Blueberry
Blueberry
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He just needs more of his current addon effects into his base kit and his shock needs to be much more reliable for countering looping, that's all.
Adding fake windows into the mix as well would be pretty nice.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/904073#Comment_904073
I actually like it when the killer slugs me because that means I don't have to spend a hook state. 😁🤗
Exactly my thoughts as well. I'd rather them slug me.
It's a high risk play for the killer that can backfire a lot. Especially if anyone happens to be running anti-slug perks.
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@MrsPiggyIsSoSneaky said:
People who complain Oni has no counter play are the people who run in a straight line against billy or demo
+1
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/904148#Comment_904148
It doesn't matter slugging "costs you nothing" if it's creating massive pressure and also giving away the locations of the other survivors through IF.
It also doesn't matter that downing someone costs a fraction of his power bar because if they are in IF range the next survivor is like 1/2 a second away with a demon dash.
And yes, you can absolutely hook 1 person at a time and go chase-to-chase with an M1 killer and still win at rank 1. Pop goes the weasel ensures this.
And any killer will win against bad survivors, but Oni does it particularly fast and brutal through a series of slugs with a power that's impossible to avoid without safe pallets.
"It doesn't matter slugging "costs you nothing" if it's creating massive pressure and also giving away the locations of the other survivors through IF."
That's literally the entire point. So you hate it for no other reason than that it's a strong play for the killer and creates pressure. That's WHY he does it. There's nothing wrong with that.
"It also doesn't matter that downing someone costs a fraction of his power bar because if they are in IF range the next survivor is like 1/2 a second away with a demon dash."
And easily loopable like almost every other killer.
"And yes, you can absolutely hook 1 person at a time and go chase-to-chase with an M1 killer and still win at rank 1. Pop goes the weasel ensures this."
Ensures? No. Helps? yes.
Playing that way is how you lose against GOOD survivors. We aren't talking about low rank potatoes.
"And any killer will win against bad survivors, but Oni does it particularly fast and brutal through a series of slugs with a power that's impossible to avoid without safe pallets."
He's a noob stomper that's weak against actually competent survivors. His power is extremely easy to avoid if you know how to loop.
None of this has even touched on the fact that you have multiple anti-slug perks available to use if you really find slugging that annoying.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/904073#Comment_904073
Uhh, there's a huge difference between slugging and hooking. Hooking you can instantly rescue the survivor, slugging you have to sit there for like 30 seconds healing them. It also takes 0 time from the killer to slug, where-as hooking is a relatively lengthy process. His power turns off when you hook as well. There's a reason literally every oni is running IF right now.
And Oni isn't strong if you get a good map and have a good team. Unsafe map or bad team? Biggest pub stomper in the game I would wager. Once he gets those two M1s he is a god tier killer, but a really good team or a really safe map can deny him those for a long time.
Basically, a badly designed killer.
"Hooking you can instantly rescue the survivor,"
And it cost you one of you 3 hooks, slugging costs you nothing
"slugging you have to sit there for like 30 seconds healing them"
No, the survivor on the ground can recover himself quite quickly and then only needs a tap to get up. Not 30 seconds.
"It also takes 0 time from the killer to slug, where-as hooking is a relatively lengthy process."
That's entirely the reason killers choose to slug.
"His power turns off when you hook as well."
He also loses power bar on each hit.
"There's a reason literally every oni is running IF right now."
Because that's how you win with any killer, PRESSURE. Downing 1 survivor, hooking them and then repeating this without slugging at all is how you lose the game unless the survivors are just low rank potatoes. Against any competent team you will need to slug if you want to win. This is like complaining that the killers don't choose to willingly play dumb.
"Unsafe map or bad team? Biggest pub stomper in the game I would wager."
This applies to almost all killers. Lots of killers have maps they suck on and maps they are very strong on. This isn't unique to Oni at all. Oni on a good map is no different than Ghostface on Hawkins, it's strong, but not OP.
