ElusivePukka
ElusivePukka
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- ElusivePukka
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We need a new tier.
Meta>Soft Meta>Viable>the other half of all perks
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Spine Chill isn't dependant on terror radius, so it probably isn't affected by Undetectable. Same for Premonition, no aura or terror radius required, much like Feral Frenzy ignores anti-aura perks.
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Survivor: Buff Daddy
Vigil, Prove Thyself, Streetwise, Urban Evasion
Killer: Karate Kick
Pop Goes the Weasel*, Overcharge, Brutal Strength, Surveillance
*Surge will be a good replacement for non-meta, especially with Pop becoming meta
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To summarize because the explanation is getting buried: stealth killers don't put Oblivious on the survivors, they put Undetectable on themselves. Oblivious comes from interactions, like Deafness or Blindness does.
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A. Wrong Section
B. Bad bait. Only newbies think killers are OP, considering survivors are both numbers role and power role.
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These are viable perks, not top tier. I get that the idea of 'meta' corrupts some into being unable to distinguish the two concepts.
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The "reason to disconnect" is to deny the killer the bonuses of a hook - BBQ, Lullaby or Devour stacks, et al.
The actual reason tends to be cowardice, or vindictively trying to deny points. Fun fact, though, DCing during a mori animation can prevent the hatch from spawning <3
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I similarly don't worry about Lullaby, but it also doesn't increase the number of skill checks - increasing the frequency puts pressure on the survivor moreso than removing the largely irrelevant warning sound, because it means the survivor has to pay closer attention to the generator while not losing attentiveness for the environment.
As written, Precision is irrelevant to good survivors, and an active detriment to newer players.
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Most people do it right after rank reset. It's more likely that skilled killers will face off against unskilled (or at least uncoordinated) survivors then.
Avoid moris, don't camp, but tunneling off the hook is a tactic for adepts, even if ultimately it reduces BP. Instadowns aren't recommended if they can be avoided, because those hurt emblems.
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A lot of these unpopular opinions seem to just be logic separated from the passive idiocy of the sycophantic fanbase, or personal opinions that it'd be odd to get in arms about.
I'm in the camp disagreeing about NOED, of course. It punishes survivors, rather than rewarding the killer, and I think perks should all be specific rewards rather than simple detriments - nerfs bad, buffs good, if you catch my drift. It's basically balanced, there's just too many bad killer players relying on it.. often enough that it impacts their ability to actually improve their midgame.
So yeah: 1. Nerfs bad, Buffs good, pretty universally.
Also, 2. Ghostface and Ghostface Lite (Legion) are poorly designed from the get-go.
And let's go with 3. The attractiveness of individual cast members in this game is immaterial and should never be considered as a primary goal for cosmetics, except for David's ugly, baked-clay lookin' Matinee Idol 'hair' that looks like someone made the greasiest wig they could find and poured some glue into it for good measure. Aesthetic is important, but not a character's bangability.
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Plunderer's Demise only really functions 3 times in an average game, and can easily just not matter. The idea of having trapped chests added is probably more effective, maybe 1/2/3 added that just injure the player and/or guarantee bad loot.
Precision seems like a punishment, rather than a reward. Combo it with Ruin, or Unnerving Presence, and you see what I mean: it's a killer perk masquerading as a survivor perk. If you want it to reward survivors, buff action speed for repairs/healing and/or reduce the number of skill checks. As things are, this isn't 'risk/reward', it's just risk.
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Absolutely. Other perks at least have use, sometimes.
I like running around with Self-Care, No Mither, Left Behind, Open Handed, and a Broken Key with Prayer Rope and Prayer Beads. Useless builds help build character.
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You're wrong to see it as a slur, and definitely wrong to associate race. Slurs require three things, and of those the thing Blendette is missing is any hierarchical placement.
While it is typically used disparagingly, it's also just an accurate label of playstyle, like Locker Dwights or Toxic Neas. From a lore perspective, it's not great, but from a community perspective it's just reality.
Last: survivors are literally just skins. There's no intrinsic mechanical value to them in the game other than their heights and colour palettes. It's nifty to play for lore, but you have to recognize that as an uncommon behaviour.
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White Noise was a pretty good game, too. Lot more variance than DbD inherent to the game.
They've never said there'd be no monsters, and never said it would be only humans: what they've said repeatedly is that the system can only handle humanoid things. The elephant cosmetic coming for Clown and Demogorgon are still humanoid.
