Velarica
Velarica
About
- Username
- Velarica
- Joined
- Visits
- 21
- Last Active
Comments
-
When you own Plague :Kappa:
-
If 3 survivors do nothing but let their teammate run killer and rush gens during this time, it is entirely their own fault for not doing bones. As to the Candles in basement I will also remind you KILLERS do not have this information naturally (They need to run a perk to get this info). If something like this were to be implemented then then killers would need a straight counter on the UI somewhere while survivors would have to check basement for this information. This is due to the fact the killer needs to be out in the map pressuring gens while a single survivor can check basement really at any time without much worry.
-
Hes an M1 killer with insane mobility between loops. Yes his power is UNDENIABLY useless inside of a loop. But if the survivor makes it to the next loop without getting injured or downed you are doing something wrong. In most cases if you loop well you can down them after a single loop because they cant run between tiles. That's the high skill reward aspect. Admittedly hes also like playing a nurse with "No blink through walls" addon... which is challenge to get used too.
-
There already is a totem counter, Small game, just because its not meta (and admittedly a weaker perk IMO) doesn't mean you cant use it. It does exactly what your asking for, it helps you find totems. Sadly its really not your fault if you were running the killer, its on your teammates to suck it up and look for totems instead of pushing through Ruin
-
Nurse because the mindgames are fun an I really enjoy them both when I pull one over on the nurse and the nurse manages to pull one over on me (former nurse main).
-
I mean you dont need unbreakable to make Dstrike valid. As long as you pay attention to lockers when being hooked and for general map awareness, you can rush to a locker after being unhooked and sit in it forcing the killer to either camp you, or leave you. Not to mention if the killer camps you, you can further mindgame by exitting the locker early to get them to pick you up assuming your Dstrike is gone.
-
Y'all need to stop necroing posts just let this one drop its from July of last year.
-
@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1579754#Comment_1579754
I thought about a rework like this also, but then the perk would completely lose the purpose of being anti tunnel, and then killers would just 3 gen and tunnel off the hook, trust me. Boring as hell. Just ignore the obsession and tunnel to death not obsessions, because at the moment there is literally no reason for a killer not to chase somebody without ds, literally. It ends games so fast, so so fast
He said specifically after the exit gates are powered, not in general. It should be fine IMO but its a little... complex to write out in a perk description.
-
While I realize this is a bait, Just gonna drop a fun build here: Noed/Bloodwarden/PWYF/BBQ, its especially fun on trapper due to how traps interact with PWYF and the obsession. Or the meme version NOED/Devour/PWYF/BloodWarden. (24% Bonus speed if you hook someone during NOED at 3 stacks of PWYF and 2 stacks of Devour. Got a Need for Speed?)
But as a general tip for using NOED, the salt has a grain of truth in it, if you dont apply correct gen pressure the survivors will have plenty of time to do bones and then NOED is gone, to use it correctly you still need to apply gen pressure. If the survivors still stop doing gens at 1/2 gens remaining to get all of the totems cause they know, take advantage of the extra time you have to finish off the survivors, if you run NOED never count on it actually arriving. And remember NOED or not they cant cleanse your Bloodwarden.
If your using NOED correctly while applying gen pressure its a fairly powerful perk, but otherwise against any competent survivor set it will never even pop at red ranks, unlike our friend who started this post implies. I repeat, you wont even get NOED unless you have the most boosted red ranks ever if you can't apply proper gen pressure for the entire game.
-
Gen Pressure! Gen Pressure! Gen Pressure!
Seriously though especially when your building up to rank 1 its a good idea to just run 4 gen denial perks and work on your looping/chasing skills. Dont worry about any exposed perks as they wont help you at Rank 1 (unless your talking Noed/Bloodwarden which is cheesy but viable, but again you need gen pressure so they dont have free time to just do Bones). There are things you pick up over time, hell I have 800 hours and I'm still learning new tips and tricks for different loops.
