DexyIV
DexyIV
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I'm not a fan of it being a thing normally, but if someone has Deliverance activated, they should be able to make use of it if they are the last survivor hooked. Otherwise, eh.
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@Orion said:
@DexyIV said:
Calm Spirit isn’t underwhelming because of its functionality, but because it just never gets to use the contents of the perk. If you go against the Doctor, yes. But what are the chances of that? There are 12 other killers to use, meaning you have a 7.7% chance to make use of it since you can’t see who they are playing. On top of that, Spies is never used anymore, not because Calm Spirit exists, but because it just sucks. Until Spies gets changed or reworked, I’m not sure why a perk that counters a useless perk is worth mentioning. Whispers has no perk counter and doesn’t have a 25% chance not to work. Just use that.It’s hard to play back and forth with the whole direct counters thing, since there’s plenty of “x counters y” or “there is no direct counter to x” for both killers and survivors.
The contents of the perk aren't limited to the Doctor.
It's not hard to play back and forth. Killers are meant to be the power role, so their perks should be more powerful. However, it only takes one Survivor perk to counter one Killer perk, whereas it should take four Survivor perks to counter one Killer perk. This is, after all, a 4v1 asymmetrical game.
Nerf Survivor perks, make them work in combination when multiple Survivors have the same perks equipped, and buff Killer perks. That's all.
I see the "LOL" trolls have come out in full force, so I'm going to assume they know I'm right.
Then what else can it do? Counter Spies, the worst tracking perk in the game that no one uses? Useless there Prevent screaming from being intoxicated? He'll only throw bottles when he sees you. That scream isn't going to give you away in like, any situation. No groaning in pain when you get hit? Also useless. Please give me any use other than the list I just gave you that makes Calm Spirit something other than a Doctor counter that is practical.
Killers are meant to have the power role, and they do have this role. A lot of their perks have no counters. There is no way to counter BBQ, Tinkerer, MYC, Brutal Strength, Enduring, Spirit Fury, Rancor, etc. through the use of survivor perks. This whole idea of "wow one of my perks is useless because someone had Botany Knowledge" is ridiculous. It still reduces their healing time, meaning you still get to make use of the perk. Most perks you can use nowadays don't even have counters like Sloppy Butcher does. If you have such a problem with your perk being countered once every like, 10 games by a singular person using BK, then just don't use the damn perk. Or you could also use Thanatophobia to slow down the healing even more if it is THAT big of a deal. I feel like you are narrowing your focus too hard on this interaction between SB and BK when there are a lot of other things that can affect how it works.
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It’s a good way to counter gen tapping, and really good with a unnerving presence build. No need to give it a huntress’s lullaby effect too
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Calm Spirit isn’t underwhelming because of its functionality, but because it just never gets to use the contents of the perk. If you go against the Doctor, yes. But what are the chances of that? There are 12 other killers to use, meaning you have a 7.7% chance to make use of it since you can’t see who they are playing. On top of that, Spies is never used anymore, not because Calm Spirit exists, but because it just sucks. Until Spies gets changed or reworked, I’m not sure why a perk that counters a useless perk is worth mentioning. Whispers has no perk counter and doesn’t have a 25% chance not to work. Just use that.
It’s hard to play back and forth with the whole direct counters thing, since there’s plenty of “x counters y” or “there is no direct counter to x” for both killers and survivors.
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We're still not done making more threads about this map I see. Few pallets, no infinite loops, lots of grass. They're trying something new in order to do something about the complaints of pallet looping and making stealth more of a strategy instead
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A ban system in a game like this? Hell no lol
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Plunderer's Instinct already does that though. The perk already does what it's meant to do. If you want green medkits and you want to search boxes quickly and quietly, take this. I don't see a need to buff it really, since it's the only perk that guarantees the same item every game.
