NMCKE
NMCKE
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316425#Comment_3316425
Wha-
How do you even reconcile this opinion with the current state of both Freddy and Sadako? Freddy is a killer with no identity or real power. He has a bunch of half-baked powers thrown together and they called it a day. Every single one of his gimmicks is done better by another killer. He teleports? Weakest teleport in the game, Demo, Sadako, Dredge all do it better. He has mid-chase slowdown? Clown does it better. He has """stealth""" with a lullaby? Wraith, Sadako, Ghostface, and even just any killer running Trail of Torment do stealth better than him.
Sadako has a stealth power that she can use around some filler pallets to secure a hit (yes, even without Newspaper). She has a teleportation that doesn't get weaker as the game goes on, on top of also applying a slowdown to survivors that they eventually have to start worrying about. It also gives her a speed boost coming out of it. And, if she wants to, she can funnel a single survivor into her TVs for long enough that she can guarantee a mori on them, regardless of their hook state level.
Sadako can teleport, but that's really all she has going for her — other than the super condemn wombo combo. Condemn by itself isn't all that great, it's usually not good enough to even waste time doing tapes unless we're talking about great Sadako / add-ons. She has nothing going for her in a chase, even other stealth killers have more utility than Sadako. Ghostface can even use his stealth in a chase, Sadako maybe if survivors try to bodyblock.
Freddy on the other hand, can teleport. Sure it gets weaker with fewer generators, but he also has natural slow with micro sleep and can use his power in a chase.
All in all, Sadako needs something. I don't know what, but she needs something. You can't have a killer be good with a few add-ons and call it a day.
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@Gamall said:
Who said she deserves buff?
The fact she's a budget worse Freddy.
And to add, her best playstyle requires hardcore slugging and getting 0 hooks, 4Ks.
I mean, she needs something.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3284436#Comment_3284436
I would like at least for the devs to try not to make tunneling and camping the first choice for killers.
I understand that in some situations it is needed in order to secure kills, but more and more i am seeing killers fully commiting to tunneling the moment they see the first survivor. And not even weak M1 killers like trapper or ghostface, seeing nurses, blights, spirits tunneling at 5 gens is disgusting.
I agree.
That's the problem, the previous balance shake up made those strategies even more appealing to killers. Which is nothing but the devs' fault for pushing balance changes that promote it.
Camping / tunneling shouldn't be THIS prominent, but here we are.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3284412#Comment_3284412
Because it is a double standard. Survivors can do whatever they want, and the response is "X is a perk/item/playstyle that is in the game, and we are allowed to use it". But when killers do it, out come the survivor agreed upon Geneva Convention.
I just think the previous balance shake up really highlights the flaws of DBD and what needs to change. Both sides shouldn't be blamed for trying to win, but the devs do need to make better balance decisions because they just made the experience worse for everyone.
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@WesCravenFan said:
Because Survivor mains believe Killers exist to entertain them. You are supposed to let them feel the thrill of the chase for THEIR fun, and if you happen to down one you need to let them off the hook. Oh, and no going after the same person twice in a row.
Tunnelling? Scumbag killer.
Camping? Scumbag killer.
Regression perks so you don't lose all your gens in 2 minutes of chase time? Scumbag killer.
Literally ANYTHING that doesn't let a Survivor get chased for long periods of time = bad.
I think there's some confusion here.
People don't like certain strategies because they aren't fun. It's not uncommon knowledge or anything. I mean I wonder why killers run multiple regression perks, huh?
It's generally acceptable by the community if you have to camp and tunnel, I believe most of us here know the scenarios, even if not everyone would agree. However, doing so out of the blue or being hardcore will get you some well-deserved criticism. You wasted their time and with little effort, which is fine, play however you want. I will say through, you shouldn't be surprised and get all tight either when you get a negative response from it. What did you really expect? You get what you give.
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@AnneBonny said:
christ this is such an unnecessary change, it's blast mine all over again. guess the fun part of vault perks are gone now since community feedback just goes in the garbage at this point.
