Altarf
Altarf
About
- Username
- Altarf
- Joined
- Visits
- 3,543
- Last Active
Comments
-
I'd like an Amnesia or Outlast chapter, personally. I'd also take a FNaF chapter over almost anything, but I highly doubt that'll ever come.
Amnesia could have Alexander fused with the Shadow as a killer, using the Orb to make Shadow webbing appear on objects and in open spaces. Would be a bit like a spider killer, being able to place damaging/immobilising webbing in choke points and in small open spaces and gaps. You'd probably have to make the webbing only spawn after a certain ability or event if it deals damage, though - perhaps the webbing only deals 1 health state, then Deep Wound, then downed. Maybe something like every 30 seconds or so the Shadow presses a button to cause all the webbing he's placed to steadily come into existence on the objects he set them on, and gains increased movespeed for the duration.
The survivor would probably be Tasi from Rebirth, as she actually has a face and body model and is from the most recent game, and the map would likely be either Castle Brennenburg or some version of the Machine for Pig's underground machine complex if they want to incorporate all three games.
Outlast would have the Walrider as the killer as none of the other antagonists you could really do powers for. He'd have some kind of Myers buildup mechanic, where he (Miles after the course of Outlast 1) starts off with very little of the swarm surrounding him and reduced stats, but over time he gets more and more of the nanites to follow him, turning more and more from a dessicated corpse to the big silhouetted shadow from the game. You'd also have to give him a secondary power - possibly an ability where he can "fly" upwards into a nanite cloud, travelling semi-invisibly across the map from above and being able to reappear on the ground in a kind of damaging shockwave.
Survivor would be Waylon Park as he's the only protagonist who, you know, actually survived, and the map would be Temple Gate from Outlast 2. You could do a cool mind-bending sort of thing to match the game where a certain mostly blocked-off ruined building actually contains a section of the school inside of it, with a generator or two.
FNaF's killer is obvious, power possibilities are endless. There probably wouldn't be a survivor unless the girl from the new game is used, and the map would be either a mish-mash of all the games' locations like Gideon Meat Plant or the Pizza Party level in VR, or would be the mall from the new game. Would prefer the former though.
-
This isn't actually too bad, I got it my first game. Just save a corrupt fountain for endgame and intentionally lose, then go to an exit gate and hit all the people teabagging with a single stream. It's best to camp a bit before hand to get 1 of the 2 multihits required but you don't have to. And survivors love to teabag at the exit gates so this is a near guarantee.
-
@ProfGameAndTalk said:
What about Slinger's gun? It's not hitscan like some Overwatch characters is it? Do I need to be leading the survivor? Is that just something I need to get a feel for?
Yeah, you need to be leading the survivor. Not by a large amount - it's difficult to describe, but you get used to it.
Also, for the thread question, Surge works really well on Slinger. Ruin is weak on him because he's got no map pressure or mobility, Pop isn't very good on him because he has no mobility and slows himself down a lot with reeling, reloading, etc, Oppression is oppression - surge works well on him because it removes the need to kick gens, it synergises with reeling survivors towards gens, and generally doesn't need much investment to work. It saves a lot of time, time you desperately need as slinger.
-
@Aven_Fallen said:
Sadly yes. 3 Twins yesterday, very fun gameplay.
I wish I went against Twins. Gone against literally 4, ever, 2 of which were on release day. It's a shame because I know their power and what completely shuts Victor down, and I don't actually get to use that knowledge in favour of going against Legion #12.
-
I don't think I've ever received hatemail from a killer player on PS4. Pages upon pages upon pages of hatemail from survivors, (none of which is warranted, I don't play sweaty or scummy) but never one rude word from a killer. And I play both sides equally.
Killer is a lot more fun when the survivors have empathy and see you as an actual player than Toxic Noob Baby Killer #23. I just play for those matches, rather than the ones with the P3 Claudettes and Noob3 Neas.
-
Yeah, I used to love playing Twins besides their flaws. Now they just feel even more sluggish and less fun to play. Plus, Victor's buggy pounce not moving forward even out in the open, and going through survivors is frustrating.
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2201845#Comment_2201845
Or maybe: "Down five healthy survivor while you are Undetectable by Dark Devotion. Do this 3 times. Complete this in one trial".
Corrupt Corruption
"Gain Corrupt Purge from all Pools of Devotion being corrupted while Corrupt Intervention is active. Do this 2 times. Complete this in one trial."
-
Parallel universe DBD looks great.
-
Plague gamers rise up.