A general tip is to focus on preventing Running vaults and force them back towards pallet-less loops. You need to pay attention during a chase to force the survivor to make the slower vaults and force them away from loops with intact pallets. It can be tempting to not break a pallet to keep up in the chase but the majority of the time it is better to break the pallet, follow them to the next loop, then chase them back towards the first empty loop where they have nowhere to loop. Its a lot to balance at once especially when facing a survivor whos good with the mind games but once you master it you will be able to swiftly end chases even on the most M1 killers.
As for SWF tips we go back to Gen Pressure. A SWF knows more often than not (unless its the TTV on the hook) to let a single or at most 2 people go save, so one is always working on a gen. While it may be tempting to camp hook the best thing you can do is leave the hook and immediately search for the gen that the 1/2 people are working on. In this regard you can get the maximum people off gens at a given time, Ideally you find and at least hit the person on the gen before they unhook but obviously this doesnt happen all of the time. I will admit I'm not saying just leave the hook if you know someone is there, but if you cant find them and THEN give up after searching your wasting further time which the SWF can capitalize on, always something to keep in mind.
Once you master loops and Gen Pressure the majority of the game should be spent with survivors off gen going to unhook, keeping only 1/2 survivors actually working on a gen at a given time.
-
@Aven_Fallen said:
Kindred. Went against a Hillbilly who had Kindred a few months ago. For tracking, its way better than BBQ, lol.
Wait What!?
Also. I'd have to say Bond. Meet Mirror Myers but passive.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1576725#Comment_1576725
So like, they try to win by doing their objectives?
It's when survivors refuse to unhook until the last possible moment to focus on nothing but generators.
It's a game...
You're right it is, and clearly you're incredibly selfish.
I play in a way to not tunnel/camp so as to ensure everyone who played had a fun game. Also means I won't try and do gens ASAP and I'll save my teamamtes.
Clearly you, on the other hand, play in a way to ensure you had a fun game at the cost of everyone else.
As to gen rushing I'd more describe it as a scenario where the killer doesn't apply the proper amount of gen pressure for the set of survivors they are facing. Its generally a good idea to start off the match with maximum gen pressure in mind, while most lower rank survivors make the mistake of immediately getting off their gens to go save if your facing a coordinated or higher ranked set of survivors generally only 1-2 will get off gens to save so you need to push the remaining 2 off gens asap while one player is hooked. After they get pushed off they will generally go for the save rather than go back to their gen.
As for the typical example of gen rushing, the key is to down your first survivor as efficiently as possible, so you can go back to applying gen pressure. In an ideal survivor game all 4 survivors are working on 4 different gens when you find 1 survivor. You then need to down this survivor hook them, and go search for gens before the other 3 can pop their 3 gens. This is made far worse if you patrol the hook or guard it assuming you can catch someone going for a save as skilled survivors will pop their gens before going for a save (or wait until the last possible moment of course, at which... technically you can punish them by chasing them away from hook and forcing phase 2, which is a legitimate move but its punishing the one you caught for their teammates mistakes which really isnt fun for that player IMO).
-
If you tunnel off hook your playing killer wrong. Unless your running an endgame build with Noed/Bloodwarden you should spend your time pressuring gens while someone is on the hook, as this maximizes the number of people off gens at a given time. Tunnelling off hook means if you were actually applying gen pressure you must then run back to the hook in the hopes of picking up their trail, or you were patrolling too closely the entire time not applying gen pressure at all. Mechanically speaking guarding hooks is the bane of any killer and should be avoided at all costs for maximum gen pressure. (It also makes the game more fun for survivors and yourself.)
As for Moris... well its better to hook all 4 survivors before popping an ebony mori, and for a green mori thats... well the correct way to play which is why moris need a rework cause thats not really fun for anyone. There shouldnt be an offering that encourages such a method of play. Yellow mori is fine as always and should probably be base kit TBH.
