ThirdSealOPplzNerf
ThirdSealOPplzNerf
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Decisive strike, if you perform to well as killer and down people to fast you cant still get hit by it even when not tunneling. I think the most ironic part is when pop goes the weasel timer was 60 seconds but it got nerfed for having "too much time" but ds was ok for 60 seconds lol. Just make a change if you down a different survivor it deactivates.
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958901#Comment_3958901
It's not hard to get a 4K without using a toxic strategy. There are so many perk combinations for the Killers that can outright halt the game for Survivors that these toxic strategies aren't even necessary. While I don't do YouTube videos, just go watch Spookyloopz, he never does these toxic strategies (And yes, he does slug on occasion, but those instances are justified slugging, since the other Survivors were right there) and he gets pretty consistent 4Ks.
You want to get consistent 4Ks without being unsportsmanlike? Play the Killer you're best at. Not the one who people say is "meta," but the one you're best at and who you have the most fun with. It's not that hard.
It's toxic to try and win?
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@glitchboi said:
When I say "almost every", I don't mean every killer. It depends on how much skill the killer takes. For instance, killers with lower skill floors but with higher skill caps, such as Wraith and Clown, should be balanced around high B tier, no lower. Killers with higher skill floors, such as Pinhead, should be balanced around the A tier.
A tier killers are able to withstand SWF, while still being fair for solo queue, such as old Billy base-kit wise and Huntress. S tier killers, such as Blight and Spirit, also count depending on the perks and add-ons they use.
Of course, it would be a bit difficult (probably an exaggeration) to start off with the whole killer-balancing thing due to flawed map design balance-wise. Not to mention the misery of going against these killers should also be analyzed.
It's should be the game is a 4v1 but survivors need there hand held.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2471470#Comment_2471470
Isnt that a weaker Pop? Pop is 25% and you can get it off a survivor 3 times (total of 75%)...?
You don't get my point. This killer perk in theory rewards losing a generator and can force survivors to just wait the timer out like killers do for ds or finish it the objective and get punished with no real counter it Which is exactly what ds does punish the killer for doing their objective with no counterplay. Dead hard is even worse than ds imo every 40 seconds the survivor can just make a bad play unpunished when they would've got hit basically free health state.
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Imagine if there was a perk for killer like ds. When you hook a survivor a 60 second timer activates if a survivor completes a generator it goes back to 50% progress and this can happen 4 times. Survivors complain its not fun to be killed so quick then how is it fun to be on a large map and have 0 control over gens speed? Oh nobody cares killer players can go f themselves.
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@IlliterateGenocide said:
? use it to ur advantage
You're kidding right? I'm trying to hit an object and get a lethal rush to hit someone not slide and waste my rush what kind of logic is this...
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@McFALLENONE said:
A post was made before that suggested a new way to gain bloodpoints if your tunneled early game, for the most part I liked the conditions but a few were unfair to killers. So instead of commenting this under that thread I will instead make a new and see what you guys think about it.
- When killed, in the match results menu you have an option to re-enter as a wandering soul, entering a realm known as the Spirit World.
- In this realm you can not see killers, survivors, totems, generators, or anything that directly relates to the core objectives of the ongoing trial.
- In this realm you gain the ability to place Spirit Tethers on windows, and pallets.
- If a survivor or killer interacts with the Spirit Tether in any way you gain an additional 1000 bloodpoints at the end of the trail.
- You gain a maximum of 10 Tethers.
- When all your tethers have been placed you may spectate any of the players in the trail.
This way even if your tunneled early game, you can still make up plenty of bloodpoints. Now you may be thinking that Swf squads would abuse this, and your totally right, but who cares? The killer still got the kill and all the bp that came with it, and the survivors benefit with free bloodpoints.
No adding more bandaids fixes becuase the main problem isn't fixed doesn't solve anything.
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Use a cooldown add on and the add on that reduces missed attacks penalty. I'd advice ruin tinkere BBQ and pop. Tinkerer is extremely helpful for indoor maps.
