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| Karma Leniency |
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Posted by: Unpoke - 09-03-2018, 02:47 AM - Forum: Suggestions
- Replies (6)
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So a lot of current guns are very prone to "unfairly" causing destructive karma
This mostly is directed at the Extinct Ascultone and guns similar to it
I think we generally have enough +Members and above that can respond to reports to where we can be a little more lenient with these procs that destroy karma without it being your intention and maybe make it count towards less/not count at all. This has already been done with the Oracle shield and it hasn't really caused any problems that I'm aware of...
I think karma shouldn't count towards the following procs:
- Extinct Ascultone's BEAM (not explosion)
- Glaedr
- Nephthys
- Azuredge
- Valignator sun(undecided)
Those are really the most devastating guns when it comes to karma, and usually they're not really anything you can help.
I'unno, opinions pls
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| [BUFF] Soul Track/Muffle[Implemented] |
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Posted by: Unpoke - 09-03-2018, 02:28 AM - Forum: Implemented
- Replies (6)
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Both should have longer duration.
3-5 seconds isn't enough to impact gameplay to a point where it'll do anything, and I think they both have enough potential to be really worthwhile to have if they just lasted a bit longer.
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Doomscooper [BUFF] |
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Posted by: Dreadark - 09-03-2018, 02:14 AM - Forum: Buffs, Nerfs, and changes.
- Replies (11)
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For too long has the Spoon been an "Event/joke" weapon. Hitboxes are bad and it is outclassed by any (and every) weapon that swings slowly, but with high damage. People switch from the spoon to different (see: better) melees to do challenges/quests/etc, because the spoon is just unreasonably awful at attempting to get kills with. People like to use a doomscooper at level 9 in crowbar form because they think it's better than normal spoon. IMO it should just be faster, it doesn't necessarily need a damage increase or range increase, maybe just faster
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| (NERF) Walk on ice trait[Implemented] |
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Posted by: TJ1524 - 09-03-2018, 01:55 AM - Forum: Implemented
- Replies (9)
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The ice trait works by making whoever it hits slowed down by maybe like 50%, and stops them from having complete control of their movement. This is fine by itself, however, the duration of this is super long and pauses the game. Traitors are stuck waiting for a while if there's no one else there and if other people witnessed it, you're an easy target. Being affected by it basically gives people free damage and is as if you were frozen by the Candy Cane Deagle, but you were able to take damage.
This wouldn't be so much of a problem if there weren't so many guns that exist with it.
- Jolly
- Candy Cane Deagle
- Eveningstar
- Frosty
Except for Jolly tier, These weapons have high stats that also have another main ability that go well with the ice trait. These traits are used frequently and especially with CCD can combo pretty crazy.
All I'm asking is that you lower the time you're allowed to walk on ice a lot. Not even walk on fire has this kind of time, and people can prevent that from doing much. There's no other kind of mobility prevention in the server that I can think of that's as beneficial as walk on ice.
I also forgot to mention that it's stack-able.
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| Deathbringer (CHANGE/BUFF)[Implemented] |
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Posted by: Terran - 09-03-2018, 01:50 AM - Forum: Implemented
- Replies (8)
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So, the orb isn't a one-hit kill weapon and frankly, a rifle with a terrible crosshair combined with AWP-level sensitivity on a scope seems harsh. The damage is already pretty low considering its a rifle, but getting shots is very difficult. I can't prefer it over a "Normal" rifle, because it is that much harder to get headshots with.
I don't know if both should be changed, but I'd like to see the "increased sensitivity" be removed, and perhaps the strange crosshair.
Any opinions?
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| Snowstorm trait (NERF) |
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Posted by: Aleth - 09-03-2018, 01:42 AM - Forum: Buffs, Nerfs, and changes.
- Replies (27)
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The snowstorm proc is insanely op, when it procs it lasts for like 20-30 seconds and completely blinds you. This has been a thing since they came out and it was complained about then. But eventually people stopped using them so it didn't really matter or no one thought about it anymore.
I think it either needs much less time (~5-10 seconds)
or make it actually possible to see when procced.
I definitely think it should be the second option because even 10 seconds blinded is almost impossible to fight against.
when i get the chance ill grab a screenshot of what it looks like when procced for an example
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| Creed of Necros Red Spell (Nerf/Change) |
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Posted by: The Black Parade - 09-03-2018, 01:24 AM - Forum: Buffs, Nerfs, and changes.
- Replies (9)
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I know only one person owns it, but the red spell on the book is really hard to kos, what I think it needs is like a red line connecting the user, to where the circle is placed, this will allow people to kos the person who used it (stops people from also "kosing off weapon").
If I need more explanation I'll edit this post.
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| Rules for posting here. |
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Posted by: Brassx - 09-03-2018, 01:18 AM - Forum: Buffs, Nerfs, and changes.
- No Replies
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Please put one of the following in your thread subject/title: BUFF, NERF, or CHANGE.
This is not a place to complain or whine about an item you were killed by. Anything that says "OMFG NERF THIS WEAPON!!! ITS SO BR0K3N!11!" will not be taken seriously, and probably deleted. (No nerd rage.)
I want to see at least SEMI well thought out posts on why something should be buffed, nerfed, or changed. List your experiences with it.
That is all!
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| Spidershot (UMP) |
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Posted by: Terran - 09-02-2018, 11:00 PM - Forum: Suggestions
- Replies (8)
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Weapon Type: UMP
Name: Spidershot (maybe something better)
Rarity: Primordial
Stats:
Clip: 6
Firerate: +37.5%
Stability: +38%
Accuracy: -32%
Damage: -30%
Mobility: +15%
Suffix: Has a 1 in X chance to create a small "pool" that slows anyone who enters it by (50%-80%). Jumping can get you out of it faster.
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