AChaoticKiller
AChaoticKiller
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i mean if the killer slugs sure but if they don't or if they don't have a hex you just wasted a perk slot.
very good against specific killer playstyle + build
pretty bad if not in fact you don't even have a perk if your never slugged.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1774995#Comment_1774995
I still completely disagree with that, as someone who has played at rank 1 for thousands of hours and regularly is playing into the genrush sweats.
If you hit a good SWF, all gens will be done in 4-5 minutes. There was just a video on this forum demonstrating it. It's not uncommon to lose 2 gens before corrupt intervention is over, especially if you are playing someone with a weak early game like Michael Myers. If they have full meta builds, you actually cannot win as an M1 killer. It's borderline impossible. The loops are too safe, the gens are done too fast, there's too many second chance perks, object of obsession callouts are too strong. I bring a Mori into those games almost every time if I recognize the SWF.
I literally just came out of a game like that, sent to Ormond, 2 gens done before corrupt was over, instant medkits, the works. But I had a tombstone so I still won (and depipped). And it's incredibly hard to untrain yourself from playing in a manner to beat those kinds of players. So you play like that into disorganized solo Q players as well.
same boat in experience as you mate been in rank 1 as killer for 3 years, let's agree to disagree
i think your a little blinded by how unbalanced this game is to see that not all games are like that, from my experience 1 sided survivor games are in the minority of my matches. i'm not saying that that's ok something definitely needs to be done in a ton of different area of the game but as i said plenty of games are winnable with m1 killers if your a good killer.
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keys can be reworked to be balanced when opening the hatch all it needs is time to open the hatch and a way for the killer to find the person opening it. check out my rework for it and tell me if that is a lot more fair then how currently keys are.
As for mori's because they are a offering and with the way they work its a lot harder to come up with a rework for them, honestly all i can think of is applying restrictions to mori's that would make it so you can't kill survivors off first hook.
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@Weeb_H_Toast said:
https://forum.deadbydaylight.com/en/discussion/comment/1775924#Comment_1775924
I didn't say emblems, I said earned bloodpoints in Objectives, Survival, Altruism, and Boldness. This allows the survivor in question to know whether or not it's suicide. Based on how full that little circle was. If not, they wait at an exit gate, and start opening it when the killer closes the hatch.
you can replace emblem with bloodpoints in my reply and the it would be same point, people would rather have a more thought out rework that is more balanced which is very possible and easy to do unlike mori's.
edit: the problem with hatch isn't how you escape with it, it's how unfair it's implementation is. What it needs is a rework of how it is opened that allows the killer to stop it. If hatch gets reworked you have to also look at how keys work with it and currently keys are OP as hell because when it is used the killer practically loses even if they close hatch because the gates get powered. simply adding interaction between the killer and survivors when it regards opening the hatch is what hatch needs not how survivors escape using it because hatch is honestly fine, its when it is opened with a key that needs looking into.
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@Weeb_H_Toast said:
https://forum.deadbydaylight.com/en/discussion/comment/1775082#Comment_1775082
As of right now, the hatch rewards pour play on the survivor side, it doesn't matter if you let your whole team die, did no objectives, and get a free escape. A better idea would be to evaluate the survivor attempting to escape based on their own current match ranking. Having all scoring categories highly rated would allow safe passage. Say at least more than a collective 18k bloodpoints, this allow the survivor to evaluate their chances of escape from the in-game hud score feedback. A survivor only needs slightly above average in all categories for a match or 2 at max (which is fairly easy for Boldness and Altruism) with minor amounts in another category or category's.
im just saying that literally nothing else in the game is affected by the emblems but rank, it doesn't make sense to do it with the hatch when what it really needs is just interaction with the killer by making it take time to open along with a few other changes.
