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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @Peanits said:

    To clarify, while a Survivor is repairing a generator that has been damaged, the generator does not continue to lose progress (it is paused while a Survivor is repairing it). It will only begin to regress again if they let go before completing 5% worth of repairs. In light of that, Pain Resonance is unaffected by this change.

    What was the reason to provide even more Slowdown with buffing the Kicks from 2,5% to 5%?

    Letting Survivors repair 2,5% of progress would have already been a fix to gentapping.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623521#Comment_3623521

    Unless I missed something I don't think we do know. People may just be assuming because the last two chapters were licensed.

    We dont know. There have been talks about Chapter 31 being original, but nothing has been said about the Midchapter-Patch and the Survivor in it.

    Alan Wake is totally a possibility. And not a bad character at all.

  • @Lixadonna said:

    How to read Grim Embrace. Will be 48 seconds max?

    48 seconds for each fresh Hook once you moved 16m away.

    And then when all are hooked, the usual effect.


    @Topic:

    Interesting changes. Excited for the Billy-Changes, especially happy that they reduced the stupid Chainsaw-Hitbox.

    I am concerned about Onryo. Mainly because I cannot test the impact of the changes, might be alright, but locking the Condemned-Progress could be nasty. WIll need to test this.

    Not a big fan of increasing Kicks to 5% of lost progression. I think keeping it at 2,5% and let the Survivor repair 2,5% as well would also work out.

  • For Killer, I dont play Hag or Skull Merchant. I maxed them out (back then P3 50 with all Perks for Hag and P9 for Skull Merchant), but I will not play them ever again. Twins probably as well, but this is mainly because I dont like that they have to slug so much, so if this get changed, I will play more Twins.

    As Survivor, I never play Jane. I hate her.

  • @NerfDHalready said:

    they should be programmed to kamikaze-save people in end game. who cares if they live lmao they insta leave too not just open gates.

    Fun fact - I have seen a Survivor (an actual player) trying to save a Bot in Endgame. And they both died in the end. So some people seem to care for a Bots life.

    But totally agree, they should be programmed to trade. The Killer will still get their Kill (or two, if they get the unhooked Survivor as well) and nobody cares (or should care..) if a Bot dies.

  • Why do Killers think they deserve a pity Kill after losing 5 Gens?

  • Honestly, Adrenaline. Mainly when the Killer managed to kill everyone before 5 Gens are done. Which means Adrenaline did nothing and I played with 3 Perks.

    Latest example the Corrupt Intervention/PGTW/Thana/Dying Light Plague with Double Infection Time Add Ons. Obviously we did not complete the Gens, because they took ages at some point, and in Postgame she complained about me having Adrenaline (and Resilience).

  • @Pulsar said:

    I think it should swap with Overcharge.

    Overcharge's skill check will still continue and give you a chance to hit it whilst running. I think that should be a base effect and that Overcharge should instantly fail if you let go.

    ^ this.

    It is really strange that Overcharge actually makes the situation better, because you get a chance of doing the Skill Check.

    But honestly, the Devs have ignored this topic since forever.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622450#Comment_3622450

    There's no reason for people to be repeatedly demanding a 3 gen solution, but expect for the solution to be a 100% nerf on killers. If killers should be punished or discouraging for not committing to chases with survivors, then there should also be something to punish or discouraging survivors for not committing to generators.

    My man is really relying on free 10% Regression because of this stupid mechanic.

  • @GannTM said:

    Let’s not forget how badly they screwed up rancid abattoir as well. They might as well call it dead zone abattoir now.

    Especially because it was probably the most balanced Coldwind-Map before. I mean, Cowshed deserved a Rework (even tho it is really weak now), but Abattoir? Not so much.


    @Topic:

    Dont forget the MacMillan-Maps they added. The 5 original Maps were totally fine, nobody complained about this realm. And then they added a variant to each of them and they all suck.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621337#Comment_3621337

    I mean the map is extremely easy to split gens on. If the killer doesn't have the ability to deal with that fact it's extremely rough for them.

    Maps definitely leaning towards survivors side. It's no garden but it's up there no doubt.

    Now that cold wind maps got gutted into hard killer sided on a few of them, the few problematic maps are likely being looked at, at least for killer. You know midwich will never change because it would require extreme maps changes, not just size and shape.