On a serious note, the best way to do this would probably be through camping or farming. Not pretty, but it is what it is. Not looking forward to the inevitable "Down 3 survivors with Corrupt Purge within 30 seconds."
-
@Luciferr_2nd said:
https://forum.deadbydaylight.com/en/discussion/comment/2201313#Comment_2201313
He has range addons, duration addons, recovery addons, iridescent seal, duration trails stay in environment... They all have a decent effect so i dont think hes the worst.
Eh, the recovery add-ons aren't that impactful, even less so when you consider that PH doesn't need his power to be fully charged to use it. The trail duration add-ons are alright if niche, and the seal CAN be very good. It requires everyone to be tormented though, which obviously is a very rare sight, to get good use out of it. At least it doesn't hurt you though. (cough cough red paint brush torn bookmark matchbox cough cough)
-
@Luciferr_2nd said:
Pyramid heads addons are decent they just arent very interesting. Freddy still has the gen teleport recovery addons and the red paint brush,the rest suck.
Which is 3 good addons, i feel like slinger only has the 2 good ones, the reload addons so i would say slinger.
Slinger's also got the missed cooldown add-ons, the Iri Coin even if it's situational, the Prison Chain, the Barbed Wire (one of his best, increases mending by 3.5 seconds), the Rusted Spike, hell, even Bayshore's Cigar isn't terrible. Definitely better add-ons than PH, Nurse, Freddy and the rest.
PH has the range add-ons... and what? Haemorrhage for stepping in trails? Blindness for stepping in trails? Slightly more killer instinct? The only real good add-ons apart from the range is the duration of Rites of Judgement add-ons.
-
Getting a long range shot with Slinger or Plague. Slinger in particular never gets old.
-
Got to be Freddy. His add-ons are literally a joke.
-Wool Shirt: More regression when failing a skillcheck while asleep. Who wakes up by failing skillchecks? Useless.
-Garden Rake: Dream Pallets. Dream Pallets are worse than snares and have been nerfed with the map reworks - most maps have very few locations to place them before any pallets are dropped, if any. Bad.
-Sheep Block: Blindness for 30 seconds after triggering a snare. Hilariously one of his best add-ons despite the effect being worthless, just because it actually has a measurable effect. Still pretty bad.
-Kid's Drawing: Meme BP add-on.
-Prototype Claws: Meme pallets, but you get 3 seconds of aura reading when they're dropped. Who drops meme pallets when not in a chase? Bad.
-Outdoor Rope: Gen sounds are louder when asleep. Sounds alright, but in reality you don't often patrol gens as Freddy, you teleport to them, reducing the effectiveness of this add-on. Besides, it's only like 8 metres and unreliable due to the asleep condition. Mediocre.
-Cat Block: Haemorrhage for 60 seconds after triggering a snare. Need I say more? Bad.
-Green Dress: Skillcheck add-on but you see their aura for a few seconds if they fail a skillcheck. Cause people fail skillchecks all the time. Useless.
-Nancy's Sketch: Increases dream projection recovery. Despite having very poor values (1.5% if I remember correctly) it's one of his best add-ons because it actually improves him. Mediocre.
-Jump Rope: Bootleg Stridor while asleep. Who cares? It's only 50%, too, so sounds will likely go unheard unless you're a spirit main. In which case, why are you playing Freddy? Bad/Mediocre.
-Paint Thinner: Meme pallets but more aura reading. Pallets aren't good, aura reading doesn't really work with meme pallets. Bad.
-Nancy's Masterpiece: His best add-on. Increases dream projection recovery by, like, 3% or something? Actually increases his strength for once. Good.
-Blue Dress: Skill check add-on but more aura reading. Shouldn't need to explain why this is bad. Useless.
-Unicorn Block: Blindness for 60 seconds when triggering a snare. What amounts to a useless brown add-on on Legion becomes one of Freddy's best add-ons purely because of how awful all the others are. It's still not good, but at least it has a measurable effect. Mediocre.
-Z Block: Haemorrhage for 60 seconds even while healthy when triggering a snare. Sounds interesting but in reality will probably hurt you - you see a blood trail, you follow it hoping to find a vulnerable survivor, then turns out it's a healthy one who knows you're coming and you've wasted all this time. Just follow the scratch marks. Bad.
-Pill Bottle: Interesting effects - harder to see while awake by like 12 metres and you're invisible when carrying a survivor, but neither of these effects really do a lot. Your terror radius is still there to tell survivors how close you are, and the invisibility does nothing but remind people how cool old Freddy used to be. Bad.
