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  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154329#Comment_2154329

    your crazy, they can't buff killer perk like that. Some people literally run Corrupt+Ruin+POP on killer builds and even though these perks have absolutely zero synergy in terms of slowing down generators. Its literally better than most of killer perks individually. so ideas of adding more.... of those like brutal strength with 200% regression, dying light, thanotophobia....oppression...surge. Its why freddy got gutted pretty much even though he wasn't that bad at least compare to what your suggesting.

    Its like if i suddenly started improving potentially powerful survivor perks. Like second wind no longer requires you to heal a full health state and instead just heals your automatically after an unhook, Deliverance no longer requires a safe unhook, It works automatically from the start of a match. MoM activates on safe unhooks and only requires 2 tokens.

    I am unsure but I feel like a lot of the perks that are not great numerically but have great effect might be bad because they're afraid that the stacking of the same effect might prove to be too powerful, so their mechanic/number are set to a very under-performing value. 7% fire up might not seem all that bad for individual perk slot, but if you combine it with brutal strength at 2 generator remaining, Its 41% pallet break. Funny enough a lot of the perks that have useful effect but a bad mechanic behind simply end up not getting used at all in the end.

    I don't know, I think community is very fragile when it comes to perks being very impactful to gameplay which is why you see very little perks changes in general.

    "your crazy, they can't buff killer perk like that. Some people literally run Corrupt+Ruin+POP on killer builds and even though these perks have absolutely zero synergy in terms of slowing down generators. Its literally better than most of killer perks individually. so ideas of adding more.... of those like brutal strength with 200% regression, dying light, thanotophobia....oppression...surge. Its why freddy got gutted pretty much even though he wasn't that bad at least compare to what your suggesting."

    There's a limit of 4 perks. You act like you can stack all this stuff when you can't. All this does is make more variety of perks. You also are overreacting to these perks power levels, they aren't that crazy.

    "Its like if i suddenly started improving potentially powerful survivor perks. Like second wind no longer requires you to heal a full health state and instead just heals your automatically after an unhook, Deliverance no longer requires a safe unhook, It works automatically from the start of a match. MoM activates on safe unhooks and only requires 2 tokens."

    You aren't understanding power levels appropriately. The changes I made are not as significant as the examples you're providing. My changes only gets them to reasonable power levels while your examples are making busted perks. Apples and oranges.

    "I am unsure but I feel like a lot of the perks that are not great numerically but have great effect might be bad because they're afraid that the stacking of the same effect might prove to be too powerful, so their mechanic/number are set to a very under-performing value. 7% fire up might not seem all that bad for individual perk slot, but if you combine it with brutal strength at 2 generator remaining, Its 41% pallet break. Funny enough a lot of the perks that have useful effect but a bad mechanic behind simply end up not getting used at all in the end."

    Those stacking isn't that big of a deal because by the time Fire Up gets that high there aren't many pallets left anyway. Part of the reason people just stack gen slow down perks currently is because it almost always has a higher impact that the games chase perks. We need those chase perks numbers high enough for their impact on the game to be relative to the slow perks and make them worth considering instead.

  • Balanced well in its current state. Absolutely does not need buffs. It does it’s job of anti tunnel just fine. It’s still at least an A tier if not even an S tier perk. It’s purpose is to make tunneling heavily punishing which it does, it is not meant to make tunnel impossible to do. People exaggerate tunneling and camping significantly, it’s quite rare. Most of the time it’s a skill issue and then simply playing better could have alleviated the issue.

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154678#Comment_2154678

    So, you are saying that Spirit is trash tier and a headphone is mandatory if you want to make her viable? That doesnt make any sense to me.

    Without headphones? Yes, trash tier.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154600#Comment_2154600

    No-one complains about Slinger or Tricksters hitboxes.

    Their projectiles are significantly faster so it pseudo compensates for the ping desync.

    I also do think a lot of people complain about DS hit boxes though. Trickster you don't notice it as much because it just lots of spamming.

  • If you're not using headphones I wouldn't even play her.

    That's like asking for a Trapper build where you don't use traps. It doesn't make any sense.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154546#Comment_2154546

    Current Spies is quite good when used properly. Won't help in a chase. But when you realize that most survivors ignore crows, it's great.

    And again, Having noise notifications constantly going off would be insufferable. I'd avoid the perk at all costs.

    That information it currently gives is very, very little.

