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Blueberry

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  • @TieBreaker said:

    I have no problem with situational slugging. Sometimes it's beneficial to do so. Sometimes survivors force you to, by going for sabo plays. That's all fine for me.

    Slugging a survivor to stop hatch spawning feels cringeworthy though. The match is already won at that point. So is it necessary to have someone bleed out for four minutes just to avoid losing one kill? I get that the game lets you do a bunch of unfun things to secure a victory, but it's kind of down to us to stop matches from degenerating into a miserable slog, seeing as BHVR is slow to address the game's most problematic issues.

    Bleeding a full team for the lulz is just sad. But at least there's a way out now for those of us who are too busy travelling the world and kissing attractive women on the mouth, to lie there for four minutes doing absolutely nothing.

    I personally don't see an issue with slugging for hatch. It's not his fault that's how they designed hatch.

    I probably should've added that to the exception list though. I'm more just talking about slugging in the match for this topic, not really the end. Do you take issue with slugging in the match?

  • Hopefully the people downvoting will actually come to the conversation because I genuinely want to understand and am open to changing my mind.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442809/slugging

    well people don't want to bring unbreakable or the unbreakable boon and counter slugging so they complained to bhvr and behavor destroyed knock out

    Well and I don't even think you need anti slug perks to counter slugging, those perks just hard counter it.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910964#Comment_3910964

    The point of passive condemned being free or not isn’t important. My point is how else do you want to make her TVs not permanently turned off? Or are you just fine with her teleport being literally unusable to chase survivors and only there to spam to death if they are dumb enough to not turn of TVs?

    I‘m trying to find a good middle ground where her teleport isn‘t useless to chase survivors, condemned isn’t too oppressive/abusable against less experienced players and where her condemned/her power as a whole is not just a minor slowdown.

    I don’t agree that her TVs are permanently off right now. I use them for lots of chases. Just unfortunate it generally needs Fingernails.

    I don’t think it’s useless for chases. It could be better though, but that’s why I mentioned removing the directional teleport to give it more mind games. I’d be fine with removing the sound of it entirely as well. Similar result.

    I think your version would be significantly more oppressive to new/bad survivors than what we have now.

    I do agree her condemn should waste more of their time than it does now. That’s what tape destruction solves.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910913#Comment_3910913

    Tapes are still a perfect counter against her in my version. Passive condemned doesn‘t change a thing about that. Only difference survivors wouldn’t be willing to disable sadako‘s whole power. They would only take them to remove condemned or turn off TVs, which allows her to finally use her teleport for getting close to survivors rather than using it to only spam condemned.

    You don’t need TV auras to find them. It has never been difficult to do it. They make a loud sound and they are next to gens at obvious spots. You can easily remember where you‘ve already found TVs while playing against her. I would agree with you that removing TV auras in the current version would slaughter new players, but that‘s not what I’m suggesting. I‘m suggesting to make her condemned a lot less abusable and by that slower against new players, which gives them more time to remove condemned. The positive of that is, condemned is weaker against less experienced players, however experienced players can‘t completely nullify her teleport and condemned like it is right now.

    Tape destruction is health more than passive condemn since it’s not free.

    You are acting like it is so hard to hit a survivor while it is not. You won’t even gain anything from passive condemned aside from having TVs more available. The condemned you gain passively is always nullified by delivering the tape. Tape destruction is also way stronger than what I‘m suggesting and makes her counterplay a lot harder. I don‘t get why make such a big deal out of removing TV auras when this is way more harmful.

    You don’t agree with on her core problems because you’re focused on tv auras

    What core problems am I ignoring?

    Sorry I’ve been trying to respond from my phone and I’m getting typos/autocorrect messing up some things I’m typing.

    Passive condemn is free. Tape destruction on hit actually takes skill. Saying I’m acting like hits are difficult when they’re not I think is a bit disingenuous. If we’re going to say hits aren’t taking skill compared to passive condemn then what is “skillful” or difficult in dbd? As far as dbd goes getting a hit is one of the better skill representations the game has. That would be like saying pain res is “free” because the hit/down didn’t take any skill or wasn’t difficult, of which I’d disagree.

    Again, I’m not disagreeing with you about TVs being easy to find. I agree we don’t need the auras, personally. What I’m telling you is that bhvr does not agree. They think having auras hidden IS too difficult for new/bad survivors. This isn’t going to change.