"Once he gets those two M1s he is a god tier killer,"
Even once he gets them he's not even remotely close to god tier lol. He's literally still completely loopable and extremely loud to avoid in the first place.
"Basically, a badly designed killer."
Not a single thing you have said has categorized him as badly designed, literally nothing. You've just made a lot of exagerations about how deadly things about him are and failing to know how to loop.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/904093#Comment_904093
While I personally don't think he needs any buffs either, I am surprised as well. Unless somebody shows me a video that shows how his power makes all kinds of pallet loops useless for survivors, I have a hard time believing this. And I'm a bit scared he'll get nerfed in any significant way making him much less powerful.
Yeah I don't really see the issues people have with him. Seems fine to me on survivor. I just loop him like everyone else.
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I didn't know people actually believed Oni didn't have counters..that's shocking. Especially since his biggest counter is quite literally the exact same counter as almost every other killer in the game..pallet looping.
Most my games against him at rank 1 he's been destroyed. I think he could even use some small buffs honestly.
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There are already tons of counters to slugging available to you. Oni also isn't even that strong.
There's also no difference between you sitting on the ground and on the hook besides getting to live longer on the ground.
These complaints don't make any sense.
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I actually like that it's darker. Gives some more variety in the maps just like how some are larger than others. Blendette is an issue there, but that's a problem with blendette in general, not the map. The darkness opens up different play styles depending on the killer or the survivors perk load out.
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It is pretty lackluster, it should do more.
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Demo to me is a pretty overrated killer.
He looks good on paper but it doesn't pan out that way. Literally everything he does is so extremely telegraphed to the person in chase and everyone on the map that it's highly abusable.
I still don't think his shred is good enough either to warrant the high risk it involves.
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@suli033 said:
https://forum.deadbydaylight.com/en/discussion/comment/900697#Comment_900697
I know you don't believe that but I understand, moris will get nurfed soon and I expect I will see a post from you.
And why would you see a post from me? I have no issue with mori's getting nerfed.
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@hysteria said:
maybe predator could also make scratch marks appear when survivors walk?
lightweight could reduce the noise the survivor makes while moving in general.
Ohh that's a great idea as well!
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/900722#Comment_900722
The 1v1 aspect is still extremely important as well. Survivors in chases need to be able to affect chases according to their skill. And that's what BHVR is taking into consideration as well. That's why it's important for killers to have both powers that help with chases and with map pressure. If the game was only balanced around 1v4, not considering the 1v1 aspect, we'd have multiple killers in this game that would be uncounterable, even though they are not op. In that case killer players would face an entirely different problem, 30 minute queue times.
I also heavily disagree that the killer's skill does not have a sufficient impact on how long chases can go, or even on the match itself. Unless you're playing one of the really bad killers, your skill matters as much as the survivors skill, both when it comes to chases and map pressure. You don't always have to hope for the survivor to mess up. Of course this depends on the map you are playing on and the loops you are chasing a survivor at, but still.
It's probably true that the majority of killers, or at least a fair amount of them, are not viable against extremely optimal survivors teams, most likely swf teams. But these overly organized swf teams are probably like 1% of the community, and a game like DBD can't balance solely around the best of the best. Even those teams can still be beaten if you get lucky, and nobody can play perfectly 100% of the time.
"Survivors in chases need to be able to affect chases according to their skill."
I never said they shouldn't. I believe they should be able to affect chases based on their skill. Their affect is prolonging the chase.
"That's why it's important for killers to have both powers that help with chases and with map pressure"
That's why the game has a lot of issues as well currently because most killers don't have both those.
'If the game was only balanced around 1v4, not considering the 1v1 aspect, we'd have multiple killers in this game that would be uncounterable, even though they are not op."
I do not believe this. What are you using as your criteria for a statement like that? This feels like hyperbole.
". Unless you're playing one of the really bad killers, your skill matters as much as the survivors skill, both when it comes to chases and map pressure."