i get that people don't like someone who did nothing escaping by hatch but this just doesn't seem likely to even be considered by the devs simply because it is using a score system to decide if you escape when the devs don't support that kind of mechanic anywhere in the game. I'm pretty sure both the devs and the community would rather have a different rework of the hatch that is well... more thought out and mechanically interactive.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1775464#Comment_1775464
We will have to agree to disagree. I just don't think they are that bad; there are certainly more pressing things I'd rather the DEV work on than Keys and the Mori. If they change them, great, but making them sound like a game breaking issue is just hyperbole. They are fine. I've had them used against me, and it wasn't a big deal. I suspect, if they do anything else to them, they will just make it so the Key only works for the person carrying it. But that is just a guess.
i mean i literally told you how they just ruin games and how simply having a key in game and the other survivors knowing makes matches unwinnable against good survivors if they find hatch which rarely they don't but ok, agree to disagree.
the only thing i think the devs should work on that is more of a balance issue than keys and mori's are reworks like for clown or something for the beginning of the game regarding gen times like the trial startup idea.
edit: also your balance idea for keys only letting one survivor escape screws the other survivors and if it starts EGC it's still just as busted as current keys just slightly less which isn't enough imo.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1775312#Comment_1775312
No, they still have to find and get to the hatch. It is what it is. Most people who bring in keys just put a target on their backs to get tunneled out. The few lucky ones that find them in trunks aren't guaranteed to get to use them. It just doesn't happen enough to warrant being upset about.
key ruins the game mate because every survivor can use it and good survivors realize when hatch spawns and at that point no one cares about gens. meaning the killer has nothing to go off of and if the key user gets to the hatch that's it the killer loses.
It's unhealthy for everyone involved and not to mention BS because the key holder doesn't care about gens when the hatch spawns and they get a free escape the second they spot the hatch. in red ranks with good survivors almost all games have at 3 gens done so the second the killer gets a kill the other 3 practically win if they realize one has a key and even if the key holder alone escapes and the killer closes hatch the other 2 now can open gates meaning the game skipped gens having to get done.
Just because they have an item and found a spot on the map doesn't mean they are entitled to an escape especially if it's in the middle of the match, it doesn't matter if they get tunneled because the killer kinda has to kill them first and hope another survivor doesn't pick up the key or they lose. keys need to have the whole hatch opening mechanic reworked to provide interaction with the killer so it's riskier to use the hatch. say what you want but it's kinda accepted that keys are pretty BS and need rework along with mori's.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/208652/keys-and-moris-will-be-changed
Keys already have been changed in that the Hatch doesn't become visible (and thus accessible) until a certain number of Generators are up compared to Survivors. That was all Keys needed. I'm sure the Mori rework will likewise be tied to something numerical, probably a number of Hooks, not unlike the Hex: Devour Hope.
yeah no keys are OP as hell, how is it fair that you can instantly and safely escape in front of the killer?
there is no interaction, no skill, and it is by no means fair or balanced.
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wait how do you not feel rewarded for winning with hag she is hard AF against good survivors and is stressful to play.
If you are just placing traps without caring about their positions and in obvious spots like pallets against good survivors they will destroy that web each time you pick a survivor up. she is strong if you know how to play her or the survivors don't know how to go against her but she not comparable to deathslinger at all in terms of gameplay and choices.
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map pressure by only one survivor getting downed isn't much pressure as 2 survivors are still free to do gens as one goes for the save, at worst one of those survivors have to stop doing a gen to go for the save or because they are getting chased.
deathslinger can't snowball unless a survivor is really out positioned and he lacks mobility. He will down you fast deal with it and rely on your team to do gens as this is a team game.
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why not just make a more fair mechanic for opening the hatch itself instead of a system you may have had no chance to get a high score in for various reasons. what if you got tunneled or slugged for the majority of the game? what if your team died too fast? what if you just didn't do enough compared to the killer?
that would also be weird to even put in this game imo, people would rather have flat numbers or a clear view on if they can do something. having an invisible scoring system decide your fate would be frustrating and also goes against what the hatch stands for as a way for the last survivor to stand a chance of escaping.