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@LRGamer said:
They increase the Time it takes already
but You would waste A Perk Slot for nothingA lot of people think that survivors have perk slots to waste. But it's not even a matter of it being a waste of a perk slot. More than 90% of the time you will never get this perk to 5 tokens, meaning that you are taking this perk to lose 35% healing progress on your first few heals, with little to no benefit after you get above the negative healing progress. But it is very powerful if you get it to that point (very unlikely, but it can happen), and I'm not quite sure how BHVR could balance it out to not be overly oppressive. Really badly designed perk imo.
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@powerbats said:
@DarkWo1f997 said:
It’s a stealth game. They aren’t supposed to be caught in the first place. More danger means you’ll be less likely to run around and be ok with being chased. Nope. Not anymore. You hide, and you avoid being caught.
Yet in the other thread you just complained about the new map being more stealthy because it's so dark and there's less pallets and windows etc. Besides which killer run Whispers and or Spies which defeats said stealth.
Then you get the killer that just happens to run into your area of the map say a Billy or Nurse so make up your mind, do you want a hide and seek game or not?
If you want an actual stealth game then you can't complain about dark maps with lots of places to hide, you have to get rid of all aura reading perks like what bbq gives you. You've got to get rid of Whispers and other tracking perks etc.
I've said it time and time again, I'm pretty sure a lot of killer mains just want survivors to be forced to run in a straight line to get away from killers. No pallets, no access to stealth, etc. I wasn't being literal, but with just a few days on this forum, I'm starting to think it may actually be true XD
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@DarkWo1f997 said:
It’s a stealth game. They aren’t supposed to be caught in the first place. More danger means you’ll be less likely to run around and be ok with being chased. Nope. Not anymore. You hide, and you avoid being caught.It's not a stealth game. If you think it is, there's not much we can discuss here because we have no common ground. Stealth is not an option for survivors. Too many tracking perks and abilities with no counter to most of them. Maybe if they added perk counters to some of these or remove them, the game could be stealth based again. But you can't say it's stealth based when killers have an overwhelmingly large amount of access to tracking. If you are balancing this around the idea that survivors will play more stealthy, you're wrong. There's a reason why pallet looping became a thing instead of stealth.
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@DarkWo1f997 said:
DexyIV said:
DarkWo1f997 said:Tunneling is a perfectly fine strategy. Survivors get salty over it, but there is plenty of ######### killers get salty over too. Probably best to adjust your mindset a bit to properly deal with it.
That being said, I don’t see why you shouldn’t have to continue chasing an injured survivor. Playing just to tick people down into an inevitable death timer sounds way more unfun for them than tunneling. I like the playstyle of whacking someone and playing for a nice 3-gen setup, but this would just be ridiculous. It would be so unbelievably easy to close the game in your favor by just whacking survivors as they get too close in order to tick 10 seconds off of that timer.
Not to mention that low ranks don’t typically have self care. There is a perk grind aspect to this. It just can’t work in the way that you’re hoping it will. It would be really hard to get it into a position where it would be rewarding and not abusable or overly oppressive at the same time.
It’s a stealth game. They aren’t supposed to be caught in the first place. More danger means you’ll be less likely to run around and be ok with being chased. Nope. Not anymore. You hide, and you avoid being caught.
But it's not. It was designed to be a stealthy "avoid killer, if found, try to juke and lose their trail", but it is not even close to being that way anymore. Too many tracker abilities and perks with absolutely no counter to them whatsoever. Generator noise is a necessary thing and gives survivors away early for killers to find. If you think this game is a stealth game, I don't think we have anything to talk about here. I wish it was a stealth game. I've tried to play it as one. But once a killer finds you, it's very difficult to get them off of you. That's why pallet looping has become the most prominent strategy for survivors. I don't even want to do it because it isn't fun, I'd much rather juke killers out and hide. But it doesn't work the majority of the time.
@powerbats said:
. . .Yet in the other thread you just complained about the new map being more stealthy because it's so dark and there's less pallets and windows etc. Besides which killer run Whispers and or Spies which defeats said stealth. . .