-
Yeah hes virtually unplayable without at least the common trapper sack. He needs +1 Trap baseline. Even if we nerfed his sack addons to give 1 less bonus trap each it would make some other addon combinations more viable, like my personal favorite Honed stone and Considerably Darker traps (Yes i'm a monster)
As to the statistics, well he doesnt need too much of a buff, nothing crazy like allowing him to hold more traps without addons. But having only 5 traps on large maps baseline without a sack is downright painful especially considering that not only do you have less but you are unable to carry more than 1 at a time. At least this way if you keep your patrols smart and trap placements well hidden then you can manage without the bonus traps from sacks.
-
Actually there's one small mechanical thing that puts a glaring flaw in your plan, and is likely why the key portion of your reworks have not already been implemented. As a function of the game when there are two survivors remaining and 1 is removed from the match the Hatch opens. This means if one of two survivors uses a key to escape. Hatch then opens... again. Allowing 2 survivors to escape from the same hatch.
Don't get me wrong this is still a major improvement, but it will eventually feel like a sloppy fix as survivors begin to abuse this in excess due to losing their other key advantages. Additionally I believe with the changes you suggested you should swap the charge count on Iri and Very Rare keys. Iri keys then become specifically for opening hatches, and due to their small charge count
a new addon could be added that allows keys to track hatch if its within 32 meters (Left Behind but not a garbage perk edition).Nope i see the issue nowTo properly fix the issue you need to address the larger issues with a single survivor escaping the match solo without triggering the endgame. If a Survivor uses a key to escape, the entity moves the hatch to a new random location obstructing it for 15 seconds even if it would now be open, this also prevents the killer from closing it and disables its noise for the duration.
-
Keep in mind After game bonuses dont stack multiplicatively, IE BBQ +BPS + Event Cake is only 300% this would work the same way.
For a Killer it would be 100% +75% for three empty perk slots. The bonus shouldnt be affected by addons or offerings. The same applies to survivor items/addons and offerings. It should be straight for perks. This bonus would also help new killers get out of that BP generation rut where they have 1 perk and cant do anything ingame as well as being a challenge for more experienced players who want to farm BP.
-
@Artick said:
360 is not one of the "real things". And honestly I can't take people who complain about 360s seriously, no matter how much I try. Seems a new player issue and, without trying to sound rude or anything, a case of git gud.
No we are talking about the real 360 macros that mechanically make it impossible to hit due to the momentum system with the camera and tracking. You cant lunge because they can exploit a flaw in the lunge system if they are a certain distance away when they activate the macro, they effectively get Invul frames without Deadhard. Its weird to explain if you havent seen it yourself. (At least i assume its a macro I have no clue how survivors pull off the weird 180 and dash trick if its not)
You'll know if it ever happens to you as killer your screen will shake mid swing and your lunge will stop tracking as if they used deadhard but they didn't. Anyone with a brain can 360 with a mouse/controller and any killer can hit them while doing it.
Edit: Okay legitimate sidenote though, how do you pull off that kind of 360 as a survivor, whenever I try it the killer just follows me like I do as killer the majority of the time. Its exceedingly rare that someone pulls off a true 360 and gets the fake "invul" frames where tracking halts. In fact I haven't seen it recently at all... Low key maybe it was just hack that was popular a few months ago...
-
Personally I see no issue with deadhard its exceedingly easy to counter as killer and its rare a survivor can pull it off correctly unless they are deadharding into a pallet (or much more rarely a window, thats hard to pull off!). Like its a mediocre perk all the killer has to do is chase you for an additional 1-2 seconds before swinging and then you cant deadhard out of their lunge. Most killers know this and unless theirs a pallet they just save their swing.
-
Well just throwing this out there cause a lot of people are saying "Nothing can be done." There are a few simple mechanical changes that can be made to actively punish camping within the game rather than a killer's emblem progress outside of the match. For example Entity Progression could be reduced by 33/50% while the killer is within 12/16 meters of the hooked survivor. Simply put nothing has been done as a choice not as a lack of options. Personally I definitely think camping should be mechanically punished in the match.