    The other core problems I’m trying to focus on are those listed in my fixes. After tv auras, those are the next core issues since tv auras realistically won’t be changed.

  • Idk about percentage but I’m of the opinion they should always be some of their strongest addons for their rarity. I know some people think they should just be an alternate playstyle instead. Currently the vast majority of killers ultra rares are just bad with only some exceptions.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910753#Comment_3910753

    they would do this much of an extreme change

    Why do you call it an extreme change?

    I just listed all the things that I want for her. I don’t expect everything to come. However I rather suggest more than less.

    If you mean the condemned changes, it’s like four major changes: passive condemned on holding tapes, passive condemned when not holding tapes, one TV spreads condemned and no more TV auras.

    I do not think it's mindless at all

    I didn’t call it mindless. I try to explain my point of view.

    1. If you play against survivors who don’t understand her, condemned is highly abusive, because they won’t grab tapes and will most likely die to it. If you play against survivors who do understand her, it’s quite the opposite. They can shut down your TVs at all times, so you can’t use them for traversal, nor are they affected by condemned at all. My goal is to take away the spam factor that only really works on survivors who don’t understand her and make her more effective against people who do, so she is more consistent across skill levels.
    2. I really hate that her teleport became useless as a way to chase people and traverse the map. It was such a fun way to play her back then — popping up everywhere — but since TV auras are a thing, it’s pointless and we don’t even need to talk about the fact that TVs are constantly turned off.
    3. I’m trying to make her tapes more intuitive and easier to understand. At the moment tapes have three purposes: removing condemned, turning TVs off, and turning TVs off instantly to make you immune to condemned. Removing the third one would already make her a lot simpler and easier to understand.

    The problem is, her whole kit is focused on being oppressive against people who don’t understand her, and she gets stomped by people who do. This creates an extremely unhealthy balance of requiring mechanics to help out less experienced players, which gives experienced survivors too many tools against her.

    Tape return is furthest TV

    That’s how it currently works.

    Stop having chests get priority placement over killer items

    I agree, but I gave up on that one.

    Remove lullaby

    I highly doubt they will ever remove it since it’s part of the movies. The best we can hope for is it becoming smaller and removing the directional part.

    Tape destruction on hit returned

    Would be nice to have it. I’m only against it giving condemned like in 2.0. I mainly want passive condemned because it discourages taking tapes and I want my TVs to stay untouched.

    directional teleport sound is also a major issue

    Why have you brought this up over TV auras? They are are much bigger issue than the sound. Survivors see them through walls and as soon as the sound starts to play, they turn around.

    If we can just get the above bulletin points though it will be huge. These changes I mentioned are much simpler and easier to implement.

    I don’t think only doing your suggestion will change much about her problems to be honest.

    So while asking for these base kit would seem too much probably, I don't see any other solution. She relies heavily on Fingernails for hits/downs. It's like non negotiable.

    You only rely on bloody fingernails because of the Tv auras. Without them you wouldn’t need it and you could choose other addons. The problem is, her addons are either not good or don’t work with her current design. If behavior fixed that, no one would rely on two addons and there would be variety.

    I call it more extreme changes because mine are tweaks to how the kit currently works, you’re wanting it changed fundamentally, IE rework level of change.

    Yea TV auras are a big part of the issue but them hiding those is literally never happening. Taking those away would slaughter new/bad players. If you think she’s a noob stomper now removing auras would decimate them.

    We don’t want to discourage taking tapes, that’s literally her counter play. That’s what they’re supposed to do. What we just want is equal counter play of our own against when they do. Tape destruction is healthier than passive condemn since it’s not free.

    You don’t agree with me on her core problems because you’re focused on tv auras. While yes in a hypothetical utopian world I would agree on removing the auras since they are the main issue, but it’s unrealistic. They aren’t going to do this because of how much it hits the new/bad players, so I’m picking the next best options.

  • @Ashy__Slashy3 said:

    Darn. Well if that's the case then it could use a buff then but until I find out the timing behind it all, I just can't help but feel it did help summon the guard faster for a Roxbury hit xD

    If that addon did function that way and sped up the guard hunt activating that would be a good addon, unfortunately it does not. We also probably can’t do that because people would complain about more AI guard hits for no skill.

