Aven_Fallen
Aven_Fallen
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@FreakPrince said:
Imagine complaining about a free escape LMAO
I rather have a good, fun game and die than I escape in a boring game. And a AFK-Wraith IS a boring game. Even if it would not be a Wraith, it would be boring, because I would not like to run in front of a Killer for several minutes, just to get my BPs.
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Only if we nerf Monstrous Shrine as well. >:(
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@nicknack said:
https://forum.deadbydaylight.com/en/discussion/comment/1226339#Comment_1226339
What i stated is (probally) outdated but it would be extremly difficult to do as they already have their own lore and so making new ones would most likely have to be non-canon and they would also need a new licence to change stuff about the character (e.x lore,outfits etc.) .
Yeah, I would guess that the possibility to have a Licensed Character in the Tome is very, very low. But it is not entirely impossible, but I would expect it to not happen at any point.
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@nicknack said:
No they have stated that they will never do a tome for surrvivors/killers that you cant get with shards so. Nightmare dlc,ghost face dlc, halloween dlc,bubba dlc,saw dlc,stranger things are all chapters that will never get a tome dedicated to them or their perks.
This is not entirely true. Peanits wrote in one Post that IF there is a Tome about a licensed Character, you will not need the Character itself. So it would be possible to do a Tome about Ghostface and use his Perks for it (via the Shrine, like they did with previous Tomes), but there will be no Challenge where you need to play Ghostface.
Of course this might have changed since he wrote that. But also, I am not sure if it would be possible to develop Lore for Licensed Characters, since they already have their Lore. And given them a different Lore might be problematic with the Holders.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1226064#Comment_1226064
Your first question is loaded, but I'll pretend that you actually want a real discussion.
Easier or more difficult isn't the focus. How cheap some mechanics feel is the focus. Try to remember that in your response.
In the video example Unbreakable creates a feeling of unfair loss for the killer, I provide an other example from another game if you don't understand. The survivor was downed through effort on the part of the killer and unbreakable can remove that progress with no effort on the survivor's side. The risk being that the killer may just pick them up immediately and negate the perk, but the focus is when the perk works in a similar manner that many NoED discussions take. (Just do totems) isn't the answer to the issue. How it makes a survivor player feel is.
That feeling of unfair loss is the focus.
The hope in many of my videos is that that feeling can be addressed by the dev team in one way or another. If a change would come to the perk (it won't) the hope is that it would be a fair change that feels good for both sides. Perhaps more effort put into the perk on behalf of the survivor to compensate the effort a killer put into downing the survivor in the first place.
The feelings of frustration that many killer players feel drives them to quit the game as evidenced by many of the comments on the video. There are fewer apparent focuses of player frustrations on the survivor side which leads to the conclusion that there are more on the killer side due to the myriad of perks and mechanics that create this feeling.
"I'm sorry you've devoted this much time to killer and still get upset at the fact you have to earn your wins."
And I'm sorry that you lack the capacity for empathy and succumb to the willful blindness that prevent you from coming to a conclusion that doesn't include vague attempts at personal insults.
As with many, many times before, the focus is not the outcome of the match, but how it feels to play the entirety of the match.
If you don't understand, no amount of explanation will help.
Good luck.
"The feelings of frustration that many killer players feel drives them to quit the game as evidenced by many of the comments on the video."
People who disagree with you will not watch your videos. So Comments under a Video are no Evidence.
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@Lexilogo said:
You unlock them for 100 Dwight, Meg, Claudette and Jake kills respectively, they're those Survivor's faces for Bubba's mask. It is extremely old and it's been with Bubba ever since he launched.
Isnt it 25? Otherwise I seriously have to facecamp every Jake I see to get his Face, lol.
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@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/1225720#Comment_1225720
Why not show who was in a SWF group at the endgame tally screen?
Would be welcome transparency on the whole SWF-solo issue.
But what should the Killers then blame instead? When they see that they did not lose to a 4 man Squad, but to 4 Solos? You cannot expect that they see their own mistakes, this is too harsh.
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@csandman1977 said:
I personally don't watch his videos anymore. Same with tydetyme. Every other word is complete bashing of the game and the Devs and how much they dont like or hate the game.
Theres a difference between criticism and all out hate. Whether intentional or not, streamer you refer to comes off as bitter and just plain hateful. Even his posts on here are like that.
If you hate it that much, just stop playing.
But if they stop they cannot make any money with the content.
