Adjatha
Adjatha
About
- Username
- Adjatha
- Joined
- Visits
- 3,176
- Last Active
Comments
-
@yobuddd said:
Actually, this change provides counterplay to Dredge.
A lot of people may not know this, but if you only lock one of the double lockers, Dredge will teleport to the locked one. After he breaks out, you can now lock the other one and slow him down yet again when he comes back later.
This is the correct answer to WHY they added so many double lockers.
HOWEVER, it REALLLY REALLY shouldn't be.
They set Dredge up by giving survivors a chance to counter play by letting them lock the lockers. They also put it in the game that each locker can only be locked ONCE so the Dredge wouldn't be constantly shut down. Forcing him to teleport into the locked one for double lockers (but not the double lockers in the basement), is either a bug, a stealth nerf, or a straight-up lie.
Double lockers and flashlights are an embarrassing exploit of bad code. Putting them everywhere was a terrible idea to begin with. If it was done with malice aforethought to secretly let survivors to effectively lock the lockers near gens TWICE despite the promise of once-per-locker, then that's extra awful.
Let's all hope the double-locker-double-locking thing is a bug, hrm?
-
Map design WAS a priority. They redid nearly every map.
They just redid most of them very poorly.
The old maps had a ton of pallets and super safe loops taken out over time. When the redesigned all the stages, by golly they tossed nearly all those super safe loops and way too many pallets right back in there. And going through them all AGAIN would be a pretty hefty indicator that their map balance team just has absolutely no idea what they're doing.
So I predict map changes will be extremely minor, covert changes over time. Rather than taking the time to go back through everything and correcting all the poor decisions they made on the redesigns, they MIGHT subtly take 1 pallet out of a map over the course of months. Just to see if anybody notices, or if it changes that map's stats.
Like boarding up one of the windows on the main building in Swamp. It was never officially declared, but people noticed it. Then, if it made too much of a bonus for killers, they'd say "oh that was a bug, we'll fix it," and if it didn't, they just won't say anything and it'll stay that way.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2987627#Comment_2987627
Nightfall charges by hitting survivors, hiding in a locker, using your husk teleport, and GRADUALLY increases based on injured survivors in the map. Are you complaining about the power gradually increasing instead of gradually decreasing?
Moreoso I'm complaining about not getting to activate it when you want and, unlike a Chain Hunt, it's time limited meaning that being able to activate it whenever would help add a greater skill ceiling and make for more meaningful Nightfall uses. However, that it is entirely passive, combined with the rest of Dredge's (imo dull) kit, has made for an incredibly boring experience in the ~10 games I've played of it.
Do I expect to be the master of a killer within 10 games? No. But considering Sadako was fun from game 1, and DBD is still a video game, I was at least expecting to be having some engagement by game 10.
I mean I would LOVE for Trickster or Dredge to have been designed like Meyers, where you can just store up your power and activate it when you want to. But since "quality of life for killers" is very, very low on the To Do List, I'd much rather get a passive that you actually see during games than one you don't. Trickster's Main Event is so bad that actually using it when it happens to pop up is very often the wrong call and will cost you a chase. It's infinitely worse than Nightfall (and the only REAL use for Main Event is hook camping, so it's bad from both a killer AND survivor perspective).
If you don't like the killer, that's fine. If you prefer the weaker version instead, that's fine too. People still play the gutted Deathslinger for some reason, despite him being a worse Huntress in every respect.
-
Doctor's Madness effects or Hag's teleport were also overwhelming when you first play against them. It'll fade.
-
"At least Main Event on Trickster you have to activate, Nightfall just happens and it's like oh cool glad I could activate this when I wanted t- oh wait."
What are you even talking about? Main Event is the worst designed power in the game. It's a pool you have to build up by hitting with your action, the pool gradually decays if you don't hit often enough, when you CAN use it is on a super hard timer that you can't extend, activating it essentially makes you practically immobile compared to survivors, and has a massive recovery stun that lets anybody not downed escape for free.
Nightfall charges by hitting survivors, hiding in a locker, using your husk teleport, and GRADUALLY increases based on injured survivors in the map. Are you complaining about the power gradually increasing instead of gradually decreasing?
More killers should have a passive effect like Nightfall or Chain Hunts. Killers should warp the state of the game just by being there to make matches more unique for each character. Not "oh no it's Clown. He'll throw something at me and try to hit me" or "oh no it's huntress. She'll try throw somehting at me and try to hit me." Every match is gens, door, escape. Killers who alter the environment to make that less identical should be celebrated not bemoaned.