I been playing DBD since I was a sophomore (2017) and have been keeping tabs with the game here and there. I'm so hesitant to even come back because the devs make poor design choices. I want to love the dev team and support them, but they are 50/50 on listening to their community. Like, they do some things that's REALLY cool, then they do things that don't make any sense. Prime example: Making vault perks not work on special vaults is disingenuous, no one was complaining about it and people enjoyed being fast.
Guess it's back to running 4 regression perks instead of a cool vault speed build. And watch, they are going to say it's for consistency purposes and will make vault speed for Legion + Wesker into a add-on, as if we need killers to be more add-on dependent. But if you are going to remove a synergy, at least make some slight basekit changes. People using perks to supplement killer powers and cover their weakness is nothing new.
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@GiveMeTheBox said:
Not that this is a rare occurrence or anything, I just think that this kind of thing is interesting. Killer hasn't gone AFK or anything, and I've been alt-tabbed for a couple minutes doing some work on the second monitor. The whole time he's been standing over my body, occasionally shaking his head, dancing with the crows, wandering off for a moment before coming back and doing the same. He isn't afk. He's standing there, actively doing things.
Why this is interesting to me is just the idea of someone finding enjoyment in something so mundane. They haven't gone to make a sandwich or watch YouTube or anything while they troll other players. They're still in the game, having the time of their life, violently shaking their head at my body even though they're getting no response from it. This after three DCs too.
That's all, really. I just find this kind of behaviour very interesting.
This killer is probably bored and finds it interesting to waste other's time. Things like this is so petty, especially when there's 3 DCs.
Either that, or I'm assuming they thought you were in a SWF with the 3 that DC'd.
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Literally screw Eruption.
Like screw this perk so much, I hate this perk so much I lose brain cells.
This isn't supposed to be constructive. I hate this perk and will whine until it's nerfed into the ground like Mettle of Man.
I don't want this perk to see the light of day again.
All my SoloQ rage coming out. Screw this perk.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3278387#Comment_3278387
Oh, well then.
Killer must run to the opposite side of the map after hooking someone. They must face the boundary wall and count to 30 before attempting their next chase.
But then they are camping the wall.
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@RainehDaze said:
If Eruption gets fixed, the ability to do gens in 30s in any method needs to go somehow. You can't keep deleting all slowdown and 3gen potential and leave so much stackable gen speed.
Survivors don't have a lot of speed perks.
Pretty much all repair speed perks are conditional and deactivate too easily. The only notable ones are:
▪︎Prove Thyself — Which makes an inefficient action more efficient. You would be better off repairing separate generators.
▪︎Resilience — Speed can shave off a few seconds. Probably the best flat stat increase without too many stings attached.
▪︎Stake Out — Bonus progress is alright, it can add up over time, but niche since it can be completely useless against stealth killers.
▪︎Hyperfocused — Probably the BEST repair speed perk, but needs a lot of skill to get value. Mostly paired with Stake Out for better results.
Any perk I did not mention is either underwhelming or have too many prerequisites / consequences post use.
Can we just agree neither side is happy?
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If you're going to make a huge game with all sorts of code, you should be labeling it and keeping it organized. That way, you know what each code does and where to find it without any question or concern.
For example:
Line 2,768: It would be smart for a dev to label this as "Pallet Drop Animation".
Then if something happens with dropping a pallet in the future, a dev can search up "Pallet Drop" and find the code associated with said action. You can even label inside labels to make details as easy to understand. This is important for a team working together because each coder needs to be on the same page.
If MandyTalk is working on line 102,345 about hit detection. She should indeed label it as "Hit Detection" and elaborate on everything so that say, dev, Peanits, comes in to make modifications. He can read up on Mandy's labels and notes to understand everything that's happening without having to guess what does what. It saves a lot of time and eliminates messing things up because you thought X does Z.
