Avatar

Blueberry

Blueberry

About

Username
Blueberry
Joined
Visits
0
Last Active
—

Comments

  • All those "second chance" perks punish the killer for playing well and reward the survivor for playing bad. They also all force the killer to play in the least optimal way in order to not get punished by them. Against "good" survivors, playing in that least optimal way loses you the game. In other words they force you into a lose/lose scenario. Those perks are "anti-pressure" perks, in a meta where the only way you win as killer is through pressure. They also aren't situational, because as I've mentioned, even if they don't activate, you are still getting extreme value from them because the killer was forced to play in a bad way to prevent them from activating.

    Against "good" survivors, you literally do not have the time to 1 hook each survivor one at a time working your way around. The numbers are simply not even remotely there.

    None of these perks have legitimate counters either. You go after the unhooked guy (DS, BT), slug the unhooked (Unbreakable), go for the unhooker (unhooked guy body blocks you with BT, DS, Unbreakable). Completely leaving the hook entirely and never going back means you are going for a pass around of 1 hooking each survivors one at a time, which is as I said earlier, a losing choice as well, as you simply do not have the time to do that with how fast gens are.

    You also have all the random DS's you'll get hit with as you'll have multiple active at once and can't keep track of them all. They know how long it lasts so they will just refuse to heal and continue gen rushing.

    Almost all of the meta killer perks have high costs, skill requirements, downsides, ask something of you, and have counters built into their base kits without even needing a perk as survivor. Meanwhile we look at all the meta survivor perks that almost all have no costs, downsides, skill requirements etc etc or anything of those same things that the killer perks have. The survivor meta perks also almost all stack together, whereas more and more of the killer ones do not stack. Survivor perks quite simply are not held to the same standards that killer perks are.


    Just like killer I've played survivor at rank 1 as well for years and it's quite clear to see how busted many of the survivor second chance perks are, especially once you're able to see it from the other perspective.

  • Why does it matter what their sexuality is? It literally doesn't matter and has no place in this game.

    People are so obsessed these days with giving everything labels and group identity..while simultaneously not wanting to be defined by those things. It's all contradictory.

  • Thanata is a bait perk, don't fall for it. It looks better than it is. The numbers just aren't there even with all survivors injured.

    Pop, Infectious, Corrupt and Discordance are all great perks for her.

  • I want to lose because I was outplayed, not because gens are too fast.

  • This is a chapter I would really like to see.

    I'd rather the killer be one of those licker creatures though.

  • New perk: Snap, Crackle and Pop

    Crouching or clicking a flashlight on more than 2 times with a 5 second window triggers this perk. Snap, crackle and pop will break the survivors corresponding legs or arm for the rest of the match. This breakage will hinder move speed or generator repair.

  • That is literally the entire point.

    They are supposed to be a cosmetic that doesn't give any advantage.

  • Decrease recovery time after his ranged attack by 1 second, apply Torment on hits of his ranged attack and remove PH's ability to see cage auras. I think those would be healthy changes.

    His perks also all need improvements.

  • Well firstly, once they decide to heal under hook there is no tunneling. They could have left and chose to get greedy.

    Most the community overuse "tunneling" to mean if they are the survivor that goes down twice in a row..period..regardless of anything else.


    To me it isn't tunneling if you got farmed by your team with a bad save, you got greedy (healing under hook or doing objectives while refusing to heal), or you just happen to be who I run into at another place on the map coincidentally.

    I consider it tunneling when you actively wait near the hook for that person to get saved and then ignore other survivor hits while going straight for that same person until they are out of the game.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375419#Comment_1375419

    I think his ranged attack is fine as it is. For an ability bypassing all obstacles in the way (besides gaps) it needs to have heafty CD otherwise he would need reduction in MM to 110%.

    Also it shouldn't apply Torment since becoming tormented should stay as willing decision by survivors, you are either confident in looping him and thus you ignore his lava and don't care about loss of hook perks you use or you suck at looping and decide to evade lava even at cost of getting downed just so you can use your hook perks.

    I think devs nailed the balance of PH and nothing at all should change. He's a great 115% killer with well balanced ability.

    "I think his ranged attack is fine as it is. For an ability bypassing all obstacles in the way (besides gaps) it needs to have heafty CD otherwise he would need reduction in MM to 110%."

    It bypasses all obstacles because it's extremely easy to dodge. It doesn't need a hefty could down because of that reason.