-
Making ANY survivor perk based around information is a waste of time.
Why would anybody take an information perk when SWF comms gives you information with infinite range, no cool down, no activation requirements, and costs no perk slots.
But BHVR will just keep on pretending SWF doesn't exist and isn't a massive power boost...
-
When killers get buffed, it's almost always microscopic things or stuff that doesn't actually do anything to fix the core problems they suffer from (see: Trapper, Ghostface, Clown, etc).
When killers get nerfed, they get gutted through and through (see: Freddy, Deathslinger, Hillbilly, etc)
It usually takes several waves of buffs to get bad killers to be decent, as we're seeing with Sadako. She's awful, so here's a few buffs that don't do the job. Good luck next time! And if the buff DOES improve the killer, don't worry because there's a nerf hot on its heels (oh hello Wraith, were people enjoying playing you? Not any more!)
And amending the over-reaching nerfs? Good friggin luck. Nobody wanted or needed the Hillbilly Overheat mechanic, but rather than admitting they were wrong, they made ADDONS to effectively remove the mechanic. You know. Instead of just fixing the terrible issue that your terrible design/balance team created, throwing a band-aid that makes killers weaker just to solve a bad design decision. Like with Boon totems and the "fix" of a terrible perk to try to balance them.
Anyway, Deathslinger is 4.4 because nobody on BHVR thinks they're going to get any more money from that expansion. So, just nerf it to oblivion and never look back.
-
His teleport is worse than other killer' teleports.
His snare self-slow FEELS awful, and makes his anti-loop way weaker.
His reduction of number of snares/pallets makes them way less useful for information gathering and gives survivors far greater ability to avoid them.
The buff to Alarm Clocks lets players completely ignore his whole mechanic.
All of his good addons were gutted, and their replacements are complete jokes.
None of the changes made Freddy feel more like the Freddy from the movies, nor did it make him more interesting to play or to go against. They were just cut across the board on every single aspect of his kit to make him a worse killer. The Devs just decided that they didn't want people to play Freddy anymore.
Freddy was the weakest killer in the game for a very long time. They buffed him at the cost of stripping out his core identity. Then, because M E T R I C S they nerfed him right back down to being D-tier while ALSO not having any of his original identity. The state of Freddy is a failure of the Balance Team on every level, and they should all hold that L.
Can you win with Freddy? Sure. There will always be terrible survivors who play poorly. Could you do better with most any other killer? Yeah. Yeah you can.
-
Have they fixed the "this darkness does nothing to make maps darker and the killer is highlighted in bright white from a country mile away" on the PTR? Or did they just keep things bad and we have to hope the 'fixed' version is actually okay?
-
You cannot look at the state of Sadako, pre-PTR buffs, and say with any believability that the DbD team has at least 5 good players doing their internal balancing. The idea that they thought she was well balanced enough to release a test build in that state (or that the copious buffs she got when she was released live were enough to make up for the terrible state of her kit) is all the evidence you need that the people playing the game internally have the skill level of brand new players.
-
I don't agree with everything, but I do think it's funny that despite Trapper, Ghostface, and Clown getting buffs, they're still (rightfully) D-tier, right alongside Freddy (who used to be A-tier). And Sadako got majorly buffed from her original PTR form and she's STILL F-tier. It's almost as if killer nerfs are always WAY too much and killer buffs are almost always WAY too little (and never actually address the core problem that killer has).
There just aren't any killer mains over at the BHVR Balance Team, huh?
-
Presumably so you can't save up 12 million for when a new character comes out and get all the perks on them instantly.
Of course, that 1 million cap is only for earned BP. Points you get through codes or log-in bonuses break the cap. I, for example, haven't played in six or seven months and am at 7 million BP from the unprecedented number of events they've been throwing out to bandaid the state of the game.
-
People like this is why Dead By Daylight has turned into "Dead By Whenever Because It's Already Daylight"
-
@Leachy_Jr said:
I despise this killer.
Not so much the character, pyramid head is cool asf and has cake so I can't complain about that. But jesus christ it feels like the devs went out of their way to make the most boring power possible (and that's saying a lot since my 3 most played killers are artist, trickster, and slinger).
Why is it better to just zone everyone instead of actually trying to use his ability?
Why is it so difficult to hit his clunky projectile yet so easy to zone somebody?