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some effects are too strong as base kit, imo aura reading and effects should be locked to addons used otherwise you can have like 3 aura effects for keys and while that is a nice buff imo it's not the way to go about it. also hatch and key interaction itself needs a rework as instant escapes are one of the things that makes keys so unfair.
your ideas are kinda hard to read use this format next time you do something like this.
Addon/item: description
- effects listed separately
Lastly i also made a full key rework yesterday it covers hatch interaction, new chest mechanic, key and addon changes, and perk changes. I'd appreciate your feedback on it https://forum.deadbydaylight.com/en/discussion/208357/my-full-key-rework-idea-what-do-you-guys-think-of-it#latest
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1774821#Comment_1774821
If the survivors are playing well, you are reliant on their mistakes while using the majority of the killer caste. What can you possibly learn running safe loops as an M1 killer? Maybe to not respect pallets so much, or when to drop a chase, that's about it.
There's only a few reliable ways to win in DBD:
Play a battle of attrition, clearing out pallets and returning to the deadzones for downs.
Tunnel / camp / slug for pressure.
Play an OP character like spirit and do whatever you want.
I had to cringe when I saw this profile the other day with people saying "oh this guy is such a nice nurse main" etc etc. When if you put them onto someone like Wraith or Clown the profile would probably be full of salt because playing dirty is the only way to win on those characters if the survivors are any good.
if your trying to improve your probably not that good and not in red ranks so your not going to go against perfect survivors, also camping and tunneling after gens are powered is necessary to secure kills but before than not really in fact i rarely slug unless its someone who just got unhooked or if i see another survivor i think i can get.
To me the mindset of "I can't win against good survivors(not gen rush sweats your right about those) without tunneling or camping" shows that you lack confidence and probably don't have the skills to win against good survivors. The only thing i agree with you is having to slug but only if the situation is favourable for it or presents itself to you. IDK about you but i often win without even slugging some games even as basic m1 killers.
I wont say that this game is fair most of the time especially regarding gen times but a majority of games are winnable by just doing good with your chases and playing smart. if you ask me what would make this game way more fair is if the trial start up idea was put in this game that way 3 gens don't go off before you even get someone on a hook.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1774851#Comment_1774851
Apparently Victor's pounce doesn't count as a basic attack so that destroys many possible perk synergies.
Charlotte also loses her terror radius while controlling Victor so you can not use her as a "perk tower", too which is a pity. It would have been interesting to injure people and place charlotte somewhere with terror radius related perks like Coulrophobia allowing Victor to run around in her terror radius and snowball injured survivors.
yeah that does severely limits the amount of useful perks i can use. guess i can only use basic perks which is a piety.
does nurses calling work on victor or is it only when controlling charlotte?
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does victor's attack count as basic as in can he apply sloppy butcher or down exposed survivors? knowing that will affect what i use on him.
as for getting them since they are an OG chapter i will buy them with shards but no way in hell was i spending real money on them at their current state. They look fun but in terms of viability they are awful probably the worst killer in dbd even after the changes unless they get heavily buffed my opinion wont change there.
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I got one after 6 hours of trying.
I had to set up a keyboard and deal with the input delay since you had to use the controller to enter in the code.
you really only had a chance if multiple codes where shown with the last 2-3 characters hiden.
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"me as a hag main used to having 2-4 gens done before i'm finished setting up*
Pathetic
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besides sharing your gameplay as killer one of the best ways to improve is to never camp or tunnel post gens getting powered. That sounds like survivor advice but hear me out, if you are constantly finding healthy survivors and finishing those chases your getting experience at playing killer/ending chases a lot faster than if you camped or tunneled.
Also if your new you will find that if you camp you often win since survivors don't know what to do yet which makes some killers kinda reliant on camping, don't become one of those killers.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1773553#Comment_1773553
T walls Semi infinites if you don't mindgame at all, have awful pathing and are playing an m1 killer. If you break any of those conditions its one of the weaker loops in the game.