    "Also it shouldn't apply Torment since becoming tormented should stay as willing decision by survivors, you are either confident in looping him and thus you ignore his lava and don't care about loss of hook perks you use or you suck at looping and decide to evade lava even at cost of getting downed just so you can use your hook perks."

    Whether he gets to use his power or not should be up to the survivors? Lol no. That is terrible design. Attaching Torment to his ranged attack only matters if the survivors fails to dodge it.

    "I think devs nailed the balance of PH and nothing at all should change. He's a great 115% killer with well balanced ability."

    I think he's quite weak and doesn't have much of a chance against "good" rank 1 survivors.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375443#Comment_1375443

    It's rare because it's not fun. Unless you're doing the Bubba meme facecamp, but that wears thin quickly. It's as boring standing there watching a person die for two minutes as it is for that person to be up there for that two minutes. Which is why I firmly believe if everyone agreed on punishing the behavior rather than still try to go for the saves, people wouldn't see it almost ever.

    So, we agree?

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375419#Comment_1375419

    Naw, this happens alot. I played two streamers specifically that were happy that they did it. One specifically said "This is how he is meant to played, get over it"... This dude had 500 viewers at the time. His torment only ever wears off if you are caged and if you save someone out of a cage with torment on. His torment has no wear off condition other than those. Its already BS. If you are having problems getting people in torment, just but it through a pallet or window. Its super freaking easy to get people into torment.

    Yes his ranged attack is complicated to hit, but I've been playing him for almost a week now perkless, I've gotten pretty good at hitting those ranged attacks.

    ---

    If you make a killer that basically counters all survivors perks meant to prevent camping and tunneling you are going to have people abuse it. I get that the Devs said that Camping and Tunneling are legit strats, but am highly disappointed in them for making a killer that basically encourages it.

    Honesty, I don't see why he needs to see the cages, but then again, I am also a person that believes the pig shouldn't be able to see her boxes. To be being able to see the cages just encourages tunneling/camping nothing else. Some people say, it helps them know where other survivors are, but you still get this information without the need to see cages auras. Remember you get an icon in the bottom left of your screen and you know the cage spawns as far away as possible.

    As for the argument, Cages are basically free unhooks as a reason for not including this feature is BS. Because Cages are also free hooks in the first place. Unlike picking up a survivor where other survivors can prevent the hooks (flashlights, stuns, taking hits and break hooks) cages have 0 counter play to them. Under pallet, cage them, flashlight near by, cage them, no hooks near by, cage them.

    So from me telling you it doesn't happen often, you immediately just give me 2 anecdotal scenarios that happened to you. That doesn't show anything.

    Torment also is only removed from saving at a cage or being caged because the effect literally does nothing to you. All it does is save the killer some hook time.

    Yes it counters survivors hook perks and it also counters all the meta killer hook perks.

    "If you make a killer that basically counters all survivors perks meant to prevent camping and tunneling you are going to have people abuse it."

    I haven't seen this abuse you're referring to. Nothing more than any normal match against other killers.

    "Honesty, I don't see why he needs to see the cages, but then again, I am also a person that believes the pig shouldn't be able to see her boxes."

    I don't think survivors should see the boxes until the trap is armed.

    "Some people say, it helps them know where other survivors are, but you still get this information without the need to see cages auras. Remember you get an icon in the bottom left of your screen and you know the cage spawns as far away as possible."

    I'm fine with having the aura removed from the killers sight, I just don't think it would do much. The killer also needs other buffs though.

    "As for the argument, Cages are basically free unhooks as a reason for not including this feature is BS. Because Cages are also free hooks in the first place."

    That argument doesn't make sense at all. They are not free hooks....you literally had to get downed for you to be caged. There's nothing "free" about that at all.

    "Unlike picking up a survivor where other survivors can prevent the hooks (flashlights, stuns, taking hits and break hooks) cages have 0 counter play to them. Under pallet, cage them, flashlight near by, cage them, no hooks near by, cage them."

    That is very, very rarely happening unless the killer is playing really dumb or we are talking about low ranks that don't know what they're doing.

    Your counter was not getting downed in the first place and you act like you are getting some excessive punishment for being sent to the cage...it's literally just a hook...that your team can get a free save on you instantly.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375430#Comment_1375430

    While i agree its pretty useless, its sole purpose is to be a sabo counter. Which it does. There are other aura perks that apply to the match as a whole that are better which is why it isnt used

    Incidentally i got a sabo save last night, saboed 2 hooks forcing the killer to drop my girl kate 😊

    "its sole purpose is to be a sabo counter. Which it does"

    I disagree. I don't think it counters Sabo almost at all.