    Also we can fix the annoyance of the notifications by making it a 3 second aura instead.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154566#Comment_2154566

    Yeah,i just hate how damn slow and careful BHVR is with perk changes.

    Perfect example is Fixated.

    It took them 1.5 years to figure out that it should also work while being injured?

    Even though we had the same problem with Urban Evasion back then?

    I don't know,i feel like they need another team that only works on perk changes.I'm sick of the terrible perk diversity we have to deal with for all those years.

    I agree. We've basically had the exact same meta for at least 3+ years now for the most part.

  • I mean I'm honestly pretty fine with her hatchets just how they are currently on either side. Most people even rank Huntress as one of if not their favorite killer to face even with the supposed hatchet hit boxes a lot of people dislike. The hit boxes kind of have to be larger to compensate for how bad dedicated server ping is and desync. If you made them smaller you'd essentially get the issue Plague has right now where vomit never lands even though it looks like it should have. Plagues vomit honestly needs larger hit boxes to compensate for the ping and desync issues as well.

  • @jamally093 said:

    So can someone explain why Huntress's hatchets are circles and not you know what every other hit box is a square because all i get when facing her are impossible hits.

    They tried rectangles that fit the actually hatchet shape long, long ago. It was terrible and scrapped. You got a lot of your hatchets clipped on things and it was very clunky.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154447#Comment_2154447

    Surge I've discovered works pretty well with Hag. And as a console gamer I'm proud to not need the scroll wheel.

    I personally run Surge on Hag a lot.

    With Hag you're essentially always playing around the closest 3 gen you can. This essentially guarantees you are always getting very high value with Surge since you know it will hit multiple gens.

    I also think Sloppy is basically essential on her as you're never chasing and always playing a hit and drop chase game.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154502#Comment_2154502

    Yep,the PTB is really underused in that aspect

    I understand they don't want to waste time making changes for the perks to go into PTB just to not ultimately do them, but it's not really much of a time investment when it's just number changes like cooldown reduction or a higher percentage

    Well,look at the Open Handed buff that is still not in game.

    It seems like they are way too busy with new content,map reworks etc.

    Which is really frustrating to say the least.

    For real.

    The rate we are getting perk changes needs to literally be like tripled...at least. That's how ridiculously too slow it currently is. It's so slow that we are currently getting bad perks added to the roster even faster than we are getting them fixed.

    Not mention when we even look at the quality of the perk changes we do get. Like at least 50% of them are still terrible even after they get changed.

  • Remove the ability for flashlights to remove her traps. The devs already stated they are moving away from items/perks directly countering a killers power.

    I'd also increase the distance she has to be from the hook to place a trap. Her skill should be more about trap placement and mind games around the map and loops rather than camping every hook and forcing hook trades all game. It's quite boring.

  • @Zixology said:

    Only one I disagree with is Spies.

    All the others are fantastic.

    Spies though should stay the same. I'm an avid Spies user. And the change you're suggesting would make it more annoying than helpful.

    The current Spies is garbage man. If you're close enough to have it activate you could have just manually seen or heard the crow go off yourself. In most cases it serves no purpose currently.

  • @nursewannabe said:

    I like most of your ideas, but as Macaroni said BHVR is too careful with reworking perks most of the times. I think they should do more experiments/take more risks like the incoming lucky break one.

    Regarding what i disagree with: thana and DL. No need to buff perks that stacked up already make the game a snooze fest. Actually, DL should give the obsession also a repairing buff, not only a healing one.

    Meanwhile for Iron Maiden, while i agree the exposed effect is kind of a meme... Can't say i don't love it and honestly wouldn't want it removed)

    https://streamable.com/6o7q7j

    No one actually runs those perks currently because their numbers are too small so I don't really see how it's a snooze fest. The slow is honestly more placebo from seeing a red bar than anything. Also, repairing increases are never a good idea with how fast gens currently are.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154500#Comment_2154500

    Then for distortion, I think just change the tokens and hidding your aura read effect to making all killers aura reading ranged deceased by lets say 10 or 12 meters.

    Also no one left behind is still bad. It needs a better effect or a complete rework.

    I'm interested in other survivor perk changes.

    That could be reasonable I suppose.

    No one left behind could still use more. I wasn't necessarily completing perks but just giving them some bumps in use or power.

  • @OniWantsYourMacaroni said:

    While i disagree with some of your ideas,most of them seem like fun changes that should be tested.

    BHVR biggest problem regarding perk balancing is that they are often times0 too careful with it.

