Adjatha
Adjatha
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- Adjatha
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Same. I got to like 6 or 7 mil.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3057350#Comment_3057350
Who said there's no counter play? I just said its going to be ridiculously harder and if your in a solo q no you dont have 3 team mates you have 3 competitors due to mmr. CoH isnt useless but its a really bad perk to run when you can just bring a med kit and bang gens out instead its a crutch perk for low mmr players. If you see 1 or 2 a game then well maybe that says something about your mmr.
Oh man you got me. What a burn.
Maybe you should just play SWF like everybody else who actually wants to win the game more often than they lose? I hear there are whole discord channels BHVR hosts just to get everybody a real team. And then the invincible Thanataphobia + Pentimento combo that you see in every game will finally be defeatable.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3057335#Comment_3057335
Yea while your getting chased by a Killer and trying to do gens and on top of that with plaything cant hear them unless you get your totem then it can get pent right away 5 times lol thana is easy too get to I don't see your point.
Oh man, if only they gave you three team mates to do any of those things.
You're right, there really isn't any counter-play! It's just you vs. a killer. Why does anybody play this game in the first place?
And Circle of Healing is TOTALLY useless. I don't know why 1-2 people bring it every match. What a bunch of dummies, huh? Good thing we know better.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3057304#Comment_3057304
Yea but thana and pent make the gens take 3 min.
Gosh, if only there was a way to turn off Thanataphobia or some way to disable Pentimento.
Good thing Circle of Healing was removed from the game, all totems start pre-cleansed, and hexes can't be broken.
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@[Deleted User] said:
Killers will still have some pretty gross slowdown stacks they can utilize. Ruin/Thana/Pentimento/Thrill on 90 second gens. Even nerfed Ruin will be gross with that setup. 4 cleanses survivors will have to do on top of Thana.
You're kidding yourself if you think ANYONE will run Ruin. A perk that can be removed in the first 14 seconds of a match is only worth the risk if it provides a MASSIVE utility. As it stands now, survivors can completely ignore it with no appreciable penalty and it just sort of goes away if the survivor team is ever in a tight spot.
Thanataphobia is good on the handful of killers able to spread damage quickly and reliably. With CoH staying perfectly intact, it'll be exactly as useless as it was before, even with the GAME SHATTERING +2%.
Pentimento is one of WAY too many killer perks that require you to run another perk to make it viable. If you're trying for that, you have to run Plaything and that's two perks to maybe sometimes get a brief window of slowdown (that survivors can remove at their leisure).
And Thrill of the Hunt? THRILL OF THE HUNT?
Oh you joker.
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Nurse: Free for all players
Nurse: One of the least played killers in the game
Nurse: Has the lowest kill rate of any killer in the game every year that they've posted killer stats
Nurse: Perpetually banned/restricted in every DbD tournament
One of these things is not like the other. Almost as if playing nurse is INCREDIBLY DIFFICULT and you have to have a strong power to compensate for the fact that she literally cannot do anything without using her power 100% of the time.
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Biggest winners: Anybody running Borrowed Time.
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@PatchNoir said:
https://forum.deadbydaylight.com/en/discussion/comment/3057018#Comment_3057018
i have other problems with overcharge, one of them is that the "extremely hard skill check" is centered in the screen and clockwise, like bruh we are doing this for years.
I dont see like a bad thing the game letting you "try" to hit it while running because at least it makes a bit harder to hit i guess.
The skill check should get way way WAY harder the closer the gen is to being complete. Like, kicking a 90% gen should give them a hair's breadth.
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@PatchNoir said:
Many of the people here should have suffered from this, when you are about to stop repairing and run out of the gen he just explodes (mostly happens on console, because the run an the skillcheck button are the same).
It gets to a point that you just cant believe how narrow are the chances for that to happen, but it happens at least once every day. So my only question is WHY THE GAME DOESNT LET US TO DO THE SKILL CHECK LIKE OVERCHARGE DOES?
If you try to repair a gen affected by overcharge you can just try to do the skillcheck and if you fail the gen explodes. Why this isnt happenning yet on normal games? you can think its just a minor problem but it gets frustrating and sometimes people will lose trials for that.
The real question is: WHY DOES OVERCHARGE LET YOU DO THE SKILL CHECKS WITHOUT STAYING ON THE GENERATOR?
It's a killer perk that makes the game easier for survivors. Awful design. AND a design flaw that wasn't even fixed amid all the recent buffing and nerfing of Overcharge!