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People picking someone with an innate advantage because of the colour palettes afforded her isn't racist. Further, these people certainly aren't 'mocking her', they're just playing because her prestige and certain cosmetics give an illusion of higher survival rate overall by giving more moments of "I should have been seen" without any need for increased skill. It's partly why I dress as Meg with white cosmetics: I'm easier to see, so it encourages me to play better - I still get overlooked by blind killers sometimes.
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Looping isn't an exploit, it's intended and emergent gameplay.
However, some loops are exploitable because they were designed prior to the current incarnation of the game.
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- It's not a self-imposed rule. It's a rule many games have to deal with in order to be marketed legally in some countries.
- There's nothing out yet about the specific lore, but we can probably expect some deviation alongside references to season 3 despite their season 1 attire.
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There's never been a "no non-human" rule. What was actually said was there there couldn't be "non-humanoids"
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SWF doesn't need a nerf. Solo needs a buff if something were to change, preferably through HUD displays that relay some of the information given by SWF (free Bond, Kindred, shared gen knowledge, killer power status, killer perks, et al.) - or simply BP/Emblem gains for solos and killers, preferably without a lobby indicator because dodging is real even for suspected SWF.
Nerfing things is punishment, and in this case you'd be punishing people playing with their friends, the one aspect of this game that gives it real survivability.
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Lagswitching proper isn't common, but it's not uncommon for people to manipulate their ping or deliberately run settings that are fine in lobby but more taxing on their CPU in the trial.
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@starpilotsix Blindness is kinda all or nothing, Face Mask and Third Seal just aren't going to be meta as things are. Good enough survivors don't care about blindness - I am looking forward to Undetectable in Pig base kit and Blindness potentially getting replaced with Oblivious.
I missed the aurasight loss, though, and I agree: that's a really fun addon, and it would be a mistake to lose it.
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Just gonna confirm, the devs say the game doesn't differentiate currently, disconnects are essentially a mori.
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I'd add something like GF's Cinch Straps/Leather Knife Sheath in place of Workshop Grease or Interlocking Razors remaining in the game, but otherwise I love these.
Jigsaw Box skill checks/failed checks just aren't a threat: the only times they're really relevant are when the survivor is bad enough that the survivor's ability already is a negligible threat. Contrast with faster crouch speeds just generally being awesome, and the choice seems clear.
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I'm not implying anything. I'm outright stating that's how the mechanic works.
If any perk or addon indicates that there will be an obsession, each survivor has a 25% chance of being selected. If specifically a survivor is running an obsession perk, they steal a % chance from each other survivor per perk, making it more likely that they'll be selected. This way, if multiple survivors are running obsession perks, each one will have a proportionately higher chance of being selected but may simply not be.
Last, there's no real 'risk' to being obsession. Decisive Strike can juggle even Dying Light and Rancor away in those low-rank games where they pose an issue.
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Let's see..
Ten male survivors: 256 cosmetics
Seven female survivors: 275 cosmetics
Yeah. Just in terms of ratios, we should have more options for male survivors: Adam and Jeff especially are lacking. I don't really care about 'revealing', I don't really want any such things in the game beyond tasteful stuff like The Threadbare Thirties (don't like thinking the female group get cold/have less protection either), but some more stylish cosmetics and general variety would be nice.
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Because having the relevant perks only grants a higher chance of being obsession, but the presence of obsession perks on more than one player means that all survivors have some chance. It's not a bug, it's a feature - one I don't like, but there it is.
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@MegMain98 EW3 gets a vaulting boost, forgive me for not specifying. I leave Shape for rank reset, when I'm dealing with people who don't know about his lil buffs per tier. It means I can close the gap as normal and then mindgame a window nicely, and it's not hard to push even good survivors toward the loops you prefer.
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@newavitar I didn't say instant downs are needed for higher tier play, I said that instadowns are one version of one of the three main categories of things killers need at least one of to be viable. I fully agree that loop/gen control carries more weight if we're going into tier lists, but people who master what I labelled 'Effective Attacks' can take mid-tier killers and easily play them on par with top-tier - e.g. Huntress, Myers, Plague.
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@TrueKn1ghtmar3 "L' Entité" is referred to in the feminine throughout the original lore of the game, because French doesn't do well with gender neutral. Still, the devs continued this, referring to The Entity as 'her' multiple times when speaking in English.