    I'd get more counter value running Knockout or Deerstalker, and those are at least universally decent, not just only good for an extremely niche scenario of someone happening to be running Sabo. Heck you can counter it fine without a perk, why even waste a slot in the first place.

  • I see someone get actually camped once like every 10 games...maybe. I think people vastly over use the term "camping" and "tunneling" when it really isn't. Most the time it's your teammates or yourself making bad plays and the killer capitalizing.

    Your description, which is more hard face camping, is extremely rare from my experiences.

  • He needs faster recovery after his ranged attack and to apply Torment on successful ranged attacks.

  • If they had left it how it was in the PTB it would've been decent and worth using for tracking.

    Instead they nerfed it into just a Sabo counter...which is completely useless. Use a perk for an extremely tiny, tiny chance they are running 1 single perk....that doesn't even really hard counter that perk if it is being ran...and that perk is counterable without using a perk...

    You could tell me all 4 survivors were running Sabo before a match starts and it STILL would not be worth running that perk imo...that's how bad it is.

    Literally a complete waste of time even touching the perk when they could've spent that time on something else.

  • I honestly am not seeing any of this "tunneling" from cages everyone else is. This makes me think it's players playing badly and calling it tunneling when it's not. The killer has to literally cross the entire map before a teammate saves.

    That said, remove the auras and it doesn't really change much. PH still needs the recovery time on his ranged attack lowered and to apply Torment to its hits to reward good plays. Currently using the ranged attack in most cases just doesn't feel worth and all you really do is fake it, which isn't fun.

  • @DrBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119918#Comment_1119918

    TT doesn't regress Gens even if you kicked them fyi.

    I know, that's why I said it isn't a gen slow down perk.

  • It's the same meta we've had for literally years. One killer isn't changing that. Stack all the second chance perks and there you have it.

  • I'd like maybe an extreme blood point/ emblem penalty to hook suiciding. Yeah it wouldn't curb all the suicides but I think it would reduce the amount a good bit.

    Or alternatively bake a large amount of bloodpoints into the struggle phase to encourage the survivor to buy his team as much time as possible even if he knows he's dead.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372911#Comment_1372911

    I don't know if I like the idea of it deactivating exhaustion perks simply because I dislike limiting people's build options. I would agree with it deactivating if you work on a gen though. I don't think I would include healing though. You could easily get unhooked by an injured person, try to heal, and get interrupted by a stealth killer.

    Maybe DS could be like Deliverance and require a safe unhook first?

    "I don't know if I like the idea of it deactivating exhaustion perks simply because I dislike limiting people's build options."

    This encompasses a large majority of killer perks though. Many of the killer perks are blocked intentionally from interacting with one another and the devs say themselves that this is intentional.

    While I agree a world where they balance perks better and we see variety in that way would be better, that just isn't reality. They don't balance perks well, so by not making perks work together it is an alternative way to breaking the "meta" perk list by not allowing certain ones together.

    "I don't think I would include healing though. You could easily get unhooked by an injured person, try to heal, and get interrupted by a stealth killer."

    Wouldn't this just make the survivors pick more carefully when and where to heal? They would simply make sure they were safely away before starting. If it didn''t include healing then now they would just not care and literally heal right under hook even if it's a dumb play. This would prevent the killer from punishing that misplay optimally.

    "Maybe DS could be like Deliverance and require a safe unhook first?"

    We could do that, but then you'd have people getting tunneled at the first couple hooks of the game and it would encourage the killer to camp so they couldn't get those safe unhooks. Not saying it's an entirely bad idea, as it is much better than what we currently have, I just think it has some flaws and there are better options that encourage "fun" game play from both sides and prevent survivors from getting tunneled at the start of the game.

  • They do it so that they have a better chance of wiggling out. If they look too far from a hook though I'll just leave them there to bleed out. If they wanted the game over they could crawl closer to a hook, so the choice is theirs.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372823#Comment_1372823

    You actually make an interesting point with Deliverance. I wonder if people would be less bothered by DS and the lot if you had to meet a condition first? And then what conditions would you apply?

    I don't think they would be bothered as much because they know the survivor took a risk running it and had to do something to earn it. This is why no one complains about Deliverance, because they know these conditions were met.

