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OzzyJolt

OzzyJolt

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OzzyJolt
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  • Wesker is a good killer overall, but there are pretty annoying and frustrating things about his power: it incentivizes tunneling by making survivors 8% slower and instadownable while using his power and his wacky hitbox makes the games quite upsetting for both sides.

    One thing that nobody mentioned about Wesker, it was about the 3gen strat: if you kept infecting the survivors and made them running out of sprays, you could defend your 3gen while all of the survivors were infected for the rest of the trial; i can't tell enough how miserable it was this experience as survivor when i had the opportunity to face one of them. Thanks god they nerfed kick gen perks, so this strategy is not as viable as it used to be (same for the other killers).

  • @clownkrieger said:

    They said progress from beta will be kept - if no technical problems arise.

    Thanks!

  • She's quite difficult to get good results despite being one of the strongest killers in the game

  • Tbh most of Onis i play against are pretty fair players and they often give hatch to the last survivor in game

  • the game is in a good spot overall, i'd rate it 7/8 out of ten. Maps and some killer qol are the priority right now imo

  • Only unbreakable will be a huge problem, they will be still fine if you're not a very slug-oriented player. Most likely next PTB we will see a twins rework anyway

  • No. It will change little to good/great blight players and it will penalize massively unexperienced ones. If you have to nerf blight, just destroy half of his overtuned add-ons and we'll be in a better spot. According to the devs, they will fix hug tech, therefore being a 115% will be needed.

  • ###### # ###### ######## # #####

  • When i run exhaustion perks, 90% of the times i use sprint burst(i love it with fixated) and i can agree is not as good as DH, but it's still a strong perk.

    i use it to move from a gen to another or baiting the killer and still it's not so "useful" since i would have taken the same distance if i started to run away some seconds before with no Ex. perks. Forcing the killer to get close to you while repairing a gen is quite annoying and powerful tho.

    99'd sprint burst is hard to use in practice, the only situation i can use it frequently is when the killer camps a survivor and i manage to unhook and sprint away.

    1 week ago i did an experiment with DH. needlessly to say i felt bad for the killers: 75% of the usage i managed to loop them an additional 20s minimum (i'm not bragging about it, just stating what happened) and the killer had to either overcommit to my chase or leave me without a hook and a potential pop,pain resonance,DNS etc. As a killer main, i'm impressed about both the strength of this perk and how many survivors use it poorly. The few times i went down very quickly were the ones i was either in a dead zone or against a nurse/blight since they can bait it out.

  • i'm fine with BT and DS (except some awkward situations).

    On the other hand, i hate Unbreakable for multiple reasons:

    1. It shines a lot more when used in a SWF, meanwhile in soloQ is often a gamble;
    2. With other perks (usually paired with DS) can be frustrating and unfair;
    3. I think slugging is a legitimate strategy and you shouldn't get up by yourself with no help of your teammates, i'm fine with WGLF or any heal perk since you need another teammate to help you and the killer will still create a bit of pressure even if you run those perks;
    4. Like other second chance perks, i think it's bad design to be rewarded by ######### up. I know getting slugged is boring, but at the same time survivors shouldn't have that option imo.


  • I think some of these placements are off.

    Seeing dragon's grip over perks like deadlock,mindbreaker or thana hurts my eyes lol, one perk with a 2 years Cooldown and pretty difficult to trigger its effect, only worth with meme builds.

    Retribution is great if built around other hex perks, multiple 15s auras of all survivors is a big deal, especially with killers that can snowball well.

    Surveillance on "very bad" perks? really? It's still a good (and underrated) perk, especially paired with ruin/jolt/oppression becomes a solid one. Knowing the exact moment when someone touches the gen (or doesn't touch it) makes you more efficient with your time and easier to spot survivors.

    Whispers, bamboozle, floods of rage are also as fine as they are.

    blood echo definitely needs a cd reduction (or just remove it completely).

    I'd change some placements but overall the other perks need some kind of buff/rework(except for dead man's switch). Also, I wouldn't put perks that haven't already been released, i can see them in different builds yet to be tested.

  • it's one of my favourite maps cuz it's pretty balanced and i dig its aesthetic. The only thing i don't like is the unnecessary amount of breakable walls

  • I'd advice you give a try, then take your own conclusions. The community is the same tho.

  • @DragonMasterDarren said:

    The Twins are a killer that just makes me sad due to the fact such a interesting concept with a lot of potential is completely squandered both by bugs and confusing balancing

    The Twins are BHVR's first attempt at a 2-in-1 killer, Charlotte is your standard 115% killer, while Victor is a much smaller and faster gremlin that can pounce on survivors, if they're injured, they'll go down with no problems, if they're healthy, Victor will latch onto them, injuring them, revealing all survivors nearby with Killer Instinct, and making them Broken and Oblivious while Victor is on their back, Survivors get rid of Victor by holding down M1 and Crushing him, which will let them throw him off, Victor can also be Crushed while idle, after missing a pounce, or after landing a pounce, you can swap between the two at any time by holding CTRL.

    And there lies the first problem, If a survivor wants to, they can kidnap Victor for a very, very long time, yeah they're Oblivious and have to listen to his incessant screeching, but there is zero danger in keeping Victor on your shoulders unless Charlotte is close by and can make use of the Obliviousness, if you could get Victor back quickly there wouldn't be a issue, but the time it takes between Latching onto a survivor and being able to recall Victor takes a absolute goddamn eternity for no really good reason.