. . .If you want an actual stealth game then you can't complain about dark maps with lots of places to hide, you have to get rid of all aura reading perks like what bbq gives you. You've got to get rid of Whispers and other tracking perks etc. -
Tunneling is a perfectly fine strategy. Survivors get salty over it, but there is plenty of ######### killers get salty over too. Probably best to adjust your mindset a bit to properly deal with it.DarkWo1f997 said:The incentive to tunnel is heavily decreased when you don’t have to continue chasing them beyond the injured state to put them in a possible fatal situation. I stop my chases if I need to keep patrolling. The only way to kill is to hook, hits mean nothing and that needs to change. The reason some killers tunnel is because whoever needs the least amount of hooks to kill is their priority. Meaning their first target is their first kill. This is only because wacking them isn’t rewarded. It has no impact on the match at all and it blows. One hit, break away. There are ways to incentivize this and to be honest, chasing a survivor already feels like a waste of time. If I can’t catch them in 30 seconds, I lose interest. I’m sure a lot more killers out there feel this way. Everyone has a different definition of Tunneling.
The real version is being prioritized regardless of better and easier prey for the killer. It’s usually a vendetta. Tunneling is mostly done to survivors that a killer remembers being trash talker by. We deliver our own form of street justice tbh.
That being said, I don’t see why you shouldn’t have to continue chasing an injured survivor. Playing just to tick people down into an inevitable death timer sounds way more unfun for them than tunneling. I like the playstyle of whacking someone and playing for a nice 3-gen setup, but this would just be ridiculous. It would be so unbelievably easy to close the game in your favor by just whacking survivors as they get too close in order to tick 10 seconds off of that timer.
Not to mention that low ranks don’t typically have self care. There is a perk grind aspect to this. It just can’t work in the way that you’re hoping it will. It would be really hard to get it into a position where it would be rewarding and not abusable or overly oppressive at the same time. -
Not really. Hooking for stages 1 and 2 have their own purposes. It forces people off gens, allows you to cut people off when they try to be altruistic. Altruism is the number 1 way survivors throw their games, especially when unexperienced or uncoordinated. So no, I don’t agree at all with that idea of initial hooking is pointless.Orion said:So it's a perfect buff. Right now hooks are mostly pointless except for the third.
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Nah. This would make an already tunneling meta even worse. Killers would just go after one person who would become more vulnerable with each hook (since the vault speed would be reduced as well). ESPECIALLY if it were to be just an innate feature. Sloppy Butcher and slugging during the mid game with Thanatophobia is a perfectly good combination imo. I see no reason to change itNickenzie said:This should be built-in to the game and not be a perk so every killer would have a incentive to go after more survivors!
Great idea! -
The thing is though, a lot of your rank up potential relies on other people. If a killer wants to sit in front of you while you’re on a hook, chances are you’re probably not going to rank up, especially at lower ranks where people don’t know how to do saves. Sometimes teammates just dick around while you’re on the hook and let you get into struggle phase when it should have been a free unhook. It’s still fairly easy to not rank up or derank as survivor due to things out of your control, so I think it’s fine the way it is.
The whole prestige derank I completely disagree with. I’ve been seeing a lot of abusable derank mechanic proposals recently, and this is certainly no exception. It would be so easy for someone to just prestige 3 characters at once at rank 1 and go down to 15 immediately. There are 14 survivors in the game, meaning that you would potentially be able to derank yourself 120 ranks for doing pretty much nothing. I certainly didn’t like going against killers with full meta perks as a rank 15, and I’d rather newer players not have to experience that ######### as well. It ######### sucks. If you don’t want to be left with nothing upon prestiging, I’d recommend saving up around 950,000 bloodpoints and then prestige so you can hopefully get most of the perks you need. It’s not worth adding an abusable mechanic when you have access to a solution. -
I don’t like the way this map’s layout is but if it encourages stealth, I’m all for it. Killers don’t like loops or infinites...well, you have to give survivors something in return. As much as I know killers want it, there can’t be maps where survivors can only run in straight lines to avoid them lolBravo0413 said:This is actually a request that I've heard a lot of players requesting... less looping more stealth play.... and let's be honest theres always going to be players thatll complain about anything... I can understand complaints about bloodlodge, poor rng on lerys etc... but the devs heard a request to reduce looping and add more opportunities for stealth this is what they did from I what I've seen -
Eh...this just sounds like another iteration of the “spend bloodpoints to derank” post. I’m sure a rank 1 Myers main would be god tier vs rank 20 survivors as the Wraith or any other killer once he decides to play them. You’d pretty much always have a killer at the lower ranks with this change. Mechanics should not be put into the game to play at a rank lower than what you play; you need to put time in to derank if you really want that to happen.
