Elan
Elan
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- Elan
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Nah pls. Playing against him was superboring. He shoot you and you didnt even hear him coming. If you want to be instascooped be no TR killer then there are some way to play older version of the game somewhere.
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There are three major issues that make Nurse too strong and uncounterable - no, line of sight is not a counterplay.
1) Exposed perks working on blink attacks - solution: Make blinks a special attack.
2) Aura reading - solution: Auras are no longer visible when charging blinks or being fatiqued.
3) Recharge and range add ons - solution: range add ons increases recharge rate, recharge add ons now work only on successfull hits.
Those changes would still make her very strong and probably still top 1 killer, but will make playing against her less frustrating and maybe at least a little bit fair.
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Nurse needs complete rework, because at the direction where the game goes she's extremely unhealthy part of it. With certain add ons and perks she basically can't lose and those games are too often. The only reason I don't blame people who dc and rage quite is when playing against Nurse, because she's simply unfair and boring to go against.
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Hmm, it makes 48s per one stage instead of 2. Team has to be absolute ignorative to not save for so long when the killer has to be away. It's like meme perk instead of why it exists perk...
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I agree. Tomstone and perma tier 3 are not good for health of the game. Especially in solo q when your temmates are meh. I know it requires holding one button for ages but still you can be punished for stupid randoms. Bad.
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Whole this update makes SWF more rewarding and solo q even bigger pain. Watch DBD die in few months as 50 % of people play solo. I don't mind buffs to killers, they got rid of best slowdown perks so it's ok. But hell is to play with randoms even more than before. As MMR still is a thing I don't understand how someone who spends 50s selfcaring in basement and urbaning at corner can be same lv as me. People dcing, killing self on hook almost every game. Nurse, Blight, Nurse, Nurse, Deathslinger, Legion, Legion, Nurse... Pure fun. xD
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It's fun to watch how nerf to dead hard will kill the game, because it was op ######### everybody used to and made it games way easier. Eventhough killers lost so many slowdown perks and got minor buffs (10 %). People can't play without it and now it's noticable how one perk carried whole community.
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REGRESSION
Well, Call of Brine regress 15 % of gen in 60s. Survivor repairs 15 % of gen in 15s, solo. Overcharge regress gens at 200 % after 30s, that's about 2 mins to fully regress, survivor can do gen solo in 90s. All perks that regressed generator fast were nerfed, best atm is surge or pain resonance, that work better to just not kick gen than regress it. 15 % of pain res without any indication is not so good, surge regress 8 % which can be repaired by solo survivor in 8s.
SLOWDOWN
Thanatophobia - 4 stacks make generator takes 20s longer for solo survivor if all other survivors are injured.
Dying light - work in endgame where most likely 1 or two gens are left.
Pentimento - 30 % slowdown = 33s for solo survivor.
Thana + Dying light (6 stacks) + pentimento = 77s for solo gen. In total 167s to repair gen by self.
PERKS KILLER LOST OR ARE WEAK
Ruin
Undying
Pop
Pain resonance
PTB overcharge
PERKS SURVIVOR LOST
Self care
Iron Will
!!!Dead hard!!!
Solo q sucks because you can't play as you used to and get same chance to win, mostly due to second chances perks.
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Simple changes to nurse would be:
1) Make her blink attacks special, means she can no longer utilize from sturstruck + floods of rage or make your choice + floods of rage so badly.
2) Rework range add ons to something else. Being able to travel half of map at light speed is not what she could be able to.
3) Remove third blink add on.
With those changes she would be still strong, but not overkill with specific builds.
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Gates should be reset to zero once you leave switch. To compensate it it should take about 10s to open it. This change would make EGC little bit more funny and push the pressure between all players.
