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Grobbit

Grobbit

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Grobbit
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  • @KillermainBTWm8 said:

    Please leave No Mither alone I use this perk on a daily and it is fine where it is the only thing I would change about it is to make it make your gruns of pain reduced by 100% otherwise it is fine where it's at.

    Grunts of pain should not be changed for No Mither. Currently an issue is the unoriginality of the perk. No two perks should have the same effect unless they stack, and No Mither + Iron Will does not stack. In fact, no perks should have the same ability EVEN if they stack. Iron Will doesn't work in the dying state. No Mither 2.0 does. The use of No Mither 2.0 is to prevent slugging better than unbreakable but with the downside of having to heal a minute into the game and wait to heal after each unhook. Combined with Iron Will, No Mither 2.0 makes for an extremely strong stealthy injured state, and it could be useful to you.

  • You got your wish, didn't you.

  • @ArecBalrin said:

    Survivors complained about Freddy constantly, see what happened; a very weak killer was unjustly nerfed. Survivors complained about hook-camping constantly; killers got BBQ to encourage them to leave hooks. Survivors complained about 'having to lobby-dodge to play with friends in ranked' and look at what happened: the devs introduced SWF just weeks after making it explicitly clear that they would never allow premades into ranked play.

    Changes made simply because a lot of people complained have always been bad, in virtually any game, not just this one. The content of those complaints matter a lot more than the number of people voicing them, but there is a resistence from a lot of people to talk about and accept certain standards of debate.

    The standards for debate in regards NOED have been particularly low.

    Point taken, I take back my rework.

  • @Well_Placed_HexTotem said:

    I mean.. whats the difference?

    You cleanse every dull totem on the map just in case one of them has been selected to be NOED.

    vs

    You cleanse every dull totem on the map just in case the killer has NOED.

    It's a large nerf to NOED because survivors might only cleanse one dull totem and it happens to be the dull NOED? Sounds so horrific for killers, I actually think BHVR might do it.

    Horrific for killers is ruin/devour hope going instantly. This wouldn't be much different, except the survivors might ignore the totem and let it stay up longer.

  • The big reason for this change is for solo queue. Currently countering this perk in solo queue is insane, because you really need to seek out the totems and usually need to sacrifice a perk or item to do so. This way, you have a reason to randomly cleanse dull totems, and you aren't punished for not finding all 5. Another rework idea I have is the game telling survivors the killer is running NOED at the start of the trial. That might help get people to look for totems. Its tough having to find and cleanse all totems to counter this perk, so making cleansing each totem more effective or giving more incentive to cleanse totems could help a lot. Before anyone asks, I am a killer main.

  • @ArecBalrin said:

    A list of things you didn't talk about but really should have:

    1. Why is this change being suggested?
    2. Why is cleansing a single random dull totem considered a counter-play to NOED?
    3. Will there be an equivalent effect to balance the perk out for killers, such as only one exit becoming active?
    1. Because survivors complain about it constantly. I try not to use it as killer. I know its not overpowered but it is not well designed and not very fun to play against.
    2. Currently the counter play is to cleanse all 5 totems, which is atrocious to deal with in solo queue. This change is mainly to help solo queue.
    3. Killers have a lot of strong perks right now on the instant down side, so I don't think this perk needs to be that strong.
  • We literally just got the best gen stall perk in the game added, Pop goes the Weasel. It works very well for stalling the game. How much have you used it?

  • Barbecue and Chili is a killer perk, meaning it should be 4 times as powerful. If WGLF was changed to be this way, survivors would always heal at hook very quickly and leave the hook earlier. Then it would be much harder for you to go back to the hook to start a chase with someone. This would also incentive tunneling, as if you injure a survivor and leave them, it will be easier for them to get healed if someones speed heal is still active. I agree the perk needs some kind of change, but this is not it.

  • First of all, this would be terrible for survivors, because they would have to wait more time at the beginning of the match for the killer to do this. Second of all, the killer could trap and camp the survivors spawn location. If the survivors are supposed to spawn across the map from the killer, the killer could spam traps in the spawn area and leave. If you've played trapper a bit, you see that after 1-2 gens are completed, his power really starts to click and work. If you find not having time a big issue, run The Plague's teachable perk Corrupt Intervention.

  • If you hate ghostface, run spine chill. Its a strong perk that really counters him hard.