Most of your points and derivations are sound contextually, they're just irrelevant to the fact that feminine pronouns are canon. Where you're simply off is where you conflate sex and gender, two related but distinct sociobiological phenomena.
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Well that was all a good preamble. Why a henceforth and a note about 'discussion for later' near the end? It indicates you're gonna go on for a bit - is it just some perverse formality? It seems like the first volleys of an essay.
More seriously, what would you suggest for bringing killers up to Nurse/Spirit level?
As a starter: I posit each killer needs three things
- Chase Control (specific anti-loop features)
- Effective Attacks (ability to down people instantly or injure remotely)
- Gen Patrol (general mobility when not in chase)
Most killers do well in one of these, while the top tiers tend to do well in two. Would it be enough to just properly define these needs of the killers, separated from BP and Emblems, and make sure that killers do well in two?
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Posts like this are why I miss the 'vote down' feature.
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Nea, Legion, and Feng attract the most toxic players. Partly because there's almost a cult following of people on Youtube and Twitch that main these, but also because they have the loudest cosmetics: these two things project the toxicity like a perverse signal, attracting more people who want to emulate that toxicity.
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We have medical masks for a couple. I'd say survivors could do with masquerade masks, or more DeathGarden masks, without stepping too far into killer territory.
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To. Be. Fair...
If an idiot makes it pretty clear I'm gonna be able to mindgame god pallet, I'm gonna get that hit. As for the one saying Myers shouldn't use EW3 from 30 feet away, I prefer the speed boost to the exposed status - but I get that my playstyle's a bit wonky.
Two for Pig that hurt me to see as a Pig main: let me crouch everywhere rather than alternating for silent full speed, and let me never double back on ambushes so survivors can predict loops.
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If the killer hits you on the hook, you get an extra health state per hit if you're rescued.
Teabaggers get slowed 5% per teabag in a 40 second window.
Someone insults you in endgame chat, it displays their home address.
Every third flashlight blind or instaheal, randomly chosen across all games in the world, instantly downs the survivor.
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@Pulsar Like I said, if the survivors themselves are keeping you near the hook you're not doing anything wrong. Following scratch marks and noise is just good gameplay, it's when you stay near the hook without those prompts that it's a. camping and b. more likely to hurt your game in the long run.
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@TrueKn1ghtmar3 The lore disagrees that it's so clean-cut. A conscious being will have its own concept of gender, if it has any at all, and whether or not it has human-like intellect of higher or lower capacity it seems capable of being labelled sapient. Still, she/her is used throughout the lore, with the exception of parts written from Baker's perspective. There was no analogy to queen bees and no notion of auric cells once upon a time, and the pronouns were still there.
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I think Left Behind should just disable the killer's ability to close the hatch before the gates are powered.
No big buffs, just remove a massive disadvantage.
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Pigs and Doctors have basekit perks, essentially, so I'm not sure why so many people complain. It's part of why I main Pig and use Doctor to farm points off the poor survivors. They're just ridiculously easy for how I hunt - I'd use Shape too, if he weren't inconsistent at higher ranks.
While I don't think she really needs a buff, I do think her addons need some love - a lot of them are irrelevant, outright nerfs, or just out of date with what's in the game. Maybe stuff to activate the RBT sooner, stuff to make her crouch speed faster, stuff to make her ambush silent, stuff that makes the timers tick faster in certain circumstances, but honestly the addons are the only things standing in her way.
Her ambush is fine, its best use isn't for getting hits: it's for dictating the direction of loops.
I'm over here consistently getting Ruthless/Merciless, getting killed by players consistently getting 25,000 BP with Pigs, everyone involved gets semi-consistent Game Overs - I think overall she's fine. I like that she's on the docket for some changes, but I'd be right pissed off if she was changed all that much. We don't need a new powerset, just some tweaks for how we interact with it.
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As long as people recognize that tryhard!=toxic, we good fam.
Playing optimally, efficiently, and with the meta is different than being a dick about it.
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The entity is referred to with both gendered and ungendered pronouns, but it's a bit daft to pretend that something itself more akin to 'cosmic horror' than the slasher flick killers we see would ever stoop so low as to have a personal stake in gender. Gender as we understand it is a social construct created from associating perceived sexual characteristics with divisions of labour, which is why even gender binaries deviate somewhat in their exact meaning depending on location.
I default to 'she/her' when talking about the entity as a creature, and I use 'it' when referring to the components and realms that make up her body. Language is a funny thing, with the English getting their pronoun sets from different origins than the French, so this'll not be something reconciled - especially not by people jumping down each other's throats.
