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AnnelieseLilis

AnnelieseLilis

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AnnelieseLilis
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  • New windows and doorways are fine, I just hate the decreased pallet changes. I'm not sure if we have the same amount of pallets or they're moved somewhere else. But, there's not a single pallet in some maps. This is going to be difficult for both veteran and novice survivors. I also know that the devs are aiming for a "competitive" gaming experience, but they're imbalancing the game even more with "balance" changes. This is not enough for four survivors per match, especially if you have that one teammate throwing down every pallet they see.

  • @Magikazam said:

    So let me start by showing some fact. it take 80 sec doing a gen whitout any tools , alone, providing you don't hit any great skill check. it take 120 second for someone to die on a hook. Survivors not only have numerical advantage and the ability to apply presure on an average of 2 or 3 differant gens (If we consider that at all time, 2 survivor are either healing/in a chase/on a hook). but they also have lots of perk to give themselves even more time, negate their own bad play and to litteraly remove the need of other survivor and being able to carry themself. You don't even need these perk anyway, you got body blocking,flashlight save. hook saboting, the ability to do bones and remove killer perks.

    What does killer get? between 5 and 15% more mouvement speed (Unless you are nurse and you are acctualy slower then a survivor...) A power that depend on your killer and that are questionably weak for some. when you need addon to do well, it an issue. Survivors got tons of perks to extand chase time, and item to slow down killer doing his objectives. You would think it the same for killer right? Wrong. Sure killer has option, but only has perk and these perk are questionably usefull..

    Pop- Probably the best killer perk atm. it the only reliable perk that any killer can use to slow down generator speed, the requirement to use it okay and reward killer for avoiding camping.

    Thanatophobia- It trash. it only slow by 4%, assuming all survivor are injured or on hook. If all survivor are injured, they probably wont be on gens. It can work on some niche build like Plague, if you face people that refuse so cleanse...

    Dying light- only give 3% per hook and cap at 27% if you have hooked everyone trice except the Obsession. The downside being that the obsession heal other faster and un-hook faster. It real bad. By the time the repair speed debuff become relevant, you don't need it anymore. The time you win on gens is also slightly negated by the fact survivor heal faster if they play they card right.

    Hex Ruin- has the downside of being a Hex, a relly weak one now that it got nerfed.It only work on generator that aren't worked on...so it don't slow down survivor unless they love to stop repairing at 60% to randomly find another gen...

    Hex Huntress lullaby- Weak for a hex, take to much token to become usefull and revolve around the survivor to make mistake. Survivor wont miss skillcheck after 40+ hours of playing...

    Remember me- Affect door opening time up to 16 seconds... not relly that usefull, you can play trapper or hag and set trap and it would make a better endgame build than this.

    Blood warden- Is the endgame version of pop. Require you to be sure to have someone to hook when endgame happend. it not that bat, but it is certainly a gimmicky perk for endgame build.

    Corrupt intervention- this one is kinda weird in term of usefullness. A must have if you play trapper or hag. on other killer too, it a risk that depend on the survivors.Will they try and find the 3 unblocked gens or will they simply do chest and bones? In all case it make them lose them and make chase start earlier but you need survivors to try and do those 3 openend gens. The downside is it becoming a dead perk after 2 minutes. A decent perk

    Thrilling Tremors- same problem as Hex ruin, but this one can work on ultra aggresive slug build with oni or legion.

    Surge- A good perk if you can down survivor where you want.

    With all those perk, arguably 3-4 of them are viable, and only a single one of those can relly be slapped into any build.

    The second issue with survivor is still related to perk.

    Survivor strenght and weakness should be their teams. Alone they are weak, together they are strong. Sadly it not relly the case with all the perks that remove that need of having teamate helping you. Im talking about perk like selfcare, unbreakable, no mither, delivrance, those kind of perk. of course not all of them are op meta perk, but the issue stay the same. You can do something yourself that wouls usually require another survivor to do. It give your team a hudge time save. let just take self care for exemple. if you don't have it, that force one injured survivor to get healed by someone. so you got 2 people off gens minimum. if you have selfcare. only the injured one aint on gens and can heal himself. worst case senario, a chase is going on and 2 gens max are worked on till the injured person is healed. Self care make it so there alway one more person on gens. If you can go around survivor weakness of needing teamate, it useless to make them a team in the first place. these perk make your whole team stronger and give so much of a time boost...