Really bad killers equates to 3/4 the games killer roster. I'm assuming best of the best survivors against the best of the best killers at rank 1.
"You don't always have to hope for the survivor to mess up."
You do if you aren't playing one of the few best killers in the game.
"It's probably true that the majority of killers, or at least a fair amount of them, are not viable against extremely optimal survivors teams, most likely swf teams."
SWF is a clear outlier, but I would argue that even a top tier solo group of 4 still make most of the killers unviable.
"But these overly organized swf teams are probably like 1% of the community, and a game like DBD can't balance solely around the best of the best"
I look up each group in my lobby prior to games starting and it's much, much higher than 1%. That said, I am less referring to SWF which we all already know is broken and more so just top tier solo's which at rank 1 I do not think are that rare at all as I think the skill ceiling for survivors to get to that point is quite low. Survivors could be mediocre at looping and still win simply because of gen speeds if they know how to prioritize their time.
"a game like DBD can't balance solely around the best of the best."
I think every other game balances from the top down, not from the bottom up.
I also don't think this is narrowed down to a should killers be OP or UP. Killers could simply be buffed a decent amount to be able to better have a chance against the top tier survivors while still not ruining the experience for lowers.
I do still think they should change gen requirements based on rank which would solve some of these "balance for top but not hurt the low ranks" issue. That's for another topic though.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/900989#Comment_900989
Let's have it also deactivate if the hatch is open, if all dull and hex totems have been cleansed, if there is a Jake in the trial, if the map has corn or tall grass, if somebody is carrying the perk Up the Ante, if there is more than one flashlight or toolbox in the trial but less than 4, if any of the chests have been opened and if there's a killer on the map.
You forgot if there's a blendette in the match, that one's important.
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You're basically asking for an entirely new game. This wouldn't be the same game at all.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/900897#Comment_900897
You're acting as if you actually don't play both sides, you're arguments don't work because there isn't an answer to it, you cannot balance around a 1v4. You cannot balance around a 1v1.
If we were to balance around a 1v4 aka equally skilled survivor and killer, killer would be 4x as strong as that survivor.
But the chase isn't a 1v4.
The game isn't a 1v1
You're not right, no one is. This is simply what you think. This is not a subjective argument, the chase IS a 1v1, everything else is a 1v4.
"You're acting as if you actually don't play both sides"
Just because I play both sides enough to understand one side is very much unbalanced doesn't imply I don't play both sides. That just doesn't make any sense.
Twitch.TV/blueberrycollective"If we were to balance around a 1v4 aka equally skilled survivor and killer, killer would be 4x as strong as that survivor.
But the chase isn't a 1v4."
EXACTLY. That is entirely the point. The chase isn't a 4v1 so the survivor should be going down quite quickly. If he didn't (which is what we have now) the killer has no time to complete his objectives. An entire gen is 80 seconds...with 3 other people all working on them at the same time...
"You're not right, no one is. This is simply what you think. This is not subjective."
The game is a 4v1, so you balance around what the game is...a 4v1. That is objective, not subjective.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/900855#Comment_900855
The survivors skill will be ignored, if we balance around a 1v4, the survivor could be better than the killer and still lose.
If we balance around a 1v4, survivors hours and time they've spent putting into the game will be wasted. The only other interactions require the holding of a button and sometimes pressing another button
The game is a 1v4, but the main interaction in the chase, which is why killers need to be stronger outside of the chase or something needs to be done to stop generator completion while a chase is happening.
"The survivors skill will be ignored, if we balance around a 1v4, the survivor could be better than the killer and still lose."
Your objective as survivor in the chase is NOT to win, it is to waste time. The more skilled you are, the more time you waste before you go down.