    Yeah, but if I look at a Map like Rancid Abattoir, which was totally fine before and got changed into being really killer-sided, I dont have much hope for a potential Ormond-Rework. It will probably just include lots of Deadzones.

    The MacMillan-Additions were also mostly bad. Again, a Realm where nobody complained about it.

  • @Krazzik said:

    I do wish they'd either reduce the rarity to uncommon or make it so that if no map offerings are used you get your Ward back.

    Currently they're far too rare and map offerings are far too common for sac wards to really be that important.

    I think getting the Ward back when no Map Offering is used is the way to go. The mechanic already exists with the Shrouds (even if it happens rarely nowadays), and it should totally be used for the Sacrificial Ward as well.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621929#Comment_3621929

    To be fair, there is a few obvious things: number of skins as well as details on them (it’s very subjective and I prefer core cosmetics in general) as well as various accessibility and quality of life features and new game modes, Mori animations (though I think they work the same as Naughty bear one being cosmetic-linked)

    i think they even announced separate skin slots for masks which may bring backpacks toggleable as well

    a big nope is the gacha mechanic of course which people always conveniently forget about when praising mobile. That as well as their attempted Claudette erasure from marketing…

    The thing is, the Moris are subjective. For me, they look childish, because sometimes they are just too much.

    When it comes to the cosmetics, I agree that some of them look awesome. And I want some in the Core-game as well (but porting them is difficult, because they need to rebuild them for Core). But IMO good Cosmetics dont excuse the Gacha-mechanic. In Core, I can just pay 10 bucks and have the Skin I like. On mobile, I would spend money for a chance to get the Skin I want.

    This really nullifies the praise for the cosmetics IMO.

  • @Paternalpark said:

    Had a wesker using NTH tier 1 last night. Don't know how he got to use it in game.

    I think if you had the Perk already equipped you can still load in with it, but it wont do anything. But not sure about it.

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621334#Comment_3621334

    Okay, so normally a survivor has to take two hits to get on a hook. An extra-health state makes it three - essentially granting an extra chase where one's skill can shine, prolonging it long enough for gens to get completed. OTR gives two of those. I feel if two extra chases is "nothing" for someone, no amount of extra health-state would help that person. Killers can hit though all of them! They have all the time in the world.

    The way I see it is that the purpose of anti-tunneling is making chasing one survivor more costly - not to ensure that survivors can only die at the very same time (provided they don't all escape).

    But it is not three healthstates. If a unhooked Survivor is chased again, it is most likely 2 Health States at best, because they are injured and MAYBE have Endurance as well. So it is at least the same like chasing a healthy Survivor, in reality, it is better to chase the just unhooked Survivor. Including minor things like better tracking and not having to care about things like Deliverance.

    And once this Survivor is dead, the game is basically over, when it happens early enough (which mostly means - anything with 2 or more Gens left). Because the normal gameplay Loop of 1 Survivor hooked, 1 in a chase, 1 going for the Unhook and 1 doing Gens cannot work anymore. And then we are also at the point where the Killer does not really have to care about anything, they can just chase as they like, they can go for Hooks and maximize points, because the Survivors will have little to no Gen-Progress.

    Giving an incentive to not tunnel will not help as well. It would need to be OP to be better than turning the game into a early 3v1. The Devs need to create meaningful systems against things which are unfun. And this goes for both sides. However, I know that it is not easy, because they need to keep in mind the normal gameplay, it should not be the case that those unfun things completely get removed or that the respective side does not have to care about them. But their current track record of changes is really bad.

  • Yep, was disappointed with the Backpack on Mikaela. And I did not really care for the Haddie-Cosmetic (dont understand the hype around her anyway). But in general, too many Backpacks.

    But I will get the Zarina-Outfit and the Headpiece for Mikaela when they are available for Shards.

  • @Emoba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621525#Comment_3621525

    Let's be honest here, surv bugs tend to be fixed faster than individual killer ones. That's a fact. Killers like Clown and Demo have been unable to fully look down for about a year now, for example.

    Dude, they even postponed the Anniversary Event by 1 day so that players can play Wesker during the full event. There is no thing that one side gets more bugfixes or faster bugfixes. But there is a difference with how easy a Bug can be fixed. And this time the Holidays happened.

  • @[Deleted User] said:

    What were the issues. This happened while I wasn't playing.