Somebody over there is doing a very bad job.
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It's so wild that Borrowed Time, the 2nd most-used perk in the game, got a 50% buff AND a 7% speed boost for 15 seconds. It's better in every single way and the justification was "we just don't think people will run it as much, now that you get a mini version of it for free."
Like, what? Everybody used it before and now it's EVEN BETTER?
And end game? Forget Decisive Strike or Off The Record, this will get you to the exit games 100% of the time with nothing the killer can do about it.
But no, let's nerf Overcharge into irrelevancy.
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Or just prevent more than 2 gens from being repaired at the same time.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3056875#Comment_3056875
The Overcharge skillcheck actually appears no matter what even if you immediately let go (so you can do the skillcheck while running) and the gen still explodes if you miss. This isn’t new.
It's a flaw in the perk. The whole point of the original Overcharge was "survivors need to take time to do the skill check so they can't just tap the gen." If you get to do the skill check while running, guess what: the perk isn't doing what it was supposed to.
I know it's not new. That's the problem. That's why nobody used it. That's why it was supposed to get buffed so that there WOULD be a reason to use it.
So they added the regression. Which doesn't solve the reason why the perk was bad in the first place, it just made it into a new perk that has some use somewhere.
And then it got nerfed.
And now it's bad again.
And there's no reason to run it.
So: Mission failed.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3056898#Comment_3056898
But survivors can't have Slippery Meat or Small Game for Trapper, Freddy, and Hag. Sounds about right.
Survivors get 16 perks and killers get 4.
Killer perks should trump survivor perks every single time.
Full stop.
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It's perfectly fine for some killers to invalidate some survivor perks. If Legion ignores DH, that's great. Maybe fewer people will use it instead of 3 out of every 4 survivors in every game across all tiers of skill.
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Wildly over-nerfed, as killer perks constantly are.
@sizzlingmario4 said:
It’s basically a gamble - you get more value than call of brine if the survivor misses the overcharge skillcheck, or if the gen is regressing for a very long time (since call of brine ends after 60 seconds), but less if the survivor interrupts the regression quickly and doesn’t miss the skillcheck. I think it’s fine now and it was definitely overtuned on the PTB.
Or, you can just instantly tap the gen and step away before working on it. If the game doesn't have time to actually bring up the skill check, it won't count leaving as a failed skill check, but it WILL deactivate Overcharge 100% of the time.
This was the core problem with the perk to begin with, and rather than fixing that, they added the regression speed. Now that THAT'S nerfed to pointlessness, there's no reason to run it AGAIN.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3056718#Comment_3056718
It is not self-healing in eight seconds, as you need to count the fourteen seconds spent cleansing a totem. It's the Inner Strength that is situational.
14 seconds is a front-loaded cost, yes. The 8 second heal comes when time is at a premium and you're at your most vulnerable. The 14 second cleanse can be taken whenever you have a moment, like the beginning of the game, or when another survivor is being chased. Taking 45 seconds to self-care leaves you in a super vulnerable spot where, if you're found, you're probably going right back down. Inner Strength gives you healing in a completely safe environment.
I will grant you that it is situation because Circle of Healing does everything better every time. In a perfect world, CoH would actually lose the self-healing and stop invalidating every other perk in its category. But they haven't sold enough Mikaelas quite yet.
In any event, I presented that combo as proof that Off The Record's outrageously long timer is outrageously long. It gives you ton of time to set up exactly the sort of combo I mentioned.
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They literally JUST nerfed the one good killer perk buff they put into the PTR. And their explanation for why Overcharge is so garbage now is 'the speed penalty will zero out if you run this with Call of Brine'.
So, yes. They DO want killers to have to stack slow down and regression perks. And they're willing to turn every single one into complete garbage until you have to run all four just to see any actual game impact.
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@Chilli_man2400 said:
A lot of killer mains crying rivers right now.
did we ignore the part how OTR and dead hard and botany knowledge have been nerfed? Dead hard especially has been nerfed heavily. OTR doesn’t work anymore in endgame and botany has a medkit penalty we’re it dies faster.
But oh no one perk that will hurt solos bad but not effect swf gets changed. The evil nasty devs don’t want killers having fun grrrrrr
Survivors got a ton of good perk buffs. Killers got ONE good perk buff and now it's gone.
OTR doesn't work in the end game for a free escape. That's the same as DS. Guess what still works in the end game? Borrowed Time. So you still get 15 seconds and 7% speed buff of invulnerability.