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My idea was simple, it regresses gens at 200 % if they are not worked on for as long as survivor remains hooked and killer is further than 12m. Healthy and simple design. At the moment it requires you to go to scourge hooks that can spawn at awfull spots, so smart killers will run surge or eruption. That eliminates the urge to hook on specific hook and has immidate effect on down. Soon pain resonance will be dead perk as well as whole scourge hook mechanic. Pain resonance was high risk high reward. If you made it to scourge it tells you where to go and decresed gen a little. Now it's more designed to camp and trade one for one to get the most value out of it. Bad change. Currently we have 4 scourge perks. Gift of pain isn't that useless now, but the fact that it's a sloppy butcher + weaker thana that is removed by injuring makes that perk still kinda trash. You need to let survivors do gens to have value out of it. Don't see people run gift of pain at all. For the year it's out not many people used it and reason why is simple, removing on injuring. Floods of rage is actually really good info perk, but again the fact that it must be a specific hook that can spawn at the corner of the map, in worst scenario all of them at the same spot make it quite bad to utilize from. But it's effect is really good if you are lucky to make it to scourges. Again no one really runs it, mostly because of it triggers on unhook and BBQ was in the game for extra BP. We'll see. Pain resonance at the moment works like surge, no longer shows you which gen/gens are exploding. You see if it worked at score points, but the fact that 15 % is not that much and again it must be triggered on specific hook and no longer gives you any info will result in survivors taking extra 8s to fo gen if working with other, 15s if working alone. Overall they will finish it before you approach, especially when now you don't know where to go. Paired with surveillance make it still somewhat good. But it's informative part was way stronger than regression. Told you where to go and which survivor worked on gen. Scourges are probbably dead. In some meme build they can still work, or if you are too lazy to kick gens. Monstrous shrine as newest rewoked scourge perk is unhealthy and bad for more reasons. It makes camping basement more valuable if you don't care about 60s->48s second stage/dying or if you play specific killers. In swf it will be awfull still because it shows you that killer has it, so you can just tell team that they need to rush save and to make it work killer needs to be far away so it's quite safe to do it.
If i rate strenght of perks in case that you can make each hook on scourge than:
Pain resonance is 6/10 was 10/10.
Floods of rage is 8/10.
Gift of pain is 4/10 was 2/10.
TBH, what kills pain resonance was Dead Man's Switch buff. Just a simple exaple that devs don't think about changes they do. It was obvious that it will be nasty combo especially in solo and lower mmr. That result in making pain resonance way less healthy perk and DMS still strong on killers like Artist, Blight, Dredge, Onryo... Shame, I liked that perk, but tbh I will rather run surge now. Few reasons why:
1) It triggeres on down, doesnt need you to go to specific hook being blocked by others.
2) Works on multiple gens, so the 15 % to one gen can be 8 % divided to three gens which is way more viable.
3) You can gather from score poinst which gens are worked on and decide where to go.
4) Goes through blocked gens.
5) Can be triggered multiple times in short time.
6) can't be countered by sabo, recovery perks...
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I think scourge hooks are dead. Pain resonance stronger part was removed so Surge will serve way better as well as other perks. And i barely see any other scourge perks. Floods of rage sometimes on Nurse, but that's all. No one runs Floods of rage and Gift of Pain. Floods of rage is kinda good, but there are just better perks and gift of pain will be still not used as it's deactivated on lost of health state.
So, few people will run PR maybe, coz kicking gens is boring but with new meta you will have to do anyway and Monstrous shrine will be in my opinion used mostly for basement builds. So seeing scourge perks will be rare. Still believe pain resonance was healthy perk that rewarded killers for down and give them hint where to go (anti-camping). Also devs want to shake meta and scourge hooks are relatively new mechanic replacing hexes. Know pain res plus dms was kinda annoying but again, killer's meta is changing untill they nerf it again and killer's go back to the old one. Corrupt will be still highly used as well as ds and bt so did they really shake that meta? Except for Ruin, Iron will and spine chill those are dead peks.
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My idea was:
Noed is no longer hex. Removed instadown and increase movement speed bonus to 5 %. When exit gates are powered noed activates. When activated, killers break speed, pick up speed and vault speed is increased by 50 %. Stunned by pallet reduced by 0,5s. Deactivated once a Last survivor remaining in the trial.
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you meant boon right? Like boon: undying
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Twins need way more work as doing anything with them is timewasting. Cooldowns, switches… The Twins are in eyes of devs too good even though almost no one plays them so… we’ll see.
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The change to Dead hard is needed. It wasn’t a problem in past as you end up exhausted on the ground 50/50. But Yes, this change will make a lot of players wanna stop playing. As well as killer’s when the god loopers will make them loose with luck of basekit slowdown. Some of the changes to perks will be big dissapointment while other changes will be braintaking. As I said. Devs don’t understand balancing their game. And dissapointed us too many times to believe in them not do lazy decisions.