    Knight could summon more than 1 Guard at a time.

    Nowhere to Hide made Onryo invisible.

    1. The game might be called "Dead by Daylight", but it is basically a different game. Dont compare them to each other.
    2. The cosmetics are gained via a Gacha-System. Dont really know why someone would think that this is better than Core-DBD.
  • @Wampirita said:

    well, it's not a survivor related bug, so it's not on priority list to fix

    Yay, Us vs. them.

    It was a Bug they heard of shortly before Christmas. Obviously it will take some time to fix it, since they will not be working during this period of time.

  • I would guess the next possible ETA would be the Midchapter-Patch, which will most likely arrive near the end of January.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621331#Comment_3621331

    it actually is way better than nothing, bar fills up in situations where teammates contest both sides and killer has to shoo them both. i got to self unhook 2 or 3 times already like that and once got it 90% because a teammate didn't keep their distance. not to mention killers need to be more careful with camping and give more opportunities to rescuers than times where they could just kiss me on the hook.

    Honestly, I think it is worse than nothing.

    Because the time the Killer actually facecamped was almost non-existent in my game. And since the feature exists, I have seen it prog two times - one time where a hooked Survivor could have gotten off the Hook, but decided not to because Myers was standing in front of the Hook with Tombstone ready. And the second time when a Billy decided to "facecamp" a Meg, because he wanted to kill Ace instead, who did not contribute to the game at all.

    And thats about it. And the thing what makes it worse is just that you get camped as Survivor, you see the Killer basically at the "line" around the Hook and you see your stupid bar and it does nothing. Which really makes it more frustrating.

  • @Pulsar said:

    I didn't really think Ormond needed changes.

    It's already got deadzones, not sure what else they could add.

    I agree.

    I dont think that Ormond needs any changes. Maybe they add another variant of it (like they did with the MacMillan-Maps), but the map itself is not really problematic or one-sided for either side IMO.

  • @Evan_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621179#Comment_3621179

    So an extra hit you can to take is nothing, because killers can just hit you again. I guess if you got ten stacked Endurance effects after unhook that would be still nothing, as killers could just hit you again ten time, is this what you mean?

    Is the only "Real Anti-Tunnel" you'd recognize as useful is being completely invulnerable until someone else gets hooked? Or is there a sweet-spot in extra hits that you feel would be acceptable, like five or three?

    Oh, I will take the bait.

    The thing is, every form of Endurance is used to counter tunneling. The thing is, it is really bad at it. What does 80 seconds of OTR do? Nothing. Because it is gone once you get hit by the Killer. Same with Basekit Endurance. Same with BT. DH is also gone at this point.

    So all of it resolves around Endurance and it needs only 1 Hit of the Killer to remove all Anti-Tunnel features. So a Killer who wants to tunnel, has a mild inconvenience, even if multiple Anti-Tunnel measurements are used (which resolve around Endurance).

    You can be sarcastic and say "ten hits lel", but it is just a fact that Anti-Tunnel in this game is non-existent. If it would be somewhat impactful, you might see less tunneling, but currently, it is the easiest to just tunnel one Survivor out and after that it is basically farming points for you as Killer, because the Survivors will most likely not win with an early 3v1.

  • @smappdooda said:

    It needs counterplay like not working in lockers.

    It does not work in Lockers. It used to work against Survivors in Lockers as well, but this was a Bug.


    @Topic:

    It is on the Roadmap for being changed... in a few months.

    IMO it should not inflict Blindness. And it would be fine if the duration is either removed or drastically reduced (5 seconds or so). This would already be a really good Tracking-Perk, basically Doctors Shock available for everyone.

    That they thought that 30 seconds were fine is really not understandable.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621190#Comment_3621190

    The anti - face - camp works as intended.

    Did you see a killer facecping in your games? I for sure didn't see any in mine.

    Proxy camping or camping in general was never intended to leave. The feature was implemented to battle the most egregious cases of the killer just standing directly at the hook aka FACE camping.

    To say this over and over again is getting old.

    Almost nobody facecamped anyway. So the work put into this system was pointless from the start. Thanks for the confirmation. :)

  • @MrDardon said:

    Then you don't need the Killer cosmetics anyways.. ??

    How logical.