Why on earth is his initial fire time so god damn long?
Why does he move at 110% MS when holding his ability?
It's funny because I absolutely love his cage mechanic avoiding hook perks, it's my favourite part of his kit that makes survivors play differently and makes me reconsider what perks to bring (although the notification of where the survivor got uncaged should be deleted).
If I wanted to have fun on pyramid, I would go play artist who is a slightly weaker, but 10x more fun version of him.
What if he had:
- POTD spawn delay of 0.15s or 0.2s (instead of 0.267s)
- MS with knife in the ground being 105%
- Increased penalty after cancelling rites to 2s, but increase movement speed to 4.0m/s during this time
- Remove uncaged survivor notification
(I have a feeling I'm gonna get a lot of hate by pyramid head mains)Pyramid Head's shockwave and torment trails are buried under so many layers of restrictions and nerfs that, more often than not, NOT using his power is the correct answer to every situation.
It sucks.
-
They did a really bad job about announcing that thing.
They ARE NOT CHANGING MORI OFFERINGS.
At least, they're not changing them yet.
What they ARE changing is the End Game. In the End Game, you'll automatically Mori the last survivor once you down them. This is independent from Mori Offerings and in no way is affected by Mori Offerings.
You can still burn Moris and use them as before on every member of the team.
If they had said "End Game Changes" instead of "Mori Changes," this topic wouldn't come up as often.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2974221#Comment_2974221
Between a grab being straight-up cancelled and a grab being transformed to a hit, I know what I'd rather have. (The hit, any day)
For unexpected hits, as well as unexpected misses, watching the screen of both sides usually explains the result.
A missed attack is 1.5 seconds of standing still, doing nothing. A "do nothing" result is less than a second. It's a straight-up nerf to lock you into a melee swing without making it a 100% successful hit.
The BETTER solution would've been, you know, VALIDATING the gen grab. Like they did with pallet drops, Dead Hard dodges, and will no doubt eventually do for survivor vaults.
But, you know, they didn't. Because R E A S O N S.
-
@Obelt said:
For the veterans of dbd you probably seen the devs add hit validation to pallets, gengrabs and deadhard but how come they never added it to Vaulting? Out of many matches and videos from other players from both sides they always seem to ask the same question myself included "How did that hit?"
What are your thoughts if devs added this
"Hit Validation to GenGrabs"
Oh, you mean that thing where, instead of validating gen grabs, they decided to force you into a weapon swing instead, which can be dodged by the survivor, making it actually WORSE than it was before? And you don't get gengrabs like at all ever? Instead of letting you grab greedy survivors off of gens?
That validation?
-
You are 100% right. None of your concerns will be addressed.
-
@Obelt said:
https://forum.deadbydaylight.com/en/discussion/comment/2973412#Comment_2973412
i feel like that should be on territorial imperative
You know what? That one sucks too. Sure, that'd be fine.
Literally anything to make the Killer's Shack less of a power-site for survivors
-
MMR is for survivors. The "killer mmr" is thrown away 99 times out of a hundred.
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2973412#Comment_2973412
Buff basement bubba. no thanks
Literally any Monstrous Shrine buff will buff the effectiveness of basement camping. What's your point.
My suggestion makes the perk useful for everyone NOT camping in the basement by making survivors weaker in the shack as well (basement or no). And since Shack is the most powerful survivor tile on many maps (for some asinine reason), it's a power boost for killers that survivors can avoid by staying away.
-
Monstrous Shrine: Survivor perks are disabled while they are inside the killer shack or basement.
That'd get some value out of the perk.
-
"Gen Rushing" is not a complaint about Survivor behavior, like flashlight clicking, teabagging, or refusing to leave until the killer walks over so that you can rub your victory in their face.
"Gen Rushing" is complained about for the same reason "Hold W" is complained about: it's a highly successful strategy that requires no skill and is both the most effective way to win the game AND most killers have no counter to it.
It's a fundamental failing of the core game design that 3-4 people on 3-4 different gens is far more effective in this TEAM game than having multiple survivors on a single generator.
Solo gen repair should be SIGNIFICANTLY slower than team repair. Currently, it's 80 seconds versus 47 seconds. In a team-based game, you'd think a solo repair would take more than twice as long as a team repair, but the Devs have outright stated that they will not increase base gen repair times. And with the proliferation of perks that lengthen chase or reset killer damage progress, there's basically no answer but to play the few killers who actually CAN force survivors off of gens, like Nurse or Blight.