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@Shroompy said:
because she's almost as good as Nurse while only needing to put in a fraction of the time to learn her
You're 100% wrong. Spirit becomes easier than nurse to play when survivors don't actually try to outsmart the spirit and just run around loops or running in general. Spirit becomes considerably harder however when a survivor is much more smarter with how they try to lose her then Spirit will have to make a good read to get a hit. The change to iron will shall make sure that the Spirit on training wheels will have to get better or drop her.
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@NekoTorvic said:
https://forum.deadbydaylight.com/en/discussion/comment/2360986#Comment_2360986
Blight has a few object with weird collision. If you dedicate enough time to learning what he collides and what he doesn't collide with consistently you will be able to use his slidiness to your advantage at almost any loop. Butter shack is an example of where Blight is insane because he slides on it, if you know how to use it.
But either way, the point is, tho, that Blight gives the killer player the tools to compete against survivor skill and their tools as a team. Something that all killers should have.
I'm sorry but if Blight power being inconsistent is the most infuriating thing to happen I tried to play him and many times I was robbed if a hit/down from sliding to the other end of the map if ridiculous I noticed that the swamp maps are impossible to play him and from what I understand the devs already said they "fixed" him so they won't do anything with him again.
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@NekoTorvic said:
There are 4 killers in the game with the potential to absolutely demolish good survivors if the killer has the skill for it. The only tool survivors have is their own skill and teamwork.
We need killers to be more complex and to have tools that are only provide them with benefits if used skillfully by their players, meaning every killer can compete, as long as their skill allows them to. Both their macro skill and their micro skill.
I think Blight is an excellent example of a killer that allows that. He is an incredibly deep killer, he is not affected by cheap things survivors can do like holding W for an absurd amount of time. He is powerful at loops. His map pressure is one of the best, and the most limiting factor in his potential is the skill of the player using him. He's the epitome of player skill vs player skill. Also he's a great killer to manage the 1v4. Because W is not effective against him, he can use slugging very effectively and he can patrol an area around a hook and some 3 or 4 gens very effectively. Survivors need to play extremely well against a strong Blight player or they will die. A Blight player needs to be on point or else a strong survivor team will demolish him.
Imo, every killer should be like this. They should have abilities or tools that allow them to tackle any team, provided the skill of the killer player is up to the challenge. Then survivors should be given tools that can reflect their skill way more as well, instead of just having 1000 safeguard perks that protect them from mistakes, and their main mode of defense essentially gifted to them by RNG. One of the problems is that no matter how skillful an M1 killer player is, if a survivor holds W when they hear their TR, it will still take them ages to even catch up to the survivor. There's no skill involved in either party in this, and like this there are a bunch of situations where most of the killer roster just can't do anything, no matter the player skill.
I am not at all in favor or giving killers who cannot perform well safeguards. Safeguarding players from being outplayed is one of the biggest problems in this game imo.
Blight has ice skates on currently
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@LowrenceVonQersrick said:
So tired of this #########. Why they do this? Some of them reaaaaaaaaly need close this hatch for 500 points. Especially now, every day, at least once, im slugged as last person. And some of them do this for fun, i guess. They just love waste my time. At this point i want game to end, right? But i guess im some wierdo.
Why cant i DC at this point without penalty? ######### Devs are thinking? Do they play this game? Yes, i will blame Devs, because Killer is REWARDED FOR DOING THIS, FOR WASTING MY TIME.
Why are you blaming the killers for a poorly designed game mechanic by the devs...
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@razberrypizza said:
They should just give spirit nurse treatment and make her hard to play, while not nerfing her overall strength
Spirit is hard to play against good survivors. The survivors who complain spirit op run in a straight line or try 1 mindgame over and over. And nurse is the same thing she's hard to play against good survivors who actually mix up their movement unfortunately casuals want braindead gameplay.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2329912#Comment_2329912
Can standstill mindgame go?
Yes that's the one dumb thing that shouldn't be in the game. No skill required for that.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2329912#Comment_2329912
Why get better when u can play spirit without hands.