Also what classifies a semi-infinite to you? A loop which you can't catch the survivors in 10 seconds? A loop which you misplay or play poorly so the survivor is able to hold you there for a long time? If you could have actively done somethign to change the loop and end the chase ealier, it's not an infinite i'm afraid.
Dude if you have been paying attention a semi infinite is a vault location you can loop around until it is blocked without getting hit and your wrong on T L walls a survivor may not be able to react to the killer but they can like mind game with a fake vault which makes those situations a 50/50 and a good survivor knows where to be if they don't see the killer, don't act like its one sided or maybe you have just never gone against a good survivor. Also as someone said other nearby tiles can be combined with the loop to make it easier and safer to semi infinite and that has been a case before blood lust was removed.
Killers don't have total power in a chase idk if thats what you think but it really looks like you think they do, sure if the survivor is brain dead and predictable as hell you can down them quickly but obviously that is not the case with every survivor.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1767857#Comment_1767857
"T and L walls are infinite loops"
LOL that's the funniest thing i've heard.
At the end of the day you've just listed a bunch of unreworked maps which will 100% be fixed and changed, no point complaining about those, apart from that one reworked building which I have no idea what you're talking about.
there are semi infinites in the reworked maps too moron and my point on T L walls was that they are easier to semi infinite as long as you play well as survivor.
regardless of if they are reworked maps or not anyone who thinks disabling blood lust now before they get fixed IF they get fixed is a moron.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1772609#Comment_1772609
As I said, I'm indifferent about the Unique/Broken key, my thought on the Broken key was it could be used as a kind of "Lockpick" (too thick, I know), and give it a different overall feel compared to the complete versions. (Hopefully they would update the object to show it as broken)
Hopefully they shorten the description.
For the Lock addon, simply say that it automatically Unlocks the chest with no charges consumed when you perform an "Unlock" action (But consumes this addon instead), such that it can also be used with the Broken/Unique key. No need to have it use 5 charges, then 5 other charges leaving it at a weird 15 charge state.
For Hoarder, I mean sure. Or just make keys consume twice the charges when Unlocking a chest. (It counters a Dull key immediately and only lets you unlock 1 Chest with the Skeleton Key instead of 2 (or 2 and 3 if you use it all up)).
Lol, I was pondering on adding a duration to the Black Lock opening when I made (https://forum.deadbydaylight.com/en/discussion/208311/keys-add-chest-unlock-speed-increases-once-reworked), but decided I should only suggest the Chest speed rather than try to make a suggestion for a full rework. I was pondering a Notification bubble with an 8s delay that felt like it might be too quick, and a notification bubble might give too exact a location for a longer duration, before I just went, nah, I'll only suggest chest speeds. I think 12s with directional audio is much better, at least initially. Playtesting might yield a different answer.
Yeah i liked your idea for lock trinket better so i updated my post, my idea for it was it "recharged" your key a bit if used on the unique key or decreased the charges you lost if used on the other two.
Regarding the notification bubble while my idea doesn't include that in it's base mechanic I like the idea of it so that's why i made rusted lock make notification bubbles so you can distract the killer and have a brief period where you can get away without leaving scratch marks.
I think if i include that as a base mechanic i can add another addon that prevents the notification bubble.
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@[Deleted User] said:
Like the audio.
Indifferent on the unique key. (I'd like to see it remain broken, but work like a toolbox when opening a Chest at 50% increased speed, equates to 10 charges consumed) EDIT: There should be an "Break Lock" and an "Unlock" prompt when interacting with a Chest with a Key, similar to the Toolbox Repair and Repair prompts.
The "The Keys power cannot be triggered by itself" text seems dismissive of the 'power' of faster chest searches and opening Black Locks. Perhaps "Hums with a power that might be channeled through a proper focus attached to its jump ring"
Blood Amber - no need to change what already works (Increased usage, not reduced charges)
Unique Wedding Ring - I would say don't double-dip into Blood Amber, try a different bonus
Lock Trinket - Just add Charges, or specify that "Instead of consuming charges when opening a Chest with a key, consume this addon instead"
glass diamond - same as blood amber, increased usage, not reduced charges.
rusted lock - This one just seems a bit odd, but sure
Hoarder already effects contents and gives notifications, it shouldn't effect keys.
to encourage key use and to have them be more useful I thought that making them open chests quickly was a cool feature and it makes more sense now because chests have locks on them. because it didn't make sense that a broken key could be used to open chests like normal and because it can't open hatch and is kinda useless i decided that it was better to just make it a key designed to open chest locks so it made more sense.