Dead Hard went from a 1 second window to 0.5 second window. Guess what it was before. A 0.5 second window. This isn't a nerf, it's reverting a BUFF they gave to the single most-used survivor perk in the game (with a 75% pick rate).
Botany Knowledge is great if you're just healing other people with your hands. It now has a penalty if you're ALSO stacking a med-kit on top of that. With the 50% buff, just normal healing actions take 12 seconds. That's the same speed as a green med-kit, but it never runs out of charges. The ONLY thing that nerfed was self-healing with a med kit and botany knowledge. So, just bring a purple med-kit and the 20% reduction doesn't cost you even a single heal. This is not nerf at all.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3056606#Comment_3056606
That's three perks dedicated to a relatively situational interaction. I think I'm okay with that.
Three perks that: give you complete protection from being tunneled and gives you self-healing in 8 seconds (twice as fast as another survivor healing you and 5x faster than using Self-Care). And you still have a fourth one for Dead Hard or whatever else you might want.
How is "prevent you from getting tunneled and healing you" a niche situation? What game are YOU playing?
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Instead of killing Overcharge, they could've just not made it stack with Call of Brine. But instead they gutted it. Makes your default kick regression WORSE than standard for 12 seconds? Gen regression is already 1/4th the speed of survivors working on it.
But, you know, nobody bought Sadako, so keeping her perk the only decent regression perk in the game, makes sense.
Gotta make players buy that awful killer if they want a perk that actually works!
What a joke.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3056555#Comment_3056555
Did you read it all the way?
Endurance doesn't work while in deep wound anymore and it's disabled after the gates are powered
You could argue it won't be enough but saying they didn't acknowledge it at all is just wrong
I didn't play the PTR: does the new Dead Hard cause Deep Wounds after absorbing a hit? Because there were definitely some sources of Endurance that didn't cause Deep Wounds and could still be stacked.
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3056598#Comment_3056598
Unfortunately, that is just good headphones.
An answer that could equally be applied to survivors.
It'd be nice to hope for some parity on whatever sound issue solution they actually come up with, but I'm not holding my breath. Anybody with hearing troubles will just never be able to play killer with anything resembling an even playing field.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3056589#Comment_3056589
Note that the effects go away as soon as you do anything.
Except for climbing in a locker.
So, if you have inner strength, you can cleanse a totem, play the game normally, and the next time you get unhooked, escape super easily to some locker and get healed up for free. If you have DS, you're also immune to the killer for the entire duration of this escape.
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If people want Spine Chill to be the end-all in sound accessibility, why doesn't Killer have anything like that? If anything, killers need highly accurate, responsive sound cues far more than survivors, to detect footstps, entering lockers, grunts of pain, totem cleansing, boons, and half a dozen other critical game elements.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3056433#Comment_3056433
Was there a new update today? Here’s what the last one I saw says
Overcharge
Along with its current effects, Overcharge will cause a kicked generator’s regression speed to grow from 100% to 400% over the course of 30 seconds. Survivors will want to stop this generator from regressing as soon as possible.
The updated version is 75% to 200% over 30 seconds.
So, it actually regresses SLOWER than a normal kick for the first 12 seconds with Overcharge. It makes the default action WORSE.
And the top end of 200% takes 30 seconds to reach, versus Call of Brine getting to 200% instantaneously.
I wish there was a giant 'thumbs down' button I could push to say "You're doing a bad job" to the people who randomly throw these numbers around without putting any kind of thought into it.
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Gather data from an entire year.
Compare usages of a perk that has been around for 12 months and one that's been around for 3 months
"Oh, Self-Care must be OP Meta because it's used in so many more games than Circle of Healing!"
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/3056464#Comment_3056464
I was really happy with the changes on BOTH SIDES this patch, but now I'm confused. There are mixed signals here.
Backseat current meta perks, and introduce new ones. Pop is now pretty awful, and Ruin is an unreliable choice that has a capped amount of value and a very mediocre effect compared to before. That's ok, as long as we get some new perks!
We get overcharge, which has a really unique identity and provided the most regression we've ever seen...and then it's now just...a much, much worse and very inconsistent Call of Brine, which hasn't been a meta perk itself, despite being decent.
What is the goal here? I don't understand. Why are we backtracking on good changes so hard? I get it if COB + Overcharge was out of hand, but this is a DOUBLE NERF, I mean this is a huge curbstomp. Overcharge remains a very niche, meme pick. This change accomplishes nothing.