-
"For Pyramid Head, rework Obsidian Goblet and the Killer Instinct addons."
What you meant was "Rework ALL OF HIS ADDONS," right? Because they are all awful, top to bottom. The range is the only one anybody uses and all that does it teach you the wrong distance for your power so that you screw up using it when you're all out of them.
I cannot stress this often or strongly enough: Pyramid Head has the worst addons in the entire game. He is, for all intents and purposes, a killer with no addons.
-
They keep adding more and more pallets to maps, but more hooks? Better spread-out hooks? Nah. You just don't see it unless Survivors spam the heck out of unhookable zones like the RCPD library (And then they complain non-stop once a hook does get added to ruin their map abuse)
-
It feels like it was made by people who have never played DbD before.
They REALLY need to cut it out with the "Broad Daylight" maps. The game loses all environmental and narrative through-lines just so people can say "oh neat design" because every part of the map is glowing like the friggin sun.
-
Dead Dawg should've been the absolute brightest any map in this game got.
Alas, Reworked Corn and Eyrie of Actual Daylight came out later on.
-
Sadako is a killer designed by a committee of people who have never played the killer role.
She's TERRIBLE and this is AFTER a bunch of buffs from her PTR version. Like, who in the world would design Sadako in her original state? It's unfathomable that anybody who has ever touched this game would pile so many restrictions, limits, weaknesses, power tells, and deficiencies into one package.
-
The same reason why survivors are allowed to pick the same character and the same costume: Literally any change to improve immersive gameplay constitutes a 'Survivor Nerf' and would make them all rise up in outrage.
Consider the much improved survivor movement animations they tried to put into the game. Survivors models actually turned and took natural movements. But because not being able to jolt instantly left to right like a flipped mirror let the killers read their movements slightly, it was seen as a Survivor Nerf and the Devs had to throw away all their hard work because of all the Survivor Outrage.
-
While you're at it, unlock color changes for scratch marks. They're virtually invisible on the Daylight maps because the scratch system was made when every map was dark (back when the game was Dead By DAYLIGHT not Dead Whenever)
-
@CheeseAnton said:
More so a funny idea, lore wise why the Stranger Things DLC left was because all of the characters were completely incompetent and terrible at their role in the trials, so the Entity just uses them less often.
Demo doesn't know how to hook people, they just eat people or let them bleed out; Nancy is too focused on trying to find ways to kill the killer than actually doing generators; Jonathan isn't a big fan of most people so he let's everyone (aside from Nancy and Steve) to die on hook, and he's also trying to get information on the killer rather than doing gens; and Steve, who is surprisingly the most competent, still doesn't know what he's doing (even though he tries doing gens) and usually gets himself killed early in a trial trying to protect others.
They say Steve is still looking for the Scoops Ahoy, so that he won't be late for work
-
@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2965993#Comment_2965993
a while ago, like around when pyramid head came out, a file was found in the game that sounded like bees buzzing. i think they genuinely were going to do candyman at one point, but lost the license or something and ended up recycling what they had like you said
Crazy like a FOX
-
Second conspiracy:
Artist was supposed to be Candyman.
- The weapon artist uses is an extension of her arm. Additionally, it is long, thin, and slightly curved, like the crowbar-hook-arm Candyman is famous for.
- The Artist's gimmick sets a spectral bird head floating in the air. Birds don't hover. You know what hovers? Bees.
- Additionally, the bird head flies off and goes through terrain. Birds don't go through terrain, but a swarm of bees can easily fly around any intervening waist-high walls.
- When the bird head hits a distant target, they get 'swarmed' by birds. Birds don't swarm, that's something Bees do.
- The first hit doesn't damage the target, but if you get a second swarm in there, that hits the critical level for survivor damage. You wouldn't expect a few bees to seriously harm a person, but you get enough and that's deadly.
- The Artist's mori involves forcing black goo into the survivor's mouth. You know who vomits bees? Candyman.
- The new Candyman movie came out in August 2021. The Artist came out in November 2021. Suspiciously close to one another, aren't they?
-
There is considerable evidence that Nemesis' ORIGINAL power was to charge up infection and, once it hit tier 3, it would spawn another zombie. But having more than 2 in the game crashed their system 100% of the time, so they did a last-minute slap-dash change to the whip upgrade that we have now.