Just examples before you quote me and tell me I'm wrong. Focus on the point.
Trust me, I made a few games myself and even having 2,000 lines of code is troublesome to manage alone when you find a bug. But having labels and notes DOES help a lot.
However, when the devs have hit times to release content and have to make business related decisions over the health of the game, of course things will not be all handy dandy. All I want is the devs to take one chapter improving code, have a team discussions on how to improve the quality of the game, and build team morale. This would help out on the bugs because the team will be more organized and caught up on their code.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3275606#Comment_3275606
I've been wrong before. Deathslinger and Blight to name a few.
Wanted to be thorough.
It's honestly disheartening seeing that BHVR made the most perfect killer imaginable, namely, Wesker. Then turns around and makes an awful killer, AND the sad part is he's so unique. All that potential wasted.
BHVR needs to get with the program.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3274992#Comment_3274992
Yea I don't agree with the 4 regression perk builds either
I think so as well... But if they increase the Base Gen regression then they should be able to do more with regression perks
Again I think that if they do that then they can focus on what each regression perk does...
Call Of Brine could have increased Gen regression but take longer to kick and can only be applied to one Gen at a time
Eruption could make the Gen that was effected by Eruption unrepairable for 15 seconds (Give or take)
Overcharge could do the same as it does now... But 25% Gen regression to 100% Gen regression
Ruin could either do 50% Gen regression but stays active until cleansed or 100% Gen regression but deactivate apon a Survivors death
Oppression could do 100% Gen regression on the Gen kicked and 50% Gen regression on the other Gens effected
But those are just off the top of my head changes I would do... Please be nice to me
Okay, here's what kicking a generator currently does:
▪︎Causes 2% progress loss
▪︎Applies regression at -0.25c/s
I would be fine with buff these numbers to -5% progress loss and -0.4c/s if we tone down regression perks. Additionally, I'd like to see endgame perks buffed and other chase related killer perks.
Call of Brine
Kicking a generator causes it to regress 0.25c/s faster than normal for 40/50/60 seconds.
Additionally, if a survivor stops repairing during that time, the generator will begin regressing.
Eruption
After kicking a generator, it becomes trapped until triggered.
When putting a survivor into the dying state by any means, all trapped generators trigger, blocking for 10/15/20 seconds.
Any survivor within 12 meters to these blocked generators will have their aura revealed.
Overcharge
After kicking a generator, it begins regressing at 0.25c/s up to 0.5c/s over 45 seconds.
The next survivor that touches this generator will have to face 3/4/5 continuous skill checks.
Ruin
No changes.
Oppression
Shorten cool-down to 60/50/40 seconds and make the skill checks continuous (5 of them) to other generators.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3274250#Comment_3274250
Yes as far as Solo's go most of what Survivors have are conditional
But SWF's don't have that conditional element
Eruption- kick Gens and hope they don't finish the Gen(s)
Pain Res- Hooking a Survivor on a specific Hook
Jolt- Downing a Survivor around incomplete Gens
Thana- Yes injuring Survivors... but keeping them injured
Now see if you said Dying Light I would've agreed with you...
I see where you are coming from, but let's be real here, most killers can work around most conditions. If it was that much of a hassle, would killers use regression perks at all?
Don't get me wrong, I think regression perks have a place in DBD, but using four of them is outrageous. I know you want to win, who doesn't? But can both sides come together and say this isn't healthy for the game? Survivors (especially SoloQ coff coff ERUPTION) are having to do an additional 1 - 3 extra generators, and killers can't use other cool perks without putting themselves at a disadvantage. Both sides clearly aren't happy.
If each regression perk only gave 7% instant progress loss + regression afterwards, it would help out a lot. Then we can make endgame killer perks better, and other chase related perks to help shorten chase (which is more fun and indirectly helps with time management for the killer).
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3274181#Comment_3274181
If regression is capped...
But survivors don't have anything compared to the killer. Most are conditional and have to go out of your way to get them, but killers get their's by doing their main objective.