Because when it comes to nerfing survivor perks, it's 20% reduction. When it comes to nerfing killer perks, it's 100% reduction.
Like, I don't know what more people want when they claim there isn't a bias at play.
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@anarchy753 said:
It now feels like Endurance and Spirit Fury.
Either one alone is pretty mediocre at best, and if you want to run one, you probably need the other for it to feel worth it.
At which point, you've now spent 2 perks to have 1 consistent effect where you may as well just run 2 better, consistent perks.
There's a LOT of killer perks like this. They do almost nothing by themselves and have to have a second one to work. It's a design philosophy that OUGHT be be applied to survivors, who have 16 perks between them and each one could have a 2-3 perk combo they can build to achieve a decent effect. For killers, with their 4 perks, each one ought to be influential on its own.
But considering things like the new Monstrous Shrine or the freshly nerfed Overcharge, it seems like the Dev team still doesn't get it, and probably never will.
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The ONE good killer perk buff was Overcharge and they cut it in half. 12 seconds until it actually speeds up gen regression. Incredible.
I'd be angry, but to be frank: I'm completely unsurprised. Totally predictable move from this team.
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If any one chase takes more than 30 seconds, the survivor team will have to go out of their way to throw the game.
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I quit like nine months ago and have been better off for it. I did exactly 12 games during the anniversary event to get the masks and 10 of the twelve were completely miserable.
If you're looking for a better balanced, less frustrating, and more varied play experience; have you heard of the critically acclaimed MMORPG Final Fantasy XIV?
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Where's the "It used to be fun, but one after another, all the fun killers got massively nerfed and now you can only really play a couple of characters - neither of which you enjoy - or you have to go into every game expecting to lose " option?
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Every step forward has a step back, so I'm pretty torn.
Nerfing the most-used perks is good. But instead of nerfing the two most-used survivor perks, they buffed one and kept the other effectively the same. So we'll still see both constantly.
Adding a base-kit Borrowed Time solves the very real issue of "survivors farming their team members for points." Nerfing Corrupt Intervention instead of making it base-kit massively ignored the very real issue of "three gens pop by the time you get your first down."
Damaging a gen by kicking it is good. 2.5% isn't nearly enough, and most of the regression perks got nerfed at the same time, but it's at least the gen looking like it was damaged actually does denote some real damage. Credit where credit's due.
Making gens take 10 seconds longer is good. Buffing a ton of gen speed perks in the same breath is bad.
Reducing the time to perform most generic killer actions by a couple fractions of a second is good. It's probably not going to be nearly enough to make M1 killers viable, but here's hoping they kept those changes in a single file that they can tweak upward before too long.
Overcharge change seems like a big win for a killer perk buff. They probably still haven't fixed the "survivors tap the gen and as long as they leave before the skill check comes up, it doesn't explode at all" problem the perk had to begin with.
Monstrous Shrine actually has a use now. However, it's yet another "this perk requires a second perk to be useful" that killers have far too many of already. Killer Perks need to be self-sufficient, not require 1-3 other perks to make them work. That kind of design should be on the Survivor side, since that team gets 16 perks to the killer's 4.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3055050#Comment_3055050
they did buff it. the wind-up used to be around 2x longer. The main event window was 1/3(I think it was 10 seconds) and throwing mode movement speed reduction was slower(92% instead of 96%). oh yeah the stun was longer and you couldn't throw knifes for like double the time.
still not very good, but it is progress I guess.
Much like the "buffs" to Clown and Trapper, they did a lot of extra nonsense and directly avoided doing the simple, obvious fix that would've made it feel and play better.
Nearly every other 'charge up' killer gets to spend their charge at their leisure. Oni, Myers, Ghostface, Hillbilly (though Overheat screws with him), Bubba, Freddy, Plague (though the survivors control when she actually gets access to it).
Only Pinhead and Drudge have the "no control over when it activates," but at least Pinhead can potentially activate his by finding the box (or downing a survivor who has it).
Not letting Trickster just USE his power when he wants, on top of all the other absurd limitations is just so dumb.
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@FacuMart said:
https://forum.deadbydaylight.com/en/discussion/comment/3054925#Comment_3054925
agree, SWF is why a lot of people wants to play. But at the same time, changes the topic of the game.
Basically, people play this game with friends to troll killers.
Thats the fun of this game. It should be a home alone game whit four kids against one thief.