It's never been officially confirmed, but consider:
- Devs explicitly stated that they tried having more than 2 zombies
- Something like over half of his addons are buffs for zombies, despite how little they impact most games
- His original daily ritual was to reach tier 3 multiple times, which cannot happen in a single game. No other ritual asks you to do something multiple times that can only be done once per match.
- The amount of infection required to reach tier 3 is much more than the amount you need for tier 2, despite the tier 2 benefit being MUCH better than the nothing bonus you get from tier 3.
- Resident Evil is a zombie/monster apocalypse game, but nobody would call 2 zombies much of an apocalypse.
- Survivors can destroy zombies through pallets, implying that they could keep the swarm down, but at the cost of expending their environmental resources. Now, the zombies respawn, but there's only two of them so nobody bothers.
-
@ColonGlock said:
I would highly suggest using nurses calling with him as you can get double downs through walls.
But only on bad survivors, due to PH making a tremendous amount of noise while walking, an even louder noise when prepping his shockwave, and an enormous start-up delay along with a "this is where you need to move out of" red beam (that is shown to survivors through walls) to warn them to move slightly to one side.
-
@Carrow said:
The fact that you need a longer list for rules than tournaments highlights just how ridiculous the whole notion of a "casual" gamemode is. I wish the devs didn't waste their time on something that's doomed to fail even if they force it through.
You should see the list of rules they have for Actual Competitive DbD play. It's a laundry list of survivor limits across the board, and even then only about 6 killers actually have any chance of winning.
The core gameplay is busted. The best ways to win for killer are no fun for survivors (tunneling, slugging, camping), while the best ways to win for survivor invalidate 75% of all possible killers (CoH, gen rush, SWF comms).
And then you get people like the commenters in this thread who see any attempt at fixing the busted core gameplay failures as some kind of personal attack. These kinds of players don't deserve a less sweaty game mode.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2965382#Comment_2965382
I'm not saying a new queue is a bad idea in general, I'm saying that if you think there are things that need limiting, they should just be limited, or they should be fixed at their core.
If you want a casual mode, you've got one. If you want a mode with more restrictions, that's Ranked. I'm not passing judgement on those concepts (though, for the record, I do think a Ranked mode isn't a great idea), that's just how it is.
You're missing the main point: The game, as it is, ISN'T set up to play casually. The perks, buffs, nerfs, items,, and so forth have next to zero internal balance to the point that they would have to overhaul nearly every aspect of the game to fix things. And, like it or not, the game with MMR always-on is Perma-Ranked Mode. There is no option to opt-out of Ranked, but there are also no limitations that make Ranked actually balanced.
Perhaps your mind is too set in what these kinds of differences look like in other, better balanced games. I'm describing a "Fun Mode" or a "Just Relax and Play" mode. Something that can be done CASUALLY, without feeling like going easy is going to leave you blown out of the water.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2965374#Comment_2965374
I'm... pretty sure that just makes your definition wrong, though.
Again, look at other games that have a Ranked/Casual split. The one with the limitations is almost always the Ranked mode, at least off the top of my head. If there are things that make the game that unfun, they just need to be fixed, there doesn't need to be a whole second queue devoted to limiting them.
The core design of this game relies on things that make the game less fun. And being afraid of a second queue to add new gameplay options is why DbD gets so incredibly stagnant and loses new players so constantly. DbD needs MORE game types, not Less.
-
@jesterkind said:
What you're describing is far more like a ranked mode? We have a casual mode, it's the one we have.
In a ranked/casual split, typically the ranked mode is the one with more restrictions, a pick/ban phase, and more efforts made to correct for 'cheap' or unfair gameplay. The casual mode, by contrast, is the one where anything goes and there are no restrictions on characters or tools.
MMR does not make what we have a ranked mode. Casual modes in other games use MMR too.
That's why I asked, at the beginning, 'what IS a casual mode?'
Because "no restrictions" does not make the game loose and fun. It makes the game "you play to win or you play to lose."
My definition of 'casual' is "Putting limits into the game to remove the parts of the game that players hate."
-
Literally any killer who relied on controlling the flow of the game by hitting survivors to slow things down or set up for later chases (Twins, Oni, Hag, Wraith, Pig, etc).