    We want DS to be active early in case someone does get tunneled, so in DS's case I would lean more towards a cost than a requirement in its particular case. Maybe a caveat on the perk that says "this perk deactivates all exhaustion perks". So in order to run DS you forgo all exhaustion perks. Note that I do not mean when it is used, I mean just by having the perk slotted. I do also want its abuse removed as well though, like "this perk deactivates if any altruism actions are performed or gens and totems are worked on", because if you progressing the games objectives then you clearly aren't being tunneled. This would make the perk fair imo, while still preserving its purpose.

    I still believe the devs purpose was it being an anti-tunnel perk, but for those that like to disagree on this point, it's simply too strong and too abusable for an anti-momentum perk in general, whether we agree on its intended purpose or not.

  • From a game play perspective, indoors maps are all my favorite maps on both sides.

    It makes the game more tense as you don't always know exactly where the killer is at. Outdoor maps let you see the killer a mile away so you are almost never getting snuck up on. Almost all the outdoors maps are just giant fields of pallet and window loops...there is nothing exciting or engaging about that. You see the epitome of this poor design in the corn maps and autohaven maps. The red forest maps aren't much better either.

    The inside maps allow for more mind games and jukes mid chase. Every chase doesn't go exactly the same every time and isn't predictable.

    If they made much more line of sight blockers and different levels on the outdoors maps they would be a lot better designed.

  • Well firstly, most all the "second chance" perks are on survivor side. The only real killer second chance perk is NOED, of which I take issue with as well.

    Almost all the killer "meta" perks have a high cost, requirement, downside or ask something skillful of you etc. Usually a combination of multiple.

    Then we look at all the meta survivor perks which are mostly all the second chance perks. Virtually none of them are held to the same standards as the killer perks are. They are game swinging effects, with zero cost, no downsides and ask nothing skillful of you. They are also not situational at all, because they are giving you a high level of value whether they activate or not. Forcing killers to play in a way that prevents them from activating wins you the game if your team is even half decent.

    An example of a well designed "second chance" perk would be deliverance, as it has a cost and a risk associated with it. So the issue is less with second chance perks in general, but more about how poorly balanced they are.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367709#Comment_1367709

    Hard disagree. If I see someone on BBQ after hooking a survivor, I wouldn't drain my phase charge to cross the map when I get far more value out of walking there and phasing to get the hit. The exception being if every survivor is across a larger sized map, where I know I can burn my phase resource and have it recharge before they're in TR. But that's only on a large map where there's no one in range. And using quick bursts of her phase often aren't worth it either due to the charge time. Spirit definitely has more mobility, sure. But the idea that she's a high mobility killer because she has a movement ability on a resource meter with a charge up is kinda silly.

    "If I see someone on BBQ after hooking a survivor, I wouldn't drain my phase charge to cross the map when I get far more value out of walking there and phasing to get the hit."

    That's typically a misplay then.

    "But the idea that she's a high mobility killer because she has a movement ability on a resource meter with a charge up is kinda silly."

    Not calling Spirit a high mobility killer is silly. She is quite literally one of the highest mobility killers in the game bar only a few others that beat her.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367590#Comment_1367590

    Map traverse speed doesn't matter if chases are quick. That's why spirit is still insanely strong despite being a 110 killer with a power rarely used out of chase. No better map pressure than constantly having survivors on hooks.

    "That's why spirit is still insanely strong despite being a 110 killer with a power rarely used out of chase."

    No, that is not at all why Spirit is strong. She uses her power extremely often out of chase which is why she does have high map presence and quick chases.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367354#Comment_1367354

    That's not true at all. Spirit's phase noise on PTB was directional, so she was super easy to play around. Everyone complained she was bad, so she got buffed when she hit live.

    And PH just kinda feels like Deathslinger part 2. Same zoning tactics, same faking of ranged power to force survivors to juke. Both are generally regarded as weak, despite being extremely strong in the right hands. Totally agree with OP, we need to wait.

    "That's not true at all. Spirit's phase noise on PTB was directional, so she was super easy to play around. Everyone complained she was bad, so she got buffed when she hit live."

    You are misunderstanding what I typed. I said buffed after going live, not coming out of PTB.

    We are also talking about being over buffed, of which Spirit was not.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367490#Comment_1367490

    DS is extremely strong in the right hands. He's a lot like Spirit, where there just isn't really a lot of counterplay for the survivor once a chase starts. His map presence isn't great, but if you play smart it doesn't matter. I recommend watching Zubat to see how he plays him, and to see how strong the killer can be.