Eruption — Down a survivor
Pain Res — Hook a survivor
Jolt — Down a survivor
Thana — Injure survivors
These are all "win more" perks. Which can snowball to make 99% generators turn into 40% in a matter of a minute.
Want to know my solution? Do what BHVR did to most haste perks. Each perk gives 7% haste, which gives an artificial cap of 21% for 4 haste perks.
Each regression perks should be 7%, which would artificially cap them to 21%. Then buff the crap out of endgame killer perks because at least then the game aged well and didn't stay at 4 generators for 90% of the match.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3273884#Comment_3273884
People literally d/c against everything. There's no singular thing that causes people to d/c. There's no logic to extract from someone d/cing in your match.
Guess IRL situations aren't okay to DC?
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@RaSavage42 said:
If they make regression capped then Survivors Gen speeds should be capped as well... Cause it wouldn't make sense to cap regression but not progression
But alas people won't see it that way...
Maybe they can do that until they get around to fixing Maps
Is gen rushing really that bad to cap it? Seriously.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3273696#Comment_3273696
Why have conditions attached to it? Survivors give up all the time.
Having a hook/gen condition would just invalidate the whole concept of giving up as killer.
We both know BHVR, they won't just let killers quit a fresh game and there's already controversy about it bypassing DC penalties.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3269399#Comment_3269399
I think validating the points screen and several people (that are not swf) writing about it in the endgame chat, shouldn´t be to difficult to implement as a checking mechanic.
We need a definition of a hook sucide before we can actively look for them. My personal definition was:
▪︎Someone who skipped phase one by self-unhooking three times and preceeded to fail two skill checks.
▪︎This must all take place on a single hook instance.
▪︎This had to be done within the first two minutes.
▪︎Only targets the first survivor. Subsequent survivors will not be marked.
If these conditions are met, the game will be flagged for moderation.
However, until it becomes official, this will not be punishable. Just an idea on how they could detect quitters.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3271392#Comment_3271392
I think that the killer should have the power to open the gate whenever he wants. Even before the required gens are finished. Sorta like giving the match up.
That's a good idea, but I'm afraid BHVR doesn't want killers to give up too easily. Maybe have some conditions behind it?
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3272821#Comment_3272821
If anti-loop is fine then why then why are they all effectively countered by W-keying? Like I said earlier, BHVR needs to stop dropping killers like these and think of something completely different like the Blight.
Wesker is anti loop, but holding W isn't all that good against him because he's fast. It might even get you killed because you are out of position once he catches up.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3272844#Comment_3272844
what surprises me with them, they dodge like gods... like litteraly, nemi tentacle, tricksters throwing knives, huntress hatches, deathslingers harpoon. They twitch right or left JUST in time XD And then , in other situations they do the Z wall hugging.
Yeah, Z walls should be a last resort defense. If they are healthy, it would be better to take the M1 and reach a far safer defense.
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@[Deleted User] said:
I sincerely hope that's bugged because that's a hilariously busted map otherwise. Long wall into safe pallet into shack. That's some Fractured Cowshed level of imbalance.
What's balance?
8 connected strong pallets to a shack with perfect window placement seems fine!
/s
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Just need to refine the AI a bit, like they use Z walls as if it's a God Pallet. Those should be a last resort.
Perks would be nice as well.
Maybe change their loop AI a bit, and to do some mindgames.
Modify their AI against certain killers. Like they should be breaking LOS against Nurse.
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@versacefeng said:
If this isn't a sign that devs need to think of new killer abilities other than anti-loop then I don't know what is.
Anti Loop is fine, just no "Hold W" for counter play BS.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3272500#Comment_3272500
How my in-game actions are perceived by randoms is completely irrelevant to me - I don't really try hard most games, but if I want to win, I generally will.
Good players don't reveal themselves until they're actually going to attempt the blind/the animation is started.