Or, to recontextualize the struggle: playing against SWF is basically a Die Hard game, where one one hero tries valiantly to battle the odds and fight to take down Hans Gruber's gang of four well-equipped, well-coordinated villains.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/333722/survive-with-friends-bhvrs-deal-with-the-devil
SWF breaks the game for killer.
SWF should be limited by : no character/item/perk repeats.
https://forum.deadbydaylight.com/en/discussion/comment/3054835#Comment_3054835
SWF gives too much information - and you want to buff solo queue to have too much information- Right. What does the killer get? How about 8 perks of their choice.
https://forum.deadbydaylight.com/en/discussion/comment/3055042#Comment_3055042
If we're being real then SWF should only play against Blight and Nurse. Bad swfs will play against the bad nurse/blights and the good ones will play against the ultra try hards.
Being serious - there can never be an "opt out" option for SWF. Nobody would ever play against SWF if they had the choice in its current form. What are the benefits?
1) Less XP
2) More frustrating matches
3) People actively trying to make you angry and bully you
-Gee golly where do I sign up!?
"Nobody would ever play against SWF if they had the choice in its current form."
That really is the problem. The game has a mode that gives some members of only one side a tremendous advantage, actively encourages the use of third-party software, and enables coordinated, abusive behavior. AND, the side that doesn't benefit can't choose to disable it, unlike Crossplay.
If you COULD disable queuing against SWF, how much of a multiplier do you think it would take killer players to go for it? 2x? 5x? 20x?
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Xenomorphs are the obvious choice for licensed monsters. You could even do an egg-facehugger thing, like Victor from Twins (with a different effect from the pounce, obviously).
John Carpenter's The Thing would be great, if survivors could be trusted to actually pay attention to the game. Have him look like one of the survivors from afar, but have slight inconsistencies as he gets closer, to sow paranoia all the time. Problem is: he'd be 100% useless against SWF, so that's out.
[[Some kind of spider]] would be a treat, since there's loads of monster spiders in horror. Giant spiders, swarms of spiders, alien spiders, all kinds of things. But, the non-humanoid design was a non-starter for, well, ever. Dredge is still vaguely human-shaped, but I imagine fully arachnid is still probably off the board, unless you went spider-person (like that awful reinterpretation of Shelob from the "Shadow of War" games).
A Blob could be pretty neat. Gremlins would be fun. Brundlefly from 1986's "The Fly" would work. The MOST LIKELY monster will be a werewolf, though. It's human enough to fit the model rigging, it's generic enough to do their own OC with the theme, and it's recognizable enough for a casual player to know what to expect.
tl;dr - Werewolf.
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"No counterplay" they say about the slow-moving, ranged attack killer that has to hit you multiple times to actually do anything and whose 'hits' fall off if he doesn't keep hitting you constantly, in a game where line-of-sight blocking terrain is never more than a second and a half away, and survivors can instantly duck to get behind cover with zero animation delay.
Yes, this truly is the state of Survivors.
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Myers with addons is a ton of fun. All killers should have addon selections as varied and useful as Myers.
Infinite T3 should be the norm for power spikes. Just absolute killing machines.
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@burt0r said:
Ruin got nerfed just all the other top 5 used perks on both sides. Exactly because of this point "top 5 perks used the most", no matter why or how.
They just took a sledgehammer and reduced all those perks to nothing and buffed others to nearly DIRECTLY replace them.
Instead of the more productive solution of nerfing the meta down and simultaneously buffing some other perks up to a slightly less powerful state and therefore create a bigger used perk variety.
But no, they just change "what" we are going to see just as often as the current meta.
It's going to be the same boring repeating loadouts but they will look different and the devs can pat their shoulders because they "changed the meta".
Your later points are fine, I just wanted to be clear:
Seven killer perks got nerfed. (BBQ, Ruin, Pop, Corrupt, Tinkerer, NOED, Pain Resonance)
4 survivor perks got nerfed. (DS, Iron Will, Self-Care, Spine Chill)
Dead Hard was reworked to be essentially the same, while Borrowed Time got significantly buffed.
Their explanation for Borrowed Time is so insane, too. "We think fewer people will use this since you get a smaller effect for free." Oh yeah? Well, kicking a gen now does automatic regression, and that's a free, smaller version of Pop Goes The Weasel! Why did Pop get worse, but BT got better?
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Main Event is the single worst designed 'power spike' element in the game. It's so badly constructed at every level (unreliable charge-up, charge starts to fade quickly, once it's fully charged you have a super limited window to use it in, actually using it has a gigantic start-up where you're not hitting anything, doesn't make throwing accuracy any better than the standard use, slows you way down while using it so survivors can take cover, and even turns off on stun!).