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I was thinking about it some time back. It would make dashing way more viable. But at the same time would be extremely unbalanced and unfair at lower mmr where survivors tend to hide all the time. My opinion is that now when the traps are not so RNG based the Pig should receive some changes to the other aspects of her power. I still believe that crouching behind survivor should trigger chase so they can make her move faster when crouched but not that she can follow survivor with headtrap force them to die. And the most needed changes are to ambush. Make it longer, faster and charge faster. You basically spend 2s just starting it. Which gives survivors too much time to abandon loop and get a tone of distance.
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I'll leave a idea what changes I'd like too see to those 39 perks.
Tinkerer - remove undetectable status effect.
BBQ - Aura after hooking someone is basekit, BP bonus remanis same and BBQ now respawn hook after survivor dies on it.
BT - basekit, perk now respawn survivor at different location after killer stays in close proximity for at least 5s.
Bottany knowledge- healing others are 50 % faster, effeciency increased to 40 %, no longer increase self heal speed.
Calm spirit - Avoid urge to scream, 30s after being injured grunts of pain are muffled.
Corrupt - 2 generators are blocked for 80s at the start of the trial, each time generator is completed, the generator with least progress is blocked for 15s.
Coulrophobia - mercilles storm skillchecks when healed in TR.
Dark devotion - instead of survivor carries your TR, it's now muffled for 20s.
Dark sense - Hiding inside locker reveals killer aura for 5s, 30s cooldown.
Dead hard - Press the "E" to gain iframe and avoid a hit, distance you make is 0,5m instead of 2m.
Decisive strike - when you are unhooked, DS activates for unlimited time. When picked up by killer you can stun him for 5s. Each individual DS is deactivated once a different survivor is hooked and you are not in the dying state.
Deja Vu - Each time a generator is completed you see aura of a gen with most progress for 10s.
Distortion - 5 tokens instead of 4.
Eruption - Each survivor you hit but not downed is afflicted by Eruption, when survivor is put into dying state all healthy survivors afflicted with eruption become injured.
SC: Gift of pain - Mangled and Hemmorage is removed when downed, 9 % penalty is now to vaulting, opening chests, gates, cleansing totems.
Hope - 5 % haste instead of 7 %, now is activated untill you leave the trial.
Iron will - Press E to muffled you grunts of pain for 20s, has 80s cooldown.
Surge - 5 % from 8 %, generator regresses at 200 % after proc.
Knock out - Survivor in the dying state have their grunts of pain 100 % louder.
Lethal pursuer - basekit, now makes effect 5s longer.
Leightweight - The intensity of SM is reversed. Means closer to you the less visible they are.
Lucky break - is now paused when healing, during healing your aura is hidden from killer.
Monstrous shrine - now is scourge hook, when survivor is unhooked from the hook, all other survivor screams and suffer from exhaustion and blidness for 25s.
Noed - now longer hex, when a unique survivor is hooked Noed gains a token, when all generators are finished, all survivors are exposed for 15s per each token.
Left behind - now activated once exit is powered.
Overzelous - you lose the repair speed bonus when downed.
Off the record - When healing survivor from the dying state both grunts of pain, auras and healing noses are muffled. Failed skillchecks dont trigger notification.
Overcharge - regression from failed skillcheck is 5 % instead of 10 % and can be activated only on one generator atm.
Pain resonance - If survivor is hooked on a scourge hook all generators that are not worked on regress at 200 % for as long as the hooked survivor remains on the scourge hook. When unhooked, the gererator with most progress is revealed to you in yellow aura.
Pop - 12 % from 25 %, kicking gens when pop is active is 50 % faster.
Pharmacy - opening speed 100 % faster. Now has two tokens, rummage to spend a token and scavenge an emergency medkit.
Ruin - No longer hex, add 50 % regression. Mean if you run Call of brine and Ruin, gens regress at 250 % speed.
Saboteur - Cooldown 30s, no longer disabled on sabo attempt.
Self care - has 2/3/4 tokens. Each token grants you ability to heal self at 70 % of healing speed. No longer grants increased effeciency. When healing with medkit, self care lose a token, while your healing speed is increased by 20 %.
Sole survivor - Each time survivor dies gain a token. 1st token grants you 3 % haste for the first 5s of each chase. 2nd token grants you 5 % increased vault speed, search speed and exit opening speed. 3rd token hide your aura from the killer and removes your scratch marks.
Spine chill - No longer triggers when killer is undetectable.
Tenacity - 70 % from 50 %.
Thanatophobia - 3 % per survivor, now doesn't expire when survivor dies.
We gonna live forever - healing speed is now 50 %, gain token when you save teamate from hook, take protection hit, pallet save, flashlight save, heal from dying state, late heals.