    The second problem is Victor's hitbox, the best way i can describe it is if they took Huntress's hatchet hitbox and doubled the size of it, you'd think that be great news since that must mean easier hits, but no, not only did they double the size, they also quintupled the inconsistency, Victor not only manages to hit every tree, branch, rock, and other bits of terrain, but he also randomly slides off them, sometimes he'll go through a window no problem, sometimes he'll hit the window for no reason, sometimes he'll hit a survivor no problem, other times he'll completely ######### miss, you are not going to consistently hit survivors from any range other close range or point blank, simple as that.

    Thirdly, the amount of cooldowns on Blood Bond is ridiculous, ignoring the expected cooldowns of hitting a survivor with Charlotte and the cooldowns from missing and landing a Pounce with Victor, there are SEVEN cooldowns, the cooldown before you can return Victor after landing a pounce on a healthy Survivor, the cooldown before you can do anything after Victor latches onto a survivor or is Crushed, the cooldown for swapping back and forth between Charlotte and Victor, the cooldown before getting to unbind Victor after he comes back, and the cooldown period where you can't swap to Charlotte after landing a Pounce, including the other 3 that makes TEN, and if you really want to stretch it and include the range limit where you can't unbind or swap to Victor within a certain distance of a hooked survivor, ELEVEN cooldowns, E-L-E-V-E-N, there's overkill and there's whatever the hell this is, and half of these cooldowns aren't even needed, they just serve to make Twins clunkier and more frustrating to play, not only that but if the survivor you down with Victor is running Power Struggle, Unbreakable and Flip Flop, you can't pick them up at all, as the cooldowns stop you from being able to pick them up before they manage to get the requirements for Power Struggle.

    Finally, there's the playstyle, Twins aren't really my cup of tea for two reasons, one, i don't camp unless survivors give me zero reason not to, nor do i slug unless multiple survivors are close by and i can immediately go back to chasing, and two, Twins are a camping and slugging machine, Victor can and will be taken hostage by competent survivors if you go for healthy people, and you aren't forced out of Victor after slugging someone, and the range limit before getting to swap or unbind from a hooked survivor is so hilariously short that it might as well not exist, attempting to play Twins without camping or slugging at least once will screw you over, and their chase isn't really interesting either, injure, and then either play a 115% with no power, OR play a gremlin who's hitbox is so inconsistent that you either ######### yourself over and lose them, or get a free down, there is definitely some interesting stuff that you can do with them, such as corralling a survivor into a empty location where you set Victor up earlier, but flashy and interesting tricks don't mean anything if the regular chase isn't fun, and Twin's standard chase is snooze-worthy, adding on to that, The Heal Meta ######### The Twins over insanely hard for obvious reasons.

    How do we fix all of this? Simple

    1. Make their addons worth half a damn, undo the nerfs you did to their best addons like Toy Sword, or buff their current addons to not be mostly garbage
    2. Fix Victors hitbox, make it consistent, that's easily the biggest problem they have, MAKE VICTOR CONSISTENT
    3. Remove the cooldowns for swapping to Charlotte after a successful pounce, and the cooldown for swapping between Victor and Charlotte, that crap does not need to exist in the slightest
    4. Make Victor threatening to Healthy Survivors, make him down a survivor after the cooldown to recall him is over, Victor is small but he's not passive, make him threatening and give survivors a reason to get rid of him ASAP
    5. This is just a personal one for me, but...

    https://us.v-cdn.net/6030815/uploads/FK0779U3ZWDJ/20220512213302-1.jpg

    Fire the psychopath that came up with this #########, seriously, stop adding challenges that require you to do crap like this, these aren't challenges, they're exercises in frustration


    #1 problem: It's true that survivors can take victor hostage, but at the same time you usually want to injure them with charlotte. some situations using victor is fine, it's not always an issue and not always taking victor hostage is a good idea.

    #2: to be fair, all hitboxes are "incosistent" if you see it in that way. Victor is way more punished since the downside of missing a pounce is way higher than, for example, a Huntress hatchet. If you miss as huntress you can rethrow it immediately , as twins they have the chance to kick victor and that means losing pressure. Aiming up while charging your pounce is also important, that can make a difference and successfully hitting a survivor instead of the window/pallet. It's very frustrating to deal with hitboxes, takes a lot of effort to learn them, but with time these issues won't be as bad.

    #3: Yeah, cooldowns are pretty ridiculous.

    #4: It's not twins being a "camping" and "slugging" machine, they're good at them, but the issue comes to the cooldowns you mentioned before, it takes SO long to do anything and those strats are often the only viable alternatives.

  • unless you play killers like billy or blight, rotten fields a terrible map. It's big, all the loops are compressed on the edges of the map,lack of vision, easy to find gens and difficult to apply pressure as killer. Moreover, it's the most uninspired map i have ever seen, no main buildings to make it unique, nope, just corns lol. Good thing it has the basement at the center of the map

    1. It's RNG based, i had versions with a good amounts of pallets and some of them with few pallets;
    2. The amount of pallets is not the only variable to make a map more surv/killer friendly, there are still a fuckton of gens inside the houses and pretty far apart, making hard to apply pressure.
    3. Structures have still strong windows.

    It feels way better for killers, i'd say it's pretty balanced overall, but can be challenging for some killers.

  • BT, we'll make it, DS and kindred

  • Depends which killer you're playing and the safety of the pallet/loop(also perks you're running tbh).

    If we're talking about a simple chase scenario with no use of killer's power, i'd rather not respecting safe pallets and consume their strongest resources as fast as possible, otherwise i try to mindgame a little bit and hopefully being able to hit the survivor.

    This "rule" doesn't works well with every killer. For instance, if you're playing Plague you don't want to get stunned while you're using corrupt purge and you can get an easy hit if the loop has no medium/high obstacles.

    Another example is blight, if you are good at using his power, you can end the chase very fast even if the survivor has a good loop and sees you.