"If we balance around a 1v4, survivors hours and time they've spent putting into the game will be wasted. The only other interactions require the holding of a button and sometimes pressing another button"
Where are you getting this? Just because a "power role" is vastly stronger than the survivor does not just magically mean his skill means nothing. Not to mention you are completely overlooking all skill based actions in the game besides the chase with this statement.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/900722#Comment_900722
You talk about the surivior goal to waste the killer's time to win, but how can they if the killer is always going to end chases quicker than they can do gens? If all killers was buff to be a 4 vs 1 then how do you expect noob suriviors to win or to understand the game? The kill rate already shows killers doing well of getting a likely chance of 2 kills each game, so imagine what the game would be like for noob suriviors if killers were buff even more.
Not only that, but how is it fair for a rank 20 killer to be comparable to a rank 1 surivior? By them eliminating the 1 vs 1 aspect of the game, then any killer of any rank can beat a rank 1 surivior team. So how is it fair for a person who spend hours on the game to lose to someone who spent one hour playing? The whole point of wasting time is the 1 vs 1 aspect of the game, so taking it away. There is nothing a surivior can do to waste time more than a minute if all killers were buff more.
When you speak of it focusing on a 4 vs 1 aspect, then do you expect all killers to be strong enough to beat an swf team? In that case, then how do you expect solo suriviors to win games?
You are also wrong about killers not getting 4k each game because if we look at the statistics, it clearly shows all killers being capable of getting more than 2 kills and 2 escapes. So if they were to buff killers to a 4 vs 1. Then it's common sense to assume the kill rate of all killers will increase massively. Especially Freddy and Spirit who has a 75% chance.
Individual experience is another reason for the 1 vs 1 aspect because what's the point playing a game where no matter how much experience you gain, you will always lose to a rank 20 killer. Not only that, but when in chases you chances of lasting is like 20 seconds. What enjoyment would the surivior gain out of it? Not only that, but the killer won't gain any enjoyment out of it because there will be no challenge to them.
So no one should say the game should only be focus on a 1vs1 or 1 vs 4. It should only be focus on both because thats the closest way of making it balance.
"You talk about the surivior goal to waste the killer's time to win, but how can they if the killer is always going to end chases quicker than they can do gens?"
That literally is not what happens at all. Survivors can currently do gens vastly faster than a killer has time to complete his objective.
"If all killers was buff to be a 4 vs 1 then how do you expect noob suriviors to win or to understand the game?"
They practice and improve at the game like any other game. You balance from the top down, not the bottom up. This is how every other successful game functions.
"The kill rate already shows killers doing well of getting a likely chance of 2 kills each game, so imagine what the game would be like for noob suriviors if killers were buff even more."
No, the devs have already stated you should NOT be drawing conclusions from this data as it is HEAVILY flawed and inaccurate. The devs have stated this over and over and over on these forums but posts like these keep coming. There are a multitude of factors this data does not take into account which is why the devs have said this.
"Not only that, but how is it fair for a rank 20 killer to be comparable to a rank 1 surivior?"
No one is comparing a rank 20 killer to rank 1 survivor.
"By them eliminating the 1 vs 1 aspect of the game, then any killer of any rank can beat a rank 1 surivior team"
No, just because the game would be balanced around a 1v4 does not mean no skill is required to win the game.
"So how is it fair for a person who spend hours on the game to lose to someone who spent one hour playing?"
That literally isn't what happens at all. We have a ranking system. Yes it is a flawed ranking system, but what you saying isn't what happens outside of a swf.
"The whole point of wasting time is the 1 vs 1 aspect of the game, so taking it away. There is nothing a surivior can do to waste time more than a minute if all killers were buff more."
I have literally said that the point is to waste the killers time, I have never said to take that away. A minute? Seriously? If the chases lasted a minute ya'll have completely incinerated that killer with 0 kills unless he stands in front of you facecamping. The game was not designed for chases to last even remotely close to one minute. If you look at chase times compared to gen times this is clear. If your chases are lasting that long and ya'll aren't completely destroying the killer then you are playing at low ranks and your team is doing absolutely nothing.
"You are also wrong about killers not getting 4k each game because if we look at the statistics, it clearly shows all killers being capable of getting more than 2 kills and 2 escapes. So if they were to buff killers to a 4 vs 1. Then it's common sense to assume the kill rate of all killers will increase massively. Especially Freddy and Spirit who has a 75% chance."
