Dsnooz
Dsnooz
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3061430#Comment_3061430
They would if it gave them a higher chance of being rescued.
If you get rescued, it really doesn't mater how long you were on the hook. Survivors will take their 4% when another survivor is running up to them, or their rescuers will stop to finish a near-completed gen before unhooking if they have time left.
In this scenario, you get hooked, you see the killer is going to camp you (you came prepared with a perk for it after all), and you see a survivor is heading your way in futility, because they won't get the safe with the killer here.
So you take your 4%, you relocate to a hook 40m+ away, which is likely much closer to the survivor who is coming for the rescue. You get rescued. Nothing was lost. The only reason why this comes with an additional cost to your life bar, is so it's not used willy-nilly when the killer may not even be camping, and waste time for other survivors.
Yes Kinship exists, but Kinship doesn't come with faster repair speeds and a BP bonus.
(Keep in mind I'm not pro-hook movement, I just wanted to look into the idea). If it's not communicated to your teammates that you have a perk that would do that, it'd probably back-fire more often than benefiting the player. (Which currently happens with Kinship in solo queue).
Kinship working in both phases would give more time to complete gens, and it could easily gain a BP bonus. (Although BHVR seems anti-BP bonus perks lately.)
It'd be an interesting meta if Kinship gave 500 BP for each 10 seconds stuck on a hook and within 32 meters of the killer. While pausing the timer on both phases. (Adding a yellow bar to the HUD to show the whole team there is extra time.)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3061323#Comment_3061323
Hooks should always be static. Survivors are already capable of denying a hook in the first place and hooks are a huge form of pressure the killer can provide. Hook a survivor in a middle of a 3 gen only to have it teleport away for a free unhook is absolutely unfair to the killer who managed to down a survivor close to the zone he wants to defend and was able to get the hook.
PH only has that mechanic of cage teleportation because cages can be facecamped in a way that prevents being able to free the survivor from the cage and there's no risk of losing the "hook" if PH cages you.
True, it would greatly weaken 3 gen strategies if implemented into the game. There would need to be a lot of game re-balancing if "musical hooks" was chosen as a solution.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3061323#Comment_3061323
I wouldn't be against it as a perk with a high cost, similar to Deliverance, but as basekit its just too strong. You are eliminating the possibility for the killer to camp. That's not acceptable, as there are many scenarios in which camping is an entirely legitimate move. However by consuming a perk slot and coming with a secondary cost associated with it, it could be feasible.
For example; When hooked for the first time, your attempts to unhook will have 0% to succeed and consume 50% more life, but will relocate you to a random, non-basement hook further than 40m away from the hook you are currently on and obscure your aura from the killer for 4/5/6 seconds. This ability deactivates when the exit gates are powered.
This would prevent it being abused late game, and it would prevent you from unhooking yourself (so that it can't be combined with Deliverance or Slippery Meat) while making it easier for teammates to reach you first. The other downside would be the 50% additional life cost, effectively consuming a quarter of your life and halving the time before you reach second stage.
This would counter those 'hard camping' scenarios when you are caught early in the game and camped out from your first hook, without preventing legitimate camping strategies on survivors already on their second hook stage and/or late in the game. Yet if you do use it in those scenarios, there's every chance that you could reach second stage, in which case the killer hasn't completely lost out on their attempt to camp, they just haven't completely eliminated you.
Another potential anti-camp survivor perk I've considered is the 'speed up gens' idea that keeps being suggested. As basekit, again, no way, too abusable by coordinated survivors. but as a perk it could work as follows:
When you perform cooperative generator repairs with another survivor, they will receive the buff of [perk name]. If you are subsequently hooked, as long as the killer is within 16m of the hook, any survivors under your [perk name] effect will receive a bonus 15% to their repair speed. You receive a 100% bonus to cooperative score events in the Objective category.
This would simultaneously inform survivors that the killer is camping (they see the buff icon on their screen light up), and provide them with faster repairs to make 'not going for the rescue' the no-brainer move, which is where solo survivors often fall against camping killers. It would also award you with more Objective BP, to make up for being camped while your teammates smash gens.
No one would run a perk that only gives them 45 seconds per hook phase. (Halving the time would be 30 seconds).