:(
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OhTofu (a content creator who actually cares for both sides) made a video just yesterday, and he also stated that 4 really good Solos would give the Killer the same experience.
I am also pretty sure that there are thousands of hours on Youtube where SWF-Teams get crushed by Killers.
btw. tru3 gets average 3 Kills per game. So his results are not that affected by SWF I guess.
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This was changed quite recently. Before Deep Wound would not have go down while in Terror Radius, now it will go down while near the Killer, but not, if the Survivor is running.
(There would have been a nasty Combo possible where the Survivor becomes Oblivous, meaning that they do not hear any Terror Radius, which means that it would go down, while being chased by the Killer, resulting in the Survivor just going into the Dying State after a few seconds)
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@Acromio said:
I'm sorry, but if you struggle against one of the weakest killers in the game, there's only one solution...
Calling Doc one of the weakest Killers in the game is so much wrong as it can be. Unless you are playing him like usual, just camping Hooks and BMing Survivors. Then it might be true, for you.
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1223307#Comment_1223307
Rather than remove something, why not just try to find a way to get away from it? If you know it has been roughly 60 seconds since the last time he used Static Blast, you should get the heck away from his TR.
The thing is, knowing that it is 60 seconds since he used his Static Blast will not really protect, because it is not really possible to stay out of his Terror Radius all the time. This would obviously be the case with the idea mentioned by OP, because the problem would stay the same, you just know that the Static Blast would be ready at some point.
The main issue is that it is nearly impossible to get away, when he is starting to charge it, except you get really lucky with a locker right next to you or you are really at the edge of his Terror Radius (but I also got hit by it without hearing the TR, I pretty much was in it, but I could not hear it... Probably because he has a unique Terror Radius, but I dont know).
But I would not know how to fix it, because a longer Windup is not really a solution, it is already pretty long. Overall I like the Static Blast more than his passive ability, because it at least gives feedback to inexperienced Survivors, why they are screaming. But I totally can relate to the issues of getting away when he is using it.
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Yep, this is how it should be done.
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While it is true that the Flashlight can burn the Traps, I dont think it is that much of a deal. Even with a purple Flashlight and Add Ons it can run out of Battery pretty fast (maximum with green Battery and Low Amp Filament are 20ish seconds, if I remember correctly). And, the Survivors cannot prepare for a Killer by bringing Flashlights, because they dont know that they are playing vs a Hag, while the Killer can either equip Franklins or change the Killer.
And when a Survivor finds a Flashlight in a Chest, they are gone even faster, because of no Add Ons.
However, I would totally trade this ability and give a few Buffs to Hag (like faster Setting Speed, longer Range), if Traps would not trigger while walking over them...
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@Ghost_Face_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1224856#Comment_1224856
I wouldn't ever call Scratched Mirror bad at all. People need to stop saying it's only good on indoor maps because not everyone is spinning their camera around until they see you. No terror radius and 32m wall hacks is very strong, so no bloodlust and EW1 m/s is the big trade off. Scratched has freelance perk usage while Vanity can't be ran without PWYF.
@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1224878#Comment_1224878
I agree, people underestimate EW1 Myers alot. He's not great, but decent on half of the maps with enough LoS blockers.
The thing is, sure, Scratched Mirror can also be used on other Maps. But I personally would not try out this Build without a Map Offering, because if you get a bad Map (which would be half of them, if we stick to the fact that it is decent on half of the Maps), it will be a really bad experience.
I mean, I have played Scratched Mirror on Torment Creek, was not really fun (Survivor brought a Map Offering as well...). So I see this Build only used with a Map Offering.
@Deadeye said:
@Ghost_Face_Main @NursesBootie But that would require grabs to be successful. Once you hit them, they are alerted and chasing with Scratched Mirror doesn't work, if you don't want to lose 2 gens per chase. I just had "decent" games with it, when I had to play other maps because of survivors bringing other map offerings and apparently not expecting scratched mirror, giving me easy hits by trying to hide.