-
@immortalls96 said:
It sucks but you can't change these things without vastly changing the game
I mean... Actually. You could just make being near a hooked player for X amount of time within X range start draining your Sacrifice BP in addition to your emblem progress (Which no one even notices especially at low ranks where camping is most common). In addition to this while the killer is within 16 meters of the hooked survivor their hook progression could be 50% slower. Make Struggle hook Progression 75% slower? Lots of changes could be done to fix this simply none have been implemented. These changes would have very little affect on the way the game is played outside of punishing this one unfun method of play.
-
Okay so first things first. He made some significant killer errors. I feel no need to point out when and what as plenty of other comments already have. I'm sure at lower ranks these mistakes are much less severe and punishing, however when facing a competent team at higher ranks they can punish such mistakes accordingly and the team he was facing did everything right while he did quite a few things wrong. Obviously its hard to tell what the survivors are doing from his perspective but pay attention to the video. He is patrolling hooks not gens, while patrolling his hook survivors only came AFTER popping their gens and not all of them came one survivor was consistently working gens the entire game, while the others were applying counter pressure forcing him to camp the most complete gen. In a game where the killer makes multiple mistakes and the survivors make very few (even while being mediocre at looping) a quick gen rush is to be expected. Not to mention he got bugged and lost his ability to capitalize on Oni's key strength in the late game with plenty of Blood floating around the map. Its no wonder the game resulted the way it did and in all honesty its an example of what a game should like when the killer makes mistakes while the survivors don't, because its a fact the game is inherently more lenient to survivors' mistakes than killer's
-
@Emelia said:
Eh, i see nobody but me know most broken combo in this game, all you people know is meta from streamer stories... Its sad... Fine, i will share with you. Enjoy!
Tenacity + Unbreakable + Flip-Flop + Boil Over
:D
Personally I would Replace Boil Over with DS/Soul Guard. If your good at pretending you have DS then Soul Guard but most killers will just pick you up and hook you making all 4 of your perks irrelevant the majority of the time unless your playing with friends or altruistic teammates. Technically Soul Guard has the same issue but Boil Over is bad as the killer can just spam A/D like they are wiggling to COMPLETELY negate the entire effect of T3 Boil over.
-
Sprint burst and Determined (or whatever that +20% walk speed Nancy perk is called). Feel free to combo it with DS + Unbreakable and you've got the mechanically best survivor build out there. Personally I prefer Inner strength and DS for the selfheal to keep my Determined always active. As long as you've got an eye for loops and windows sprint burst is by far the best Exhausted perk as it activates in every situation and gives you the boost you need to make it to a pallet or Window.
-
The hit is fair, its hard to tell because of the particular window, had it been a normal window rather than a drop window it would have been far more obvious that the hit was warranted.
-
Deathslinger has some major issues at high skill levels. Its possible to fire his gun without even triggering the animation if you press both buttons at the same time or have high latency (at least before the new Latency system... we will see) I think if a nerf were to be applied it shouldnt be much aside from limiting his ability to fire until he finishes the 3rd person animation of aiming his gun. This way you cant be shot out of nowhere you have a split second of warning at least.
As to counterplay: The counterplay is watching him as your running, the only nerf that is needed is the above change i mentioned so that you can actually watch him prepare to fire rather than him being able to fire instantly with no warning. Otherwise his slow movespeed and lack of gen pressure makes him weak enough.
-
Well I'll admit I skimmed the majority of the comments on this but I didn't see anyone particularly mention the business aspect of why this works the way it does. Ideally the majority of the community plays survivor, this is required for the game to function without outrageous queue times for everyone involved. For every 1 person playing killer there needs to be 4 people who would rather play survivor at any given time in the day for a lobby to fill.