Playing spirit against good survivor is really hard if both players have good reads it makes it interesting but casuals don't like it so they want to a counter to everything. Trash logic really
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@WexlerWendigo said:
We have to suffer facing this BS killer for months more, yayyyyy
Don't worry they'll nerf her. Why get better when you can cry for nerfs.
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@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/4D0V2Q4L48ED/1623315969882.jpg
Fact: none of these actually work.
Lol that's cute fanart
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/2309554#Comment_2309554
Oh please. The killer mains on these boards complain just as much about Survivor perks/tactics as the survivor mains do about killer perks/tactics.
Or have you missed the 1,824 threads complaining about: Dead Hard & Unbreakable?
People complaing about perks has nothing to do with playstyle buddy. And rightfully so dead hard used right is basically another health state and is ridiculous strong.
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@Drekathar said:
I prefer to get slugged over hooked any day. At least this way I have a chance of being saved with no repercussions. I don't get it. It's not like being hooked is super fun 😂
Double standards survivors can play and do whatever they want. But killers get yelled at for everything.
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@crixus006 said:
I would like to buy this Xbox, but first I would like to know if it has FPS drops or does it work well? does the game run well in general?
I have it It's 60 fps from what I understand and no stuttering at all.
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@DwarvenTavern said:
An awesome buff for Surge would be allowing it to work when you down a survivor with any means. Give it a longer cooldown if they're worried about balance, but it would be really nice
There doesn't need to be a cooldown a perk that requires actual skill to use shouldn't punish you for doing to well. Same thing for the new perk you have to kick multiple gens then down a survivor for a regression less than surge and a lousy incapacitated timer honestly should be 20-30 seconds and has a cooldown on top of it for what?
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@Nameless said:
I've been saying from the moment Surge was revealed that it didn't need so many restrictions but uhhh this is a bit overkill lmao
I corrected myself also if kicking generators was actually impactful and survivors would have to do example a 5 second action to fix the damage mabye kicking gens wouldn't be such a waste of time and usless but if that were a thing I would say there would be a 5th killer perk slot that can only have a perk related to gens or have 4 gen perks would be overkill. Lots of good ideas can be made but we all know devs priorities survivors qol first and treat killers like a second class citizen. Sometimes devs do good killer changes like wraith but rarely happens.
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@GannTM said:
That is a mega overbuff to Surge my guy. That would honestly be OP af being a perk that strong with no cool down.
Just an idea I'm not thinking properly right now sorry I completely forgot that surge can damage multiple generators at once. Let's say surge can have no cooldown and triggers on any attack and it does 20% to the generator with highest progress but 50% less to other generators or something like that. I would imagine if gen perks were all strong if you equip more than one your perks will have diminishing returns or go down a tier something of the sort.
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@Northener1907 said:
My poor Freddy was one of most hated killers. But he nerfed. Did you played against him after uptade? Is he good now or still so stong? What you thinking? Did nerf helped?
He was overated his anti loop doesn't even work until they are in dream. I wonder if they make changes according to stats then nurse should get buffed lmao.
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@Laluzi said:
Killer or survivor. Or do you not dodge at all?
I dodge lobbies if I see more than two flashlights. It's not even a git gud situation, I just know these survivors are going to be really annoying - either they're going to find other ways to badger me at hooks, or they're just going to click at me all game. Lightborn makes good gotcha moments but doesn't stop annoying survivors from being annoying. I also don't trust Dwelfs; if I see a Dwelf with a flashlight, or a lobby of Dwelfs, I'm gone.
I don't dodge keys unless I'm doing an adept or an archive to get a 4k. And I love lobbies where all four survivors are the same character or identical, even if it probably means they're a SWF.
As a survivor, I dodge if I end up in a really provocative lobby - like all three of my teammates are carrying keys. I'll also dodge if I'm doing a flashlight challenge and I see other players with flashlights, because I don't want the killer to bring Lightborn.
I'm just curious about what things different people nope out at.
Dodge when I see Russian player 99.9% of the time they're extremely toxic and brings keys. And if I see a key I dodge too.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2104144#Comment_2104144
This is pretty accurate. They just kinda "broke" like ages ago and never fixed it.
