TeaLeaf
TeaLeaf
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- TeaLeaf
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Comments
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It was maid to remove the issue of hatch stand-offs which were annoying and time consuming. Also it helped scale back a single second chance for the survivors (survivors get a lot of second chances). This one specifically allows survivors even if their team failed to possibly make it out, however unlike which it pertinently open its a race with the killer to find it now. The chance is there still however its not as sure of a thing as it use to be which is good.
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He requires add-ons to be partially viable or specific perks which is always bad for a killer. Add-ons really should enhance game play logistics rather then be a requirement for general play.
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I would love a green mori personally as part of the killers basic kit and perhaps get rid of red mori's all together as its a bit too strong.
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I love doc.. mostly case his tickles me but also I enjoy his shock ability. Still hes not a strong killer and I do have to play more ruthlessly with em. If the gates are open i might camp to secure a kill depending how bad I have done. Though goes for any killer I play.
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In all honesty cosmetic and lore wise I tend to favor the original killers. The movie killers tend to break what other wise could be a more engaging lovercraftian tell for me. Honestly I just kinda see the killers with famous movie killers as more psychological manifestations materialized by the entity as a product of the people taken thanks to the movie killers as are the movie survivors.
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Totems are kinda suppose to be high risk high reward, they just kinda fail at their job a lot with he exception of NOED because once you get higher ranked survivors know where the spawn points are and can more easily find them. Why ruin can often be removed 10 secs into the match case some one thought a good hiding spot was on top of a dang hill in a corn field.
I do think some totems should have some implication changes though. For example devour hope could be a really great perk if you got a game long effect for the tokens you collect even after cleansed but set it to a timer. Every 2 mins in you get a token, this would make totems more likely to be hunted and act as a delay mechanic as they might be prioritized before they come into real power at the 6, 8 and 10 min marks (providing the match lasts 10 mins). A lot of interesting and dynamic ... and dare i say fun.. things could be done with totems... but balancing their power vs ease to remove needs tweaking and not too much either.
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Yeah facing a challenge pretty much is what survivors call "no fun". NOED is a perfect example, a perfectly well balanced perk that gives all its power to the end, can be counter played and comes at a cost to the killer for its use. Even survivors who admit its balanced say its no fun because it rewards a killer who failed. Aka killer gets a 2ed chance and thats no fun... all the while with perks like Adrenalin and addons like insta heals being ignored in the argument for the survivors 2ed, 3ed and 4th chances.
Whats really decide for both sides isn't so much challenge increase... i mean this is a asymmetrical pvp game, but the lack of diversity which will occur when kills have to use the best killers to be just competent and a threat. Different killers are suppose to be the variable which keeps the game fresh for both sides, but it only works if their competent.
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Until the collapse survivors don't have time constraints, its not as much of a detriment to survivors as a time eating perk would be for a kill. As well for survivors who solo and can't rely on the quality or helpful nature of their teammates it ensures the ability to always recover even your essentially alone. It might not be the most meta of meta perks but it has its place.
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Honestly with the nature of basically being a minor eldritch abomination perhaps its times to look for alternative win conditions for killers? Perhaps instead of the normal hook and sacrifice getting hit by it would put time constraints on survivors. A time period to get out or be taken over? I could see corruption spreading through the map even as a mechanic. With all the psychic based stuff of the killer holes does seem like an odd choose.
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I love the zappy boi, his charming laugh, his autistic nature... even if honestly hes not very powerful as a killer.
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Really his speed just needs tweaking, the chain saws 1 hit is a very powerful tool but the resource cost to use it is just too high atm.
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Just because you made it to end game does not mean you won the game. The games not over until you get through that exit gate or hatch and until then their is no promise of survival. The talk of fair because you did well through the early stages of the game does not mean your entitled to escape if you mess up at the end. Their are lots of 2ed 3ed and 4th chances in this game for survivors, and when you get use to that perspective that you are entitled to those chances does it feel unfair.