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442495/the-knight-addon-changes

    i genuinely wish canceling his power if you ######### up or dont find anyone should give a cooldown

    that means you cant no longer just spam your power until you hear a generator being worked or vice versa, even artist has a cooldown if you place a crow but refuse to use it, for a few secounds, knight doesnt have that

    i would also wish that he would have more of a universal cooldown per power since, he got 3 major that he can somewhat always use, especially Carnifex being 20, its honestly pretty rare to find a knight killer and either have them not spam any guard possible 24/7 or never be on cooldown since, why wouldnt he?

    he doesnt really get punished for using them and failing besides a cooldown which he doesnt get effected because he got two other guards he can always use. and at 20-30 sec later he can redo it all over again

    if there wouldnt be so many other horrid killer designs, knight wouldnt be so high on the light, im just glad its not a singularity or kaneki killer

    the only real problem i have is his oblivious addons, i never can tell if its the perk or addons since its so spamable. maybe both.
    give it a cooldown so not everyone is constantly oblivious just from his addons.

    So you’re wanting to nerf an already bad killer with more cooldown? Also nerf his Undetectable addons? Town Watches Torch giving him Undetectable on guard hunt is the only thing making him barely functional. Without that addon you’re literally just an m1 killer with no power trying to run people down while they hold W from a mile away.

    What would you be giving to compensate for this loss?

  • Running Plaything when you’ve already got 3 other hexes makes no sense and is counterintuitive. You’re only getting 2 totems from it. If they’re gonna do Plaything they should only be running 1 other hex max.

  • Two entire perk slots to make you just walk over and place the item in a corner. That’s it.

    They absolutely do not need nerfing.

  • @EzenDBD said:

    I feel like Knight is in an overall fine spot, just personally I find going against him dreadfully boring because running away from an AI that just chases in a straight line is pretty uninteresting to me, especially when it results in a hit at the very last second. I just wish there could be a bit more interactivity on the Survivor side that feels more engaging without it resulting in any kind of nerf to the Killer's side as a result.

    I mean most people put Knight in C or D tier, that's really bad and needing significant improvements imo. Unfortunately by his core design I don't know how to improve the experience of being chased by the AI.

  • As Skitten mentioned I don't think they would do this much of an extreme change and tbh I don't think she needs this much anyway.

    Some very solid addon changes though. She currently has a lot that make no sense.

    I actually like her current teleporting. I do not think it's mindless at all, there is depth to it. Onryo has a much higher skill ceiling than most people realize.

    You touched on some if not most of these, but I think these are core issues that need fixing rather than a heavy rework:

    • Tape destruction on hit returned - She currently has basically no counter play to tapes. Your only "counter play" is preventing them from picking it up in the first place. Once they have it you're screwed. Hit destruction gives her some agency over this. I think this is fair given she doesn't have "real" anti loop so hits don't come easy. The alternative to this is passive condemn with tapes coming back but I don't like this as much because it's free, hit destruction alternatively is not free, it actually requires the Onryo to play well. If they aren't willing to budge on this Ring Drawing should absolutely be base kit.
    • Remove lullaby - This makes absolutely zero sense. There is no point in being Undetectable if you put out a lullaby telling them you're there. You might as well just remove the Undetectable at that point because it's the same thing as a terror radius. It being directional makes no sense either but the lullaby has no point in existing anyway. As long as the lullaby exists she isn't a stealth killer. Everyone knows she's coming and pre runs.
    • Stop having chests get priority placement over killer items - God this is a pet peeve of mine. Anything that adds chests be it coins or event offerings screws over our TV spawns and throws them all away from gens. This also affects killers like Xeno and Plague in similar ways. Just make it prioritize spawning killer items before chests instead of after. That easy.

    Her Manifest/Demanist is on a verge of useless and isn't a real anti loop in any shape or form but if they fix the aforementioned things then she doesn't need this. She shouldn't have good anti loop if she gets the above changes since we need to focus on making her strengths strong but her weaknesses apparent. Her bad anti loop is her weakness.

    Her directional teleport sound is also a major issue and defeats the point entirely, however I don't want to get too greedy. Manifesting/Demanifesting also shouldn't slow her down for how trash it is. If we can just get the above bulletin points though it will be huge. These changes I mentioned are much simpler and easier to implement.

    She has a ton of addon issues as you touched on and many of them look great. I'll save my thoughts on all her addons for another post as this is already a lot.