    Because of this,many perks remain in an extremely bad/underwhelming state and people stick to the few decent perkd we have in the game.

    We need more bolt perks and perk changes,which is why i'm interested how this whole thing with Lucky Break will look like

    Yeah I agree they need to be more bold, if not at least throw some into the PTB. I understand they don't want to waste time making changes for the perks to go into PTB just to not ultimately do them, but it's not really much of a time investment when it's just number changes like cooldown reduction or a higher percentage.

  • @dspaceman20 said:

    Some I agree with I think will be healthy for the game but some I disagree with.

    For Iron Maiden I would just change it to see the aura of all survivors in a locker

    For distortion I would increase the tokens to 5 and also hide killer instinct.

    Both those seem reasonable, other than the killer instinct part. The devs have already stated they are moving away from any perks directly countering killer abilities.

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154282#Comment_2154282

    Lightweight should have the ability to avoid trap by walking on them and slightly narrow the scratch Mark

    Predator buff won't change it much and I already said my changes for it.

    Spies change is a nerf since they could be gone when you get to the location of the notification. The change I would make is the ability to not disturb the crows.

    Technician change would be broken on certain map and useless on other. The change I would make is:

    for every great skillcheck gain a token up to 10.

    For every token there is a 10% chance of no explosions.

    Boil over and mad grit doesn't seem like good ideas but I wouldn't know how to change them.

    the rest are fine in my opinion.

    Perks should not be countering specific killers. The devs have already been rectifying this and do not want it to be a thing.

    Spies point is not to get there in time. The point is have information of where the survivors are on the map for micromanaging. Its current state is worthless.

    Your technician change would make it still be worthless. The silence wouldn't be OP on certain maps it would be a niche stealth build.

  • The last thing this game needs is more second chance perks. MoM is bad in its current state yes, but it shouldn't have been made as another second chance perk in the first place.

    Let's buff the other 80% of the perk roster that could use the buffs much more and aren't second chances.

    Here's a starter:

    Predator- Walking footsteps are 50% louder

    Light Weight- Walking footsteps are silent and running footsteps are 75% quieter.

    Dance with Me- Drop the cooldown down to 20 seconds and extend the duration of no scratch marks to 4 seconds.

    I'm All Ears- Drop the cooldown down to 20 seconds.

    Mad Grit- Survivors hit while carrying also don't get a sprint burst from being injured.

    Spies from the Shadow- Instead of triggering from crows within 36m, it now triggers on crows outside of 36m.

    Boil Over- Hides all hook auras.

    Calm Spirit- Also hides all movement and sound from environmental terrain. IE you don't move grass or make sound going through grass etc etc

    Technician- While working on a gen it is silent, no range requirement. IE if you're working on it and the killer just drives by and listens without actually looking at it, it will sound like it has no progression on it. Only hides the sound when solo on a gen.

    Visionary- Gen auras within 32m are shown to all survivors. Remove the disabling effect from it.

    Wake up- While active, gate sounds and light indicators are all hidden from the killer.

    Blood Echo- Remove the cooldown.

    Coulrophobia- When survivors leave your TR the effect lingers for 15 seconds.

    Blood Warden- If a survivor is hooked once the gates have been touched Blood Warden will activate when opened. Hooking a survivor after Blood Warden has been activated will add 15 seconds more of blocked time.

    Deerstalker- Also slows recovery time on the ground by 20%

    Dying Light- Removing the healing speed bonus for the Obsession.

    Hex: The Third Seal- Blindness status effect also hides survivor portraits. This makes it more difficult to see how much pressure the killer currently has out on the rest the team. Also remove the location ping when a survivor is hooked, this defeats the entire point of not seeing their auras.

    Hoarder- Shows auras for 5 seconds when interacting with a chest or item instead of a location ping. When this activates the killer gains Undetectable for 15 seconds.

    Insidious- Remove its current effect. When a survivor is unhooked and you are at least 32m away gain the Undetectable status for 20 seconds.

    Iron Maiden- Remove the exposed, it's literal just a meme. Instead the killer gains Undetectable for 60 seconds when a survivor leaves a locker. The point of this is so it could actually get repeat value as it wouldn't immediately tell everyone what you're running after 1 activation, never to be seen again. The reload speed can remain.

    Oppression- Drop the cooldown to 40 seconds.

    No Way Out- While active, every 10 seconds you get a location ping of all survivors.

    Remember Me- While opening a gate survivors auras are also revealed.