    Then we got the second chance perks. this post is getting real long so i will resume it real fast. Killer can't do play, they relly on survivor mistake. Survivors already need to be hooked trice. so in total for a 4k you need to down survivor 12 times. you hit survivors for a minimum of 24 times, assuming your killer don't oneshot and that survivor got no second chance perk. This number is relly hight and second chance perk turn those number way bigger when the entire team use them, and most of the time they do. that being said If the whole gameplay of killer relly on using survivors mistake, how come the survivor get a way to completly destroy any kind of advantage the killer had by playing correctly?

    Now come the rant on camping and tunneling.

    Yes I agree, camping suck, yet killer get extremly punished by the ranking system for doing it, no matter what the situation. My problem with this is, Why punishing the killer? they will lose if the survivor simply rush gens. it should be up to the survivor to counter that, not the game. The current system also punish killer who camp when the 3 other survivor swarm the hook before the killer has time to leave, and in that situation, camping should be the killer option and it should be rewarding them for playing correctly.

    Yea I agree, it not fun bein tunneled. but why does survivors have SO many perk to counter it. Relly even whitout perks you can sabotage hook, flashlight save, body block. and then even if you still want another safer option there is BT. Why is the killer punished by so many counter cause they try to use the best logical way to slow down the game? Imagine if killer had a perk that punished you real hard by resetting a gen cause you worked on it insted of randomly jumping into a gen that at 0%... it just stupid.

    Now im done ranting so I will finish this post talking about DS and OoO.

    Everyone talk about how DS is strong and got op combo with other perk, so I think it just easy to fix those. Remove locker+ds combo, make it so it Unbreakable and DS have a shared ''Exhaustion-ish'' coldown so you can create a perfectly safe situation. I would personally just remove this perk or rework it cosidering survivor already got so many anti tunnel perk this one is overkill. Lastly, I would make it so hitting another survivor skip the 60 second on DS, cause that just not tunelling anymore and that prevent all the stupid save you could abuse with DS.

    Just rework OoO, it litteraly a survivor nerfed version of old freddy Dreamworld. it make SWF so strong.

    So what should be changed, well I think there a couple of options, notes I don't find all those option perfect, but yea. here they are. And let me be clear, i don't want ALL the option to be done. only maybe 1 or 2 of them so the survivor don't become useless.

    1. Nerf survivor second chance perk
    2. Nerf survivor self reliancer perk (self care and co)
    3. Buff killer Gens/gate pressure perk.
    4. Give killer a better way in their base kit to slow down gens.
    5. Keep survivor perk as they are, but make them die on second hook.
    6. Keep survivor perk as they are, but survivor each only have 2 or 3 slots.

    @Magikazam said:

    So let me start by showing some fact. it take 80 sec doing a gen whitout any tools , alone, providing you don't hit any great skill check. it take 120 second for someone to die on a hook. Survivors not only have numerical advantage and the ability to apply presure on an average of 2 or 3 differant gens (If we consider that at all time, 2 survivor are either healing/in a chase/on a hook). but they also have lots of perk to give themselves even more time, negate their own bad play and to litteraly remove the need of other survivor and being able to carry themself. You don't even need these perk anyway, you got body blocking,flashlight save. hook saboting, the ability to do bones and remove killer perks.

    What does killer get? between 5 and 15% more mouvement speed (Unless you are nurse and you are acctualy slower then a survivor...) A power that depend on your killer and that are questionably weak for some. when you need addon to do well, it an issue. Survivors got tons of perks to extand chase time, and item to slow down killer doing his objectives. You would think it the same for killer right? Wrong. Sure killer has option, but only has perk and these perk are questionably usefull..

    Pop- Probably the best killer perk atm. it the only reliable perk that any killer can use to slow down generator speed, the requirement to use it okay and reward killer for avoiding camping.

    Thanatophobia- It trash. it only slow by 4%, assuming all survivor are injured or on hook. If all survivor are injured, they probably wont be on gens. It can work on some niche build like Plague, if you face people that refuse so cleanse...

    Dying light- only give 3% per hook and cap at 27% if you have hooked everyone trice except the Obsession. The downside being that the obsession heal other faster and un-hook faster. It real bad. By the time the repair speed debuff become relevant, you don't need it anymore. The time you win on gens is also slightly negated by the fact survivor heal faster if they play they card right.

    Hex Ruin- has the downside of being a Hex, a relly weak one now that it got nerfed.It only work on generator that aren't worked on...so it don't slow down survivor unless they love to stop repairing at 60% to randomly find another gen...

    Hex Huntress lullaby- Weak for a hex, take to much token to become usefull and revolve around the survivor to make mistake. Survivor wont miss skillcheck after 40+ hours of playing...