-Class Photo: How the mighty have fallen. Makes Freddy worse - since you can't fake your teleport anymore, the amount of things you can do with it are drastically lowered. Besides, most survivors are just going to move out of sight slightly for the teleport duration, see that you're not teleporting to it, then come back without fear of you teleporting again. Bad.
-Swing Chains: Footsteps slightly louder when asleep. Sounds decent, but in reality they still aren't loud enough to hear over the chase music, as is an intentional mechanic. Pretty worthless otherwise, but at least it does something. Bad.
-Red Paint Brush: Used to be his best, now is significantly less good. All survivors being asleep from the start is nice, but since they can't wake up through skill checks or by each other, what are they going to do? Wake up at alarm clocks. Now you have 3-4 survivors running around all immune to your power for 60 seconds or more. This usually happens when you get your first down, meaning applying any more pressure is significantly more difficult. Bad/Mediocre.
-Black Box: Blood Warden for asleep survivors for 15 seconds when an exit gate is opened in that particular exit gate. Situational to the point of uselessness. Plus, it's an ultra-rare. What was wrong with the old effect? Useless.
At least Billy has some good add-ons - Doom Engravings are still pretty good despite the indirect nerf with overheat and the direct nerf with removing charge add-ons, Lopro Chains rarely work but can be novel, Apex Muffler is very good, Dad's Boots and Spiked Boots are both pretty good, brown overheating add-on is nice. Aside from that, though, not much.
-
Binding of Kin 2
-
Huntress. Don't like going against her, don't like playing as her, don't like her map - I just sigh whenever I hear the lullaby. It's not even that I'm bad at playing as or against her, it's just that she's so boring. Not "oh my god the killer has no counter too strong" boring, but I just don't find her very interesting compared to someone like Slinger or old Twins.
-
@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2196891#Comment_2196891
Prior to which nerf? I have unhooked people while Victor was on my back plenty of times. I haven't been able to do so ever since the Mid-Chapter Update.
They changed Twins a while back, but didn't mention it in the patch notes - I believe it was the Clown midchapter, or around then. That was the patch that gave Charlotte camera control while waking up (this was already a thing, don't know why BHVR said the most recent Twins changes added it), and made you able to see Victor's aura on a survivor for a few seconds while waking up. I believe this was also the patch that made incapacitated survivors unable to unhook.
Of course, nobody plays Twins so I wasn't able to go against them and find out for myself, but I had lots of times where incapacitated survivors wouldn't unhook, even in front of my face - they'd just stand next to the hook and start removing Victor, then stop, then start again. This happened frequently enough, and I never saw an incapacitated survivor unhook, that I rightly assumed it was made impossible. As it should be, unhooking with Victor on your back was a bit silly.
-
@zarr said:
There was an unannounced buff, too: Survivors with Victor on their back now cannot unhook other survivors anymore. I would say this is a more substantial change than the three others combined, as you can now leave Victor at a hook, get a notification when a survivor is approaching for the unhook, and deny that unhook.
That was always a thing - or, at least, was a thing prior to the nerf. I played Twins a lot prior to the nerf, and I've seen survivors try.
-
For survivor, I main Adam. Play a lot of different survivors though, the other mainly being Ash and Yui.
For killer, it's Deathslinger and Plague. Used to be Twins, but they feel so awful to play now that they're not really fun anymore. Also really enjoying Blight now that he actually works on console.
-
Stay healthy. Being injured and being found by a cloaked Wraith is pretty much a death sentence unless there's a pallet or window nearby, and even then the super lunge can still get you if you're not careful.
Stay alert. Although you can't see Wraith from five miles away anymore, you can still see him from 20m away and can hear his footsteps and snarls. You can also guess where he's going to come from in most instances based on where he was last.
Stay calm. Don't panic when he's uncloaking, keep a level head and think about the best move to do during the window of safety. Most of the time, Wraith players try to mindgame with the super lunge at loops by facing one way while uncloaking, and then going the other way around the loop to catch you out. You can use this knowledge to predict the Wraith's mindgame and make him look silly by running towards where he's pretending to go, in turn outrunning his actual lunge. Keep in mind this probably won't work at very short loops, and he may switch it up once he knows you're smart.
Never drop pallets while Wraith is cloaked unless you are 100% sure you can get a stun. It's just needlessly wasting pallets, and you NEED to keep pallets up against a Wraith in order to not get ambushed and downed. Also, conserve pallets near generators - a Wraith is very deadly when you're repairing a generator without a pallet nearby, and he'll try to get these out of the way early.