It has already been said that these stats are NOT accurate and you should not be drawing conclusions from them, said by the devs. Stop trying to use these flawed stats.
"Individual experience is another reason for the 1 vs 1 aspect because what's the point playing a game where no matter how much experience you gain, you will always lose to a rank 20 killer."
That is not what is being said whatsoever. Making the game balanced around a 4v1 does not make you auto lose to a rank 20 killer. That's just ridiculous.
"Not only that, but when in chases you chances of lasting is like 20 seconds."
You do realize that with how short gen times are that for a killer to have a chance of winning he would have to down survivors in 20 seconds or less on every chase right? What you are saying is unreasonable is literally the requirement the killer has to have a chance of winning.
"Not only that, but the killer won't gain any enjoyment out of it because there will be no challenge to them."
Oh you mean as opposed to now with all the "fun" the killer is having getting looped for 5 gens? You act like the killer experience is fun in its current state.
"So no one should say the game should only be focus on a 1vs1 or 1 vs 4. It should only be focus on both because thats the closest way of making it balance."
The game IS a 4v1, so it should be balanced around a 4v1 this is simply common sense.
Based on your opinions I do not believe you play both sides at high rank. I think if you did your opinions would change a lot.
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A lot of comments on here from people who clearly don't play killer and survivor at rank 1 to realize how abused DS is.
"You get 1 shot and it's gone, like deliverance."
No, it's not like deliverance.
Deliverance requires you to have made a safe rescue first. You can have games where that doesn't even get activated before you could use it. That means it's asking of something to make it work and even if it does activate the killer didn't lose a hook for it. DS asks nothing of the survivor and can be game winning.
1 DS stun can cost you the game as killer, much less 4. Acting like taking that stun is no big deal is being completely out of touch with high rank game play.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/900808#Comment_900808
Every hour someone spends learning a killer or the survivor goes into the chase. There are very little other things that have a strong learning curve that aren't involved with the chase.
If the killer is balanced around the 1v4, the survivors skill is ignored.
This is an example, but old legion was the definition of ignoring skill, because no matter how good you are, you are going to die. It didn't matter if you were 100s of times better you were going to die.
If a survivor is better than a killer, the survivor should win. If a killer is better than a survivor, the killer should win. But the fact is we can't do that in a game with 4 survivors.
But we can't balance around the 1v4, because the entirety of the time you put into learning a killer and survivor is for the chase.
There is a 1v1 mode, it's called the chase. But the game as a whole, is a 1v4. There is not a correct solution.
"If the killer is balanced around the 1v4, the survivors skill is ignored."
No, it's not. It just means they will be able to drag the chase out a little bit longer the more skilled they are.
"But we can't balance around the 1v4, because the entirety of the time you put into learning a killer and survivor is for the chase."
Of which allows you to waste more time in the chase so your teammates can get more time on gens. That makes complete sense.
"There is a 1v1 mode, it's called the chase."
The game is about 4 survivors trying to escape, not 1 individual survivor. You're wanting to balance around the experience of 1 individual person rather than the game as whole. This logic ruins the games balance.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/900782#Comment_900782
If the killer is 4x as powerful, as 1 survivor, the survivor would need 4x the skill to successfully not get hit or go down.
If we're going by prolonging the chase, we can't accurately measure a chase, but let's say we can, the survivor would go down 4x as fast. But we can't measure it. The map tiles decide how long a chase goes on.
Balancing around a 1v1 in a chase and 1v4 in a whole are both correct. Both have their own merits and are correct in their own way.
"If the killer is 4x as powerful, as 1 survivor, the survivor would need 4x the skill to successfully not get hit or go down."
They are supposed to get hit or go down.
"Balancing around a 1v1 in a chase and 1v4 in a whole are both correct. Both have their own merits and are correct in their own way."