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Then how is it unbalanced if they don’t even need it most of the time to kill you? It’s there in the event where it is needed, which is on those really long loops like the Coldwind Farm tree. I don’t think people should be able to loop that forever personally.only1biggs said:@DexyIV said:
only1biggs said:The nerf was a good thing, as no killer should be rewarded for bad plays with a speed boost.
There are a lot of really long loops. I don’t see how wasting 45 seconds of your time to get a speed boost to close the distance of a loop is considered overly rewarding, especially since it can be lost just by cutting line of sight for a few seconds. I don’t understand how you can complain about bloodlust when it’s needed in a lot of situations
Those 45 seconds can be spent on other people in more vulnerable spots. Bloodlust isn't needed 90% of the time.
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Eh. Camping doesn't make you bad. Depending on the situation you may be forced to camp or tunnel someone, and your perks can also determine whether or not you camp or tunnel someone. Dying Light heavily reinforces killing one person as fast as possible, so tunneling is pretty common with that perk. If they try to go for a hook save without getting me in a chase first, chances are I'll run back to kill off that person because they gave me no reason to do otherwise. Survivors have no reason to complain about tunneling if they don't give the killer something to do other than tunnel.
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You’d still have people running up and making saves in the terror radius with borrowed time, allowing the killer to smack them the moment they hit the ground and continue chasing them. This would also make borrowed time almost necessary, as killers would get a free insta-down otherwise. Not all survivors have access to the perk and need to make saves at that last second with the exit gates powered. This change would punish those survivors as well. Probably would do more harm than good.Orion said:This is a very simple change that would make hook farming less common and allow Killers to punish hook farmers: if you unhook someone while in the Killer's terror radius, you become exposed for 15 seconds. Borrowed Time would bypass this mechanic. Simple, efficient, effective.
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^ thispowerbats said:The only issues I see are is tunneling is already an issue, well then you'll just tunnel them even more. Then you get even more gen rushes because the killer is going to focus that person down no matter what.
You'll get more 4 flashlight or medekit lobbies etc, more go to a loop spot and heal and then run off to next spot etc.Don't like those isnta heal well be ready for them non stop now since the person will just loop you forever.
. . .
It's like the hatch removal, do you really want to have to spend an entire match looking for that person who's going to just hide forever till you leave?
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So healing yourself doesn’t restore the bar? Getting hit, draining it to 75%, healing yourself, and getting hit again will start draining you from 75%? Do I have that right?DarkWo1f997 said:
That’s not the point. The idea is that since survivors are so hell bent on surviving, they won’t loop, they run away and heal, and self care can’t restore lost meter. It’s applying pressure while temporarily removing the survivor from the team, giving you time to resume your patrol while he heals.
If so...then I don’t see why it applies to the situation you described. They’ll run away instead of looping, you said. But it’s really hard to lose the killer without looping them. There aren’t many stealth options since there are a lot of ways to counter survivor stealth. Doctor, Bitter Murmur, Rancor, Nurse’s Calling, the list goes on. Survivors have to rely on looping because the stealth options are terrible, and if you take looping away, survivors will have nothing to do to play around killers. Additionally, the first thing people do after losing the killer when they got hit is to heal anyway and take them away from their team, which is exactly what your change is encouraging. The only thing this will do is prevent fun builds that don’t include self-care and make it a mandatory perk.