Turns out: giving survivors access to team-wide self-healing at super speeds for the cost of a single perk invalidated a whole lot of the killer roster. WHO'DDA THUNK IT
-
@bjorksnas said:
Every nitpick about this, randomly assigned killlers, banning killers, removal of camping and the perk that incentivizes you to go elsewhere with information after each hook (bbq) at the same time rather than one or the other. Killers lose all of their pressure after every hook, unhook, and most of their pressure from slugging. It just seems like a mode targeted to make a boring experience for killer with not too much hinderance on survivors and high chances of facing low tier killers for free bullying in a 3man swf.
Well, IDEALLY you'd disallow ALL SWF for a Casual Mode. But the Devs don't seem to think a 10-20% higher escape rate is worth putting any kind of limitation or hindrance on them, so that probably wouldn't fly. But I certainly agree: while SWF exists, the game can never probably be made fun and casual.
@Milo said:
Your casual mode seems more ranked-like than the one we have now lol.
If you don't pull back on the most OP stuff in some way, you get people using nothing but the OP stuff for 4-minute games. The fact that there AREN'T restrictions of some sort is why players have managed to squeeze the fun out of the game.
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2965135#Comment_2965135
Or you can just drop them on it.
And we've found the person who's never played PH but wants to pop in anyway.
Torment Trails only function if survivors move quickly across them. Crawling does not apply Torment, neither does crouch-walking.
-
@JimboMason said:
https://forum.deadbydaylight.com/en/discussion/comment/2964988#Comment_2964988
While he does need an add on pass, he is A tier imo, because he can break survivor momentum pretty fast if you know what your doing and secure killer momentum with his torment.
And, once again, I feel obligated to stress: Torment cannot be put on survivors without their specific misplay. With the ability to simply crouch-walk through it, and the length of time you get slowed down to draw it, the only time survivors get tormented is when they play badly.
And if survivors are playing badly, you get far more value out of killers that take better advantage out of survivor mistakes, like Oni, Twins, or Huntress. Or, just play a killer who doesn't depend on survivor mistakes, like Nurse, Blight, or Artist.
Pyramid Head is not a BAD KILLER. But his power is so wildly self-limited, and he got so many nerfs right after coming out, with such a useless collection of addons that he is just not A-tier. If you do well with PH, that's great. You are a good player. And you could do just as well if not better with most other non-joke killers in the roster.
-
It should work on dull totems (with the same aura-reading radius) as well as boons. Problem solved.
-
He's fun to play and his madness effect is one of the best parts of the game. He's got great addons and several fun builds you can run on him. He really only has two big problems:
1) His shocks do not validate correctly. Just like Plague's puke magically not getting anyone sick, you will hit a survivor, they will scream, then they will go ahead and vault/throw the pallet anyway. His power needs to kick in the SPLIT SECOND that shock hits. Not 1-2 seconds later.
2) Making skill checks harder works on new players and does not work on experienced players, giving Madness far less usefulness the higher up you go in MMR. Madness (and, in fact, ALL skill checks) need to scale with MMR to provide a consistent level of difficulty. New players should get easier skill checks to compensate for their inexperience. Pro players need to get nightmare skill checks that go super fast with almost no warning and bounce around wildly or whatever.
-
Posting once more to remind ya'll that Pyramid Head is the most over-hyped killer on the roster. He's high B. He's not A and he's sure not S. He's COMPETENT, but his strongest feature relies on massive survivor failure, which makes him great for stomping new players, hit or miss for mid-tiers and extremely unreliable at high mmr.
He has the worst AddOns in the game to the point that he effectively has no addons and no alternate play styles. No matter what the hype may lead you believe, he will never be A-tier until his addons get a rework from top to bottom.
-
It's well and good to announce things and theoretical goals, but the actual implementation often leaves much to be desired, so we'll see it when it comes.
-
Remove Self-Healing from Circle of Healing, flat-out.
-
The change to END GAME (this thing has nothing to do with mori offerings) has exactly two consequences:
- Killers cannot down the last survivor and walk them around the map to find the hatch.
- Survivors who get unhooked cannot bodyblock for their friends and, when they get downed a second time, use DS to escape for free.
If you don't like this change, you're almost certainly somebody who did one of those two things. If you're in the first group, you have my sympathy, but you can just escort the survivor now instead. If you're in the second group: DS shouldn't be an automatic Get Out Of Jail Free card. Stop body blocking and just run out the door.
-
Plague and Doctor desperately need proper Hit Validation on their powers. The state of things for them is a complete joke. It's even worse that they changed Plague's puke to last longer on objects without actually fixing the hit validation.