    Her Remote Control and Bloody Fingernails are also just so good and so pivotal to her play style I don't see how I would ever take them off no matter what improvements we made to her other addons. They feel too required for things she needs. She doesn't have room to run any other flavor addons. So while asking for these base kit would seem too much probably, I don't see any other solution. She relies heavily on Fingernails for hits/downs. It's like non negotiable.

  • It shouldn't even a exist. At most it should just be an option you can choose to toggle on like most games.

  • @Ashy__Slashy3 said:

    I love healing Poultice. I get value from it a lot. Picture it like no where to hide and deadlock in one on a mini legion.

    You can use assassin to damage the gen, preventing survivors from immediately jumping back on the generator to stop the regression like they can with Carnifex, then since their aura is revealed, you can immediately switch to jailer and send him off to attack a survivor

    I mean a Deadlock for like 3 seconds? I think calling that even a mini Deadlock is an extreme stretch. Also there's a very high cost in what you're giving up for that, not just in what the perk offers. Like that isn't even giving a fraction of the value you're getting from say Call to Arms or Town Watches Torch.

  • @Ashy__Slashy3 said:

    As for sharpened Mount I think it's actually enough time to secure a double hit on someone who got unhooked and sorta ever so slightly stopping Hex's from being destroyed. time stamp 3:11 https://youtu.be/NXwF3KryaYs?si=EXyaJJfEPjWq3eoo

    That was a great play, but Sharpened Mount had nothing to do with that play at all. Like zero.

  • These sound like mostly good changes. They seem pretty minor though like they wouldn’t affect
    much. The Call to Arms one would be pretty impactful though. Did you see the Knight post I put here recently? Had some changes on topics you were touching on as well. I felt they buffed some of those aspects you were wanting addressed more heavily.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910598#Comment_3910598

    The expose is fairly relevant on Kaneki which is why this perk is starting to rise in popularity

    I mean he injures so freely that you’re basically always injured anyway so exposed seems redundant on him.

  • From the way they worded it, yes it would prevent stacking with killer powers. Now whether that was their intention with the wording and they meant just perks or if they actually go through with it including powers is another thing. Based on current wording though, yeah it would. I sure hope they meant just perks.

  • Tough to think of something because being unable to drop a pallet is such a heavy nerf that the benefit would have to be so good, that it would be too good lol. Like no pallet drops but now all of your vaults are fast vaults no matter the angle or speed?

  • Maybe for Hoarder they could replace the location ping with something like, “picking up an item causes the survivor to have their aura revealed for 8 seconds”. Obviously would apply to items off the ground or chests but the wording would also make it apply to some killer specific items to make it more useful for certain killers like Wesker sprays, Nemesis syringes, Singularity, Pinhead ect.

  • I feel like Friends Till The End is just a really bad perk. The Exposed is so short/useless that you might as well ignore that part entirely. So it’s essentially just an aura read, that’s it. The Exposed timer would need to be doubled to 40 seconds at least to be relevant at all and honestly should be 60 to look solid. The aura is countered easily by just using a locker.

  • The first idea is changing what it does entirely

    The second one is a buff but why would they buff a perk that’s already good? Also why are we touching this when there’s so many actually bad perks?

  • Can we please not ruin another perk that is totally fine. We have like 80% of the perks on both sides being very bad and no one uses. Let’s fix those instead of touching perks that people actually use like PWYF.

  • Shorter range on bite, smaller hit box to land it, don’t immobilize the survivor on bite to let them get more distance and finally slow down the enraged vault speed since it’s too fast atm. I think this is a good start and we should go from there and see if he needs more after. You could even throw in removing the Deep Wounds if you want. This stuff would weaken them without lessening their fun to play.

    Increasing the cooldown on his mobility or slowing his recovery after sliding/canceling could both very easily make him feel bad to play and relegate the ability to nothing more than map traversal.

  • Badhams probably worse but I’ve just got ptsd from survivors sending me to this map endlessly. Like at least 1/4+ of my matches are Eyrie offerings at prime time and that’s being very generous, it’s probably more.

    Probably should have a separate poll for survivor and killer since this is gonna skew results having them combined into one.