That being said, I simply think this mechanic will be abused. Get one hit off someone, pressure them for a bit while patrolling a couple gens and make them take as long as possible to heal while their timer ticks down. Whack again if need be. Then, when it’s only got a few moments left until they’ll get down, just chase them. Free chase win. If it doesn’t reset upon being hooked, you wouldn’t even have to attempt to do this, as by their third time being downed, they’ll probably only have a few moments left on the bleedout timer. Pretty much a guaranteed chase for the killer on the later chases. This is the main reason I don’t agree with this proposal since it gives killer a free chase win with minimal effort, when you have killers that are designed to end chases early already like the Clown and Nurse. -
It seems like it would never really get put to use. Most chases don’t last more than a minute unless the loop is really that long, and if they get away, they’ll just heal themselves with self care because they’d be forced to take that. Unless you made it outrageously short in duration, there’s no way you could use it to your advantage, and would promote more insta heal medkits to be used. That’s the last thing I want when I play killer lol
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I can understand killers not wanting an additional effect on the perk, but some killers think survivors are innately op and should only be seeing nerfs, no matter what category it’s in and not letting up even for increased bloodpoint gains. Welcome to this dumb killer-survivor division of constant screeching at each other lolMc_Harty said:I'm just perplexed by how many people don't want blood points to be gained faster.
What the actual [BAD WORD]? It's like you guys enjoy the infinite grind.
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There are a lot of really long loops. I don’t see how wasting 45 seconds of your time to get a speed boost to close the distance of a loop is considered overly rewarding, especially since it can be lost just by cutting line of sight for a few seconds. I don’t understand how you can complain about bloodlust when it’s needed in a lot of situationsonly1biggs said:The nerf was a good thing, as no killer should be rewarded for bad plays with a speed boost.
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I never will understand why the bloodlust nerf was a thing. It simply doesn’t make sense. The last thing anyone should think after looping a killer around for 45 seconds is “wow, bloodlust is so op”. Should be more like “I just wasted a minute of the killer’s time and exchanged one hook for 2 generators”. I don’t even understand why they did this, it doesn’t make any sense
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Why though? It’s meant to be a high risk area for both sides. Journey too close as survivor and get put in the basement, your teammates will have a much harder time getting you off the hook. For the killer, taking survivors into the basement takes up more time and comes with an increased risk of wiggle escapes. I don’t see what’s wrong with the way it is.
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They can see what type of item you have, but not the exact one. Is it a mechanic’s toolbox, or a yellow box? A broken key or a skeleton key? Not to mention it’s a feature that was intentionally put in the game to prevent four man queues of boxes from being a thing. Ghosting the perks was not an intended feature, and for good reason. It ruins the surprise aspect of some perks like blood warden and noedOrionQc24 said:Then you shouldn't be able to see what I bring into the game. I can see your perks once dead...big deal! You see what everyone has equipped (med kits, tool boxes, keys) before the match even start and can act/build accordingly. So what if I see that you have iron grasp and nurse calling once I'm dead ? -
I actually agree with this. It would take a lot of power out of swf and would let killers run more surprise-oriented builds such as the one you gave an example of. Part of the skill of being a survivor should be narrowing down what perks the killer has based on in-game experiences
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So essentially the mori effect of Rancor, which is a mori without any previous requirements? Uhh...why? You have NOED, and you just got Rancor this patch. This change is complete overkill and unnecessary.
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How does BBQ help survivors in any way? Because it’s supposed to encourage you to go after those people across the map? For just hooking people like how most killers play? How is that even logical? Even if WGLF was based on something more reliable, it would still be used exclusively for bloodpoints, meaning they’re down a perk slot they could have used to play the game more effectively. BBQ doubles as a really good tracking perk and a reliable way to get bloodpoints. I don’t see why it would be so bad if survivors just got the reliable bloodpoints part in a perk. It wouldn’t even come close to being on the same level as BBQ in power. WGLF doesn’t have to give more bloodpoints than BBQ, but it needs to have a way to obtain tokens without screwing your teammates overWolf74 said:No need to change that, because it already got balanced.