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Nothing can be done, complaining about gen rush is like complaining about camping. It might not be fun for one side or the other but its within the scope of the other sides purpose and objective. End game builds such as blood warden and NOED can offer some flexibility if you think gen rush might happen but the games a largely based on making guesses on what you will face. Uncertainty after all is part of a horror game.
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Noed is fine, it has counter play AND a penalty to the killer (no perk until the last stretch of the game). It is one of the most well balanced perks in the game really. All its power is released in a condensed time period of the game and all that power might not even come into fruition if survives does totems.
I mean really its a perk that adds a bit of suspense to the game as well in those final moments. The killer is suddenly out of no where dangerous and a real threat case survivors failed to do their 2ed objective. Sounds like a good story twist to a horror movie to me.
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Camping not to be confused with first hook face camping has its practical uses. I often when i hook the first guy will double back and attack the unhooked and the unhooker, only when they expect me to linger around on the 2ed hook to go gen patrolling. Camping to a strategic degree makes survivors approach unhooks more carefully with out dive bombing the hook for points. Killers can use camping in non toxic ways by trying to apply pressure this way and making survivors paranoids. In short your not guaranteed a free safe unhook
Secondly even face camping has a time and place, namely she's had like 3 hooks all game and the gates are open. Killers are in their right to cut their losses and ensure one kill if they want.
Course I am not advocating its the first hook of the game and to rev a chainsaw in a guys face till he ded... that is lame and unfun.
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... o.o ... snrk...
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Personally I find yellow mori's useless and red mori's over powered. Green mori's though.. just right <3
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I can't see doc being nerfed by any one competent. Sure he can be a little annoying but hes no where near a high rank killer. At the same time I don't think he needs a lot of changes. Some adjustments to his shock skill, the duration of his stun could be increased, and perhaps remove the slowing down when hes charging shock (hes already at 110% speed while in shock therapy). He needs something to help him in the chase a little, and as he is now he wastes time trying to get people into madness shocking then just m1 ing in punishment mode.
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Sadly with the new trend of not buying a game but getting a service their is no grounds to complain.
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Doc.. mainly because of his charming laugh
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heh, the amount of salt a killer gets for just running noed tends to be even worse xD
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I personally wouldn't mind an option in settings to turn off the chat feature until unchecked. Shouldn't be that hard to implement
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This happens with every new killer xD give it another week or so and it will go back to normal like always.
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Noed is a fine perk, to be honest one of the better examples of good balance in the game. People who whine about it .. just seem pitiful to me honestly. Its a perk which removes a perk from the killer through most of the game, it can be countered if people do totems resulting in a wasted perk (the risk of bringing it) and punishes survivors for failing at their 2ed objective. As an ability it can be strong late game but as it has counter play and cost to the killer even when not countered; I see this as a great perk that adds flavor to the game. As a survivor its do you gamble on a gen rush or do you take the time for the threat of noed in the last 1-2 mins of the game. This game was once a game about hard chooses, though it really isn't any more this still has the spirit of that in mind I feel and I love it.
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To most survivors, any thing less then going into the furthest corner of the map so they get a free unhook is camping. Ignore dis and you do you ^.^ Play how you want, your not the dungion master and its not a table top game, its a pvp game. Use what tactics are fun for you and ignore the salt.. which will come no matter what.
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"who gets 3 or 4 out of 4 kills per game and DOESN'T GET HATE MESSAGES AFTERWARDS regarding his gameplay style " those two things don't go together... something in this doesn't belong.
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Right... no viable killers besides billy and nurse for higher ranks... thats what this games needs.
/end sarcasm
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Yet on large maps it can be a guaranteed escape if their on the opposite end of the maps. A good balance of the two exstreams might be nice.
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Yeah its better then nothing honestly even its not good, given so many killers are heavly addon dependent. Still better to have the option for those who wanna use it and the ability to just ignore it on the blood web when ya don't
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Kinda shows never buy a killer right off the bat, wait to see what there gonna adjust it too a little. Feels like anti-consumer practices honestly or close to it I suppose, when you provide a product and then quickly degrade its quality after purchase; which if you want competitive killers that is kinda the outcome... a degrade if quality. Not saying balancing stuff is bad mind you, but I would think even survivors would like something besides nurse billy and the occasional huntress in the upper ranks. Really they should be the power level to generally aim for.