At this point I just consider it a nerf because I doubt it will ever be fixed.
Sounds about right I play another game called hunt: showdown and the audio of that game makes this game look like the audio was made by a bunch of incompetent people.
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The old music was way better it made the killer pov feel like actually bloodthirsty hunter after that change I stopped playing him its sad. It seems like every killer pov chase theme is the same as survivor in chase theme so they probably just changed it because demos pov was in terror radius theme.
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@Todgeweiht said:
I AM LITERALLY CRYING AND SHAKING RN
I PLAY DEMO FOR THE FIRST TIME AFTER THE PATCH
ONE OF THE BEST POV CHASE THEMES
NOW REDUCED TO A SOULESS MESS
THIS IS BREAKING POINT
NOT THE BUGGY KILLER
NOT THE BUGGY PATCH
THIS
THIS IS AN UNFORGIVABLE ACT OF HIGH TREASON
RIP demos old theme
You shall not be forgotten
They never fixed it.
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@TwistedJoke65 said:
As people may know I am a Freddy main at rank 4. He is the only character that I have Prestige 3 and the only killer I have the adept on. I have been playing him for about 2 years now, and after the rework here's what I found.
When Freddy was reworked, He became powerful. Not the best killer in the game, but a powerful one. He had map mobility, multiple play styles, and anti loop.
Here's the problems.
The main one is the BT bypass. My idea is that while you are oblivious, you only don't hear the terror radius, but it is still there, making perk like BT work vs Freddy.
The second problem is the Teleport cancel. He has waaay touch leeway with his port cancel, making him able to completely scare a survivor, lure them out, or cause regression. My idea, cancel teleport take half of your bar. Right now it only gives a sliver of cool down and that can be easy to abuse.
I find Freddy Krueger to be a balanced killer otherwise. He gives the survivors something else to do(wake up) and makes them think about what they do. I find versing Freddy to be just as fun as playing him( I am a rank 11) survivor. He is easy to pick up making him noob friendly and fun to play. But just because he is easy to play as and strong, doesn't mean he is op.
Knowing the devs, the changes won't be so slight, so I'm a little nervous. All I ask is fix these little things, but don't f*ck him up. He's fun and strong and I hope he stays this way
They can't just remove the little things that make him unique to other killer what is the point of playing him then? And he doesn't need a nerf at all. They just look at the StAtiStIcS and then make absurd decisions. Like saying people who use DS die alot still so it doesn't need a nerf but pop goes the weasel needs a nerf to the time but DS having 60 seconds is fine somehow.
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@CashelP14 said:
Personally I always slug for the 4k. Do I care? No tbh. I only care about getting points so slugging for the 4k is the only way to guarantee points without having to chance a rng hatch escape.
Survivors who do gens fast to escape are boring.
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@WishIcouldmain said:
He was underperforming at first. Then according to stats and many others he's over performing. So he's getting nerfed. So what's gonna happen? I feel like they'll bring back his old mechanic were you actually have to put them asleep. Instead of survivors going to sleep passively or on a hit. But his abilities snare and gen teleport will stay but maybe get tweaked.
They're nerfing him from stats which is ridiculously flawed way to nerf something. But ds with all the evidence and proof of it being insanely strong isn't being changed at all.
The people who are balancing this game has absolute no clue what they're doing. Ds is on a 60 sec timer which is 10 years of time in game but for some reason pop gets nerfed for having to much time?
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@BigBrainMegMain said:
Killers complain about DS+Unbreakable but have the Audacity to leave you slugged for their 4k.
I think after all the years of survivor game play punishing killers for getting multiple hooks killer players decided their own cheesy game play. Nothing going to change buddy until things get changed
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1647581#Comment_1647581
Does not seem to fit your playstyle then but certainly it wont make it a bad perk as you claim.
You're Reaching too high surge isn't good because the devs designed it to be useless if you're fast at downing ruin and undying is a better perk setup than surge but that doesn't help when you go against skilled survivors because the game isn't designed for killers to win.
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@azame said:
Since DS is about to get killed. What are some other "needed" survivor nerfs. I'd be interested in knowing so I can prepare for the dark times survivor edition.