When the perk came out WGLF outclassed BBQ by a mile.
And guess what? Devs balanced it.
BBQ is kinda "better" because it solves SURVIVOR ISSUES. So the killer pick a perk, that helps solving the others side issues.
WGLF on the other hand does not help the killer in any way, so why should it be on the same level as BBQ?survivorlogic
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Well for one, I think punishing killers for camping is one of the worst things they could do. Plus they could find a way around it, or just do it anyway and suffer the bloodpoint losses. I think the best way to do this is to give the survivors on the hook a bit of compensation for it. If a killer is camping you, they are spending an enormous amount of time just sitting there staring at you. I personally think this should work in the same way chases do, since it works in such a similar way in regards to the killer’s time.
Something like this:
While on the hook, bloodpoints are gained per second depending on your distance from the killer. NOT based on terror radius:
<4 meters: 20 BPs/s
4 meters: 15 BPs/s
8 meters: 10 BPs/s
12 meters: 5 BP/s
16 meters: 2 BP/s
<32 meters: 1 BP/s
it could also be worked into the emblem system, but I could see how it would be bad since it isn’t a display of survivor skill and instead one of killer action while you just kinda sit there. But once again, it would help discourage hard camping since you’d only be harming yourself as a killer by letting the person’s teammates do gens while the hooked survivor farms bloodpoints and possibly a safe pip by doing literally nothing. Punishing a sometimes forced playstyle is definitely not the way to go about this if anything is to be done at all -
@DarkWo1f997 said:
DexyIV said:I think it's kinda dumb killers get so salty just for tbagging, same with survivors and killer nodding. People need to get over themselves if they start seeing red just for pressing control a few times or moving your mouse back and forth lol
Know why they get salty? Because we can’t do jack-mary to you and we know, that you know that, and are taunting from a simulated position of power. Would you like being made as some group’s b*tch?
It's not like I don't play killer. Survivors tbag me all the time at the gates. If it's one guy tbagging at the gate for killing three of his buddies, the last thing I'll be is salty. Sometimes it's all four tbagging at the gate since I'm not the greatest killer. Still don't see what the big deal is. Oh no, someone is taunting me from a position of "power", my poor ego XD
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The descriptions were what the perks were initially designed to be. People eventually find optimal ways to use perks and the end result could be different than what they designed it for.
I like the perk ideas you came up with though. I have a bit of feedback for each one.
Nothing Personal
The idea for this perk is great, but I could see it being used on those No Mither - Resilience builds for gen rushing. I think it should also have a decrease in altruistic action speed just to fit the theme more and maybe increase self heal actions a bit to compensate for it.Killer Within
I'm not too fond of this one. Seems like it is just a griefer's perk that will get you flamed in post game chat lolYour Own Priority
This one is definitely interesting. I like the double-edged sword that these perks tend to have (which is why I'm not too fond of Killer Within, since it's just a major downside for your team and nothing else). I think the status effect penalty when you get killed should be a bit more to make up for the huge amount of recovery they got at the start. (+50% recovery at the start, -25% recovery once killed). Great idea though.Selfless
I like the idea, but it's a bit overloaded for one perk slot. The first part seems really annoying to deal with, maybe a bit too annoying. I'd say reduce the time of the lock on and remove the token mechanic.Watch Over Me
Better than other bloodpoint farming perks survivors have right now, I like it.Strength in Numbers
Kinda confused on the functionality of the perk, but I'll assume that at the beginning of the game, you're at tier 3, and you lose one with each injury/down/death they receive. If you are immune to Ruin at the beginning of the game...eh. Kinda defeats the purpose of Ruin to begin with. I think it counters too many perks that are vital to killers. Killer mains would throw a fit over this one XDQuick Getaway
I think this would actually be a great addition as is. A haste perk that rewards somewhat risky play by being in the killer's terror radius while not being overly oppressive in chases. Sprint Burst may have to be tuned a bit since the gap between you and the killer will be huge at the beginning of the chase when used together, however.Sweet Freedom
Not sure how it's a stealth perk, but as someone who likes the idea of Deliverance, this seems really fun. Plus it would help survivors do something against tunneling and camping. Another one I'd actually like to see be put into the game as is.One With Nature