The fact that it didn't get changed when Trickster got buffed makes me wonder why they bothered to keep it at all. They should just remove it completely and (slightly) buff Trickster to compensate for its loss.
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SWF should play against Killer Bots (and killer players who opt-in to SWF mode).
There's no reason why Solo Queue should suffer from the inability to balance killers against 100% solo survivors, which is exactly the problem.
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Nothing like taking one of the worst killers in the game, not addressing the core problems they have, then 'buffing' them in ways that either do nothing to improve their play experience (Clown, Trapper) or in ways that actually end up nerfing them (Ghostface, lunge-nerfed Wraith).
It's almost like the balance team has no idea how to do their jobs!
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Also: Freddy's traps.
Walking around, setting traps felt great. It felt smooth and natural, like an extension of his dream powers.
Post nerf, you slow down to a degree that makes the power feel awful to use. And that's on top of getting few pools to draw from (and all his other many, many nerfs). All they had to do to keep him feeling fun to control was to NOT add in that slow down but sure enough: it's more important to gut the killer top to bottom than to make the experience of playing the character enjoyable.
And that's not even to mention that the overwhelming complaint was his teleport, not his snares. His snares were perfectly fine. The teleport with old Tinkerer/Pop was very, very strong. So, rather than nerf the teleport, they nerfed the active power that you rely on the most to actually have fun.
Now that Tinkerer and Pop are both getting mega-nerfed, you just know they won't back down on any of the Freddy Nerfs that sent him from A-Tier right down to F-tier, both in terms of game performance and game-feel.
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In this 4v1 game, survivors want to be able to 1v1 every single killer. The dream being that a single survivor evades a killer for the entire length of the match and is never downed or hooked even once just by doing the same exact thing, no matter who the killer is. Any killer who defeats this dream is clearly unbalanced and unfair for Johnny Tryhard.
And considering how the balance team consistently nerfs killer powers, it seems like they want that too.
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Because giving every survivor the 2nd most-used perk in the game for free, buffing said 2nd most-used perk to huge levels, AND taking the single most-used survivor perk and making it more-or-less exactly the same instead of gutting it to the ground, (while ALSO not touching the absurdly broken, game-distorting, killer-invalidating Circle of Healing), just isn't enough for some people. Despite the seven most-used killer perks getting massively nerfed across the board.
They wanted free Borrowed Time, Free Decisive Strike, and a force field that keeps the killer from going within 32m of a hooked survivor
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And this is AFTER she got massively buffed from her PTR incarnation.
Imagine a balance team who thought that was a good idea
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Bot killers whose stats increase based on collective MMR should be the standard for every 3-4 sized SWF.
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Pyramid Head has the single worst selection of addons in the game.
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For people who don't play very much AT ALL, you get more BP from codes and log-in events (I've gotten 8 million over the course of nine months, in which I've played exactly 12 matches).
For people who play a TON, you get bonus millions from rank resets, true, but you're also doubling what you earned in all of those games. Going from Ash IV to Iri I takes 90 pips. Even if you double pip every single game, that's still 45 matches. If you're getting max points each match, that's 1.44 million BP you're losing by not having BBQ/WGLF. Which, as you'll note, is MORE than the 1 million Grade reset reward.
For people who only played a reasonable amount, the VAST majority of your BP is from trials. And the BBQ/WGLF nerf cut that in half.
And even if you don't NEED the extra BP, it was still a secondary objective to achieve in the course of a match. Something you could set out to do so that even if you lost horribly, if you got those four stacks, you could feel like you had some kind of minor victory.
This game needs MORE secondary objectives, not fewer.
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It's a terrible perk in every possible way. Completely useless and wildly outclassed across the board. Even if it didn't warn survivors, it would still be awful.
Dissolution is a fantastic example of why you don't let survivor mains make killer perks. Small radius, difficult activation, start-up timer, internal Cooldown, requires survivor input both to initially throw the pallet then ALSO to vault it, only works on fast vaults, not slow or medium, does nothing to windows, alerts survivors when it's active, so they know to just run to the next loop instead of keep looping the existing one.
It's a monumental waste of time. The only way they could've made it worse was to make it only activate on M1 instead of any hit. And based on all the other layers of internal nerfs, I can just about guarantee you that the first version WAS M1 hits only.