@Aven_Fallen Actually Hawkins is the worst map. The catwalks are pretty safe, without some PWYF stacks you cannot catch anyone there or lose a lot of time. I have the best results on Gideon, because you have the best information. It has the smallest base size, so you can pretty much see the whole map by circling the center 4 rooms above or below and you know where everybody is. And there is only a single safe healing spot on the whole map, which is in the corner of the map at the big dropdown. I heard people saying that finding the stairs can take too much time. Yeah you need to get familiar with the stairs placement to find the best path. But getting to a gen in Lery's can actually take more time, if you even "see" that you need to get there
I think the ms reduction to the Vainity mirror is really ruining the addon. You already steal his power. Both of it. Undetectable T1 is gone and Instadown T3 is gone. So what's the point of T2? Nothing except a slightly decreased TR. So he has basically nothing left and gets 16m aura reading and STILL needs to move slowly. Anyone knows how fast he is in Vanity T2?
I tried to run it on Badham several times with M&A and Dead Rabbit to get close to 0 TR. Survivors still get alerted soon enough, so close windows or pallets give the needed kickoff to be save and chasing at low speed simply doesn't work like with Scratched Mirror. And 16m aura reading doesn't help out in any way. You still need to get almost into hearing distance to gens, have even less map pressure than Mikey has normally and "mindgaming with aura reading" is easily countered by pressing "W".
So this addon basically removes all benefits from his power and turns him into a slow M1 killer. With short range aura reading, that is useless in most situations
Yeah, Hawkins is pretty bad, I put it nice with "challenging". In fact, I would never recommend using it on Hawkins, the Stairway Rooms are way too strong vs EW1-Myers. And the Pallets also get more useful.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1224830#Comment_1224830
Wonder where I've seen that build before...kappa.
Hey, its a good build :P Probably why Scorpionz is using it like that.
But in general, I am using Enduring on my M1-Killers anyway and IMO Whispers and M&A are mandatory on Pig (if Pig still would have her 28m Terror Radius M&A could be replaced, but I guess thats not gonna happen).
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To be fair, both Mirrors are bad. But Scratched Mirror at least has its own Niche Build, even tho it is highly limited due to the amount of Maps it is useful on. Especially because it is hard to get specific Map Offerings (basically only Lerys, Scratched Mirror is not that good on The Game and challenging on Hawkins).
So in a regular Build, both Mirrors are bad.
But yeah, Vanity Mirror is easily the worst, I have tried it exactly once and then never again, it was horrible. I am only using it for Burger King Myers these days.
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Currently I am getting some BPs, so I use: BBQ, Enduring, Whispers, Monitor.
Usually I play with Brutal Strength instead of BBQ.
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As Survivor, either DS or Iron Will. If I dont have DS, I seemingly get tunneled all the time (at least it feels like it) also I have run Iron Will so long that I get annoyed by Injured Sounds.
For Killer, it is Enduring. Not on every Killer of course, but when I dont have it, Pallet Stuns feel painfully long, because I am so used to M1-Killers with Enduring.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1222960#Comment_1222960
This is another point I like to point out, killers always say the game should be balanced around the "best" survivors, but when people even come close to saying it should be balanced around the best killers too, it always ends up being "but I'm not like xxx streamer who is an experienced killer".
This honestly cannot be pointed out enough - I have seen Threads on this Forum where people mentioned Survivors like no0b3 or Ayrun and wanted the game balanced around that Level of Skill. But when you show them that Streamers like Tofu or tru3 are consistent with their 4Ks, it is always "those are doing it for a living, you cannot compare them". (Just for reference, someone posted stats for tru3, FarmerJohn and OhTofu from 100 games on Twitter. tru3, despite all his complaining, had an average Kill Rate of 3K, FarmerJohn 3.23K and Tofu 3.34K)
Hell, I have even seen a Thread where a Rank 11 Killer lost a game vs Red Ranks (because of this "awesome" Matchmaking) and they wanted to balance it around this Level of Skill, while Survivors are still measured by people like no0b3 or Ayrun.
In general, balancing for the highest Level is not smart at all, if something is balanced around those 1% of Players who are in a highly coordinated SWF-Squad, all Survivors below this Skill Level can basically skip Playing. On the other hand, if the game is balanced around those 1% Killers who are super-strong and get even higher Kill Rates, other Killers could basically quit the game.
Balancing around high level Players does not work.
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You should be able to do a Mouseover to see how exactly your Emblem happend.
Judging by your Benevolence-Emblem you got at least one unsafe Hook Rescue. Those are awarded with 1000 BPs, but when they are unsafe, you get punished quite heavily in your Emblem.
You did not survive that long, therefore Bronce Unbroken.
Also your Lightbringer is Silver, so you did not do that much for the Objective, but you might get a lot of Objective Points because of Co-Op Action.