May want to change the way you get tokens so you don't just rapidly gain effects by being within the killer's terror radius, but I also like this one. In my opinion, killers have way too much access to aura reading effects that make stealth almost impossible (BBQ in particular). Though, to balance it out, you'd probably need to limit the time each token can mask your aura for. One token masking 2 or 3 seconds of your aura seems pretty good to me, that way it proves to counter BBQ and other perks like Nurse's Calling without it reliably starving the killer of an aura reading. Masking yourself with a full heal from Nurse's Calling off of one token seems kinda unfair to me, especially since it has counters already. -
I think it's kinda dumb killers get so salty just for tbagging, same with survivors and killer nodding. People need to get over themselves if they start seeing red just for pressing control a few times or moving your mouse back and forth lol
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If you have such a problem with swf just dodge. Go through their friends lists, if they all have their friends lists hidden or you just see they're all mutual friends, dodge. I don't personally dodge if they're all swf unless they all bring the same item or something. You have the tools at your disposal to completely avoid swf. Should probably use them :P
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I don't see why that would be necessary. Killers basically wouldn't be able to drop survivors if they needed to. I think the wiggle meter is fine the way it is, and if they want to tinker with it, survivors need to sacrifice perks to increase their wiggle performance at the very least.
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No, I don’t think they should. If this does become a thing, survivors should have to sacrifice a perk slot for it and it alone at the very least, and I’m sure the base wiggle time would increase as well. No one would win in that situation
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Hell no. Why would they add a feature to do what the ranking system is intended to prevent? You actually think the devs want survivors with god tier perks running circles around killers with just their starting ones, and vice versa? Because this would cause this a ton. That isn't fair to newer players, not in the slightest
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Buff Leatherface, nerf Billy imo. He just doesn't have any downsides to him. Speed boost and a one shot kill seems like a bit much to me, especially since most other killers have to sacrifice something to get that kind of power (Myers). He just has pretty much no downsides, and I think he should have some
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You already have a super god-tier effect on BBQ though...being able to see survivors across the map is crazy, especially for fast killers like Billy and Nurse. Plus the stackable bonus is achieved by literally doing your job as a killer, which is hooking survivors. It would be like making Dark Sense give the same effect but for just doing 4 gens. BBQ is super powerful, and every killer runs it. The last thing it needs is a buff
We're Going to Live forever is both not nearly as practical and it also is the only content of the perk. Killer players would be outraged if BBQ lost its aura effect, and even if it did, it would still be better than We're Going to Live Forever. Not to mention people that constantly go for those stacks can sometimes throw games by blocking incorrectly and taking hits they should not be taking -
As everyone has said, Spirit Fury is godlike with Enduring. Eat a pallet after breaking 2 and you essentially saved yourself 5 seconds in a chase where normally you'd have to stop, break the pallet, and chase after them again. Spirit Fury isn't bad at all.
Haunted Ground is super good literally because of what you said. It makes survivors hesitate to cleanse totems. If I find a hex totem now, I have to wait until someone gets hit first before I start cleansing it because if I do it too early, it will screw someone over. It will potentially add minutes to your Ruin uptime, some games more than others. There's a chance that they will cleanse the right one, or they'll make the wrong choice and you get a free insta-down super early into the game. I don't see how that's bad at all.
Rancor is essentially a mini NOED mixed with a mini Bitter Murmur and a green Mori. If I have to explain why that's good then I have no idea what to tell you lol -
I dunno why we've gotten to the point in the game where playing for objectives is considered "not knowing how to play the game". Just because someone doesn't want to farm with you doesn't mean they don't know how to play. It's just like survivors complaining about camping or tunneling.