There isn't a 1v1 mode, it IS a 4v1. You balance around a 4v1 because it is a 4v1. You don't balance around a 1v1 because it's not a 1v1.
Balancing around a 1v1 when it's not a 1v1 makes the game unbalanced.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/900722#Comment_900722
The main thing is, the chase is the only skillful interaction between the killer and the survivor, if the game is balanced around the 1v4, the survivors skill doesn't account for unless the survivor is 4x better than the killer.
But if it's a 1v1, the killer must be 4x better. Which doesn't account for the killers skill.
There isn't a very clear choice.
If the game was balanced around 1v4 that doesn't just automatically not make the survivor skill matter in a 1v1 chase. Their skill is prolonging the chase as much as possible. You don't need 4x the skill.
The goal is to waste time, the survivors aren't supposed to get away in a chase as much as they do now.
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The majority of the killers don't have the mobility or a power to shorten chases enough to properly apply the needed pressure, especially with the super large maps we have. They complain about slugging but that's literally your only way to apply enough pressure and that in itself is a very high risk play that has lots of counters.
Also, fix "pressure" spelling in your title, it will make people not take the post seriously with spelling errors.
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"he reason for balancing around the 1v4 makes sense, it is a 1v4 in a whole, but in the chase, it isn't. This formula would also equal (if both sides are equally as skilled) a 4 kill 0 survival rate."
This is already incorrect on concept. That would not equate to a 4k 0 survival in that circumstance.
It isn't a matter of choosing which one to balance around, the game IS a 4v1 not a 1v1, that is objective, not subjective.
The game is supposed to be balanced around a 4v1 as that's what the game is. The reason the game is so unbalanced right now is because they aren't doing that. They care more about the individuals experience rather than the game as a whole which in turn makes each survivor have way more powerful than they should be. This leads to top tier games being about did the survivor mess up or not instead of was the killer skillful. I mention the killers skillfulness being the factor because he is defacto supposed to be the power role in a 1v1, "supposed to" being the key words here.
The survivors goal should be to waste as much killer time as possible before going down, but he should go down. That isn't what we currently have.
I play both sides at rank 1 and I am currently way stronger on survivor than I should be.
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+1 to this.
1 mori every 50 games seems pretty close to what I see which is hardly even an issue to notice. I've also won plenty of games that a mori was thrown.
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It would look extremely cool, but I feel like this would be more saved for an entire killer chapter itself.
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If the survivors are even half competent the killer has to slug if he wants to win. What you are suggesting is beyond broken.
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The killer main vs survivor main mentality only comes from the people that only play one side so they aren't able to understand where the other side is coming from. There's nothing you can really do about that besides telling them they need to play both sides to understand but obviously that doesn't work because it's impossible they could be wrong about something.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/900420#Comment_900420
That still makes no sense even if you tell that another hundred times.
My idea makes no sense? Explain.
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If anything the timer needs to be shortened..there is zero rush to get out.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/900420#Comment_900420
I could agree, which is why I think the idea I proposed originally at the start of this thread are better to make it less strong.
Yours would work, I just worry a hit might be too much which is why I mentioned the hook thing. Honestly though even with your more extreme version people would still run it, that's just how insanely good it currently is. All those extreme nerfs and it still is easily meta.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/900385#Comment_900385
I would recommend my idea, which is a tad extreme.
Here's one that isn't as extreme
Getting grabbed no longer procs Decisive Strike
Decisive Strike no longer procs during endgame
Those help a little but still don't prevent it from being abused. It needs the reduced timer and deactivate on another survivor hook as well.
Even with all of these changes DS would still be at least A tier and ran by many.
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@SammyWasabi said:
https://forum.deadbydaylight.com/en/discussion/comment/900370#Comment_900370
I like the idea of shortening the timer, but the hooking another survivor part I can't say would fix it.
Locker and endgame cheese would still be possible, just might have a few less of those situations.
That's true, those are 2 other abusable situations.