  • I used to feel that while bad, she was still better than most people thought. However after that nerf that removed her ability to see her box auras she was gutted. She’s just bad bad now. Also way less fun as well since her fun was in the macro play of trying to pressure gens and boxes simultaneously to catch the survivors out positioned. That’s realistically no longer a thing. Now she’s just a bad stealth killer, with a bad anti loop, that just puts a passive slow down out that has basically zero interaction with it and is just a put and forget.

  • How often are you realistically being slugged and your team isn’t trying to pick you up?

  • The Twins have a lot of problems in design but I actually don’t think this is one. Victor already doesn’t have a ton of counter play. You can outplay the spam vaulting if you play it right.

  • @Roco45 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909161#Comment_3909161

    The game is not balanced around SoloQ, the punishments are balanced around SoloQ since most SoloQ matches have people dropping out like flies; while uninformed community members scratch their heads on why because they think the game is perfect lol

    Could you specify the difference between what you mean when you say punishments but not balance?

  • If I compare to like franklins/weave vs human greed/hoarder, franklins/weave gives me significantly more aura reading while also countering items. Whereas Greed/Hoarder gives me way less aura info AND nothing else. Just way undertuned. Hoarder needs improvements as well while we’re on it

  • Yeah I was extremely disappointed when the map came out. Huge missed opportunity for the map being on a ship in space.

  • @sizzlingmario4 said:

    I'm not sure that this change would actually make the perk better overall. Having it not be on a time limit and instead like Weave Attunement would result in the aura reveal being less than 5 seconds a lot of the time. This change would only be a buff in situations where for example there's a chest inside the killer shack or in a maze tile and the survivor is actively looping that structure. If the survivor just runs past a chest and keeps moving then this would be a nerf to the perk.

    That is a fair point. We could increase the range to like 10 or 12 meters?

  • @D0NN1ED4RK0 said:

    rework it

    And instead make it like the perk vigil

    So whenever survivors step into the booms range they recover from exhaustion or any other status effect faster

    Actually a good idea right here

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909524#Comment_3909524

    Overcharge is actually really good paired with call of brine and oppression

    They're not missing the skill check and even combined that's a very bad gen regress rate. Roughly half a survivor. That also requires you to actually kick gens, which is very costly throughout a match for your pressure.

    If they reverted the Overcharge and Call of Brine nerfs since we have the gen kick limit now, then I'd agree they're solid.

  • If I'm actually trying probably like 60% at least.

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442508/another-nerf-to-an-alternative-gen-defense-perks

    There's a bunch of pretty solid alternative perks…

    Pain Resonance

    Dead Mans Grip

    Grim Embrace

    Surge

    Dead Lock

    Corrupt Intervention

    Eruption

    Call of Brine

    Overcharge

    Oppression

    Call of brine, Overcharge and Oppression are dogwater.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909492#Comment_3909492

    I don't think it will be higher than now, I meant that it doesn't have to start at like 10% or so which would make it trash.

    Well I will say that if the 30% repair slow goes down to say 20% but it includes heal speed reduction 20% as they mentioned then that would be a fair trade imo. I just doubt they'll be that generous. The aura showing on them is gonna be a huge nerf regardless.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909487#Comment_3909487

    Not exactly. The perk concept I made was, in short, that for the first 2 minutes of the game, totems would be intangible, but Hexes would still function.

    Basically what Dominance should have been.

    But imagining a perk that makes Hexes permanent, yeah, I can hear the outrage from here :)

    Okay yeah I was confused lol. So a perk that has hexes active but not placed on totems for the first like 2 minutes of the game. I like that! Tbh that could be the base kit feature lol

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909462#Comment_3909462

    Well, aura reading is there for soloQ.

    Thing is because of aura reading, they might be willing to give higher numbers to make it still valid perk.

    They are definitely not making it higher numbers lol. They said it was too much baked into the first rekindled totem, meaning they're lessening the first one and putting more into the later ones..which is basically completely irrelevant. Against good players you aren't sitting there with 2+ totems. You can basically ignore the entire 2-5 rekindled effects because realistically all you're getting is 1 up at a time on 95% of matches, so that first effect is the only thing that matters or anyone cares about.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909342#Comment_3909342

    That could work. Survivors would probably hate that tho, especially if the Hex is Devour Hope or Blood Favor.

    The idea of blocking them isn't the best, as you mentioned. A really popular idea that I agree with is to make totems appear as dull until the effect starts to take place. It wouldn't be the best solution, but better than nothing.