Of course, the best way to learn to counter Wraith is to play him and watch others play him. You'll learn how a Wraith thinks and how he plays, and you can use this in your games to predict what he's going to do.
-
1. Full add-on rework. More crouch and ambush add-ons, more stall add-ons, rework Tampered Timer and Rule Set No.2 in particular.
2. Slightly buff crouch and ambush. Crouch now moves at 4.0m/s, so it can be used more often, and the Ambush lasts for .5 seconds longer. Doesn't sound like a lot, but the Ambush is already strong in the right hands - this'd just get rid of the edge cases where a survivor is just out of reach, making it a bit more useful in longer loops.
3. RBT rework. Now instead of fixed RNG, each RBT has a specific number of boxes that need to be searched in order to remove it. One of your 4 RBT's will be taken off on the first box, another will require 2, another 3, and another 4. This would be randomised in order, and would help give Pig a consistent stalling ability as at least two of your traps will delay survivors for awhile. Last Will would give a 2 box trap.
They won't buff Pig too much because of her high killrate, so I feel a rework and minor buffs is the best we can hope for. Of course, when RBT RNG is normalised and Tampered Timer is nerfed, I bet we can expect to see her kill rate stop being so inflated from free kills.
-
I don't know if I'd necessarily call camping and tunneling problems that can be fixed. Camping especially - there isn't really an anti-camping mechanism that would work without being abusable or extremely complicated, this has been tested. Sometimes camping is the right play, like in endgame, if there are almost repaired gens near the hook or if the entire team is swarming the hook.
I guess some way to alert the team the killer is camping would be nice - a ping system, maybe. Tunneling physically cannot be stopped, though, without giving survivors something ridiculous like invincibility if you're chased for too long. You can't stop a killer from chasing a survivor if they really, really want to.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2188498#Comment_2188498
I'd like both of your changes, but I don't think he should have instant ADS either. I just don't think a ranged killer should be able to land a hit that easily. All other ranged killers have some sort of charge mechanic during which they're slowed and I think that's important. Buff his reload time and such to make it less punishing to reload in a chase; I'm fine with that. There needs to be something, though.
I heard an idea of letting him use his gun as a grappling hook to give him some extra mobility. I think that'd be awesome. Just no more zoning and a proper delay to his ranged attack please. Also, his TR audio needs to be louder; it plays like 4m smaller than it actually is because of how soft it is at the start.
That's true, but you have to remember that Deathslinger's spear isn't a real hit. There's still the potential to get away, even if the walking-backwards tech limits how often this happens. The instant ADS can be oppressive, but I'd argue a very fast ADS is necessary to balance out the drawbacks of having to reload after every shot, and the fact that hitting the spear doesn't always result in any actual gain. Not to mention the range limit, and very precise hitbox compared to hatchets.
I feel that the instant ADS is kind of what makes Slinger unique - if he had a charge up like Demo or Huntress, he'd instantly be much weaker and much less distinct and fun to play. This is why people said Slinger was just weaker Huntress and a bad killer when he came out - not only had people not figured out the walk-backwards tech, but people actually aimed down the sights instead of quickscoping. Trust me, playing Deathslinger without these two things is an awful experience, and one that's actually very easy for survivors to get away from. Making him more like Huntress is not the right move, especially given his power's limitations.
-
@[Deleted User] said:
Buff: Trapper; he should get a brown bag in his base kit at least.
Nerf: Deathslinger's 1v1. Buff him in the 1v4 all you'd like to compensate, but zoning makes me sad.
With Deathslinger, the instant ADS needs to stay. That's what makes him good in loops, like Billy's curve - aiming down the sights is such a detriment and is so easy to dodge that forcing him to do it would be a massive nerf. The free zoning is stupid, though.
My ideal changes for slinger would be the following:
-When you ADS and put the gun down without firing, Slinger cannot attack or ADS for 2-3 seconds. Like Doctor, he wouldn't be slowed down during this, and would prevent the free zoning as you'd have a brief window where you're safe to get behind a corner or something.
-When your gun isn't loaded, Slinger moves at 4.6m/s. When it is loaded, he moves at the normal 4.4m/s. Include an Unload button to instantly eject the bullet while loaded. This'd give him a bit of mobility and risk/reward - do you keep your gun loaded and ready for a chase, or reload later to get to a gen or hook faster? Would increase the skill ceiling a little.
-
If she takes zero skill, why do you need to play 20 matches to learn her power?