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They said they want a dead hard to be i-frame rather than a distance perk. Which was the most probleamtic part of it. You mindgamed survivors hardly and they won a chase anyway by pressing e going to another good pallet. Extending chases massively by up to 12 uses of it. As one of the most unhealthy perk in the game it just carried bad plays.
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Good survivors can still win against good nurse. People just relly too much on dead hard instead of breaking line of sight, double back, double double back. Just think of nurse had up to 7 blinks and killer perks were much stronger. It was a lot of complaining about her and they nerfed her to the ground. Then the Spirit was a target of complains - silent phase, standing still, collision in phase, massive postphase lunge, no vault animation, stridor countering iron will, strong add ons. All that was nerfed, and now Nurse again? She's along with Artist the only killer that has a chance to win against good teams. Wait for the perks rebalancing. Usually a change goes in hand with change. But Nurse should stay as she is, she's hard to play and devs said they don't want to punish a good nurse players by another nerf.
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Bloodwarden is one of the stronger perk. It's not used because of 99ing gates. It's as strong as No way out, gives you opportunity to harvest one more kill.
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SWFs keeping game alive. Survivor sided game keeps game alive, it's what it is.
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Anyone plays Twins? (Joke)
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Pain resonance is not really a great perk. It's more a comfort becuase you dont have to kick gens 24/7. Without DMS PR is not a problem tbh. 15 % regression is less than new buffed Ghostface add on. To make this perk work, you need to get to scourge that may spawn in trash places. It's still a new mechanic and perk. What a don't really understand is that new perks get rework with so old metas. If I like to see a new rewoked Pain resonance, it'd be this. "If survivor is hooked on scourge hook all gens that are not worked on regress at 200 % untill the survivor is rescued." That would be nice and still usefull change, remove the informative part but make this perk still balanced and fun.
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What about crow mama? She's so unique and strong.
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Hag is like Twins, she's quite annyoing and boring to verse and play as. You don't chase, you constantly trap, you give away gens to set site of traps...
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Talk about last chapter. Parental guidance had potential to become meta, but they reduced it upon release. Still quite good perk though, empathic connection is meh, it's mess of other perks that work way better. And boon dark theory is quite ok perk, might result in few missed attacks and not being hit at window where otherwise you are hit. Not broken as previous boons but with perks like Blood pact or hope it's really strong. You can stack it to 116 % movement speed. Now killer perks, call of brine is really good perk, help you worth kicking gens, floods of rage is really good info perk that come in clutch every game and merciless storm is meh. So 4 of 6 perks decent.
Now the newest chapter, septic touch is just mindbreaker on healing, which can help you fight against exhautsed perks, the locker perk is also not bad, if it's 12 instead of 8 might be better, but they added a lot of lockers into map, so it's worth a try. And dissolution is also nice perk, nothing broken, nothing weak. Exactly what perks should be like, supportive but not gamechanging. Survivor perks offer bit faster gen after cleanse, little help nothing special. Blidness to killer is somewhat strange and don't really feel it, but it's some counterplay to aura revealing perks or killers like letter pig or mirror myers. The on hit aura perk is nice, wish it's mapwide so it would be decent solo perk, coz atm you hear the tr, so the aura is not that informative. If it's work as Alert, then yay, decent solo perk. None perk is trash from this chapter - remember bad perks like corrective action, off the record, self preservations etc. Those were bad.
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They said they want to remove the meta overusage. But understand the core of why those perks are needed. Answer is ez, because everyone bring the best to win. On the survivor side the borrowed time might become base kit as well as self heal or fully recover. Then the perks won't be so needed. As well on the killer side, if 3 gens are blocked untill 2 others are done (for example) then corrupt is not needed. I like healthy rewarding perks - Hook reliant perks, adrenaline, no way out... But if all perks have the strengh level of perks like alert, second wind or the new antipallet perk that would be fine for me. At least hope for rework of the most boring and problematic - corrupt, ruin, noed, dead hard, ds, iron will, coh.
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@Mewishis said:
https://forum.deadbydaylight.com/en/discussion/comment/2986396#Comment_2986396
Because its a perk that hard counters stealth killers, its not really going to change anything if it makes it so undetectable killers aren't detected, don't know why people are acting like its the end of the world. If anything it will make stealth killers more popular then people wont need to complain about only seeing blight or nurse lol..