Kinship could be ran now, but the issue with Kinship is that it only works in struggle phase and it is not communicated well to your team. If kinship added a yellow meter of additional time to the HUD that teammates could understand it'd be a lot more viable. Also, if it worked in the summoning phase it'd be more viable. Most of the time, camping is done to force two hooks instead of three.
The issues with face-camping are:
the player is denied blood-points
the player is denied gameplay
the payer is dependent on their teammates to get back to playing the game
Any solution to camping would have to address some or all of the three criteria.
(For example, buffing kinship gives the teammates more time to coordinate for a save, Deliverance with basekit BT+Haste enables the player to get back to playing the game in some situations, and giving the camped player bonus blood-points would alleviate some of the frustration, etc.)
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@Tiufal said:
Like I stated several times: hook relocation, so killer have to chase survivors instead of watching a survivor on the hook.
They already have the code built in to PH's cages so it's doable. I still think basement hooks should be static for the drama.
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Green med-kits have mitigated the use case for botany knowledge for a long time, and they are going to continue to do so.
Med-kits were/are the problem. We were probably about to see an increase in Botany usage, but like calm spirit, I don't know if anyone in solo queue will want to run it now. It'll be great in SWF though.
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I usually cap 1 of the 4 emblems each match. So, I'm picturing 1 to 2K more per survivor match.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3057107#Comment_3057107
*spine chill nerfed*
Me a premonition user: oh no, any way
LMAO xD
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3057120#Comment_3057120
I'm not sure. Medkit addons are pretty generous and a fast heal is very powerful in this game. I'm not sure how the math works out.
Botany Knowledge (by itself) would be taking the heal time from 16 seconds to 12 seconds. But the survivors would have to be grouping together, which is good for Legion.
Medkits somewhat counter Legion by giving a reliable solo-heal. And with Botany Knowledge getting a hit to efficiency a medkit that would heal twice will now heal once, etc. So it'll mostly be a no-change for how impactful medkits are versus Legion.
Overall, still really good for Legion.
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For The People + Renewal would be so fun.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/3056586#Comment_3056586
Are Twins high tier or something?
At high MMR or Comp, yes.
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Nurse, Blight, Spirit, Hag, and Twins really don't need the buff.
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@S4ShadowWolf said:
Jeff and Ash definitely need an audio rework. Jeff is loud even when uninjured.
I play Jeff when I want to practice looping because I know the killer is going to tunnel me with Jeff running around making noise like an ambulance.
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BHVR really should decrease the cost of each rarity by at least 1000 though.
On survivor 15K is obtainable match in, match out
On Killer 25K is obtainable match in, match out
Common to ultra rare averages out to 5000 BP per node (excluding spawn rate). So, survivors can expect to get 3 nodes per match and killers get 5 nodes per match.
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Well I've been testing Kinship out.
Kinship needs a better notification to the survivor team that it is active. This is solo queue with console teammates (I'm on PC), my teammates had no idea I was running Kinship and they ditched thinking that the time was out. Something in the status HUD should reflect that Kinship is active, not just show an empty bar.
EDIT: I recommend filling the hook phase bar with yellow "bonus time". Similar to deep wounds
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The current pip system is very generous. There is a limit on how many pips you can lose. Like once you're at iridescent you can't go back below iridescent.
Players can also get [-1, 0, 1, 2] pips, so you're expected to get 1/2 pip each match. The odds are completely in the players' favor to keep gaining pips as they play more.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3043468#Comment_3043468
Even if you had the option to disable it? I probably wouldn't ever use it if it was an option for the same reasons but I don't see why it couldn't eventually become an option. A lot of other PvP games have a voice chat of some kind with the option to disable it if you don't want to use it or hear others. Then again a lot of killer mains complain about SWF and if DBD did have a voice chat option in game a lot more matches would probably end up feeling more like a SWF so theres that.
Games that have proximity chat will have people blasting you for having them on mute in post-game chat. As much as I'd love for proximity chat being disabled to be a solution, it just leads to new problems.
DbD also has gameplay that is mostly straight-forward and as a player moves up in MMR their teammates usually know what to do without communication.
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@Ryuhi said:
yeah it was one of the worst things in F13, i'm still blown away how many people want it here
Proximity chat always leads to verbal abuse & trolling of some kind. Some gamers will love it no matter what.