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Yeah no. They tried things similar to your anti-camping ideas, and those were exploited by survivors in the ptb to make bullying much worse. The anti-tunnel ideas would similarly reward unsafe unhooks and hookswarming.
A good anti-camp perk is BBQ&C, it gives incentive to leave the hook.
A bad
anti-camp perk is Insidious, it's just literally made for camping most of the time.A good anti-tunnel perk is Make Your Choice, it gives incentive to prioritize the unhooker.
A bad anti-tunnel perk is DS, it gives incentive to slugging on the killer side and hookrushes on the survivor side.
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- 2 is already in the game: survivors get emblems for gens they didn't even touch, and those that they did contribute to give BP even if the player wasn't on it when it popped.
- For 3 - Shape can already get stalking BP no matter the tier of EW, unless they're using an addon that disables stalking.
- 6- I don't think the survivors need more clutter
- 10 - I disagree with people calling for #2 in basekit. Pig main here who kinda doesn't want them encouraged to do gens. Amanda's Letter really does need to be reworked, though.
Otherwise, yeah. I like this list.
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"If it works, it works" finishes games, but costs both emblems and BP. Juggling is provably superior to tunnels or camps, and just like lil people trying to feel big by having to go "gg ez" while running 4 meta perks and bigbrain addons, it's just evidence of insecurity and inexperience that leads people to use these pitiable strats.
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@Pulsar Other survivors not really making it feasible to leave makes sticking close not camping. Camping as a form of bait, waiting for the survivors to come for you: it's lazy, cowardly, and insecure. Acknowledging that the survivors are swarming the hook is another thing entirely.
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I think you have a fundamental misunderstanding of what rarity is in addons. It's meant to break down the strength of the things that augment the killer's power into roughly delineated levels, not change merely depending on whether they change the experience - they're explicitly meant to be about strength, which is why people don't like Z-Block at the moment and have complaints about Nurse/Spirit placements.
You also misuse the word 'free' in reference to addons.
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I'd be down for this stuff. I do like the upcoming notion that charms are gonna be on hooks.
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- Plunderer's Instinct: good QoL change, I like it
- Wake Up!: would this include chests? I also don't think it fits the theme of the perk - I really just want Wake Up! to wake people up and remove/reduce exhaustion.
- Balanced Landing: I disagree with people who think BL needs a nerf/rework. It's loops and killer memories that need a looking at, BL would just be a bandaid rather than addressing the actual problem :P
- Insidious: I'd change this to 15/25/35 seconds after the hook with the same proposed cooldown, so killers would have incentive to actually use it to chase someone.
- Boil Over: so you're trying to make boil over directional? Would be neat.
- Monstrous Shrine: still too weak to consider. I like the idea that's been floated around that it would spawn two basements with a shrine in each, which the killer could use to warp to the other basement on a cooldown.
- NOED: Your basis is good, but I disagree with the notion it would need to lose tokens. It's already vulnerable unless the survivors are bad. Devour Hope doesn't lose tokens, and people don't really complain about that being OP - not that I personally have a problem with NOED except where a killer is bad enough that everyone would get Iri/Gold Unbroken were it not for this perk.
A slight change I might suggest is to have 4 tokens total, one for each survivor. It'd pair up nicely with B&C.
Possible New NOED Tiers:
- 2 Tokens: 2/3/4% Speed Increase
- 3 Tokens: 2/3/4% Speed Increase, 5% Quick/Lunge Attack Cooldown reduction
- 4 Tokens: 2/3/4% Speed Increase, 5% Quick/Lunge Attack Cooldown reduction, Survivors suffer the Exposed Status
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Not entirely sure what you mean by 'premade' - possibly a mistranslation of SWF/friend lobbies?
Instaheals and keys are just something you have to deal with. Tank them like survivors tank moris.
Overall, yeah. You ask if you have to get better: yes. Yes you do. Misunderstood maps being one of your complaints is evidence of this, as is apparently not knowing how to mindgame pallets and disallow access to drops (which honestly help killers more than survivors 90% of the time), your complaints and comments in general say that while you're decent at the game you've yet to master some fundamentals.
Asking which level range is the best for having a good time? I'd say 4-8 are the most fun for me. Perfectly optimal play is frankly boring.
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The upcoming cosmetics beg to differ, @violethonedge