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So you rant over the Ruin-Nerf by comparing it to Exhaustion Perks? This is... interesting.
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I guess they just checked who earned them, but did not check who actually lost them. So Players who earned them but did not lose them will now have two of those Cosmetics.
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There is a reason why PWYF is more of a weak Perk and that situational. Dont mess too much with Movement Speed, NOED is also strong because of those 4% extra Movement Speed, which makes some Loops obsolete already. Having 15% extra Movement Speed until a Survivor is downed would be too much.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1222014#Comment_1222014
I am not talking about the hit box issue I agree this issue should be fixed , and my reply was directed at the "stop making the game all about the killer every update is all about the killer" part not the hit box issue
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1222014#Comment_1222014
They were most likely just responding to OP‘s claim that the game and all its Updates are all just about killers, which isn‘t true.
Ah yeah, gotcha. This statement is obviously false, I agree.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1222013#Comment_1222013
I wouldn't expect them to get a penalty for it.
A lack of a reward, sure, but a penalty? For just doing their job? They didn't get asked to get matched with my newbie self any more than I asked to get stomped.
Brutal Killer is a Blackpip, therefore no Reward.
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@[Deleted User] said:
I mean... ruin/nurse/spirit just got nerfed a few patches ago
What do Balance Patches have to do with awful Hits because of Latency?
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On the other hand, you clearly stomped some players who were not even close to your Skill Level. Do you expect a Reward for this?
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No, you can only earn Rift Fragments when a Rift is active. And only via the linked Tome and Playtime. So Tome 1 and Tome 2 will not give any Rift Fragments for RIft Number 3, since it is linked to Tome 3.
But you can still get the Lore and the BPs.
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The big problem with Clown is that Freddy exists. I have not played Clown for a while, but I guess I have better results with my Freddy Dailys (currently not leveled, using Fire Up 1 as only Perk) than I had with my Clown. I am not playing Clown, because I cannot bring myself to playing it.
The main problem I see is that he has a Chase Ability, but cannot abandon Chase Perks. Spirit is similar, she is godlike in Chases, so she can only use Tracking or Slowdown-Perks. Clown cannot get away with this.
I guess there is a lot they can do from simple Tweaks to a more detailed Rework (like Doctor got), which still maintains his Power as it is.
Small Tweaks could be:
Higher Movement Speed while reloading, not so much Cooldown after a Bottle Throw.
Reload time depending on Bottles which are actually reloaded - like, if I have 2 Bottles left after I hooked a Survivor, why should I have to reload the same amount of time like I would have when reloading 4 Bottles? - so when I go for a Reload of two Bottles, I only spend have of the time to reload them.
Removing the Sound he makes when vaulting a Window - like seriously, he is the only Killer doing that, because he coughs when vaulting a Window. Sure, he is a big, fat, unhealthy man, but there is not really a reason to remove Mindgames at Windows.
Add On Rework
And who knows what else can be tweaked.
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I would rather remove the Burn from Wraith and Nurse. I dont know if Wraith is still bugged and stays cloaked while burned, but there is not really a reason why he should suffer such a long Stun. And burning a Nurse is not worth it at all, so nobody is doing it anyway.
So instead of adding this to Spirit, remove it from Wraith and Nurse. It is quite an early-game concept anyway and should not be present anymore.
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SWF is not that bad. But its easier to blame SWF then just admitting that you are not good enough. Even if the Survivors were all Solo, just say they were a 4 man SWF and you feel better, because you can blame the game and not your lacking abilities.
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@thesuicidefox said:
Yes, if you die you keep the add-ons, but if you escape you lose the add-ons, even though White Ward description suggests you should keep it in either case. I've tested this myself.
It should protect them either way. It's honestly stupid that the only way to protect them from loss if you escape is to use Ace In The Hole.
In fact it's stupid you lose them at all if you escape. If you have charges left on the item, you should keep your add-ons. It's not like killer add-ons where you can easily replenish them after each game. Killers have 20 add-ons. Survivors have 55, plus 18 items, for a total of 73 possible bloodweb objects. I could easily play every game of Spirit with Mother Daughter Ring and Yakuyoke Amulet if I were to dump BP back into Spirit after each game. It would be IMPOSSIBLE to play with an Emergency Medkit with Gel Dressing and Gauze Rolls every game, especially because you earn way less BP as survivor.
https://forum.deadbydaylight.com/en/discussion/comment/1219070#Comment_1219070
Wiki is outdated. Check the description in the game.