    Thanataphobia- Up the percentage from 5% to 7% per survivor.

    Monstrous Shrine- Remove its current effect. While a survivor is hooked in the basement and you are at least 32m from the hook you gain the Undetectable status effect. This rewards basement hooks but encourages you to leave the basement instead of camping them.

    Mind Breaker- Up the Exhaustion time from 5 to 15 seconds.

    Overwhelming presence- Remove its current effect. While a survivor is using an item and for 15 seconds after they gain the Oblivious status effect.

    Thrilling Tremors- Remove the cooldown. Allow it to only activate on a survivor once perk down. This removes the unnecessary cooldown without allowing for abuse.

    Trail of Torment- Cooldown dropped to 30 seconds.

    Coup De Grace- Remove its current effect. Now it starts the game with 5 tokens and works as a reverse Fired Up. You gain 5% increased lunge on attacks per token. Each gen completed removes 1 token. This makes it very strong early game and periodically get weaker as the game goes on until it's totally dead at end game.

    Cruel Limits- Make the blocked windows be within a 32m radius of the killer, not the completed gen.

    Dark Devotion- Up the Undetectable duration from 30 to 60 seconds.

    Beast of Prey- Remove its current effect. After dropping chase gain the Undetectable status effect for 15 seconds.

    Brutal Strength- Kicked gens also regress at 200% of normal regression speed. Basically Ruins rate of regression but only on individual gens you've kicked and only until they've been touched.

    Fire Up- Raise its 4% per gen completed up to 7% per.

    Hangmans Trick- Raise the aura reading range to within 10m of any hook while carrying.

    Hope- The timer is paused when you are unable to benefit from the haste effect. IE on the hook, slugged, healing etc.

    No One Left Behind- Allow the bonus blood points to go over the cap.

    Poised- In addition to its current effect it also hides scratch marks for 3 seconds any time you let go of a generator.

    Red Herring- Allow the survivor to pick which gen the sound notification goes off on similar to how Freddy targets which gen to teleport to.

    Camaraderie- Applies not just in the struggle hook phase, but now also during first hook if the killer is within 16m of the hook.

    Breakdown- Now also shows the killers aura to you for 6 seconds when any survivor is taken off a hook, not just when you are.

    Tenacity- You are also silent while on the ground.

    Up The Ante- Luck now also increases the chance of getting skill checks.

    Left Behind- Now also causes 2 hatches to spawn when you are the last survivor remaining in the trial.

    Distortion- Also hides all sound notification pings you would generate.

    Bloodhound- It's current effect is baked into the Hemorrhage status effect. Bloodhounds new effect shows blood auras at a 5m range. This is to say you will see the aura of drops of blood on the other side of walls.

    Numbers are to be determined, just focus on the concept itself. These are fun perks that allow for more skilled mind games, not just 3rd health states for doing things you'd already be doing normally.

  • The free zoning is what makes him unfun to play against. He doesn't need to be nerfed though.

    So ideally we'd somehow remove the free zoning but buff him in other ways to compensate.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152249#Comment_2152249

    Then maybe a change of name is in order? Plus, the looming threat of heavy punishment is sort of a preventative in itself.

    A name change isn't needed as "Anti" does not imply it makes them impossible. Anti simply means opposed to.

    They're already literal S tier meta perks even in their current state, they do not need to be better. If they are not properly preventing you from getting tunneled/camped then this is a skill issue, not a perk issue.

  • Their purpose is not to prevent, it's to heavily punish if they do.

  • Keep in mind it's not just about who has better mobility. You getting from point A to point B is much less relevant if you can't get the hit quickly when you get there. It's not pressure because you got there, it's pressure because you got there and got a hit.

    This is to say someone with much better 1v1 potential but just slightly lower map mobility is going to have much better map pressure than someone with slightly better map mobility but not much 1v1 strength.

    Map pressure is not the same thing as map mobility.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150333#Comment_2150333

    I feel like instead of Charlotte getting Undetectable, the survivor with Victor on them should get Oblivious.

    Otherwise, I like the changes.

    They already do. It's worthless.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150561#Comment_2150561

    Autowreckers! I'm on console so I don't have post-game chat, but it was nice just to have a normal, decent match lol. So thanks!

    No prob, I appreciate that :)

  • Okay yeah that was definitely me then lol

    I'm glad you had fun, I usually get insults thrown at me in every after game chat.

    Do you remember which map?