You're joking Right? Nothing bad will happen to survivors lol.
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@Brhoom said:
https://forum.deadbydaylight.com/en/discussion/comment/1644615#Comment_1644615
Please teach me how to counter these "viable starts"
Camping
Slugging
Tunneling
Quickly
It would require a lot if changes honestly because at high level play killers are usually forced to do those actions. Make the game longer change perks like ds and unbreakable and slugging perks for killer make fresh hooks gives significantly more points than slugging and focusing one person and give like a speed buff or some sort of buff for hooking different survivors and not the same one then change generator perks ect. But we we all know this will never happen.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1643875#Comment_1643875
Seriously what good is an 8m increase to Cruel Limits when the fundamental idea behind the perk is flawed?
"We've been monitoring for a year how garbage demogorgons perks are so We've decided to do extremely minor number changes that do nothing oh and we won't remove surges cool down we can't let good killers getting fast downs be rewarded they should be stun by ds for proxy tunnel camping
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@EuphoricBliss35 said:
Punctuation is a real thing you know. Just in case you forgot
Yikes imagine caring about punctuation then not put one yourself cringe much
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@xxDeathwishDW said:
I think it's not a big problem. It is a end-game perk, so it don't do anything in early and mid game. Also, you can remove this thing with doing totems. I can maybe understand if you just say "No one Escapes Death" but it's a hex.
Killer has to face 16 second chance perks in 1 game? Ehh who cares killers uses 1 perk that can win you the game REAL SH...but you still have to play WELL to get good usage its not some free escpae for being downed like ds! you still have to earn your down by chasing them. With lower skill players they probably just down 1 person hook and camp and still depip and that's it. Killers dont have ridiculously strong perks that just makes them win from losing like survivor do.
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@Mak0 said:
Ah yes because getting rescued from a cage only to get put back into a hook is 100% good. As a survivor and killer main this change was needed your just mad you can’t tunnel relentlessly anymore ;) killer mains are the first to complain about DS then do the exact thing it was designed to prevent
As I said the same mindless responses I see everywhere "as a survivor and killer main with 20k hours announcement" because he knows that he can't prove anything with logic and just argues apparently this guy says he play both sides but probably only plays survivor because he just starts accusing me of being mad that I can't Tunnel lol. Anybody who regularly plays killer know that you have to kill someone off fast sometimes and pyramid head was really good at that but now its gone and doesn't really have anything but a zoning tool and a mini mori.
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@Cheers said:
I'm against replacing portals like Hag, because his main concept is meant to be that you place your portals in smart locations. You don't waste them. He's got alot in his kit so it kind of has to be like that.
His cooldown is fine imo, just make sure not to waste a portal use.
Longer undetectable with silent footsteps is a great idea imo. Don't see a problem with it.
Hag also has to place traps smart but imagine if she couldn't replace them that's a problem with demogorgon. Maybe there's some traps I left at finished gens that never got destroyed now I'm just missing portals...and there's already counterplay just destroy them there doesn't need to be multiple counters to his portals.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1197336#Comment_1197336
I most likely will because the Devs are constantly catering to killers. Survivors have received nothing but nerfs for the last 6 months and yet Killers just continue to tell us to stop crying.. to "git good".. "survivors still to OP!". Tell us.. when is it going to be good enough? When you can down us in under 20 seconds? When you only need 1 hook instead of 3? When all of the pallets and windows are removed from the game? When we lose our ability to run? When the Devs give you the ability to see us anywhere on the map permanently?
Survivor Nerfs
Patch 3.3.1 - Insta Heals nerfed, Green Medkit charges nerfed from 24 to 16 charges.
Patch 3.4.0 - Balance Landing Nerfed to remove staggert reduction while exhausted.
Patch 3.5.0/3.5.2 - Lery's Rework (Survivor Nerf to hide totems, remove windows and add more unsafe pallet)
February 10 - Disconnect Penalties - Forces Survivors to have to play through matches, no matter how toxic the killer wants to be.