The efficiency of camping/tunneling varies by the current state of the game and is sometimes the best play depending on how the match has/hasn't progressed in the killer's favor.
Before I start, please do not take anything out of context and play however you want. I'm just trying to argue that camping / tunneling flashlights is inefficient, and overkill — you have way better options available.
If you want to camp / tunnel flashlights out, you're going to lose more games. All you have to do is bait pick ups and be weary of sneaky positions, which I'm assuming (or so I hope) you know how to do. If you know there are better options and more efficient (win more games), why camp / tunnel? I can get it if they were BM'ing or it was the most efficient option at the time. You get the point. However, flat out camping / tunneling for using flashlights (a base game mechanic) is unnecessary and shouldn't be surprised when you get what you give.
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@Reinami said:
His power seems pointless, because survivors can just outrun it, even the assassin. They just hold w and by the time the ghost sees them, moves to the spot, and drops the banner, it'll never catch them.
You can't use it as it was "designed" because survivors can see the damn orb.
You can't just "#########" the guard out at a loop as scott jund and others said because you telegraph your power use so much that the survivor can just run to another loop.
And if the guard ever actually sees you, you can just hold w and run away.
They should make the guards move faster and require the survivor to actually get the banner to escape them, rather than just being able to hold w.
Here's the deal BHVR, either they let us see survivors when casting a path, or make the orb invisible to survivors. Also, give us a button to cancel patrols, not make us travel to the damn guard to cancel it. Waste of time.
Do this, and the community will be happy. This isn't going to make him OP / oppressive, it's just QoL changes (which are very so needed).
Excuse my tone, but the devs sometimes blow my mind with their design choices. Listen to your community.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/355527/found-the-knights-stereotype
"At the end of the match"
So what exactly should the killer do when both gates are 99'd and the survivor is hooked. Run to a corner and face the wall?
Yes, how dare you camp!
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@Raccoon said:
If you have issues after the change, particularly struggling with multiple blinds, you'll have to either:
A) Equip the appropriate counter perks (Ligjtborn/FD).
B) Play in a way that limits your pick-up attempts (camping/slugging).
C) Tunnel Flashlight users out of your games asap.
Either of these options will help alleviate the impact of Flashlights if they become an issue for you.
Last second switching eliminates your ability to counter them with perks, but the other options are base kit.
Option A does not work due to last second switching, and you shouldn't need perks to counter an item — counter play should be basekit.
Option B is scummy, and extremely inefficient. You will be better off baiting pick up and using self awareness to know when it's safe to pick up.
Option C, see explanation for option B.
Great advice, just a bit inaccurate.
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@GoodBoyKaru said:
DBD, preventing players from playing the game on an entire platform since 2016.
Bug by Daylight
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@Peanits said:
This isn't exactly rocket science, but of course you're not expected to play the way someone else wants. That said, if you're playing in a way that you know people will find unfun, you shouldn't be surprised when they return the favour. You get what you give.
There's also nothing wrong with realizing that the person on the other end is a person and wanting everyone to have a good time. Play the way you want.
Very well said.
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@Rovend said:
Killers can do whatever they want, that is something that will never change.
Said that, you cant possibly expect the player that was hard tunneled/ face camped to be happy and joyful, so there will always be comments of survs telling to let then play the game a little.
What i would like is that tunneling and camping were not to be the most effective way of winning in dbd, as both are unhealthy as f.
I love being camped and tunneled, oh jolly! I boot up DBD for killers to give me all kinds of attention, ain't I just lucky?
/s
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/MDY94G0GSPN5/knightmeta.png
Please tell me this is not the best / most effective way to play him. I hope I am wrong. We shall see in few more hours...
Yes, unfortunately. BHVR seems to love making killers whose sole counter play is to hold W.