I've never been a fan of proximity chat, and I would literally stop playing DbD if proximity chat was added.
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@kaskader said:
https://youtu.be/96lAoGlcL1w?t=329
8 stacks of STBFL, lower speed boost duration SURVIVOR RUN INTO A WALL! and still managed to EASILY get into safety. These are placebo changes not the real buffs.
This doesn't prove anything. The player steers Wraith around that hill like he's driving a boat and same with the stack of boxes, the routing for Wraith isn't optimized at all. I don't expect any player who's afraid of getting near hills and boxes to catch up to any survivor.
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@Ethromel said:
https://forum.deadbydaylight.com/en/discussion/comment/3039557#Comment_3039557
I escape most of my matches, but my OP still stands true. The algorithm matches players to the countermeasure of whatever perk they are using. If there is no killer with a counter to whatever perk you are using, it takes a long time to find a match.
Do you have a source? This doesn't match with any public statement from BHVR with how matchmaking works.
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@[Deleted User] said:
Maybe go the opposite direction. Make it so that a person using Bond reveals their aura to other survivors when in a chase and in range. That way you can see if they're running in your direction to try to sandbag you, and you can get out of harm's way earlier.
That has other conceptual & balancing implications besides just that scenario, though.
I'd love a Bond buff.
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@Daniel28 said:
https://forum.deadbydaylight.com/en/discussion/comment/3030986#Comment_3030986
You can see there auras if your not being chased, but can't see anyone else's aura if you are the one being chased
Lots of Bond-enjoyers use Bond to see if survivors are working on a gen to avoid them. This would gut Bond's usefulness.
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There's a 5 second haste effect too.
Off the Record gives insane value right now. I wouldn't be surprised to see it ran just because it's insanely strong.
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Knowing that BT is basekit means that if you have two health states, you should be able to outplay the killer. (When dealing with face-camping)
It's only an issue if you go for the hook save while injured.
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Honestly, I just want mini tentacles for the non-obsession survivors. Knowing who is being chased is huge. It gives the other players the freedom to hop on gens, posture for a hook save, etc.
OR in the survivor HUD they all have obsession tentacles so the survivors don't know who the obsession is, but the killer does. (Which would bring more value to obsession perks for killers).
I like this because it's a good trade, the survivors now know who is always in chase but the killer only knows who the obsession is.
Reasons to not give survivors too much information:
Knowing if someone is on a gen or not could lead to unfavorable discussions post-game "Why weren't you on a gen Claudette????" - random Dwight. Same with bones or healing. "I was in chase for XX seconds and all you two did was heal and touch bones." - random Meg.
It would definitely be an advantage to have the gen/healing info. But this extra information could also make it hard for killer on-boarding. (If everyone has the same information as a sweaty SWF, then new killers will run into efficient survivors faster than now). Killer on-boarding matters because we want to have a ratio of 4 survivors to 1 killer.
Lastly, too much information would destroy the value added from survivor aura perks like Bond, Empathy, Kindred, etc.
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Hit Validation has been a little bit odd lately, but we're also getting frequent rubber-banding on Survivor and Killer. I'm in the camp that the hit validation issues are currently tied to what's causing rubber banding. (Something is different in the net code and it's having downstream effects)
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This is the whole point of the Off The Record buff. It might be good to wait until after everyone has experienced the perk overhaul on the live version of the game, before brainstorming new anti-tunneling measures.
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What? I never see survivors rat out another with Bond.
Why ruin Bond? You can use Bond to take a protection hit for a survivor that is on death hook. Bond helps tremendously with positioning for flashlight saves. If the survivors can't see the survivor being chased it makes it harder to do both of these things.
Bond is the strongest aura perk for survivors.
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I'm all for a perk overhaul.
I love Quick and Quiet but it's never seen. Why? because Iron Will fulfills the same role (Confusing the killer about your location in a chase) but better.
I could go on, but the point stands that too many perks are currently un-loved we've been seeing the same 6 perks for survivor and 8 perks for killer for a long time now. It's more interesting if 15 perks are worth running for each side, etc.
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If anything, buff Empathy. It's currently a worse Bond.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/3017049#Comment_3017049
That's honestly bad design if a perk is only usable in a combination
It depends, if the goal is to homogenize/diversify perk choice then I see where BHVR is going with this. It's similar to Iron Will no longer working while exhausted. Having perks that work in tandem and those that don't work together promote perk diversity. Botany Knowledge was already under-used and now it's kind of amazing.