    Remember me- Affect door opening time up to 16 seconds... not relly that usefull, you can play trapper or hag and set trap and it would make a better endgame build than this.

    Blood warden- Is the endgame version of pop. Require you to be sure to have someone to hook when endgame happend. it not that bat, but it is certainly a gimmicky perk for endgame build.

    Corrupt intervention- this one is kinda weird in term of usefullness. A must have if you play trapper or hag. on other killer too, it a risk that depend on the survivors.Will they try and find the 3 unblocked gens or will they simply do chest and bones? In all case it make them lose them and make chase start earlier but you need survivors to try and do those 3 openend gens. The downside is it becoming a dead perk after 2 minutes. A decent perk

    Thrilling Tremors- same problem as Hex ruin, but this one can work on ultra aggresive slug build with oni or legion.

    Surge- A good perk if you can down survivor where you want.

    With all those perk, arguably 3-4 of them are viable, and only a single one of those can relly be slapped into any build.

    The second issue with survivor is still related to perk.

    Survivor strenght and weakness should be their teams. Alone they are weak, together they are strong. Sadly it not relly the case with all the perks that remove that need of having teamate helping you. Im talking about perk like selfcare, unbreakable, no mither, delivrance, those kind of perk. of course not all of them are op meta perk, but the issue stay the same. You can do something yourself that wouls usually require another survivor to do. It give your team a hudge time save. let just take self care for exemple. if you don't have it, that force one injured survivor to get healed by someone. so you got 2 people off gens minimum. if you have selfcare. only the injured one aint on gens and can heal himself. worst case senario, a chase is going on and 2 gens max are worked on till the injured person is healed. Self care make it so there alway one more person on gens. If you can go around survivor weakness of needing teamate, it useless to make them a team in the first place. these perk make your whole team stronger and give so much of a time boost...

    Then we got the second chance perks. this post is getting real long so i will resume it real fast. Killer can't do play, they relly on survivor mistake. Survivors already need to be hooked trice. so in total for a 4k you need to down survivor 12 times. you hit survivors for a minimum of 24 times, assuming your killer don't oneshot and that survivor got no second chance perk. This number is relly hight and second chance perk turn those number way bigger when the entire team use them, and most of the time they do. that being said If the whole gameplay of killer relly on using survivors mistake, how come the survivor get a way to completly destroy any kind of advantage the killer had by playing correctly?

    Now come the rant on camping and tunneling.

    Yes I agree, camping suck, yet killer get extremly punished by the ranking system for doing it, no matter what the situation. My problem with this is, Why punishing the killer? they will lose if the survivor simply rush gens. it should be up to the survivor to counter that, not the game. The current system also punish killer who camp when the 3 other survivor swarm the hook before the killer has time to leave, and in that situation, camping should be the killer option and it should be rewarding them for playing correctly.

    Yea I agree, it not fun bein tunneled. but why does survivors have SO many perk to counter it. Relly even whitout perks you can sabotage hook, flashlight save, body block. and then even if you still want another safer option there is BT. Why is the killer punished by so many counter cause they try to use the best logical way to slow down the game? Imagine if killer had a perk that punished you real hard by resetting a gen cause you worked on it insted of randomly jumping into a gen that at 0%... it just stupid.

    Now im done ranting so I will finish this post talking about DS and OoO.

    Everyone talk about how DS is strong and got op combo with other perk, so I think it just easy to fix those. Remove locker+ds combo, make it so it Unbreakable and DS have a shared ''Exhaustion-ish'' coldown so you can create a perfectly safe situation. I would personally just remove this perk or rework it cosidering survivor already got so many anti tunnel perk this one is overkill. Lastly, I would make it so hitting another survivor skip the 60 second on DS, cause that just not tunelling anymore and that prevent all the stupid save you could abuse with DS.

    Just rework OoO, it litteraly a survivor nerfed version of old freddy Dreamworld. it make SWF so strong.

    So what should be changed, well I think there a couple of options, notes I don't find all those option perfect, but yea. here they are. And let me be clear, i don't want ALL the option to be done. only maybe 1 or 2 of them so the survivor don't become useless.

    1. Nerf survivor second chance perk
    2. Nerf survivor self reliancer perk (self care and co)
    3. Buff killer Gens/gate pressure perk.
    4. Give killer a better way in their base kit to slow down gens.
    5. Keep survivor perk as they are, but make them die on second hook.
    6. Keep survivor perk as they are, but survivor each only have 2 or 3 slots.

    no lol