"the keys power..." was just something i copied from the current description of the key, the power is refering the it's effects like aura reading but i agree that it could be updated to suit this rework.
For the addons i agree with wedding ring and lock trinket but i think it should be more clear how much your losing so instead of some description on increasing the usage or whatever i thought it was better to just give a straight up number on how much time you lose on the key. Not that it's necessary if the devs want to use how it currently then whatever.
For hoarder if keys can quickly open chests it makes this perk really suck when it happens and it's meant to allow you to get a survivor opening a chest near you and semi defend chests but keys will make that obsolete when they are used, instead of consuming the key i can agree that it should instead deactivate it but i think it should stop keys opening chests and it honestly won't be that strong of an effect since it only effects keys.
What do you think about the amount of time it takes to open hatch? My original idea thought it should be 8 seconds but i increased it as i felt that would be too quick for the killer to reliably stop especially if another survivor body blocks.
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What i'm trying to accomplish with this rework is a complete rebalance of the hatch as well as making keys more useful. The time it takes the hatch to open and the distance you hear it from can be discussed but anything resembling instant opening of the hatch is non-negotiable as it is the main reason keys are so strong. No one can seriously say that just because you had a certain item and got to a certain spot in the map means you should be able to escape instantly and safely even when infront or being chased by the killer. This rework provides interaction between the killer and survivors regarding the hatch in a way more fair manner which is one of the things this game needs.
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if it regresses like ruin and not instantly sure, otherwise no because it's unfair and survivors will stand no chance if they get caught opening a gate even if it's almost done.
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if you can't run the game on good graphics that's on you, also hag takes skill a ton of it in fact.
Are her traps easy to activate yes but how does that mean she takes no skill as you have to properly react and place those traps.
If your argument is its too hard to avoid her traps well too bad, that's how her traps work if you didn't have to crouch past them survivors could easily avoid them.
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@Aldofer said:
https://forum.deadbydaylight.com/en/discussion/comment/1770189#Comment_1770189
"semi infinite" what dores that evene mean. there are no infinite unless you are a 110 killer, and if you are a 110 killer you have a power to counter that kind of loop.
a semi infinite is a vault that survivor can safely use until it is blocked and no every killer can be looped at a semi infinite it's just that there are more semi infinites for 110% speed killers.
Go play on asylum and ask a friend to loop you around the vault at one of the stairs and then re enter from the main building entrance instead of using the door to the left of the vault, it's a long loop but because of the layout it is a semi infinite for all killers if we ignore powers.
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Play hag until you come across a good team.
If your good you might win but it will be a stressful match until the very end.
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if they address the semi infinites that are created without bloodlust they should remove it until then bloodlust should stay.
Also gen speed balance and bloodlust balance don't go hand to hand, one of them is for chases the other is about how long the game lasts. if gen times in the beginning of the game gets worked on it doesn't mean bloodlust should there is no correlation between them.
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No there are tons of semi infinites that killers can't punish survivors for using and no most of them are not mind gameable.
Ormond, both swamp maps and the little boat, a variation of shack, bus, one of the new reworded maps, red forest main building, asylum, and im sure quite a few others are now semi infinites.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1768069#Comment_1768069
I mean charging your power. Demo charge-shred, Deathslinger scoping, Huntress hatchet wind-ups, Billy/Bubba chainsaw revs. None of those cause the Killer to lose bloodlust unless they commit to using them and they have bloodlust during the charge. There are a couple other exceptions but those are some of the most obvious
i don't see the problem why should it get rid of bloodlust no ones complaining about it and it's pretty fair that it works like that.
faking your power is a mind game and a mediocre one at that, no need to punish it.