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The issue is mainly the mentality of what the killer is. The game is suppose to be a a-symmetrical pvp game yet the killer is expected to be a Dungeon Master from a table top game. This is most reflected by a survivor driven "killer code of conduct" which tells them what play style is and not allowed and the salt induced if one fails to abide by that specific set of non-mechanical induced restrictions. Sadly their probably isn't a fix for this minus mechanically punishing killers for playing any thing but this code of conduct (which is no fun for the killer and not what was promised to them), remove the Win/Lose conditions for killers turning them into actual DM's hosting a game for other people, or changing the view of a good portion of the community to remind them.. hey... its a pvp game and some times they will deal with players who use strategies they don't like (such as campers in FPS).
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In case no one got it... this post was actually a complete joke was not meant to be taken serious xD I thought it would be obvious about pointing out that it would remove tunnling and camping which it would... but was not meant to really start a debate here....
Some people just have no sense of humor.
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Noed has counter play and comes at a cost to the killer. Its balanced just plain and simple. It counter plays gen rushing to a degree and punish failing to do a survivors 2ed objective. It removes an active perk from the killer for the chance it will work late game. It allows 1 hit KOs but thats part of a lot of killers basic kit, the ones who use it normally don't have the option.
Basically what balances an ability or perk is the ability to counter play it. This is what balance really is, what isn't balanced is a perk or advantage that you can't use skill, time or experience to over come even over coming it has a cost. NOED has counter play in various ways be it perks, knowing which killers are likely to bring NOED, to simply taking longer in match to cleanse totems. Its balanced because the survivor has options to counter its advantage.
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This happens with every new killer, people aren't use to how to play vs them so they cry op op op. Unless they are so weak they can't do any thing... then that is "balanced". General patterns are consistent and repeatable *nods*
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Bots playing killers, well thats one way for survivor's "killer honor code" to actually be utilized :D
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Any thing is better then the old hatch stand offs, simple enough.
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Doctor - Love the zappy boy and his add ons can give him a lot of play style. If your terror radius is over the whole map then you can be kinda stealthy. Mind games with various illusions and tracking benefits. If you go rail gun you can have excellent gen pressure. He is very addon dependent but is a fun character with a bit of skill required to properly use his shocks at pallets and windows.
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@ShyN3ko said:
Funny thing.
Killer Lobby time is insane high = more Survivor players play Killer
Killers use more Moris during event.
Yes... their just might be a correlation there... hmmm
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You just have to remember this is a game designed as and advertised as an -- A-symmetrical pvp game--. This is not a table top game and the killer is not your DM providing challenges and balancing his play style for the group enjoyment. This often seems to be the idea promoted via player based honor codes. Those codes are for kill your friends when your friends don wanna be all competitive. Remember the killer has win and lose conditions and the methods they employee is up to them, be those methods fun, not fun, effective or dismal.
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To be honest I think solo players should be buffed to be on par with SWF, then killers can be buffed vs a stable stream line. SWF isn't so much the issue but a symptom of trying to balance one side vs two very drastically different type of player... the SWF vs the Solo. If we could create a baseline of mechanical ability for all survivors, we could then more easily place killers where they need to be. A place where they neither totally wreck solo groups or get totally wrecked by SWF.
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It punishes survivors for failing to do their optional 2ed objective aka totems.
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I mean really? If the Survivor are bodyblocking,the killer can just hit them or start to slugging.
I say "a relly big drity and toxic scumbag move" is demanding people play sub-optimal to your standards instead of trying to adapt to a mechanic in the game.
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It gives a slight increase to overall health state (over the game) by one hit, if you look at it as bare bones, and though not game breaking times not on the killers side any way. So any thing which can prolong a chase even further is often met with unhappiness on the killers side. Its not as bad as DS was though.