To be a little off topic though...
I think Self-Care's design is still bad. Self-Care has always been problematic and will find a way to be again. Rather than nerfing it into the ground, giving it a token-based system would be better. For example, it could take two tokens to heal 16 charges (Medkit time to self-heal once), the perk could start with 1 token, and in-game events (Unhooking other survivors, healing) could reward tokens. An invisible med-kit where each token can self-heal 8 charges.
Iron Will should probably still be 100% pain noise reduction and give you the exhausted status while injured. (The survivor is too focused on holding back grunts to Sprint Burst, Lithe, etc.)
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@RisingTron said:
Whenever I used Self-Care I paired it with Botany anyway.
Old Botany was 33% Self-Care was 50%
So you healed at 80% speed.
Now Self-Care is 35% and Botany is 50% so it's a 85% heal. Not great, but not worse than it was.
Honestly think they did this to push more ppl to running COH.
I think the whole point is that self-care needs to be ran with Botany now. With the new changes it should be 22.8 seconds with Botany and Self Care, from 20.8 seconds with Botany and Self Care. The time save is if you heal a teammate with Botany.
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Update: New Chase Music
I am okay with the new chase music. It's way less aggravating than what we had.
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@Vlarian said:
https://forum.deadbydaylight.com/en/discussion/comment/2823000#Comment_2823000
You'd think after both perks being in the game for 6 years survivors would see that it's better? No. No one will ever run another exhaustion perk unless you have it in some niche build. Dead Hard is now default on every survivor. Survivors now have 3 health states, nothing anyone can do about it.
The reason you currently see Dead Hard more is that it has a feel good factor to it. A lot of survivor players would rather juke a killer than escape. Also, for Sprint Burst to be effective you need reliable teammates which rarely happens in solo queue.
It literally took Pyramid Head's release for survivors to start realizing holding W and keeping distance is a consistent strategy. You will always be surprised how many better strategies are hidden away, especially in a non-competitive game like DbD.
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If BHVR disables Dead Hard, they'll all run Sprint Burst and then everyone will realize that Sprint Burst helps you complete all objectives faster, making it easier for all four survivors to escape. The meta will change and never change back. Why did we even run Dead Hard?
Same with how the release of Pyramid Head and more anti-loop killers changed how survivors loop tiles and it's never going to change back.
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BHVR mentioned they were worried about the grind still having bloodpoint creep even if they removed tiers. The better fix is to have teachables unlock the perks at T3 for all survivors/killers so that they never shows up in the Bloodweb again.
This will allow players to grind to prestige 3 while having perks available on the characters they want. The overall grind will be fixed range of bloodpoints for the most part.
Generic items, add-ons, and perks will be all it takes to go through each prestige. The grind will be a lot less frustrating.
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@Holylock said:
it's sad that we lost hawkins and received Eyrie of crows
Agreed, we went from having a fun, contested map to having a predictable survivor-sided map.
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The issue is that we don't have skill based match-making. It's Individual Escape based match-making.
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@sizzlingmario4 said:
I think IW should just replace the grunts of pain with normal breathing.
Just reducing the number below 100% would make it not very good.
This is what I thought the perk would do when I first played the game (sub 10 hours at the time).
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@elpoh said:
Myers need be able to use it's power infinites times, easy as reset the individual evil within from all survivors every time the Tier 3 ends.
Pig need be able to interrupt survivors while crounched, and maybe a ultrarare addon who apply instadown in her ambush.
Ghostface need be able to hit survivors without reseting the stalk metter.
Plague/Legion need not losing their powers when stunned.
Nemesis need have Tier 3 range as base, then at Tier 3 be able to hit multiple targets.
Trapper need start with two bear traps, and the random ones already opened.
Wraith need be inmune to flashlight burns, as trapper is not longer affected by sabboteur.
Killer queues would take forever. Players would just change from being survivor mains to killers mains if this happens.
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Decisive strike could always be un-nerfed.
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Nemesis has more lethality than ghost-face, he's at least mid -> top.
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It really depends on the map. (And smart Wraiths just abuse cloak/uncloak). He's strong, but not as strong as Spirit, Nurse, or Blight.