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150349#Comment_2150349

    This is completely random, and sorry for that, but I think recently played a match with you (I was solo queue). If I'm right and your name here is the same, just saying thanks for one of those few decent matches I've had in days lol.

    If not, I'm a crazy old man and disregard

    I do use the same name.

    Was I killer or survivor?

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2150333#Comment_2150333

    I disagree, I believe slugging is a fundemental issue with the Twins design

    Slugging being the only thing a killer is good at promotes really unhealthy gameplay. Other killers who are good at slugging, also have other things going for them so they don't have to rely purely on it - Mobility mainly: Nurse, Oni and hell even Blight. Twins seems to have none of that, only slugging and camping/proxy camping.

    And I'm not saying it's the fault of the people who do it, as It seems like that's the only competent way to use her power and win

    I think Twins needs a full on rework, personally.

    "Slugging being the only thing a killer is good at promotes really unhealthy gameplay."

    No, slugging is not unhealthy game play. The hate for slugging is completely irrational. You can do more things on the ground, you have a second chance at life, and there are multiple perk/item counters to slugging as well. There is no rational reason to hate slugging much less is it unhealthy.

  • I think you mostly got their issues right but I'm not really a fan of your changes.

    -Remove the extra stun time they added

    -Increase the distance you have to be from the hook to swap between them unless a survivor is within range (to prevent camping).

    -Charlotte gains Undetectable while Victor is on a survivor (make it more punishing to take her power hostage)

    Their slugging isn't an issue, it has lots of counter play. Her issues are her camping and Victor being taken hostage.

  • Would be nice if they made the totems more mandatory.

  • One of if not my favorite killer to face.

    She actually requires a higher level of skill to play against than most killers. You have to actually understand what she's seeing and hearing and then manipulate that. You're playing proactive against her, not reactive. IE if you're looking for feedback from her you're already playing wrong.

    It makes for a very unique chase compared to the rest of the roster.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149608#Comment_2149608

    Yeah, the Shadowborn part is personal opinion. I can't play the default killer FOV for long without getting motion sickness.

    Wish they'd add something else to Shadowborn to make up for when it lost its clearer vision years ago.

  • @[Deleted User] said:

    What an exaggeration. He still has the 2nd best mobility in the game and a solid antiloop. I wouldn't put him anywhere other than low A. Just because you can't backrev with instasaw anymore it doesn't mean he's on the same tier of Legion.

    Overheat barely affects someone if you're not running double engravings. What drives people away from Hillbilly are his new annoying POV and animations (Shadowborn is basically mandatory on him now), but his basekit is almost the same.

    ^ This basically sums up my thoughts as well. Other than Shadowborn anyway, that's kinda memey.

    Billy in C but Plague in A...lol

  • Her issue is the camping, not the slugging. The nerf really shouldn't go through.

    They also need to address taking Victor hostage, it's poor design. Give Charlotte Undetectable while Victor is on a survivor.

  • You say he's high B tier while also saying Clown is scary in the right hands.

    Those are contradictory as B tier is weak. Tiers reference their potential, IE if they're in B tier even at their max potential they aren't much of a threat to good survivors.

  • When you use it for distance it's a guaranteed 3rd health state. You basically always greed the loop, if the killer respects you win, if the killer doesn't respect you DH and make the loop anyway. Generally speaking no counter play when used for distance in that way.

    Zero negative, zero cost, zero skill requirement when used that way. There's no reason you wouldn't run it every game.

  • Here's a general change that would make the game more fun for both sides.

    Killers in order to be "viable" currently have to have extremely strong chase potential in order to keep up with how fast gens are right now. This leads to "un-fun" 1v1 interactions for survivors (short chases).

    Instead of making killers strong enough to keep up with objective speeds, lets instead slow objective speeds down.

    In other words lets make it so killers and survivors can enjoy those long chases without it costing them the entire game. This leads to much more fun interactions.

    People hate some of the stronger killers because they can down you so fast and with little interaction but currently the game goes so fast that those downing speeds are required if they want a chance at winning. Let's just make those speeds not required.

    IE instead of strengthening killers to the "unfun" levels required to be competitive, just slow the game down instead.

    For context I'm using "viable" as against "good" survivors, not average rank 1 matches.

  • @TheWarNung said:

    https://forum.deadbydaylight.com/en/discussion/comment/2147324#Comment_2147324

    I would like to introduce you to Whispers and Discordance, two perks which give you immense value by letting you find survivors and push them off gens right at the start of the match, thus slowing down the early game.