It won't. Stealh killers are weak and quite boring to play as and against. At least for me. Like 90 % Myers I go against have both iri and spend 5mins holding m2 to lose all gens and than facecamp last survivor. Myers is basically m1 killer with old haunted ground+undying. Ghost face has decent stealth with very fast stalk and single haunted ground basically. Pig's stealth is meh, just because devs don't want to change the crouching speed triggers chase. So it ended that she follows you via map for a trap kill. And Wraith, he's movement speed is so fast that it would be enormously boring to face his hit and run again. and you can't outran him, so spot him before he starts uncloaking is a key. Onryo has long ass lullaby when stealthed so it doenst really matter if you can detect her, because you hear the lullaby 20m away. All stealth killers atm are just m1 killers.
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SC and Premonition tells you that killer is looking in your direction. Undetectable means that you aura won't be shown by any survivor perks. That's what undetectable supposed to do. Why would they change it or neft it, when it's a single perk that can be countered by not walking straight? And also, just giving free hits would be kinda boring. Especcialy with new nightfall where you see nearly nothing. From all the perks I'd understand a lot of nerfs - Dead hard, Unbreakable, Borrowed time... but spine chill? You obviously don't remember a days when the stealh killers were seing all the time by object of obssesion. Perks like tinkerer, dark devotion or nemesis gave you free wallhacks to the killer. So no, see no reason why should SP be nerfed. There are more needed perks, ones I listed above with others like corrupt, ruin, pop, dead mans switch. Once they balance one side it's a time to balance others. But I dont see any reason why would spine chill not detect killer's direction. Especially in boring games like indoor maps. And yet killers like to run full slowdown along with pink add ons. It's a choice of 4 perk slots, and i rather see someone give away stronger perks for spine chill and i play quite a lot of pig. You should not get free stalks and free grabs without any counterplay.
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BHVR never listens so negative feedback on their work. Balanced landing, Twins nerf, HUD, movements, flashlight changes... they did it even though everyone said it's worse.
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Abuse that by sandbagging teammate on Hook. 💁 Nerf that and Bubba will be trash, as most players get two hooks per game and than facecamp with noed. This restriction would make Bubba Dead again as he was till rework. Dead as Twins are.
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Imagine how many buffs Trapper recieved over two years. Imagine you could sabo trap and it took 3mins to respawn. Many perks detected traps and luck just gave you ez escape. He could have 5 traps only including starting one, he started with one trap… He’s ok, oppressive in some maps, bad in others.
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Nah, enough would be to set a minimal distance between individual SH. So you have about 1 SH per 1/4 of map.
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I don't think SH is something that needs to be countered. PR is a stronger surge on hook, maybe if paired with DMS may be bit annoying, but in high mmr where killers get 3 hooks per game it's not a big deal. Floods of rage I barely see anyone using and Gift of Pain is trash dead perk. So... that's it. Pain Resonance is a nice comfort perk to not have to kick gens 24/7, Floods of Rage will never be used a lot as BBQ exists with farm side of a perk and granted aura reading and gift of pain is just superweak perk not worth running.
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Freddy got buffed and then adjusted. You know that killers should not have free downs and free kills. He's ok where he is now. No more snares spamming, he can still travel entire map in seconds. He's slowdown is significant on snares. Pallets are basically free hits and survivors need to keep being awoken to counter his power untill hit. He has everything balanced and passive so you basically are rewarded for nothing. Free teleports, free snares, free sleeping on survivors.
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I'd rather see DH be one time use and still be very powerfull and gamechanging or make it so you no longer dash why using DH making so you get iframe atm. Overall I don't like perks that reward players for nothing - DH, !Built To Last!, Noed, Coup, Fire Up, Prove thyself... rather would see perks such a like no way out, scourges, adrenaline, inner healing... that actually give you a benefit for completing your mission. BBQ is maybe overused but devs will change it for no reason, it's farm perk with a little information for hooking a survivor, so healthy perk. But we need to understand that mmr can never work because...
1) It depends what killer you play
2) It depends on what add ons you use
3) Which map you get and which version and RNG this map is
4) What lv of skill have survivors
5) What items survivors have with add ons
6) Where gens spawn
7) Where the chases start - boosted area vs. deadzone etc. etc.
So overall you can play same match against same people on different version of map and do twice as good because there are dead zones, gens spawn at good locations, basement spawn at good location, totems are on better spots, scourges spawn on better spots or being "outplayed" by Eiing to save pallets and looping 30 save pallets in area with everything spawn so badly that you have zero value out of it.