What this means for the developers is that they must design a game where 4/5 people will chose to play survivor over killer without making 5/5 people choose to play survivor. There is not a doubt in my mind that the developers purposefully grant a slight favor to survivors over killers and have actually done a surprisingly good job keeping this meticulous balance between favoring and keeping the game playable. Not only do they have to balance the actual game, but they have to balance peoples interpretations of the state of the game so that people prefer survivor to Killer.
As to the Ranking issues with certain perks many have pointed out, the majority of players rest within 5-12 rank range so they in turn have the game mostly balanced towards that subset of players causing minor issues in balance for players outside that range.
The point I'm attempting to make is there is a reason why killers will always be, and should always be, slightly underpowered mechanically, and why making a few mistakes as killer can cost a game whereas survivors can make far more mistakes and not be as heavily punished. Of course if you choose to look at this in the most cynical light possible, they are giving the majority of the community more leniency so they will spend more time and hopefully more money on this game. However you choose to look at it, this is a key aspect of the design of the game as a whole.
-
While I freely admit I skimmed much of the discussion, I'm strongly in agreement that this is NOT a legendary skin. What defines a legendary skin is a unique Voice, animation, (or weapon type as some had suggested above with Oni's Secondary weapon being the same in every skin). To call certain skins legendary and make them even more expensive than the current maximum price, they should provide more than the best of the very rare skins. This skin (while I don't own it I have already seen and played against it ingame to confirm this myself) does not add any unique animations or sounds, and Oni's club is identical to other versions. Compare this to Lisa Garland that has a unique standing animation that differentiates her from Cheryl. Of course, I will concede that Minotaur Oni could have a unique standing animation that I don't know about, but for obvious reasons this doesn't have the same impact as a unique survivor pose. It is common practice in other games that Legendary skins add a mechanical change to animations, voices, or effects (often all 3, but lets be honest DBD isnt a MOBA). Legendary skins in DBD should be no different, and continue with the industry standard as well as the standards they set with Lisa Garland (which are already pretty low).
Mind you, this is an AMAZING skin that clearly someone put a lot of work into. Personally I'm a terrible Oni player but I really want to buy it myself just because of how awesome it looks (And Greek lore is amazing!). I have nothing against the skin itself simply that as far as I can tell it doesn't meet the criteria to be labelled a legendary skin, because of that on principal I have to suggest others to not buy it until this is corrected.
(Okay After close inspection from what i could see in the store. There is one small change to his standing animation in which the angle of his blade on his shoulder is shifted simply so it doesn't clip as he is slightly taller with larger shoulder muscles. While I understand the need to change an animation based off of a skin does exponentially increase the workload... Such a small change should at least be accompanied by a significant change to the animation, not a minor clipping adjustment. Like it took me at least 10 minutes to find this change. That's not the kind of animation change that makes a Very Rare skin legendary.)
-
Switch killer/survivor here. Play both in the red ranks. Really as a killer I have one issue with second chance perks. Specifically DS, its a fine perk it prevents tunneling to a degree. What bugs me is when survivors with DS think they are invulnerable and just run into your face to bait you to down them and pick them up. Essentially the issue is someone can pretend to have DS without actually running it (I dont see many people doing this i think its only me TBH) The threat of the perk will make the killer not pick you up whether you have it or not.
From a meta game POV this makes the perk far more powerful than the stats it actually has. Of course its not as if there is really a way to fix this, just my issue with the perk. Otherwise I think Second chance perks do a good job of enforcing fun gameplay for both sides.
-
@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/171529/the-pig-minor-buff
Well the Deathslinger only applies exposed to survivors if he's running an iridescent addon, and when he is, he needs to hit them from pretty far away. The Deathslinger also can't become undetectable at a moments notice as part of his base kit. You can land hits with the Pig's dash fairly consistently if you can get to generators without being seen and charge it up while hiding near the generator. You also don't need to use it all the time. There will be situations where it would be better to uncrouch and go for a normal hit rather than go for a crouch attack.