100% agreed to this post.
Yesterday I zapped into a Stream and the Streamer was just saying "I want my team to live and the Killer should kill me, I burned a White Ward, why should I want to live?"...
This is the worst thing, the Survivor should not be better off by getting killed.
But well, once again, no Dev will say anything about this topic...
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Yes, you can hear it full Map. You get more Bell Sounds when you are uncloaked and start cloaking.
I am totally not saying this because I have run around a full game just spamming the Bell the whole time.
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You can open the Exit Gate by yourself, if you want to get use of Bloodwarden.
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I thought that Killers want the Survivors to unhook other Players so that they are not working on Gens. This would make them rather stick to Gens.
Also Survivors should not be punished by doing Unhooks in such a way. Especially not when they are not Hook-Rushing but waiting until the Killer is far away.
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Before anyone should think about any Buffs, Nerfs or Reworks of Nurse, all the Bugs should be fixed.
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@NursesBootie said:
I hope the clown will be featured in one of the next tomes. Just so he gets some love.
Being in a Tome does not really mean that there will be major Changes. From the five Killers so far featured in the Tome only one got a Rework. Spirit did not get any Changes in that specific Patch, neither did Huntress or Trapper. Legion to an extend, but this is so minor that I would not count it.
@Topic:
With Clown, I expect a Rework. Clown is in the Spot that he has a built-in Chase Ability (like Spirit), but is too weak to actually use it that effectively to abandon Chase Perks completely (like Spirit is able to do). But I think he is also quite hard to balance, because if his Gas would be too strong so that the Survivor will be guaranteed to lose a Chase quickly, it is also not really good.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1220179#Comment_1220179
Honestly I've seen more variety in killer perks since the ruin nerf. BBQ is still everywhere obviously but there's a good reason to use it outside of its in-game effect.
Because Killers play different from each other. Like, you can use Enduring on M1-Killers, but someone like Spirit or Hag will not benefit from it, but those two will benefit from Nurses Calling, which will less effective on a Trapper for example. A Billy can use Infectious Fright, while it does not make much sense to use Stridor on him, while it is a great Perk for Spirit, but Infectious Fright would be useless on her.
Surely you see more diversity in Killer Perks (BBQ aside, people are using it just for the BPs, even if the Aura Read is not that useful on some Killers)
@Topic:
What to expect? There are not many good Survivor Perks and the ones released are not worth running at all. You are basically fine with the Basegame and the Halloween-DLC. Nerfing Balanced Landing is something that forces a Meta even more, if one of the few, really good Perks for Survivor, is nerfed, surely more people are running the same Perks.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1220127#Comment_1220127
well if an SWF plays well they should almost always beat the killer so should we just end every 4 man SWF match right at the start, give the killer entity displeased and 20k bp for each survivor?
The game is built on capitalizing on other people's mistakes.
This has exactly nothing to do with my post. Go to one of the 100 Threads about this topic.
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@SkeletalElite said:
You could also have DS, UB, or a key and dead hard into a hatch. Or the killer might just plainly miss. The fact of the matter is you should at least be able to try.
Yeah, or there could be a lunar eclipse. Or the Sun is shining in the Killers eyes so that he cannot see the Survivor. Or his Mom calls for Lunch.
Honestly, such minor possibilities dont justify that there is at least a minute of extension.
Like, the Survivor can have DS - the Killer will wait.
The Survivor can have Unbreakable - the Killer will wait.
It is just a waste of time for both sides.
And if someone has Deliverance active and has not been hooked, this person could have played more aggressive earlier so that his Team did not die while he was trying to not get hooked at all...
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Nope, this would only be a huge waste of time without any result, since the Killer will just wait in front of the Hook.
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@Hunter__ said:
https://forum.deadbydaylight.com/en/discussion/comment/1218355#Comment_1218355
Tbh then the survivors weren't that good and you got a good map
Is this a way to "counter" an argument? The Survivors were Red Ranks, this does not indicate anything about the Skill, but according to the Ranking System they were skilled.
And the Map was Abattoir, with the God Window Open.
Iridescent Head is the most OP Add On. This cannot really be argued.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1219371#Comment_1219371
Do math. 105 seconds of objective for each survivor to escape (gates+5gen) or 7minutes collective
Meaning a killer has to find-chase-hit-down-hook in 35 seconds or less 12 times perfectly.
At base. With toolboxes/perks/great SC
The obj time decreases substantially.