-
I like it on Deathslinger and Ghostface. It's a fun, but weak perk. If it were a bit stronger I'd probably use it over Pop - Either remove the basic attack requirement or the cooldown, maybe up the regression by 2% to 10% of the gen. Would be nice.
-
@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2182288#Comment_2182288
how do you determine if this addon overperforms?
Probably a mix of the increased average kill rate with the add-on compared to other add-ons and their base kit, and the pick rate of the add-on, if I had to guess.
-
@chargernick85 said:
Oh and of course those pesky pallet Freddy's those ones just had to go...............
/s
According to Almo, pallet freddy actually has a higher killrate than snare freddy. And as we all know, high killrate = need nerf now. Nothing else factors into the equation.
All I'm saying is don't be too excited for Pig's add-on pass.
-
They feel awful to play, but against solos they haven't changed in strength all that much. Solos still don't bother to kick Victor after he downs someone and just run away from him. Of course, groups now have an even easier time countering him, but they already had an easy time countering him in the first place. Terrible change, should've focused on nerfing Victor's recharge time and camping ability instead of making him even less efficient to use without any counter buffs.
And no, the camera movement "buff" isn't a buff, that was in the game for literally months before this patch. However, nobody plays Twins so no-one noticed.
-
The short answer is that people don't think Twins take skill because nobody plays Twins.
The long answer is that Twins suffer from the Plague conundrum - Plague has an incredibly high skill ceiling due to the need for good game sense, strategy, need to adapt-on-the-fly if the survivor decide to cleanse, not to cleanse, etc. Not to mention the mechanical skill and momentum controlling that comes into effectively using the vomit. Yet, you hardly see people mention this, because the vast majority haven't put all too many hours into Plague and see her as just instadown M1 killer with occasional corrupt purges. Twins are similar in the amount of game sense, strategy, micro-management and mechanical skill you need, even if Victor is easier to use than Corrupt. (As he should be.)
Twins get a lot more hate despite, in my opinion, being about the same power level as Plague (in mid-low B tier against good players) because of the massive bias against them. Literally everyone seems to have this view of the Twins as an apparently S to A tier killer who hard camps, 4 man slugs and has no counterplay - and really, can you blame them? Nobody plays the Twins so their counterplay is largely not known by the playerbase (grouping up in pairs, using downed pallets against Victor to loop him more safely, crouching towards hooks to check if Victor's there and to avoid killer instinct so you can kick him, using lockers if far enough away, staying healthy, and various other things I could go on about.) And since nobody plays them, no-one's there to contest the stereotype of them being a brain-dead A tier skill-less boring killer that needs nerfs.
If you don't bother to kick Victor, remove Victor while being chased and get stuck in place for a down, (which people STILL do) stay injured and become an easy down for Victor, or kidnap Victor when one of your teammates is being chased and the other is hooked or slugged, then it's no wonder the Twins beat you. If you (and your team) actually know how the Twins work, boom, they're so much weaker. But nobody plays them so nobody knows how they work, so people complain. And if there's one thing the DBD community likes to do, it's to demean any killer they don't like as taking no skill. It's happened with spirit, freddy, (although that is more justified) old billy, deathslinger, pyramid head, hag, doctor, clown, the list goes on.
This has gone on a little longer than I'd planned but I'm very disappointed in the treatment the Twins got in the most recent patch, and the fact that literally nobody cares enough to contest it. People are apparently happy from the awful nerf because they won't go against Twins, which is an awful way of thinking - why not make Deathslinger take 8 seconds to reload? People would be happy because they won't be going against him anymore. It's a really terrible mindset and I hope that when the Twins inevitably get changed (and hopefully have the cooldown nerf reverted) people start to see them in a better light.
-
Actually, according to the statistics, Nurse is much weaker than Twins.
Nerf Pig.
-
It's one of the two, maybe three depending on how you see Surge, viable generator regression perks in the game. All the others are terrible, and its alternatives have their own problems - Ruin requires you to be exerting a lot of map pressure to get value and is often cleansed very early, leaving you without gen defence for the rest of the game, and Surge has, like, three conditions, a cooldown, pitiful actual regression and a basic attack restriction.
Pop's reliable, usable by almost every killer, synergises very well with BBQ and is extremely helpful in defending single gens. And, importantly, it can't be cleansed. It rewards good play, and some matches are quite literally impossible to win without Pop to keep the gens under control. That's no hyperbole - Ruin and Surge are both unreliable, and you need your hooks to mean something against good teams, which Pop helps you to do.