    To be fair, you have to get the Trinkets to get the Jeff-Headpiece.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621179#Comment_3621179

    Well they did say they still want survivors to have to think of their gen-spread. Like i dont even go for forced 3 gens. But sometimes survivors happened to prioritize the gens furthest away early. Leading them to a condensed gen spread at the end. The devs probably don't think the game should just let them get out of that scott free either. Especially if the killers not forcing it and its honestly the survivors fault for it.

    Yes, and it is correct that this is taken into account. But because of this, I expect the solution to be non-existent. And, like with their Camping-"Solution", a lot of work which could have been spend elsewhere.

  • The systems are bad because they want them to be lenient. Because god forbid if Killers would not get massive value by standing next to the Hook.

    I dont really see Basekit-Endurance as a real Anti-Tunneling Tool, it is more a fix for the big flaw that you had to rely on another Survivor having a specific Perk when unhooking you. But against Tunneling, Endurance does nothing, since all Endurance is removed by a single Hit.

    I dont have high hopes for the 3-Gen Solution either. It will be very lenient, because Killers should be able to defend a 3-Gen, so I dont expect it to do much. Especially not if the Devs dont rework the Gen Placements, which sometimes spawn really dumb 3-Gens. I had a 3-Gen two days ago in Dead Dawg. Near the Water Tower, the house across the road of the Water Tower and the road itself in front of Check. You could see all Gens clearly when standing in the middle. Stuff like this should not spawn.

  • The game is full of incentives to play the other role. You have Daily Rituals which dont only feature one side, you have regular Tomes which have Challenges for both Roles and you gain Bonus-Experience when playing at least one game of each role every day.

    This is not different from the Bone Chill-Tome. You had plenty of time to play the Killer Challenges, most of them require 1 game to be completed, the Challenges of the Bone Chill-Tome were very easy overall so that people can get them done with minimal effort.

    I would guess that you will have the chance to get the missed out Cosmetics next year during the Winter Event.

  • @The_Krapper said:

    Nurse is from a different Era in DBD where it was acceptable at the time because both sides had some super op stuff, at the time nurse came out I could get a survivor squad with all BNP on a toolbox and instantly pop 4 generators less than 10 secs into the match, nowadays that's impossible and survivors are nowhere near the same as they were before but nurse has also been watered down over time just not at the same level due to her whole ability itself being broken.

    Exactly. Nurse is a relic from the past, she should not exist like this anymore. She was a design failure anyway, but she is allowed to exist. If we would start to re-introduce actual facecamping (aka no Unhook possible), actual Infinites or old BNPs, people would riot. But Nurse is still allowed to be there and she barely got nerfed over the past years. She basically always got a slap on the wrist.


    @Xernoton said:

    Agreed. Nurse has a power that ignores a good number of mechanics that are implemented to give survivors a chance to delay the killer. She can literally go through walls, elevation doesn't matter to her, pallets and windows are a non-factor for her and even things like bodyblocking don't work against her.

    To buy time for themselves, survivors have to counter the killer in one way or another. But Nurse pretty much counters the entire game. She was nerfed so many times already and yet she still remains the number 1 strongesrt killer to this day. Further number changes will not balance her. Neither will further restrictions to what perks she is allowed to use.

    She needs some pretty big changes, if we ever want her to be balanced.

    "Further number changes will not balance her. Neither will further restrictions to what perks she is allowed to use.

    She needs some pretty big changes, if we ever want her to be balanced."

    ^ this. Number Changes would not change much. Unless you make those changes so extreme that she is basically unplayable and this should not be the goal.

    IMO some of the recent changes are also just bad. Like, giving her a Mangled Add On while removing her synergy with Sloppy Butcher... So instead of a Perk-Slot (which is now free for other Slowdown-Perks), the Killer who does not need Add Ons in the first place got an Add On which almost replaces Sloppy Butcher. Wuhu.

    Same with things that Pallets dont work against her. It was great that she was stunned AND went into fatique when getting hit with a Pallet. Using Pallets against Nurse is already risky and hard to do, but it was at least rewarding. I stunned a Nurse yesterday with the Shack Pallet, it barely did anything, while EVERY other Killer would have needed to break the Pallet.

    And IMO, unless it is very unhealthy stuff, every Nerf to a Killers basekit is laughable as long as Nurse does not receive significant changes. She should not be a auto-win when the player is good enough with her (you dont even need to master her), but she should also not have such a steep learning curve, which flattens almost completely once you are good with her.