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Feel bad for the baby survivors, case now killers will always have to bring their A game *nods* prepare for the "try hard" whining to increase.
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Killers should not tunnel or camp someone when it is the first person they have hooked.
Well the killer isn't responsible for the survivors fun, the games not framed that way its framed to be competitive. Kill your friends is the game mode where people get to actually play in non serious ways. However camping when 5 gens is done is a horrible strategy and I agree its not super fun for either side... well I guess their are some people who find it fun but their are always outliners to every statistic x.x Lots of times however you have survivors who are far too dedicated to removing some one off the hook. I have been accused of camping at times... when all 3 survivors were buzzing around me like flys. Not always the killers fault just tossing that out there.
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@Shad03 said:
One problem I have is that you are using a wall of text and it took me a bit to read. But... I shall be respectful and try to answer you the best I can. I would pick your points out but due to the wall of text I can't really do much.
NoEd has the prerequisite of being a Hex Perk, and thus, destroyable.
I agree most NoEd users can be bad killers, but then what about people like me? If I run NoEd I usually do not run Ruin, so am I a bad killer despite the fact I can go without any perks that actually do something to help me in the trial yet can still kill survivors? The answer is no.
I understand that NoEd is frustrating, but it's on Survivors who do not break the totems that messed up. It's especially on survivors for rewarding bad killers with kills by Altruism. So while NoEd essentially punishes Survivors for surviving in theory, in practice it's a Survivor's fault for not cutting loses and going when they could. (I play solo and if I'm not sure if all totems are removed then I wait at the gates then leave if I see NoEd activate.)
NoEd has went through several interactions before. While it certainly has never had a token system before, it did have a time based system before. Wonder why it was removed in favor of a Hex Perk?
A token system is a terrible thing especially when it could be useless, and the way you phrase things it might even be worth it.
What about this?
NoEd is no longer a Hex Perk, but you have a 5% movement speed increase when all generators are powered. You also gain the ability to insta down all survivors ONCE per person. Afterwards, if they healed up and you hit them again, they wouldn't go down on the first hit again. That fair for you?
(I never did understand why anyone considered NOEd to be equal to DS. Adrenaline is much more closer, especially if used right.)
This guy gets it. All i hear is its a crutch perk used by bad killers, it punishes survivors for playing well aka the usual self entitled dribble that fills these forums. Ignore the fact your down a perk nearly the entire game for the CHANCE that it will impact end game. Its a tool with obvious counter play and its not the killers fault if counter play isn't done. Its not an I win button but will increase the killers power if not countered.
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Needs buffs in some area's nerfs in others.
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Billy
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@Eveline said:
Because if you camp or tunnel someone that person hardly have a chance of survival. It's unfair if they are nice.
As far as I can tell this game has never been fair and is not meant to be. The real issue is that this game tries to make a competitive asymmetrical game when what survivors want is the killer to act like a DM or Story Teller in a table top RPG. Giving them thrills and adventure, however the games not that way. Its set up with objective goals for 2 opposing sides and too many variables to balance under single game mode and varying factors of players.
This game is great.. in kill your friends. Case thats the role a killer takes, every one laughs and you tailor rules with your friends to make it enjoyable. When you play in competitive mode, you don't get that. The killers win condition is killing and giving chances isn't a logical step for some one who is playing to win. Tunneling can be highly effective at times, so can camping, so can gen rushing and looping. Both sides have tactics they don't like but are part of the competitive experiences... - because the game its self - frames it to be competitive weather it is or isn't or should be or shouldn't. Its becase of how its framed and players on both side wanting to win fair isn't the responsibility of the players who use the tools in the game, its the Dev's job... and they just can't do that with huge gaps between SWF vs Solo and High vs Low ranks players.
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When they're running around showing off their ass, t-bagging and instahealing in my face? My response... "Suck my 4k" Sorry about the rant!
Ive seen a lot of self entitled surviors. Its fine to T-Bag, Flashlight Spam, Hide in the match and waste your time when the games well and over... oh but heavon forbid you break one of their imposed rules of "proper killer conduct"