Currently the only method for killers to achieve this is to use methods universally complained about by survivors. Camping and tunneling...
The only exception to this rule is if survivors choose willingly to make massive mistakes AND the team also chooses not to cover said mistake.
A jake makes a mistake that costs him 30 seconds of obj time because he waited in a locker too long or played in the basement or decided to self heal If the other 3 survivors just spend 10 extra seconds each the mistake is covered, this can actually happen simultaneously. Meaning 10 seconds into jakes hypothetical 30 second mistake its already covered by teamwork.
Bdb should include a secondary objective that doesn't include escaping. Such as a torment lvl
This so removing players by killing isn't the killers only strategy to reduce pressure load
and so that surviving can have more of a meaning then just holding M1 and running.
Quick puzzles, like placing grabbed items on alters in the right spots to mach
(this could lighten the map for visibility)
Or playing Simon says in short 3-5 sequence bursts
(this could reveal generators)
Wiggling the sticks to work a fuse box until it rumbles as powered.
(This could prime the gates to 50%)
In limited spots setting then later activating survivor traps that either make noise or simply puff smoke to obscure view so the killer looses line of sight
"Currently the only method for killers to achieve this is to use methods universally complained about by survivors. Camping and tunneling..."
Incorrect.
Furthermore, the simple math "Do 5 Gens" does not work out. If the Killer is bad, sure, then it is "Do 5 Gens", everyone gets minimal BPs and will Depip. But, it is not only "Do 5 Gens". It is "Do 5 Gens" and "heal your teammates" and "unhook your teammates" and "get chased by the Killer".
Of course if the Killer cannot force Survivors into altruistic actions, its only Gens. But this rarely happens, because, despite what people claim, Killer gameplay is not that hard, in fact, it becomes easier and easier. Next Patch will make it easier as well.
(Not talking about those "funny" things like Rank 9 Killer vs Rank 1 Survivor. Surely the Killer will have a hard time when he cannot play vs people around his Skill Level)
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1219371#Comment_1219371
Takes longer to down a competent survivor then it does to finish a gen. But it seems your comment is focused on low ranks which is not what this game should be balanced on
Nah, I just like to point out that this 12 Hooks vs 5 Gens-Math is stupid.
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You know, there is something which prevents the Survivor from doing Gens - the Killer.
And well... Survivors have to do 5 Gens, but the Killer only has to kill 4 Survivors. If we want to do math.
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Of course they should work this way. It was reported multiple times already that Skill Checks happen and auto-fail when standing up from a Gen or other actions, but never was anything answered by the Devs.
It even was fine for a few weeks, but recently they started happening again.
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Well, my teammates would only be able to heal in a Corner far away from any Gens, hooked Persons or the Killer 3 times, so it would actually be a Buff.
But nah, Self Care is already weak, no need to nerf it further. Every Killer should be happy for Self Care-Users, its one of the best Killer Perks.
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It would both be UP and OP and also insanely boring ot play as and against. Just try it out yourself, play Huntress, use Devour and go for M1s all the time once you are on 3 Stacks. It is not entirely comparable because you will not have to deal with that many Pallets anymore, since the game already advanced, but you will see how frustrating it will be for both sides.
Either you get looped as Killer A LOT, which makes it frustrating. Or, when you are in an area where the Pallet is already gone or there is nothing to work with, it is a free Insta-Down without any chance for the Survivor.
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@Hunter__ said:
https://forum.deadbydaylight.com/en/discussion/comment/1218154#Comment_1218154
Only if the huntress is pretty good. And got a good map. And survivors are bad. Those 3 things are a must for a "free win"
You dont need to be "pretty good" to win with Iridescent Heads. I wrote it in another thread, but I tested this Add On once (and decided before to let the Survivors go, because I think this Add On is way too unfair), while I was learning Huntress. Before I got like a 2K at max, in my first 10 games as Huntress. The game I tried Iridescent Heads on would have been a 4K with 4 Gens left.
Iri Head is even better for me, because I dont need to hit that many Hatchets, and hitting 1 out of 3 is better than hitting 1 out of 5, when I dont use a Belt.
A mediocre to decent Huntress can already steamroll a Team with Iridescent Head, I dont want to imagine when a really good Huntress-Player is using this Add On.
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1216869#Comment_1216869
How often do you play killer? Just interested.
60/40. Played it more during the Bloodrush because I want to get my Huntress to P3-50.