one lower but consistant makes sense with the other being more situational but stronger.
I wouldnt be apposed to stacking horror idol.
About Rusalka:
Changing ambush into silent, would be much too strong. That would mean you would have to turn around each 2 secs, that's too tough. Ambush can be used for getting close to invs but then dont attack at once but fall back and hide. That's good enough. Hardly works vs good invs tbh.
I agree to harder tapeworms if they are only placed around monster and nearby invs and not at whole map. Still I think they are already now very good vs bravery. With some invs you can hardly move or do anything while tapeworms which last rather long.
Olkoth:
This buff for the decoys seems nice, I like it.
I think lightsout is already a very strong ability that results in a free catch when used in right moment.
Darcy :
I find her very hard to play. Placing the teleport thing and then using it in the right place and moment is rahter hard to handle. Her chains are fine but at least for me hard to use too. For sure they are worse than lightsout by olkoth.
Astaroth:
As you correctly said he doesnt have a very strong abilitiy that mostly results in a catch (like lightsouts, chains or unfazed).
His traps are easy to detect and are even shining so that really each beginner can see them at once.
The mental breakdown can easily be controlled by good invs that can still steer.
His nerfed teleport isnt strong anymore. The range is not far, invs can find back to team very quickly , especially with a ghost.
Both teleport abilities can be contraproductive, bringing invs to a split tactic, teleported can find clues by themselves, often you dont exactly now if in near of teleport point is a clue.
Improvements:
I'd like that monsters sees outlines of clues everytime without idols.
No more range limits for both teleports !
To equalise that: For Darcy: the purple highlight should go away earlier.
For Astaroth: The cooldown time should be strongly increased. But he could also have a very short highlight for the teleported one.
So:
I also think that monsters in general need a buff.
My suggestions are still:
1.) Make ghosts much worse:
so far they are faster than any inv , can explore well and bring back splitted inv to team.
The nerf they got is hardly noticeable.
-> Decrease speed and exploration of ghosts.
-> Delete ability to delete traps and darcy teleport things. It is enough that ghosts can give hints about traps.
2.) Speed and Exploration Penalty for splitting:
I know that this was denied by many players already (who like stealth or split tactic).
But a 2-2 split by experienced invs team is almost unbeatable. Going Split or stealth should still be a decent tactic but it should give some disadvantages besides being alone/only with 2.
The thing is, ghosts are kinda meh right now, and I don't think we should nerf them further. It would just make people want to leave more when they die, and the one thing that triggers me the most is Investigators that leave when they die.
Another thing is that investigators in levels 35+ are still losing 45% of the time, so if anything they should stay the way they are. It's not like they're overpowered. I get that for the super high levels the monster is a joke to play against, but if we balance the game to only the 5% of the player base that really knows what they're doing it'll suck for the other 95% that are still learning the game.
The only real monster's that need a buff are Darcy and Astaroth.
Astaroth just needs breakdown to not allow the Investigators to stun while running and cancel as soon as someone is grabbed to keep it more inline with Mourn, Shutdown, and Unfazed. This would allow him to reposition ahead of the Investigators so they run to him, giving him a true "very hard to escape" monster power like the rest of the other monsters
Darcy just needs Cairn to always teleport, but if the investigator is outside of the 75m range they are only teleported in the general direction of the cairn and don't get punished with the - speed and light being shut off because as it stands its extremely difficult to ever trigger a cairn against mobile investigators since they'll be gone by the time you set up a cairn properly.
Other than that the game is alright, super good Investigators usually always win, but at the very least only 5% player ads is good enough to win against the monster all the time, so we shouldn't be merging the Investigators......yet.
Just wanted to tell: Please continue discussing this. Even if there won't be any immediate change for now, I'll surely follow this and probably have it in mind for the future.
Glad to know what we're discussing is important, even if you don't respond.
IMO Breakdown should really chop more off of the glow stick cool down as well. That combined with being able to turn Breakdown off on his own would let him get (almost) free grabs if people try to stun him during Breakdown.
It's like any game out there... no one immedietly wins every game they play especially in a 4v1 when they're new. Those people have to understand the game is highly skill based and takes time to master. There won't be any one-man armies on the investigator side. You have to band together to win, which is how it should be.
On topic: I would mostly like to see a buff to Darcy in some way. However, I have no idea what kind of change I would like to see yet so I'm alright with the current state. As for the other monsters, they seem like they're in a decent place. No matter who I face as the monster, I usually end up with 1-2 dead a game if not more.
Whatever happens, don't remove the noise from Rusalka's ambush... that would be crazy difficult for anyone to keep up with mid-late game.