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Cjohn

Cjohn

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Cjohn
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  • Slugging is no counter at all. You put in the same time investment and effort to disable a survivor but get no hook state out of it and have to leave them to be rescued anyway if you want to regain the map pressure you wasted on the chase.

  • @Bwsted said:

    It's an interesting concept, but removing the chase music for the survivor is actually a buff FOR the survivor. So, I would remove or change that part.

    With the constantly changing terror radius I’m not sure it would be a buff for the survivor since they wouldn’t be able to measure how far you are by it anyway. The idea is that a survivor running from you loses track of you easily. Maybe linking the distance it can proc to the terror radius could work.

    Either way, doubt BHVR will listen to this. I just want Huntress’ perks aside from Lullaby to get some buffs.

  • Hard disagree. The survivor being downed is your reward for landing the hit. Victor’s insane slugging potential is already at the limit of fair and fun gameplay. You get Victor back almost immediately anyways, so you’re able to continue spamming him.

    Victor is EXTREMELY dangerous to injured survivors in a way other killers aren’t. He has to have balancing counter play.

  • Nah. As someone who gets frustrated as killer, and would love a bit more balance changes in the killer’s favor, nah.

    There should always be a chance that the survivors can escape. If you’re one red rank survivor against a brown or yellow rank killer and three gens are left, there is no possible way you’re getting those done and escaping. All that’s left is to give up or draw the game out for no reason.

    The hatch maintains tension at the end. It’s boring to have the last kill be 100% guaranteed for both killer and survivor.

    (TBH I have this issue with 2 survivors left with 4 gens where there’s no way both could get out which discourages teamwork, but no one complains about this so it’s probably just me)

  • This effect has been on Demo’s portals since I’ve been playing as of September, so it might be(hopefully) a glitch.

  • Blood Warden punishes players for intending to save someone from a hook but positioning themselves to be chased out of the exit gate anyway. It’s fine because you should either be leaving or hiding somewhere near but not in the gate.

  • The bar is literally 5-8 pixels wide on my large HD screen and is made of borderline non-contrasting colors.

    I have never been able to keep track of both target and power bar at the same time. Every guide says to stare at the bar and try to watch the target out of your periphery, which is beyond absurd. What reasonable mechanic requires you to not look at your target?

    It puts a very high skill ceiling on a mechanic that doesn’t need a high skill ceiling. This wouldn’t change anything about Billy’s power level, it would just mean you don’t have to jump through hoops to do basic actions.