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if you mean they should buff the default gen regression yes they should, kinda a weird way to explain it like that tho.
However if you actually think gens should regress by themselves without ruin no that would be overkill.
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@Funkerlied said:
https://forum.deadbydaylight.com/en/discussion/comment/1752305#Comment_1752305
The argument is there, you're just too stupid to understand the issue. The game is balanced around unfortunately balanced by the perks, not your individual stats that nobody asked for. Maybe you can't win a survivor game without DS + Unbreakable?
the only argument you have brought is the one where you refuse to face reality and have resulted to insulting people. That happens to stubborn people when their original argument gets ripped to shreds.
I addressed and disproved your claims and all you have spounted so far is BS, it's been days i didn't know bad killers tunneled these kind of posts so hard, maybe it's because you have gotten rekt in every argument and want that sweat last word but even that was pathetic.
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it's not like that map needs it, its already strong enough for survivors.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1767727#Comment_1767727
There's a million ways to go around those loops. If you can't mind game, bring bamboozle. And precisely that : good killers don't use bloodlust.
OMG bring 1 perk to stop these! guess i have to use it on EVERY KILLER
you can't mindgame and get a hit at multiple buildings mainly the ones that are the cause of simi infinites. go try that argument for asylum or bus it doesn't work.
instead of ignoring the issue how about you realize how stupid it is to apply mind game logic to every structure that is a semi infinite.
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there are a few main building windows that are now simi infinites as well
asylum, certain variations of ormond, one of the new reworked map buildings with the gen next to a vault, T L walls can be looped as long as you outplay the killer repeatedly. im sure i missed a few but it's ridiculous.
edit: both main buildings in the swamp maps have simi infinites as well as the small boat that spawns.
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i think they should keep bloodlust but remove tiers and just have it at 0.4m/s
at the very least bloodlust should stay since T L walls, bus, and buildings with windows *cough asylum cough* can be looped until the window is blocked and that is such a brain dead way to waste the killers time.
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@Steel_Eyed said:
Might be just too strong. Legions power is very good at getting first hits. Then you have to M1 killer the survivor(s) down. Maybe pretty similar but also Victors really good against injured survivors too
yeah it would not be strong, it takes what 8 seconds to take victor off?
basically killer uses victor, you already have distance on the charlette plus the speed boost from when victor is on you and charlotte's slow recovery. then you just run away from wherever charlotte is as you take victor off.
if you take off victor as soon as he is on you and do what i said charlotte will never get to you in any situation as long as you play smart. At best she just knows where you went to continue the chase or send victor after you again.
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good killers rarely use blood lust unless it is at certain tiles like T L walls, bus, or even some main buildings depending on window rng.
for those tiles bloodlust is very helpful as without it a survivor can loop it until the window gets blocked, if these tiles were not like that yeah i would say get rid of blood lust but because these tiles exist bloodlust should not be removed.
For gens i just wanna say the only problem is early game a natural slowdown like what is suggested in the trial start up idea should be in this game as 2 -3 gens can go off before the killer gets a down.
lastly jesus your post makes you sound the survivor version of these killers.
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@Toybasher said:
Old Freddy. He had best in class stall, tracking, and stealth. He was a crappy M1 killer in a chase but with his tiny terror radius you could easily ambush survivors.
I used to play him a lot, even in red ranks and I did very well with him.
no old freddy was complete trash, you did well against bad survivors as any good survivor fully utilized the time it took to get into dream world to get somewhere safe as there team tries to get gens done. the only time he was ok was when using addons to make the dream transition short and even then he was just a m1 killer without a power really.
really the only thing that made freddy get kills at high ranks was how long he made games go, it wasn't skill it was just doing what you could to stall because survivors couldn't get a gen in a area done before you made it a dead zone. It was just not fun or skillfull you just made games last so long the survivors ran out of things to use.