    Finding survivors has nothing to do with the early game issues.

  • It's less about Corrupt being strong, and more about it literally being the only early slow down option available. It gets defaulted by limited options, not because it's amazing.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2146824#Comment_2146824

    Watch their videos of me as twins and I got the best salts ever. Apparently I streamsnipe even tho I don't know who they were.

    It's pretty wild how many SWF complain about stream sniping when it really wasn't. I'd bet less than 10% of the times people complain about stream sniping it's actually stream sniping.

  • I typically look to see if they're streaming. If they are I pause the stream and go about the game. Then after it's over I go back to see what they're saying and maybe rewatch the match from their perspective.

  • You have to understand what the Spirit is hearing and seeing and then manipulate that. IE things like fast vaulting a window and then slow vaulting back over for one example. You take advantage of her limited senses.

    You have to make her react to you, not you reacting her. Be proactive, not reactive.

    I cannot stress the above enough. If you are looking for feedback from her you are playing against her wrong.

    She has the advantage while you're injured but while healthy you have the advantage against her and she is having to just guess your movements so be unpredictable. Most survivors do the same things.

    She also has quite a bit of perk counter play but even without going into perks she has plenty of counter play already available, the perks just make it easier.

    Spirit is a killer that actually asks more skill of the survivors than most killers do.

  • It's typically used when the survivors prioritize the gens over everything regardless of the situation. IE greeding a gen in your face even if it means them going down, another survivor working on a gen right next to you as you pick someone up, refusing to heal and instead just doing gens, or simply even letting teammates lose hook states or die on the hook in order to do gens instead.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2146008#Comment_2146008

    Your definition of "bad" survivor seems to include everyone who isn't actively attempting to genrush and play ultra safe from the very beginning.

    I never said or implied either of those.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145923#Comment_2145923

    lol, no. those mori add-on are insanely overpowered.

    https://www.youtube.com/watch?v=Aaq1z2gzMBg&t=16s

    The thing is, Myers and Pig have some of the worst base-kit abilities in the game. they almost full rework on their abilities. Myers having a completely detrimental Tier-1, M1 version of tier-2 and loopable tier 3 makes his entire power-up power a huge time investment for no reward, but this reward of this add-on that instant mori people is not fun for the survivor and it is not really enjoyable for the killer. Its too strong. Myers should be centered more around undetectable and aura reading, high base stats(fast pallet break, longer lunge, fast window vaulting, instant downs) in his various tiers and not around a single add-on that instantly mori's people.

    Pig is no different, her stealth is the worst in the game, her ambush charge is barely usable in most situations if the survivors play around it...... but than you look at these jigsaw boxs that straight up mori people. I don't even want to talk about it with pig problems. she needs way stronger stealth and way better ambush charge... but less of this mori-instant kill stuff that inflates kill rates.

    Firstly, let's not talk about Pig. Nothing I have said is about Pig and nothing of this topic is about Pig.

    Yes Myers has a lot of issues that need reworking but that's completely unrelated to this addon topic.

    The only time the Tombstone Piece is an issue is when the survivors are bad. I can't think of a single time this addon has mori'd me. It takes long enough to charge with zero map pressure that gens would be flying if the survivors were decent. Also, as soon as they realize you're running it they are going to pre drop pallets. There are more than enough pallets to have the gens done before they run out, especially with how little map pressure you're actually generating by running this. It's for meme's, nothing more.

  • Fun for memes, that's about it. You wouldn't actually be running it if your intention was winning.

    Your zero map pressure from focusing on all the stalking you'll need will result in an ultra fast gen rush if the survivors are even semi competent.

    It crushes bad survivors but so does everything else honestly.

  • I'm sure it is still happening, it's just taking ages.

    It was announced and already collecting data in the background at the 4th year anniversary so it's been a very, very long time.

  • Even in solo queue we've dumpstered every single Trickster we've seen. He's like fighting a couple other killers for the bottom of the tier list. He still needs a lot more improvements.

  • I’d like to see better PTB communication from the devs in general. The response about rat liver from them was fantastic and that’s the kind of response we need on lots of other PTB changes. Even if they don’t have a decision yet that’s totally fine! Just at least respond and be like, “we hear you loud and clear, but we’re still on the fence about it because of x, y, and z.” We just want some communication. Lucky break and The Twins changes are especially two topics that received a lot of criticism and I’m sure the community would like some interaction.

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