Wraith on autohaven can be frustrating because he can just uncloak while you're in a deadzone, cloak, and repeat.
If you get good vault set ups on Lery's you can vault before he finishes uncloaking, etc.
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@Rokku_Rorru said:
Hi all,
Just a suggestion for Head On to make it nicer to use with randoms, currently it's very strong with SWF but not so much with playing solo. I had an idea which was when head on is ready after the 5 seconds it would notify other survivors to which locker you are in similliar to better together when within a certain range of it.
What do you think?
Hope you all have a nice time in the fog :)
I will look forward to the day I see a yellow locker.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2235553#Comment_2235553
I don't think so. The new visuals are hardly an improvement, in my opinion, and if there is one map which demonstrates that it is Disturbed Ward. If we look at its original version:
https://us.v-cdn.net/6030815/uploads/W8VHMOX9J6KJ/image.png
It looks perfect. I quote a fellow Forum member when I say this: " a beautiful place to get murdered at". The new one looks like an empty wasteland. And the same goes for every map.
The excess deadzones make a lot of maps feel empty. Old Disturbed Ward was such a fun map.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2253622#Comment_2253622
Nope, it has to be once. Otherwise it would be way too strong.
There is a reson why this perk used to be like that.
It's also why BT is good as is. If the survivors don't heal before the unsafe unhook... that's on them.
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Good news, it's been clarified.
https://www.youtube.com/watch?v=1Dqzt_FRFPc&t=609s@Dodgingbears said:
https://forum.deadbydaylight.com/en/discussion/comment/2252495#Comment_2252495
"fair counterplay"? what does that mean??
https://www.youtube.com/watch?v=_pblN3Ztc8Y -
We should just get the max value perk, tier 1, 2, 3 makes no sense and makes prestiging a chore. The bloodweb would work better if perks didn't have ranks at all.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2239405#Comment_2239405
But they still wouldn't know what to do when she is phasing or where she is (at least somewhat, not the exact location). That is not really going to change the fact that she has no counterplay. It also is so un-interactive for survivors it is insane how she made it on release.
Her gameplay would just be the same for the survivors; just guess and hope you don't die. You cannot counter a killer that gives you just one little cue as to what she is doing and nothing else.
@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2239331#Comment_2239331
I think its more that along with Otzdarva he's one of the few CCs who actually tries to look at things from an objective standpoint. and isn't blatantly killer/survivor sided like MANY of them.
Also I disagree with you on Spirit, the stand still thing is dumb but removing that won't change the fact that she's extremely un engaging to play against and boring.
Adding to these. The most fun I had against Spirit was when she was bugged so survivors could hear her grunts while phasing. It was nice knowing I was being chased and Spirit still had a lot of mind-game potential with a long lunge coming out of high-speed. While bugged her strength was still better than Wraith now.
(while the bug was still live) Otz brought up that it would be good if the killer could hear Spirits grunts too, so they could know if they were detectable. It sounds like a good option to give counterplay and still have Spirit be an S-tier killer.
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@Crystopus said:
https://forum.deadbydaylight.com/en/discussion/comment/2218899#Comment_2218899
First and foremost, before you start rambling on about my "Flawed" ideas. Try reading it again and look for the word FUN. In fact, I believe I mentioned I don't like playing competitively. If Myers is so garbage, then it won't matter to you if he gets nerfed. Not that it would matter anyway because IT'S ONLY AN OPINION.
But to reinstate why this was my opinion. Almost every killer has a way to counter them, that isn't completely flawed. However when it comes to Myers, the only way to avoid getting stalked is essentially...
Not getting stalked...?
I can only avoid Michael's power by not getting looked at. From many perspectives of new players and players who don't play this game competitively, this isn't fun. Everybody I play this game with all groan when it's Michael Myers because we don't find him fun to play as.
And maybe instead of just calling my ideas "Flawed" you could suggest something on top of my own, maybe to counter the nerf so Michael may even be better.
Once, again JUST AN OPINION,
But thank you
You can also avoid Michael's power by looping him and using vaults/palettes strategically. He's one of the few killers who has a power countered by fundamental looping. (Him and Oni before Oni can get blood orbs)
Myers absolutely does not need a nerf.