Patch 3.6.0 - Survivor Nerfs
1) Survivors can no longer sabotage Bear Traps
2) Dropped survivor wiggle progression reduced from 33% to 25%
3) Toolboxes Nerfed
4) Saboteur nerfed (cooldown added) & Hooks respawn faster
5) Addons nerfed to disappear at the end of each match
6) Autohaven Wreckers: Fixed an issue that allowed Survivors to use Dead Hard to get onto tires near a crane (Yet killers can still do it with Lunge)z
7) Breakable Walls added
Dev Update April 2020 - Survivor Nerf - Reduced repair speeds when working with other survivors, maps reworked to prevent survivors from being able to actually escape from a killer.
I like how you cherrypick literally everything not even nerfs just added features. Hidden totems = survivor got nerfed LMAO good riddance.
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Already quit a long time ago. Playing mostly killer feels like being a second class citizen literally. No one cares what you say or majority of the killer playerbase say. For example generator speed is ridiculously fast and will probably never be changed. Also the amount of game breaking bugs the developers leave in for months with no fix for a long time like sound issues and sound is the most important part or the game and is constantly bugged and feels like it gets reduced after each fix or the chase music will just burst your eardrums and drowns everything out. And of course exploits that survivors can use and receive no punishment for abusing but killers will instantly get banned for it most I've seen abused is the entity blocker not working. Not saying that killers exploiting on purpose shouldn't be banned but really...survivors are just told be nice and don't abuse it smh...
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@NuclearBurrito said:
The claim that the Devs are Survivor sided also includes the claim that the Devs will implement features such that the Survivors become more powerful given their implementation.
While it's easy to just point towards a list of Survivor buffs and declare that as the proof that this is the case, I don't necessarily think that's the case.
Specifically, instead of looking at things 1 patch at a time, rewind to a year ago.
Hatch couldn't be closed. EGC didn't exist.
DS worked on first down
More safe pallets
BL infinites and instant heals allowed for crazy long chases
probably a bunch of other things I'm forgetting about. But basically if you were suddenly thrust a full year into the past playing Killer would feel far worse than now.
If you go back even further the problem becomes even worse, trending all the way back to several infinite loops per map with no perks needed and no skill needed and also gens are even faster because ######### you.
The devs that brought us to this point are the same devs working on the game now. Yet there seems to be the idea that even though the game has been getting more and more balanced over time that the same devs that got us this far also are devs that want to make Killers suffer and hate progress and whatever other random idea people have.
I'm not trying to say that the problems people claim to exist don't exist. But rather, that over time the number of problems in the game has been going down and not up, and there is no reason why we should expect this trend to stop. Will all of our problems go away in one patch? No, but the trend has been positive, not negative. So try and consider the big picture before trying to call the devs biased and terrible or whatever.
Bloodlust, Entity blockers, the entire gen regression mechanic, Several killer animation speedups, the EGC and Hatch closing wouldn't have been added if the devs were truely as Survivor sided as people claim.
Dude the nerfs that yout talk about shouldn't even be considerd nerf except for balanced landing and instaheals. Ds was a rework and is still very strong. Safe pallets shouldn't exist and there is still many in the maps Hatch close is good but egc doesn't help killer in any way its more of a white flag actually scince you can literally open doors for survivor to make them leave. And all the bloodloust blockers and little mechanics to help the killer is just bandaid fixes that doesn't solve the problem of a badly one sided designed game.
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@Umbrae_pk said:
A lot of people are complaining about new Ruin, and honestly it's annoying.
Yes, the perk got nerfed.
Yes, it was needed.
Yes, you guys are mad, but suck it up. that's what happens in an online multiplayer game.
This might not how Ruin will be released, it's a test for a reason!
The new Ruin isn't even live yet but you guys are already crying. You haven't even tested it out. Just read the description.
In the meantime, stay quiet and wait for the PTB to come out.
It's not crying it's the devs way assessing the rotting wound of this game with a little bandaid instead of reworking the way generator are done to make them a more interesting fun objective to do and make it easier for the killer so they actually have more than a 3 minute game the best the most used perk. Only a degenerate could justify these changes for real.