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I don't know, every game it's supertryhard survivors running dh, ds, iron will giving me nearly no chance to win, rushing gens in few minutes... impossible mode. Boring and unfun to play killer, and i mean even if I play killer like myers (i play him once a year) i have the same squads so nah, don't believe in unique killer mmr. Shame on that game, I'm having hard unfun as killer but my teams as survivor are getting being worse and worse forcing me to not want to play dbd at all.
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They keep nerfing her though she’s already one of worst killers. Id like to see ambush being more viable and her traps to be removed on 1st, 2nd, 3rd and 4th attempt to remove boring RNG.
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@[Deleted User] said:
Some of these just stand out as blatantly busted lol
Would not say. Killer will have tool to permanently get rid of boons and killer must use scourge hooks to get its effect as well in higher mmr downing survivor is not that frequent as in low mmr.
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Twins are out about year and half and they kinda receive a massive nerf to basekit and add ons and got small buffs on other add ons. Now let’s talk about their PTB. People back in time loved the PTB and enjoyed such a unique idea. Overall streamers said it’s most fun killer to play. However back in time the Twins were too counterable and they recieved a buff to being able to lock survivors in lockers and get slowed down less when charging pounce. However on their release there were very unfun bugs and Twins were released unfinished. Later they got animation to lock survivors in lockers and finally survivors were not able to insta leave when downing with Victor on their head. So yet quite late they got they tools they needed to not be too much counterable. But mmr came in, boons came in and Twins recieved a huge nerf to their cooldowns that it was insanely unfun to wait to do anything. Which was always problem with Twins. Because release Victor takes some time, catch survivor takes some time, eat 5s cooldown takes some time and then switch back takes some time and finally you still need to go there with Charlotte to pick up and Break pallets. So overall Twins are constantly loosing time other killers can use to chase, damage… Devs treated Twins bad. Instead of nerfing missed pounces they nerfed successfull pounces so you are punished to play Twins. Spamming is probably more skillfull. The changes to add ons are also joke. Instead of add on pass they nerf the most used add ons to force survivors to run other add ons. But the problem is that 2/3 of their add ons are just bad. 0.4s less cooldown to pounce (i believe it’s nerfed to 0.3) just makes spamming pounces more rewarding than playing well. Baby teeth… blindness is just awfull status and yet you need to crush Victor first to have it. Iridescent pendant also is not very good. Shriek radius… again bad. 0.2s longer kick. Again kicking takes 0.5s so survivor still have 4,5s to come and kick. So the good or usefull add ons are still speed onces, toy sword and silencing cloth. Would say cat’s eye are something interesting. But other than that their add ons are so bad. Used to play Twins quite a lot back in time and admit they are insanely strong when played well but why nerfing them? Isn’t nurse much stronger? Yes not nerfed though. Is Blight stronger? Yes not nerfed though. All those things make me feel that they really don’t know what to do with them and stats say that Twins are absolutely least played killer with massive gap from each other. Talked too much now want to say what might make them better.
1) Switch positions between W/Ch.
2) Lower cooldown on succsesfull hits to 3s and do missed once a 4s - that gives survivor some time to run away and get into better areas. Or kick Victor.
3) Give Charlotte 5 % movement speed for respawn duration and makes it 12s instead of 6. That reduces Victor spamming and give Charlotte some tool to not only be base move m1 killer.
4) Change transition from 3s to 1s and bring back instaweak up on successfull pounces.
5) Bring back bodyblocking with Charlotte so she looses collisions with survivor only in 20m around hooked survivors. That prevents from blocking paths yet gives them advantage in chase.
5) Rework these 2/3 add ons.
As I mentioned those changes are making Twins more fun to play and at the same time gives survivor more option to strike back. Twins players should not be punished to play them and survivors should not be having too much control of them however might have more option to punish bad plays
thanks for reading this loooong paragraph.
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Well we know why those perks are used. Boons and scourges are new mechanic and i would say fun to play. As Mandy said I hope they address some game issues that forced players to run some perks however hope they won't completely rework things we like and enjoy. Perks should be rewarding for good plays - adrenaline, scourge, hope, no way out, bbq... those are in my opinion example of healthy perks. However perks like noed, ruin, dead hard, unbreakable... those are just free strong tools.
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This power is not hard to dodge, has a short range, is not wide and has longer cooldown than pallet stun, so... just learn to use that cooldown in your favor.