Deactivated once gates are powered or doing any interaction other than pallets, windows or healing?
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It has nothing to do with hit boxes, it is ping related to dedicated servers.
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Lasts 40 seconds, deactivates if a different survivor is hooked. Fixed.
Now it counters tunneling but isn't as abusable.
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Totally agree. I play survivor as well at red ranks and those perks are just way, way too strong and abusable.
As you mentioned, DS needs to last 40 seconds and deactivate if another survivor is hooked. If a survivor seriously loops a killer for more than that 40 seconds then the killer has already lost the game anyway because that's going to be almost 2 gens for 1 hook assuming no items or perks speeding it up. Not to mention he still has the DS available for his next unhook. Then it would actually be an anti-tunnel perk, not a 60 second immunity perk.
BT takes all thought out of safe unhooking. I'd rather the hit on the saved survivor transfer the hit to the rescuer. So saved guy takes the hit, gets Deep Wounds and in turn the rescuer receives that hit. This way it still serves its function of protecting the guy being rescued but it still actually asks for a good save from the rescuer.
I'm even contemplating if both perks should deactivate on gates being powered as well because that's when they really get busted. The aforementioned changes might be enough in themselves though.
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It's a similar issue to Demo, every single thing he does has a large map wide telegraph so you know exactly where he's at and what he's doing. You aren't gonna get snuck up on or surprised that he's in demon form. They give too much information freely to the survivors and that lowers the fear factor. That and just that most killers are weak, that hurts the scare factor as well.
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@EnviouSLAY said:
gen rushing is pretty frowned on as well; but most people call it gen rushing even if every survivor is on a gen solo and pops them.
Every survivor on a different gen is the fastest way, ie gen rush, not stacked on one.
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The Moon Bouquets I really liked as you could create new game play. They were only abused by Blendettes, but that's an entirely different problem that still needs fixing.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/899255#Comment_899255
idk what you mean. they are immobilized completely for 30 seconds
I'm talking about on the ground
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/898927#Comment_898927
Slugging is like hooking except it doesn't bring the survivor closer to death hook.
And gives them more time. A high risk play.
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@PistolTimb said:
Red Forest. Both maps are ridiculously large which makes playing certain killers an absolute chore. I like the temple a lot, though. Mothers Dwelling should be shrunk by like 10-20%, and the God window should be modified.
Oh true I totally forgot about the Red Forest maps, yeah those are terrible. Those maps should have never been as large as they are. I don't know why they'd shrink the swamp maps because they were too big and then immediately just repeat that exact mistake all over again.
I get survivor sided or killer sided maps but those are just way too large to even have a chance of maintaining pressure on a killer without mobility.
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Unless we get individual killer ranks soon it was a bad idea imo
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All good ideas. It honestly doesn't even need to be big, just something minor.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/110835/killer-is-honestly-so-unfun-at-red-ranks-atm
Isn't that like saying "killer mains who just try to hook people are so unfun, something needs to be done about how survivors get downed so easily"?
No, he's not disagreeing with what the survivors are doing, he's taking issue with specifically how fast they are able to do them. Quite different.
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At least you can dodge the SWF still, that makes it a little less painful. I agree though.
Pretty sure they haven't said that's against the rules or anything yet anyway.
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"that can be mind gamed"
This is the key take away in your post. You are assuming most pallets are mind gameable pallets of which I would disagree. There are a lot of safe pallets and windows where the survivor has to really mess up hard to get hit.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/898759#Comment_898759
No, it is not fine. The sanctum of wrath is so large, AND dark, that it becomes a pain in the ass to play it. Not to mention every Blendette in the community is taking advantage of it's increased presence I'm the map queue. They can make maps darker for ambience/variety without making them unplayable.
Playability > Everything else. And I find it funny you said "builds". As if survivors use more than one.
Blendette is an entirely separate issue that needs fixing, not the map.
The map is also very much playable. I'd even go as far as to say it's quite killer sided. It's extremely easy to lock down a 3 gen on that map.