    It doesn't matter how smart you play, map presence does matter. It's why DS isn't that strong.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367354#Comment_1367354

    It could happen though, and that's not healthy for the game. There's always a chance it could, and with killers like PH or heck, even Nurse, it's very easy to make them busted and just remove all counterplay the survivors ever have, so it's worth being cautious when balancing them. Which is why I made this thread.

    https://forum.deadbydaylight.com/en/discussion/comment/1367385#Comment_1367385

    Now I can actually agree on that, but again, you don't want to improve his cooldown too much otherwise he can just spam his ranged attack. I personally would actually buff his Torment ONLY, but only make his ranged attack animations more smooth for both sides, so they get proper feedback when he uses his power and the PH can actually control it properly.

    I think if the devs were to smooth out the animation, perhaps give it a tiny buff here and there, and remove the bugs, it'd probably be a really handy ability for zoning, but I'm still willing to wait on it for now.

    The Torment trail though, that definitely needs changes. Survivors aren't punished much for stepping into it. Some kind of debuff could go a long way to making it a real threat.

    "it's very easy to make them busted and just remove all counterplay the survivors ever have"

    That just feels like an extremely far jump.

    Saying he could use some buffs doesn't jump him to removing all counterplay and being busted. They'd have to make insane changes to go that far, and like I said it hasn't happened yet in the past. The vast majority of killers get released in an underwhelming state and remain there for a couple years till the devs realize how weak they are and we get a rework like what's happening now for quite a few killers.

    They simply don't buff killers in the way your'e worried about is all I'm saying.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367366#Comment_1367366

    I see him more like deathslinger. Very very strong for a good player (though I think PH is a bit weaker than DS), but horrible for a low skill player. PH requires a loot of zoning and forcing actions, which most bad killers don't really know how to do. If you treat him like Huntress, you'll lose pretty badly.

    I consider DS as pretty weak so that doesn't seem like a good spot for PH to be imo.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367354#Comment_1367354

    I mean, I can sympathise with the devs apprehension in not going too crazy with the parameters for Punishment of The Damned. All survivors have are their loops, vaults, and LoS blockers. If Punishment of The Damned were pushed too far over the edge, it effectively simultaneously takes all 3 of those things away from survivors, leaving them nothing, and we’d have a killer more complained about than Spirit or old Nurse.

    This said though Punishment of The Damned is far too conservative in its current state, even with the best add ons that affect its range. It’s unwieldy, clunky, and cumbersome. And server latency exacerbates these problems with the ability.

    That's why most my changes I want for PH don't really negate the strength of the survivor loops since as you said, it's all they have.

    I was mainly wanting improvements on applying Torment and recovery time on his ranged attack. IE making him more time efficient but not more deadly.

    I agree on your points about his power.

  • @Sluzzy said:

    Killers need meta perks to win.

    Kinda this too.

    He isn't able to fully utilize most killer meta perks in a world where killers heavily need many of those perks to compete against "good" survivors.

  • Similar to Demo, looks strong on paper, but doesn't pan out that way.

  • The game just needs to be balanced around SWF. Punishing people who play SWF isn't the answer.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367319#Comment_1367319

    Ghostface? Wasn't he nerfed soon after? (although I never found him OP, it was evident that the community did) Spirit is another one that comes to mind, Prayer Beads was ridiculously strong until they finally nerfed it. Buffing him too early could literally lead to a ridiculously strong killer.

    He already has a lot of potential, waiting on it is the best thing to do. Plus, everytime a killer comes out, people scream weak or too strong, even if the killers are balanced. Just look at Deathslinger, people found him ridiculously weak when he's actually in a solid spot. Oni got butchered because people found him too strong after release, only for the devs to revert it.

    Wait on PH, there's no point in buffing him after what, 3 days of release?

    "Ghostface? Wasn't he nerfed soon after? (although I never found him OP, it was evident that the community did) Spirit is another one that comes to mind, Prayer Beads was ridiculously strong until they finally nerfed it."

    No, he wasn't nerfed right after. Also, whether the community "thinks" they are OP is irrelevant, what matters is if they are actually OP. The vast majority of the community are extremely casual and don't actually know.

    Spirit did not get over buffed on live servers. Prayer beads was strong, not OP. It was now over nerfed into crap also, which is why no one uses it at all anymore. It also didn't get over buffed on her release like this post is about, it made it into release exactly how it was during PTB and remained that way for years as no one really had an issue with it till recently. This is also just an addon, not the actual killer.