-
Ha, it's finally the time of the plague mains! You shall all fail to complete these challenges, while me and the two other plague mains get them first try but still end up getting 1-2 kills!
-
Ignoring everything in favour of being as optimal with gens as possible - exclusively splitting up one to a gen, waiting until the last second to unhook, etc. I don't even mind them doing this so much, I'm more annoyed by the fact there's literally no counterplay to survivors splitting up on gens unless you're getting downs in five seconds or you're playing someone like Blight.
-
Well, it was copied and pasted from mobile. It's still lazy though - it should've at least had a blue tint or something.
-
@[Deleted User] said:
- Charlotte can now rotate while waking up.
- Victor's successful Pounce cooldown is 5 seconds (was 3 seconds).
- Victor can now move during the successful Pounce cooldown.
- Silencing Cloth grants Undetectable for 20 seconds (was 12 seconds).
- Iridescent Pendant inflicts Exposed for 30 seconds (was 12 seconds).
everyone was crying about #2
now you're complaining that #3 exists? #3 is the biggest buff to
the twinsVictor EVER.last i checked, you cant kick victor when victor is moving. what's the point in #2 nerf if #3 makes him unkickable???
TWINS ARE MORE OP
Of course you can kick Victor when he's moving. Have you never played against Twins?
-
@Kebek said:
I like killers with addons on the weak side when baseline killer is strong. Freddy is strong baseline so he doesn't need overly strong addons at all. There are still some good ones anyway.
Which ones?
-
Aside from the lazy Freddy nerf and Twins being taken out back and shot, yeah, I'm pretty excited.
-
Don't. Play Oni or Blight, they're a lot more fun and better.
-
Spirit can now see survivors while phasing, and phasing has unlimited duration. There - she might finally reach up to C tier.
-
I'd bring back Old Freddy, with a new mechanic. Old Freddy can now place dream snares with ctrl, but can't teleport to gens. Instead, he can teleport to snares. This destroys the snare even if the teleport is cancelled.
I mained Old Freddy back in the day and despite how laughably weak he is, loved playing him. A gen teleport wouldn't work with his power, though; survivors who wake up by failing a skill check at a gen will just have Freddy teleport to that gen and immediately put them back to sleep.
-
Because I need to juice and toxic loop the baby noob camping tunneling killrushing killer like Noob3. EZ GG
-
I'd like Deathslinger and Jeff. Then again, neither are particularly popular, so I doubt they'll get lore for a while.
-
I don't know - the survivors could still kobe after you press the Hook All Survivors button. What's poor old Freddy supposed to do then?
No, instead entering the dream world should put survivors into a coma, automatically deducting Auric Cells to pay for their survivor's life support. If they don't have Auric Cells, the survivor dies and the player can no longer play as that survivor without buying that character again with 500 Auric Cells, which resets the character's prestige, cosmetics and level. That way, Freddy might be B tier.
-
@Boss said:
https://deadbydaylight.fandom.com/wiki/Movement_Speeds#The_Wraith
Here you can see the movement speeds the "official but not really but kinda official" wiki has determined, up-to-date.
And his cloaked movement speed is about 80% slower than a Hillbilly Chainsaw-sprinting.
I don't know your situation, but i'm guessing that you're just not used to his new speed.
That's fair - maybe I am just unused to the new speed. I played Wraith with green or yellow Windstorm pre buff, so the current speed is certainly weird. Still, it feels like the current speed is what you should get with a windstorm add-on. Can't say I'm ever going to use those ever again.
-
Pyramid's PTB theme and Oni's old theme would be in S tier. Demo's old theme would be in D tier, it was laughably bad in my opinion, as much as I loved to make fun of it.
-
As a Slinger/Plague main, here are my ideal changes:
-1.5 second mild slowdown and cool-down after aiming gun and putting it down, like PH.
-When the gun isn't loaded, Slinger moves at 4.6m/s / 115%. Press ctrl while the gun is loaded to instantly eject the bullet and unload the gun.
-Add-on pass.
-(maybe) Not apply deep wounds when the chain breaks if they're healthy. If injured, applies deep wounds.
-
Puke on gens if people aren't infected or if you know the gen is going to have people wanting to work on it soon. Otherwise, might as well if you have the time, but don't make it a priority.
-
Honestly, I think Billy shouldn't have gotten a new theme - keep the multiple different default themes for the three default killers.
Doesn't help that Billy's theme isn't the best anyway.
-
Just because a killer is common doesn't mean they need to be nerfed. Doctor's one of the more balanced killers, although heavily hurt by latency.