  • @Krazzik said:

    I don't play Billy but isn't Overheat already basically not-existant? Hopefully he gets more than -just- getting rid of overheat.

    Exactly. Overheat is basically not a thing anymore. It was barely noticeable most of the time anyway (except for the PTB where it was introduced), but nowadays it might not exist. So it will not change anything if they get rid of it.

    Overheat is also not the reason why people dont play Billy.


    @Topic:

    Yes, I would say so. There is no sign of Overheat, so I think it is a hint that it is removed. Good, but pointless.

  • Never heard of Dark Deception.

    I prefer it over FNAF. By miles.

  • Basekit Endurance and OTR gave you the same time of Endurance - as much as the Killer allows you to have, because if they want to tunnel, they will hit you immediatly and all Endurance-Effects are gone. (Which is why Endurance is bad at Anti-Tunnel)

    I run BT and I prefer it over OTR. Because with OTR, the Killer will just hit immediatly, since they know instantly that the Survivor has OTR. So its gone. However, with BT the Killer might not hit immediatly, because they can count to 10 and then hit. But if there are 10 extra seconds of Endurance, this overall is more helpful than OTR against a tunneling Killer.

    It also allows Endgame-Saves, unlike OTR.

    I would say there are better alternatives, but I think BT is still a Perk which can be worth picking.

  • Do you have a video? Would make it easier to see if you do something wrong. (Which will most likely be the case if Lightborn is not involved)

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619080#Comment_3619080

    Basekit bt, basekit speed boost, exhaustion reset on being hooked, dh, off the record, ds

    The thing is, Basekit BT, DH und OTR are basically negated by hitting the Survivor once. DS is not useful in its current state, you get around 7m of distance (1,7 seconds of mobility while the Killer is stunned). This is not much, unless you are really, really close to a Pallet.

    Exhaustion Reset and Basekit Speedboost are really a stretch.

  • It is really not worth it to change every TR-related Perk on both sides just that Doctor can have a global Terror Radius.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618857#Comment_3618857

    The real reason killers don't respect DS anymore is because nobody takes it because they think it is bad. Real top tier survivors know that DS is still one of the best perks in the game.

    It IS bad. That DS is used in Comps is probably most likely due to the restrictions in Comp.

    But yeah, must be a coincidence that DS does next to nothing in Public Games.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619019#Comment_3619019

    Its not the primary tool anymore you got 5 of them, if you want more tools equip more perks don't expect 1 perk to hard carry anymore since you also get basekit help and the tools have good synergy

    Can you name those 5 tools?

  • Maybe, maybe not. This can be decided after they nerfed his Add Ons. If they nerf all of his problematic Add Ons (Alchemist Ring, Adrenaline Vial, C33, both Speed Add Ons) and he is still too strong, they can think about Basekit-Changes.

    Personally, I dont think Basekit-Changes are needed (at least currently). And to be honest, before they touch Basekit-Blight they can give Nurse a proper Nerf which is actually impactful...

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618851#Comment_3618851

    Also, in solo queue: there's no way to tell that the killer is camping. So most folks will cross the map to check for an unhook opportunity, losing gen time in the process.

    Yeah, this is true as well. Even if the Survivors all do Gens when realizing the Killer is camping, they will still go for the Unhook before going back on a Gen.

  • I dont think so.

    I mean, it should 100% go back to 5 seconds. Because back then Killers actually respected DS and decided to not tunnel or at least not to pick up the Survivor (which allowed them to either use Unbreakable or be picked up by another Survivor).

    But, nowadays the gameplay is different. Killers are well-aware that tunneling one Survivor out is the best way to win the game, because a 3v1 with more than 1 Gen left is usually not winnable for the Survivors.

    So I would guess that if DS would go back to 5 seconds, Killers would still tunnel and just eat the longer stun, because the benefit of tunneling is still big. And it is still better for them to eat a 5 second stun and tunnel after both hooks compared to going for a fresh chase after an Unhook.

  • Outside of a very specific build (Overcome, Lucky Break, Inner Strength, Quick&Quiet), I dont think that this perk is any good. You are better off with using any other decent Perk.