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legion and demo
demo's shred is very good as you can zone windows from a decent distance and get a survivor by reacting to their vault animation. it also obviously is good at a lot of loops, the thing is if you shred too much and often miss your wasting time which is one of the reasons people say he is bad when in fact the fault is on the player. Demo's portals tho aren't the best, of course i use them but it's a give or take on how useful they are in a match.
Legion with certain builds can be pretty good if you are good at mind games and such in a chase, i love using ruin and blood echo on him as ruin is the best gen regression perk for legion and blood echo is extremely easy to activate on multiple survivors unless they waste time healing constantly. Together as long as ruin is up survivors have to choose heavy gen regression or no exhaustion perks and even if they got ruin unless it was right away you should have applied good pressure.
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@KnotEnthusiast said:
Plague with spirit's power. Have fun trying to evade a Spirit in phase when you're barfing.
that might actually be the strongest
not only can you easily track survivors while phasing they might also be broken and your a 115% speed killer. if they try to cleanse well now you basically have a spirit with the best ranged attack in the game.
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you forgot the obvious one for nurse regarding getting an extra blink at the cost of your f*ing power
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they are afraid of making anything strong nowadays just look at the twins, counter play apon counter play and when we finally see what the changes they are getting are it turns out that THERE IS STILL GOOD COUNTER PLAY and what they did give us was weak AF.
im not saying we need IR hatchets for every killer but c'mon they didn't even give nurses an extra blink for free for a ultra rare addon it came with a horrible effect that made nurse suck.
whoever is working on this kind of stuff i hope you read this, STOP BEING A WIMP give us fun and good addons stop making them useless or unusable because of the downside or if it's too situational.
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yes so the devs can see how weak they are more clearly.
so many changes all of which are buffs are needed for this killer. mainly concerning victor he should down a survivor in 30 seconds and that survivor's aura should always be revealed when he is on them, lastly he should be able to recalled when idle.
those 3 changes are the LEAST the devs can give us also the locker holding victor does better be at least 10 seconds.
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At T L walls as a m1 killer yes, not many other places tho.
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@Chilli_man2400 said:
The reason they don’t give heavy buffs is one simple answer there afraid that it will be way to strong and abusable. There scared of making it pay to win they don’t want to make a payed killer super strong. But that brings in the question of Freddy? Is it me or does this make no sense?
their not tho, you can get them with shards. There are also strong killers like spirit in that situation.
If anything they should be strong so more people want them.
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@TeabaggingGhostface said:
Victor should be able to be recalled at any time
when idle yeah as it takes too long for him to return to you and most of the time unless you use him to guard something he is almost never where you want him to be. However if he downs a survivor in 30 seconds if they don't take him off it wouldn't be necessary to have to recall him when he is on a survivor.
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@Crowman said:
While I agree that the buffs don't sound that impressive, they also didn't give us numbers (besides the 45 seconds to call back victor). I at least want to see how the live killer plays out once they get all the listed buffs since they failed to provide any numbers to judge.
the thing is you literally lose your power for 45 seconds and you don't see the survivor that victor is on.
they didn't even do anything to make victor dangerous you just see his aura when you can recall him, they should make it so that survivor gets downed its a change that would solve him being held hostage. you don't even want victor on a survivor most of the time you want him to down people because he is to easy to get off in a chase or before the chase starts so he doesn't have an effect on it.
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@indieeden7 said:
Seeing the aura as soon as Victor jumps on you would make no sense, if you used Victor while looping at a jungle gym, you would be able to see the survivor through the walls, giving them no opportunity to mindgame.
you have a slow recovery and the survivor gets a speed boost when victor gets on them.
the counter to that is simply running away from charlotte and taking off victor. the aura will at best show you where that survivor went since with the changes i provided you want to get victor off as soon as possible.
this wouldn't be broken as you can take victor off and use the speed boost and whatever distance you got when running from charlotte to get victor off before the chase resumes.
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I haven't noticed it but then again my chases don't go long enough where i need it very often.