    "Buffing him too early could lead to a ridiculously strong killer"

    So what's the issue with that? The vast majority of killers are quite weak. Killers are supposed to be strong.


    My point is you're worrying about something that has never actually happened...so why worry about it? Doesn't really make sense.

  • You're worried about buffing him too early when he may not need it. Why is this even a worry? When was the last time something was over buffed by accident for killers on live servers? The answer is never.

  • I'm gonna assume this is bait.

  • I'll keep wanting Alien until it happens.

  • Very much in survivor favor.

    Bar just a couple of the top tier killers in the roster, the best survivors against the best killer, the killer isn't winning. Other than a few of the top tier killers, the vast majority of killers rely on capitalizing on survivor mistakes. If they don't make those mistakes you lose. The few top tier killers are top tier because they don't rely on survivor mistakes.

    You could also look at the meta perks as an example as well. Most the killer perks have high requirements, costs, or limitations. Most the top tier survivor perks are all game swinging effects with zero cost, skill requirement, or downside.

    Survivors are given so many second chances between perks and game design that they are able to mess up many, many times and still win. One hard mess up as killer against good survivors and that's game over. There are very few "second chances" on the killer side and the mistakes are much more punishing.

    Your team could be absolutely terrible at looping or mind games, and as long as your team is efficient on gens, you still win. That is just standing there holding M1...

  • One of my favorites on both sides.

  • That bus is pretty busted.

  • @gudmans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363919#Comment_1363919

    Thing is 3 things for 1 only thing?

    Is that fair!?

    And you know kekw means being sarcastic, right?

    "Thing is 3 things for 1 only thing?

    Is that fair!?"

    We make changes by the quality of those changes not the literal number count of you got 3 and I got 1.

    Certain things need more changes than others.

    "And you know kekw means being sarcastic, right?"

    I know what kekw means, it just isn't accurate use for this conversation.

  • @gudmans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363793#Comment_1363793

    You act like if you are a dev and this is going to happen. kekw

    Do you really think that is a deal? hell no, that's not a fair deal it's like saying.

    "Let's nerf mori, iri head and spirit, but let's nerf too keys"

    "You act like if you are a dev and this is going to happen. kekw"

    No, I'm not. I literally just offered a balance change for the devs to see when they scroll through the page. Relax.

    "Do you really think that is a deal? hell no, that's not a fair deal it's like saying.

    "Let's nerf mori, iri head and spirit, but let's nerf too keys""

    And what's wrong with this saying? Mori's, Iri Heads and keys do all need reworks.

  • I don't really see an issue with him seeing cages as it's on the opposite side of the map.

    That said, we can take away him seeing the cage auras in exchange for having his Rites of Judgement apply Torment on hit and reduce his recovery time after using it by 1 second. Deal?

  • @Zagrid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362061#Comment_1362061

    Id love for Object to take a hike, but the problem still exists without it. You can literally be 5 ft away from the survivor. But it requires you to spend more than 1 minute of chasing to be able to catch up to them and hit them. If you don't know how aggravating that feels, you clearly haven't seen the mile long fences on haddonfield that have the exact same issue, but with those you can see the survivor t bagging you on the other side, but just like this map. You need at least 1 minute of no mind game following just to catch up to them.

    This map has the same problem, but it isn't up to RNG, that is just the maps design. At least the design gameplay wise. The map looks stunning and feels just like silent hill, but I wouldn't be against never seeing it again based on gameplay alone.

    Those fences are a problem, but I do not think this is anything like the Haddonfield fences.

  • I'd say that's more a design issue with OoO than it is an issue with the map.

    One of the best designed maps imo.

  • One of my favorite maps so far as both survivor and killer.

    Seems like one of the better designed maps to me.

  • My point is that you'd get that health state even without the perk.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361479#Comment_1361479

    Survivors staying one shot can be heavily punished with the right killers if you play them right.

    To be fair, Plauge literally only has that, and nothing else. If survivors don't use the fountains, she is just an M1 killer with no power. If survivors don't heal against other killers, well then that's more dangerous since those killers still have their power that make them stronger.

    And even then, some people consider the Plague to be quite strong, at least on the balanced maps.

    No doubt gen rushing and not healing can be very devastating for the killer, but it can also shift very easily and become devastating for the survivor team if the killer plays well enough.

    And for giving up a perk slot to run Forced Penance, how often are you expecting a body block? It's highly situational. You are hurting yourself more by giving up any of the other meta perks than what Forced Penance gives you.

1 … 144 145 146 147 148 … 255