Sorry, let me clarify. I mean when a pig uses dash attack against a survivor who is exposed via Noed, Devour Hope, or some other exposed perk IT WILL NOT down them from healthy, it will only damage them.
Deathslinger who hits someone exposed via Noed, Devour Hope, or another exposed perk during a reel attack DOES down them from healthy.
-
I opened a discussion about this earlier. Obviously most of the changes here are bigger balance changes but I would like to say something that 100% should be added. Dash hits should trigger the exposed status (As in instant down survivors who are exposed).
It currently DOES NOT instant down survivors who are exposed whereas Deathslinger's Reel attacks DO trigger exposed status (And IMO shouldn't but that's a different balance discussion)
Like, it probably made sense back in the day, but a dash attack not being able to activate the exposed effect when we have a killer that can literally reel in a survivor and trigger exposed is a little silly.
-
Edit:
Eh I had a few more suggestions but i didnt like them so i removed them from this post!
-
@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1391544#Comment_1391544
Actually both sacrificing survivors and putting pressure on gens is the killers job. You cannot simply ignore gens and just slap the survivors silly. It needs to be a equal balance. I mean if the game was simply KILL KILL KILL then how come I can get 25k blood points as killer without killing one survivor? It is because I apply so much pressure on gens and win chases and get max points there but choose to let survivors go. I do agree though that NOED is not that bad and is easily killed by doing bones but I also do agree it seems to be used as a crutch by mostly the campiest and crappiest killers. My all time favorites are the trappers and hags who use NOED and also trap the gates that are already close together. I play killer and never use it because I hate needing to wait until the game is pretty much done for a perk to work.
However! I do find it fun using it mixed NOED with Blood Warden. It is fun when the survivors are teabagging and thinking oh we won and you smack one and they follow you to pluck them from the hook only to run back to the gate and crap themselves when they see Blood warden in effect. That is some funny stuff and I only do it once in a while just for a laugh and a good teaching lesson not to be a toxic teabagging survivor. 😀
Not to get nitpicky. *Nitpicking intensifies*
But actually you can get up to 32k without killing a single survivor, if you abuse the endgame collapse hooks. Its hard to do that without actively farming however as most people see someone get hooked in the endgame collapse and go "Well you're dead, peace m8" (actually even farming people tend to do that...)
Without abusing endgame collapse you can get the upside of 28k as IIRC the max hook value outside of endgame collapse is (500*8+200*4) so 28,800 is the maximum without using the endgame collapse hook bonus. Of course thats assuming you max out all other categories which is fairly easy without killing survivors. Its always a fun fact to think about that a killer can achieve 32k BP without killing a single survivor.
As to Noed. It puts too much focus on the killing aspect not the denial aspect of killer. Ultimately the killers job is to deny escape for as long as possible (Of course this in itself can get boring if its done too effectively without actually killing). This is why the killer gains bonus BP for hooking during the endgame collapse. It FURTHER denies escape by forcing the survivors to decide between saving an ally or letting them die. Noed breaks this portion of the endgame rather than forcing the killer to attempt to deny escape (An ever futile effort i may add as most killers should know), it allows the killer to go on a killing spree completely ignoring the endgates in most situations. It also means any attempt to save a hooked survivor is suicidal, meaning that saving is out of the question (Or maybe you just want to die?). This means it doesn't deny anyone or anything it specifically has one purpose, gain kills until the hex is removed. As can be seen by this thread alone the most heavily debated aspects of the game are always those that involve killing survivors over denying escape. Moris are equally as contentious a debate.
While the purpose of this thread is a rant, i will refer to a previous thread that discussed alterations to Noed. Particularly making this perk focus on the theme of denial, granting exposed and revealing the aura of survivors that attempt to open exit gates would be a WONDERFUL rework that would make the perk keep with the killer theme of denying escape rather than pure killing.