One step forward with Wesker, fall down an entire staircase for knight. And the sad part is, Knight looks like a very unique killer too. So much potential.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3271609#Comment_3271609
"Unlikely, killer queues have been longer than survivor for months"
Imagine my surprise when you completely ignored what I said, killers is and always has been getting easier. flashlights have always been the most counterable survivor item in the game, there are so many ways to avoid and use them to your advantage unlike actual problem items like medkits / bnps, I highly doubt a slight half second buffer on flashlight saves added because of lag / server latency is going to have killers leaving in droves.
To be honest, it's on the killer for letting a survivor get into position in the first place. So many killers do not respect flashlights even because they are so bad and hard to use. Only a fraction of the player base can get good use from them.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3270661#Comment_3270661
It's pretty useful against comp Nurses I've seen
I don't think it's even the burn stun, but how it prevents you from even blinking while you have the flashlight on you.
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@Robotfangirl67 said:
https://forum.deadbydaylight.com/en/discussion/comment/3271488#Comment_3271488
Well, I would like to show off some of gameplay.But I don’t know how to censor names on Ps4. I may of forgot to mention that so that is on me. But either way I appreciate the offer. I think the best way for me is to probably practice more with the bots that are coming in tomorrow. Thank you again for the offer and I appreciate it.
You only have to censor names if you are down grading them with your post, or they are breaking game rules in your video. However, it's been a while since I was a mod or even used this forum for the matter, so things could have changed. I would refer to the forum rules to be safe, but last I remember: Names =/= Punishment. It's the context with the names.
However, you are free to do whatever you're comfortable with, but thought I'd quickly shed some light on the matter for you. Again, I can be wrong, it's been a while.
Thanks again for the warm comment.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3271490#Comment_3271490
you also can't really blame the person who wants to do anything else at this point, either
Walk up to the killer, point at a hook. If they don't listen, repair a generator so they have to give you lethal attention. Gets you out the game and can play something better.
However, working with the killer is punishable I believe.
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@JustAnotherNewbie said:
Even when they are newbies. it's not the player behind them, it's the killer himself I hate. He is one of those I'd say have a punchable face but not because his face is weird, just the way he was designed. From his personality to all the sounds he makes. It's a very successful hateful killer that gets under my skin. I cannot explain it.
I know most people dislike him cause he's a pretty boy and feels out of place I just find him so obnoxious, as in I would totally hate him irl if he existed.
So, it's not the killer's strength? Just his personality and looks? Huh, I can see it. I apologize you feel that way.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3271458#Comment_3271458
tbf it's the only active choice a survivor has in that situation: DC to force hatch (bad), help Killer if they're obviously out for the 4k, or wait.
The game getting forced into five minutes of nothing is... not great for anyone.
Again, that's not the player's fault. That's just bad game design.
Can't blame people for wanting to win.
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@Robotfangirl67 said:
https://forum.deadbydaylight.com/en/discussion/comment/3271408#Comment_3271408
I get where you are coming from. I just felt that my experience the gens just seemed a more quicker then usual. I know I may come off killer sided at times. So like I said before the gens just seem a lot harder more to pressure lately. But like you said everyone can basically bring what they want. Also everyone has different experiences and that’s also okay too.
Appreciate the warm response.
I'd offer some advice, but I would need to see some gameplay. Do you think there's something you're messing up with? Is it purely perks? Is it a combination? Throw me a bone here and I'll try to help you out, no promises through. Sometimes there's no winning regardless how hard you try because of certain match ups.
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@RainehDaze said:
You also made the other Survivor wait five minutes, so...
Why does that matter? I'm not going to throw my life on the line.
Would you leave the hook when the gates are opened? No. I'm camping the entire EGC, but I will take trades — either way I secure a kill.
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Take the L and move on. It's not like you were gonna win anyways.
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@Adaez said:
From my experience playing killer and survivor,most survivors I go againts and have as teammates find it annoying to go againts most killers in the game.