    The problem is that it does nothing against Instadown-Killers. It does nothing while exhausted (due to Mindbreaker or Add Ons). It does not do anything when you are already injured. And it does less against the strongest Killers (but this is a problem of all Exhaustion-Perks, but I feel that the rest is better against e.g. a Blight compared to Overcome).

    Maybe if they would increase the duration massively and make it work for a specific time after being unhooked, I think it could fit some niche.

  • @Sunbreaker7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618846#Comment_3618846

    Provide me an example of such situation when all Bubba is doing is camping the hook, and you are safe to do gens.

    Not needed. You know like everyone else that Deadlock provides Slowdown without any input needed from the Killer.

    Furthermore, since the Devs increased Gen Times, but not the time on the Hook, it is very unlikely to get 5 Gens done in two Hook-Stages. It was unlikely before, now I think it is probably not even possible, even if all Survivors are doing Gens. Then Deadlock exists.

    And THEN there is also the point of SoloQ. The person on the Hook HAS to struggle to give the other Survivors a chance to complete all Gens. But if someone is Solo, I cannot really blame them for not sticking around for 2 minutes and I can understand that they would rather go into the next game.

    Overall, camping currently provides way too much benefit for the Killer just staying in one area.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618534#Comment_3618534

    not at all. unless you wanna assume.

    LordGlint is correct, in the video bit all that is talked about is how he feels to play against hag.

    and how it feels to play as and against something are not necessarily the same. in fact are rarily the same.

    Trying hard as well, huh?

    It is really easy. She is a 4,4m/s Killer. If you have a trap in an area you get a hit. This hit is mostly guaranteed. If you dont have a Trap, you are a 4,4m/s Killer without any power. Great.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618300#Comment_3618300

    That entire video says nothing about playing as Hag. It's about why he doesn't like to face a Hag. Also...yes...She still chases. She just doesn't chase the same way you would as a 115 killer and she's picky on which chases to pick if theres no pre-set traps. This is not some completely passive killer that just waits for something to happen and doesn't know where the W key is.

    It is not really hard to get the Hag-perspective out of it. Except if you just dont want to do that.

  • @[Deleted User] said:

    There is another question to consider. Why are they lobby dodging? In my experience there is a lot of variety with survivors but less variety with p100s. Sure there are a few casual one but a lot of sweatlords are p100 and I like a casual game. P100 lobbies have zero casual games. They tend to have the sweatiest and most toxic players. No offense to the several perfectly nice p100 players I have played with but by the numbers the most toxic players are p100s. If I'm playing a A or S tier killer then p100s are a fun challenge win or lose. But mikey against a p100 lobby? I can leave the lobby and go watch a video of survivors tbagging and save myself the wasted in-between time.

    This is a bad take.

    P100s are not rare anymore. I would have agreed with you a few months ago when the Prestige-System was new, but nowadays, many people have at least 1 P100-Character. Especially on Survivor, since many people play only one Survivor.

  • Tofu has a good answer for that:

    https://www.twitch.tv/ohtofu/clip/AdorableIntelligentJackalArgieB8

    And this is also why I highly dislike Hag. I maxed her out (which was back in the day P3-50 with all Perks) and then basically never played her again. Since now I unlock new Perks without needing to level up Bloodwebs on other Killers, there is 0 reason for me to play Hag. I have even 100 Event Cakes on her I will never use.

    For me, she is just boring. You cannot chase and all Hits you get basically boil down to free Hits you get when someone steps into a Trap. For people who enjoy building Setups, she might be alright. And I enjoy it as well with Trapper. However, with Trapper I can also chase normally.

    I guess she is just so different from other Killers that you really have to enjoy her playstyle, because regular playstyle is not possible with her, since you cannot chase with her.

  • Hm. Would not say so. IMO it is not really the strength which determines if someone has fun against a specific Killer. E.g. Legion is not strong, but most people dont really enjoy going against them. I really dont like to go against Trapper or Clown, but they are some of the weakest Killers.

    It also depends on Add Ons. Going against a Blight is fun. Going against a Blight with busted Add Ons is not fun. Going against a Myers is alright, going against Tombstone-Myers not really.

    And I think the main reason why we got complaints about Wesker was mainly that he was in so many games at some point. Because power-wise he is fine and fun to play against, but if you get 20 Weskers in a row, you dont like him anymore. (And he is easily an A-Tier Killer)

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