-
I'm Gonna skip most of the discussion to answer the first question here. Because at pretty much purple up every killer knows Dstrike. So if you PRETEND to have dstrike. Killers will slug you and wait (or just leave you in a locker if you can manage that) rather than pick you up. The threat of the perk is more valuable than the perk itself at this point as any killer worth their salt will NOT trigger dstrike intentionally.
-
While its not unfair I'm in complete agreement with Mister_xD
@Mister_xD said:
its extremely unfun for the one previously on the hook.
its not "unfair" though, but it is very annoying and makes you seem like you A: take the game very seriously (sweaty / tryhard) or B: you only want to ruin the other players fun (toxic).
i can understand why one does it, but i can also understand why many hate it and get upset about it.
Its just not fun for the hooked person and rather infuriating as there are a specific set of perks one must buy/run to counter this. And if you don't want to buy Dstrike then you have to hope and pray whoever unhooks you has BT. Generally a good tip to avoid tunneling is to, if easily available, (due to a bad unhook or some such thing) slug the unhooked survivor then go for the one who unhooked them. Not only is this generally considered less toxic. It also pulls a minimum of 3 survivors off gens, as one is in a chase, one is slugged, and one has to go heal the slug. Of course if they DONT heal the slug it is fair to hook them after you catch the person who unhooked. Thats on the survivors to work better as a team.
-
Look regardless of what you think of Noed as is, If it were to change I would love to see any one of these ideas they are well balanced and both less punishing to survivors while more rewarding to the killers. In particular the best idea by far is the first one, although if i may personally tweak it..
Once the last generator is powered the switches are blocked for 15/30/45s
Once the exit gates are powered, if there is any dull totem remaining, a random dull totem becomes a Hex totem with these effects:
- Survivors interacting with exit gate switches are exposed for 20/25/30s and their aura is revealed while they interact with exit gate switches.
Okay so they key change here is that it requires all generators to be completed to block the switches... So we dont break the hatch game. This also means exit gates will ALWAYS be blocked on 5th gen, regardless of there being an available totem. As a perk that doesn't activate until the end of the game there should never be a situation in which it holds no effect (Okay technically there IS one situation). This also proves more significant to "trap" type killers such as hag or trapper who can use this time to prepare to protect the gates. For other killers it generally grants more time to finish a chase before proceeding to the switch game. Noed will also help confirm a hatch game in which the hatch is closed, something killers still struggle with against well played survivors. Lastly granting both aura sight AFTER and exposed is just a bit too much even for a hex, especially when combined with the powered switches being blocked temporarily. (Imagine Noed, Remember me, and Blood Warden)
As a sidenote at this point its virtually two different perks. So as a tangent on my own tangent...
Remember Me:
Once the exit gates are powered for each token, block the switches for 5/10/15 seconds. Can gain up to 4 tokens. (Hit the obsession as is)
Noed:
Once the exit gates are powered, if there is any dull totem remaining, a random dull totem becomes a Hex totem with these effects:
- Survivors interacting with exit gate switches are exposed for 20/25/30s and their aura is revealed while they interact with exit gate switches and for 5 seconds after.
This is slightly better balanced than my above idea although it does mean you can now bring Remember Me to completely deny any form of escape if you manage to close the hatch first. Insert Killers doing this just to be toxic and BM Survivors who literally cant escape.
-
I would say its definitely not intended, considering you CAN hit people vaulting windows with this ability (in fact vault hits are generally the easiest for low rank Pyramids to pull off). I can't see why they would intentionally treat pallets differently granting invincibility against this ability.
Sidenote: Did Pyramid just miss here. Not sure the pallet trick had anything to do with it. Particularly if you pause the video as the runes appear hes outside the hit region (by the skin of his teeth) then as the hit occurs he enters the pallet animation, which moves him into the would be hit region... slightly after the hit occurs possibly? Regardless I'd love to hear if anyone else can pull this off reliably.