Trapper - Slightly annoying
Wraith - Annoying
Hillbilly - Ok
Nurse - DC
Myers - Ok
Hag - Annoying
Doctor - Annoying
Huntress - Ok
Bubba - DC
Freddy - Ok
Pig - Ok
Clown - Ok
Spirit - Annoying
Legion - Annoying
Plague - Annoying
Ghostface - Annoying,DC
Demogorgon - Very Ok
Oni - Ok,DC(depends if they get slugged and rage after they all get downed)
Deathslinger - Ok
PH - Ok,DC(if they get outplayed)
Blight - Ok,DC(if they get outplayed)
Twins - Very Annoying,DC
Trickster - Annoying
Nemesis - Annoying,DC
Pinhead - Annoying
Artist - Very Annoying,DC
Sadako - Ok
Dredge - Ok
Wesker - Annoying
Overall I feel like most survivors dont really enjoy the game or playing againts most killers unless they're really bad,and dc most of the times againts most killers.
Speaking from personal experience, survivors just want interactive killers.
Things go downhill once you have killers that take away from that.
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@Pulsar said:
I think Dead Hard is fine.
Boons are just a bad idea in general but I think CoH is in an....acceptable spot balance-wise.
CoH is only problematic because SWF can juice the perk. But other than that, it's not too bad.
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@bunnyfengenthusiast said:
Title
Yes sir.
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I feel like we should be careful with progression and regression perks on both sides because of power creep.
Both sides will feel like they are forced to use their perks or else they will be at a disadvantage. It's literally an arms race and you're doomed if you wanna try a fun build because the other side might be using their perks.
To clarify, everyone is free to use whatever they want, but I feel like the game would be healthier if the devs restricted the regression / progression more. However, and call me biased, but survivors don't have a lot of progression perks. It's mainly killers and some outliers on the survivor side.
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@Jay_K said:
I'm guessing this has been asked here before but i've always wondered why survivors get there exhaustion back the momenty there hooked. I mean its not like there just chill sitting on a hook being able to recover.
I think its kinda unfair that it is instantly back so the moment they are unhooked they can re-use the exhaustion perk like sprint burst or overcome (combind with base kit BT or Off the Record).
Does anyone know if there was ever an official statement as to why this happened or maybe is it just a bug never addressed because it seems stupid as a mechanic.
Its especially stupid when you consider that being downed doesnt instantly recover your exhaustion where your character is just laying there but being impaled on a hook...now thats a relaxing time.
Mainly to discourage tunneling because before some survivors wouldn't hang long enough to get their exhaustion perks back.
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@Tsulan said:
It happens really rarely, but it happens. Personally i´ve seen this twice in over 3k hours.
Must have been a full SWF, otherwise a random would have opened the gate and triggered the egc.
Some people are weird.
I feel like the game should automatically open both gates and initiate the EGC if the killer is AFK for a certain amount of time.
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@WeakestNurseMain said:
The perk is only gonna see consistent value in SWF's, which wouldn't be so bad if the perks effects weren't very strong, I think the extra health state granted when you're on hook is fine, but activating mid chase can be a game ender for weaker killers. Maybe combining the perk with Hope and having the health state activate only when you're on hook would make it much more healthy as a late game anti-tunnel perk. It's not the worst perk in the world, but it's very demoralizing to have to deal with potentially 4 health states in a single chase.
The only thing I can see is the perk being a win more and oppressive with comms since it can be triggered when they so please.
Something that bothers me is how it wakes you up. I thought we were done with perks targeting specific killers? My OCD is killing me how there's that one perk that targets Freddy. So outdated.
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Perfect solution to remove camping, let's call this status effect "Determination".
When the killer is within 24 meters to the hook while there's no survivor within 24 meters to the killer (excluding the hooked survivor), the survivors gain a point every second. Otherwise, the killer gains a point every second. There's a 10 second grace period before points accumulate.
If the survivors have more points than the killer, they gain the "Determination" status effect. Which does the following:
▪︎Prevents the survivor from being grabbed while unhooking.
▪︎Regardless of damage or health state, survivors will finish the unhook action.
We can then throw killers a few bones so they can go for more hooks.