    Side note: I would love a perk that makes totems invisible and impossible to interact with.

    That would be maybe a middle ground.

    invisible and impossible to interact? So it makes hexes permanent?

  • Unfortunately I wouldn't expect to see any changes to come for them now.

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909343#Comment_3909343

    For me the big issue is the aura reading.
    WHY?!
    Now Pentimento will only be useful on TP or dash killers and you HAVE to bring something that will lit all totems and then go 0 to 5 in one go because if you don't survs will see the aura of the lit totems and cleanse/only viable way now is to get all 5 for the block effect.

    Yeah tbh it feels like overkill. Like just the aura reading by itself is a massive nerf and fixes the entire issue they had with it which was new players. Not sure why they needed more nerfs on top of that.

  • I don't disagree. I'm just talking their intent.

  • @Langweilig said:

    It’s sad to see one perk after another going on the graveyard. I don’t get why the devs make one popular perk after another terrible instead of adding more variety to the game.

    Yeah I agree. They are making attempts to add more variety with perk buffs in patches so they have the right idea, but unfortunately most the bad perks they're buffing are still bad. They don't buff them enough to be good.

    And honestly with how many perks could be made good by simply changing their numbers (there's a lot) and how little development time that actually takes you'd think we'd see a ton more perk changes. Perks that need fundamental design changes I more understand the slow speed.

  • @fuelll said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909358#Comment_3909358

    They want every good player to escape 100% of the time so it only proves that BHVR want SWF to be the power role.

    I mean I wouldn't get hyperbolic with that and I don't think they want SWF to be the power role. I just think their understanding of what's balanced and what isn't is off.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909273#Comment_3909273

    I have been saying they need to do with gen defense perks (and anti-tunnel for that matter) what they do with many addons for killers. When addons are so good that they feel "required" to play a killer, the devs will often buff the basekit, and nerf the addon. With the final numbers changes being, with the addon, the numbers are effectively the same, and without it, they land somewhere between the halfway point of not having the addon, and having the addon.

    For example if there was an addon that say, lowered the cooldown of a killers attack from 3 seconds to 2 seconds, and the addon felt "required" to play. They might lower the cooldown of the ability to 2.5 seconds, and then make the addon reduce it to 2 seconds. Making it so its still the same with the addon, but that without the addon, it feels much better. Making it so people would be incentivized to do other things.

    This is precisely what they should do for gen defense perks and anti-tunnel perks. I'd argue tunneling should just be impossible from a gameplay persepctive, and then rework all of the anti-tunnel perks to do something else in general. But in the case of gen defense, do things like, buff base regression, buff the regression on kicking a gen, add a basekit corrupt that lasts a really short time, add some kind of basekit pain res-type effect on a fresh hook. Then go and nerf all the perks related to this.

    This would lead to a much better healthier game where gen defense and anti-tunnel perks wouldn't be required and people might actually take fun unique builds instead of seeing the same 15 perks every game.

    The problem is, they are just slowly taking away gen defense without doing anything to the basekit. And in the case of tunneling, they seem to refuse to do anything about it for some reason.

    "This is precisely what they should do for gen defense perks and anti-tunnel perks. I'd argue tunneling should just be impossible from a gameplay persepctive, and then rework all of the anti-tunnel perks to do something else in general. But in the case of gen defense, do things like, buff base regression, buff the regression on kicking a gen, add a basekit corrupt that lasts a really short time, add some kind of basekit pain res-type effect on a fresh hook. Then go and nerf all the perks related to this."

    This 100%. Been saying this for ages.

  • @H2H said:

    ”Just apply pressure! But not like that. Or like that. Oh with perk? Nope! Come on, apply pressure! Oops but not like that either.”

    This had me rolling, so accurate. They want you to play in a specific way that is non viable if you care about winning vs good players.

  • They're balancing like it's a party game for low level play but using an mmr system. It's contradictory and messes up high level play where when it's good vs good players it's a dumpster fire of balance.

    They either need to commit to the party game style and remove mmr, then sure, balance for low play since it's not punishing the top as much, or commit to competitive game play, keep mmr, and balance for the top. They're trying to be both at the same time and it doesn't work.

    Or just make separate queues for each to solve all this. Ranked/Unranked. That's got its own issues that would need addressing though tbh.

    MMR being based on kills still is also a fundamental flaw in the system itself.

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