Negative_Xero
Negative_Xero
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- Negative_Xero
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@4thdslip said:
One thing I'd like to point out - I believe since Pyramid Head's rework, cages now trigger any perks that are active after unhooking. Don't cite me on this, though, as I may be getting it confused with cage haste/endurance.
I'm not seeing anything in the changelog saying they changed it, but BHVR has made stealth changes before. So, it wouldn't be out of the realm of possibility.
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@a_2can said:
SLUGGING REDUCTION UPDATE:
- Built in No Mither recovery. (Pause the 90 seconds while carrying other downed survivors. Otherwise balanced.)
TUNNELLING REDUCTION UPDATE:
- No unhook notification shown or hook status unless it is endgame. (Killers have a harder time locating survivors at higher ranks and it makes hook camping reasonable for securing downs.)
- Unhooked survivors lose collision until endgame. (Can’t body block for other Survivors with unhook endurance as Killers return to hook for 90% of the match.)
- Killers get bonuses for not tunnelling. (Negating the usage of obsession perks and unbalanced gameplay in favor of casual Killers.)
- Survivors gain bonuses for early deaths. (Once again negating the usage of obsession perks and unbalanced gameplay all in favor of survivors. Unrewarding for proper Killer gameplay.)
- Hooked survivors sacrificed/killed negate Killer gen regression. (Once again unrewarding for proper killer gameplay.)
- Redundancy to play weak killers. (People enjoy the accomplishment of effectively playing underwhelming Killers but with these changes being made, I don’t see certain Killers being viable at all.)
THE SHAPE:
- Stalker Mode + Pursuer Mode. (Evil Within benefits that were built up through tiers are now available always.)
- Evil Incarnate. (On top of being another one hit “dashslop” killer, The Shape now has built-in Tombstone for each survivor.)
- Resemblance to The Pig. (The Shape’s new moveset is a direct copy of The Pig’s without Reverse Bear Traps and an overall improvement to her.)
PERK UPDATES:
- Perk ideas lessening. (With many perk benefits becoming available to Survivors base kit, the ingenuity of BHVR will further decline. They’re still going strong with perk additions but these changes can affect that.)
Thanks for trying to appeal to your community BHVR. But the upcoming content (excluding slugging reduction) isn’t going to sit well with players of all grades. Matches are winnable for both sides (Survivors and Killer) under average ping and none of us would want to change that to such an extreme.
I'm not disagreeing with you, I'm just giving tips to make it easier to counter your claims.
1.Pausing the slug timer wouldn't matter if you only slugged that person to go after someone trying to flashlight save. It shouldn't take you 90 seconds to hook one survivor, then go back and pick up the other unless they crawl away and hide. In that circumstance, just run Deerstalker.
2. Assuming Scourge Hook: Floods of Rage isn't changed in the perk updates, you'll still see survivor auras once they're unhooked, so you'll know when they got unhooked. Combine that with Scourge Hook: Jagged Compass and all unhooks will trigger Floods of Rage. Same thing goes for Furtive Chase. If it's not changed, the obsession moving from the person you hooked to another survivor tells you that they got unhooked.
3. Unhooked survivors losing collision isn't until endgame, it's temporary with a timer or when that survivor performs a conspicuous action (Repairing, healing, unhooking, ETC. just like DS) While I do agree that the ability to no longer body block prevents protection hits, that also means that killers can't body block that survivor to wait out the endurance. I think it's a fair trade.
4. Rewarding killers for not tunneling doesn't really affect obsession perks. The only obsession perks where the obsession being dead matters are Dying Light, Remember Me, and Rancor. And if you're killing the obsession with Rancor or relying on Remember Me, all gens have already been completed anyway. Sure, this is a nerf to Dying Light, but that perk gets used so little, that it was due for a buff/rework anyway. Plus, DBD is not supposed to be a competitive game unless you're on a competitive team. Why do you think there's no ranked mode like in other PvP games? Alas, that's another can of worms altogether. Rewarding killers for being casual just means that the only people not having fun are the people who would ruin other people's fun. Toxic bully squad survivors will get their day of reckoning eventually. Just wait until there's another incident like there was in Korea that one time. Once something happens to BHVR, they'll fix it quick. That's why ista-blind flashlights and hackers crashing custom lobbies don't exist anymore.
5. What are you considering as normal killer gameplay if survivors getting rewarded for someone dying before the killer has 6 hooks is a bad thing? That literally just punishes Sadako players who abuse condemned, Pyramid Head players who Final Judgement someone just because they have the ability to, your average tunneler, or Tombstone Myers, and that's probably going away with the rework.
6. I do agree with the negated gen regression being bad, but for another reason. I foresee that this will incentivize survivors to just leave the first survivor to get hooked on hook to get the repair boost for as fast as possible. I don't look forward to that as either killer or survivor. But if survivors do rescue them, the only reason the negated gen regression would be a problem is if you camp or tunnel them. Which again, is not really normal killer gameplay.
7. I can only think of three types of people who play weak killers. People who play them because they like them, people who play them as a challenge, and people who play them specifically for the adept (Achievement hunters) The game has never been about viability. If it was, the term "Top tier killer/build" wouldn't exist. All perks and killers would be just as powerful as the others. In fact, this just makes the accomplishment of winning with underwhelming killers feel better. Since they were made weaker by this update, that makes the challenge of using them harder, therefore making it more satisfying to win. Why do you think Soulsbourne players love that franchise so much?
8. I do agree that Dashslop Myers was a little much, but I love everything else about it. Call me biased because Myers is my main killer, but this is the buff he's desperately needed for years (Minus the dash attack, I can do without that.) He's more versatile now, and as long as they leave scratched mirror alone, I'll be happy. I don't use Tombstone or Infinite Tier 3 because I avoid using anything that I hate to go against when I'm playing survivor. Base-kit Tombstone is fine too. Because it's downgraded. Again, I'm biased because my second main is Pyramid Head and it feels a lot like that since survivors have to be on death hook for you to use the new base-kit Tombstone. Just make sure you're at six hook states before you do it to avoid anti-tunnel.
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@YayC said:
Her ENTIRE POWER is being able to kill survivors without needing to get them to 2nd hook state using her condemn. Doing this now will provide the survivors a PERMANENT repair speed bonus because to play Sadako efficiently you can't afford to hook the whole team 6 times before you condemn them, you'll have lost by that point already. Infact against most decent survivors you'll be at 1 generator left by the first condemn which you'll have 2-3 hooks if you're lucky.
Not only this but the ONLY counterplay to breaking tapes is hooking a survivor. So now when we do that to prevent them cleansing, when we then mori them which is a common scenario we can no longer regress generators.
She's already an extremely weak killer and now she is actively punished for using her power well EVEN MORE.
This is going to come off kinda rude, and I don't mean it as such, but if you're good at killer, you shouldn't need to rely on condemned. It's not meant to be her main playstyle, it's to punish survivors for not dealing with it when they have the chance. That's why the stacks become permanent when they get hooked. I run a scourge hook build on Sadako that pressures the survivors enough that they hardly ever get all gens done. I think this a great way to punish people who exploit her power instead of playing the game normally. It forces Sadako players to get better at the game by playing normally rather than resorting to a crutch playstyle that can't be fun for either side. Can you honestly say that you have fun playing like that? Your bloodpoint gain is probably slower too as a result because you're not taking part in mechanics that would normally give you a lot of bloodpoints.
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Especially the super sweaty killers who slug to avoid the hatch spawning.
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I have a small update. Escaping via hatch also failed to complete the challenge