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@Vetrathene said:
It only activates once you've been downed AND hooked. Its giving survivors sixty seconds of immunity for not escaping the killer. But NOED is the ONLY problem.
@Vetrathene said:
It only activates once you've been downed AND hooked. Its giving survivors sixty seconds of immunity for not escaping the killer. But NOED is the ONLY problem.
Lol no noed doesn't reward failure. If you play well but because of how gen speed is you can actually have a chance at endgame with the park also remember running noed has a big disadvantage of it being destroyed and you having only 3 perks until endgame. Remember when the devs said about their new endgame mechanic to give killer a chance when all generators are done? Yeah they gave the ability to open gates instantly for survivors very helpful!
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@StarMoral said:
According to the data they collected from April 1st to April 7th, (a small margin yes, but this is all we have to go by besides anecdotal evidence) Spirit and Nurse were not the highest ranking killers when it came to kill rate.
Hag, Billy, and Trapper all ranked higher than both of them, all three having over 60% kill rate in both PC and Console, while Nurse actually had one of the lowest kill rates on consoles.
If the goal is 50/50 kill rate, two die two escape, then why is it acceptable these three go over that ratio, but Nurse and Spirit suffer consequences for staying within that range?
My answer? I don't have one. Only a suggestion. Collect more data for the public. Give us the numbers.
It's an assymetrcial game if it's being balanced 50/50 that's not how you do it. I went in this game expecting it would be scary as survivors and hard and challenging to escape what reality is it's just a ridiculously easy ride for survivors with not much skill required to escape and with killer is so much management and stress it basically switched around. Obviously it never gonna change so the only way to win is to play the strongest killer which it seems to be spirit atm. But apparently there are"changes" coming to her so that might end soon...
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@LapisInfernalis said:
I'm just curious. :)
I had a few situations where people reported me for stupid reasons. These are the best 2 I got (I can't decide which is the stupidest one).
1. Reported for Stream Sniping, while the t.tv was offline. I played infinite EWIII Myers on Lèry's, they fed me my Tier 3 with 0 gens done, so I decided to "Play with my Food" (we all want BP). I found them with Infectious, but they were complaining that I "found them without BBQ" and that I "had no skill with my infinite tier 3" so I had to stream snipe. That guy was offline and had 1 follower.
2. Reported for "being toxic" and for "trash talking". I was playing Spirit (rank 10) with Gen Grabber Build on the swamp. Had problems with map pressure because of always crouching survivors (2x rank 16 with 200hrs) who I did not find. I hooked everyone at least one time but I was not sure if someone was on death hook when the exit gate was opened (2 claudettes looking the same). I downed one near the exit and then the others swarmed me. I knew they would try to bodyblock me at the hook so I tried to fake the pickup or phasing so I could injure them and make them leave. I also waited one time that they picked her up again to down her one more time to be sure. When they were gone I hooked her and secured my only kill.
They said in chat that I was tunneling (I was not. Running into me is not tunneling) and they would all report me for being toxic and that I should enjoy my ban for unsportsmanship (I did not bodyblock, Mori-spam etc). They did not tell me which of my actions they considered toxic (I guess the part where I wanted that kill) but told me, that they had me reported on Steam for "trash talking" too (wait, what? XD). The guy wo died even commented on one of my artworks (he said things to try to make me jealous) because my comment section is for friends only.
I got reported from survivors for killing them. It got so bad that my Xbox profile said "reputation:avoid me" because reports and blocks affects my reputation its a very stupid system but it shows how entitled and pathetic players can be
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@thekate said:
I just wanna know if they have somethings in their mind about her.
Lol no spirit doesn't need a need buff every killer to her power level and yeah there's variety but everyone know that's not happening because majority of the player base is just survivors who want everything easy
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@Chaddad2169 said:
I'd remove her Collison as she's a ghost for crying out loud.
And I'm preparing for the worst Spirit mains to come here and post their typical "GiT GuD SuRvIvOr MaIn" bs without even reading my comment.
I'm looking at you @Rin_is_my_waifu
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