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FellowKillerMain

FellowKillerMain

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  • @FrenziedRoach said:

    BTW, Deep Wound being buffed in such a manner would probably make Legion even more hated and possibly OP. Can possibly make the Deathslinger a bit too good too.

    Again, mending takes 12 seconds, according to the wiki. You can easily get this done when being chased by any killers if there are enough pallets. The real goal of this is to add a consequence to stacking certain second chance perks.

    If it makes people happier, the exhaustion effect could only be applied after survivors receive the endurance status effect.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006815#Comment_2006815

    If you applied deep wound but have no inclination to chase them, that's on you.

    Deep Wound is just another way to keep survivors off generators by FORCING the heal. In a sense, it buys you time and is doing what is intended.

    You're shifting the argument to be about something you have in your mind, but because I can't read minds, I can't respond to your argument. My point is to avoid the strength in stacking second chance perks.

  • @Sonzaishinai said:

    Forgetting about our dear old Legion are we?

    In all honesty, do you think this change to Deep Would would make him viable? It takes what, 10 seconds to mend now? Pretty easy to get that done when standing on either side of a pallet imo.

  • @FrenziedRoach said:

    Completely unnecessary change. Exaustion timers already get paused/reduced severely when in chase. You want somebody to stop getting their exhaustion perks to come back up, get better at staying on them like white on rice.

    Deep Would has no impact on chases, and more often than not it's applied after receiving a second-chance effect, already. So, when paired with exhaustion perks, it makes something like Endurance+Speed Boost+Other exhaustion perk, essentially three perk effects. All I'm asking is that, consider the boost from endurance like a sort of exhaustion perk. There's got to be a consequence to stacking second chance perks.

  • I don't know... I mean. I've been playing for more than two years, and on these new maps I sometimes get looped into the ground. It's like they've made it common for strong tiles to be strewn together.

    I used to think that they were doing this to prepare for a major buff to killer, like making every killer move 5% faster. But, I don't believe that anymore.

  • @fogdonkey said:

    The DS currently can be used only once.

    After the nerf I think it should be buffed to be able to use it multiple times, after each unhook. It is really just an anti tunnel perk after the nerf, so it should prevent tunneling after each unhook.

    If you're tunneled and DS helps you get away, you've potentially bought yourself an escape, or at least another chase of 30+ seconds, or in total 2 chases at 15-30+ seconds is more than a minute of the killer's time wasted. That's very strong.

    As a side note on potential abuse of the proposed functionality: imagine the games where all survivors would wear the same outfit, and you couldn't ever keep track of who is who. They could give killers a timer on their screen, next to the persons image, letting them know when their DS goes away.

  • I like your idea a lot, it's interesting - adding more to do in the game for a benefit, while also keeping it balanced. But, it does add complexity.

    Ultimately, though, as many have said in the past, the solution that scales best overtime is just removing the tiers altogether, even though it is more boring.

  • @MrPenguin said:

    Yeah people have been saying this pretty much since the perk was released. There's been recommendations to have the 16m area follow the killer for the duration so the next pallet gets blocked, among other things, but so far no word on any changes for it afaik.

    I think that's a great idea. Kind of like blocking all of the pallets that are between a 16m-24m radius of where the hit occurs.

    I kinda worried this would be a rehashing of what others have already said. I had to get it off my chest though, after being forced to play with it; they changed perk distributions in bloodwebs and now all my lower level killers seem to be getting bloodfavor in their webs. I tried working out a strat on a killer with all perks, but blood favor has never benefitted me, really.

  • @BeHasU said:

    It's like saying "remove the skill check from DS because new survivors won't be able to hit it because it's too hard".

    You have to adapt

    Bad analogy. It's not like saying that because the skillcheck is there as a qualifying process to use a strong perk. There's nothing indicating that you should look away when being blinded, like how a skillcheck has a popup; so avoiding being blinded isn't a skill of any sort; it's just something you learn to do to avoid being blinded again. Adding an immunity for a few seconds allows the killer to understand what's happening, rather than allowing survivors to abuse the gains they've already made from their first flashlight save.

    @Toybasher I agree. I mean, your description of how repeated flashlight blinds net a lot of gains for little work is the crux of my argument, ultimately. I think if flashlights remain in the game the way they are, if no cooldown is added, then subsequent flashlight blinds within a given time frame should have diminishing returns, rather than reapplying the 3 second blind repeatedly.

  • I have a bunch of clips like this from a few weeks ago - I haven't played in a week or two due to the hit validation, and the lag during the day. I also tend to get laggier around survivors with high ping, to the point that I start teleporting around, even though my ping is 60-80. After the hit misses, I will slightly teleport away.

    Anyways, from what I understand, part of the hit validation is the server making predictions about where survivors will be over the next second or so when the attack animation begins. Sometimes that prediction is wrong, and even though the server can see the discrepancy, it doesn't show you the discrepancy - the server just shows her where it predicted her to be, but she wasn't really there. There are other explanation of course, but this is the most optimistic one I can think of.

  • I think any of the layouts are good; I apprecaite having access to more information, for sure. I don't think it looks as bad as some people say ti does - it takes some adjustment getting used to, but that doesn't mean it's bad.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1967845#Comment_1967845

    Balanced Landing already does this. Unless the OP is referring to some soundcue Balanced Landing doesn't influence that I'm unaware of.

    Anyway, I wouldn't be against this addition, but I'm not exactly championing it either. Would just be a neutral little tweak.

    I agree with this, however this would open the door for people to make the argument that balanced Landing is now weaker because Quick and Quiet has this effect, so something should be added to Balanced Landing.

  • I like this design, I think you guys did a great job! What I like about it, especially, is that it maintains the dynamic of the original perk, but restricts the information communicated to a reasonable amount. Also, this indirectly makes killer perks that only give a sound notification more appealing, as you can gain some information without revealing yourself to OoO users. Sound notificatons help, but they give no depth perception of the noise, so it's not going to increase the efficacy of noise notification perks, either.


    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966222#Comment_1966222

    I don't think that is a fair comparison. BBQ gives killer immense map knowledge of where to go next so it gives him an upper hand. Killer perks shows survivor aura without survivor's consent. If 2 are on a gen and the other is crouched in the corner, he can go stop that gen instantly and then gen perks remove objective progress. He can know not to camp which is huge. But Object of Obsession shows the aura to each other so how can you say that is a huge advantage for the survivor. I see it as a fair trade. In theory, it's a lot more advantageous for killer to know where survivor is positioned.

    Just... climb into a locker, BBQ nullified. Also, BBQ does not give them the upper hand as many survivors use it against killers; as a survivor, when you see hear hooked survivor scream, begin stepping into locker; count to 4, step out of locker and take a wide birth to the hooked survivor - some killers will run all the way over to open that locker.

    Also, I'm sorry, but you probably haven't seen or experienced OoO being used by powerful SWF groups. It makes the game almost impossible for the killer to do anything without the survivors knowing exactly where the killer is at all times.

  • I don't main survivor, but I play it a lot because of the damn archives.

    I liked them at first, but they really only seem effective when you tunnel / slug. Also, I have no idea why Charlotte can't turn when waking up, or why it takes so long for Charlotte to wake up. If you could change characters more easily, I think it would be viable to try and trap people. Like, I've tried using victor as a beacon for detection on the far side from the far side of where I'm approaching a gen. I get victor on a healthy survivor then they just run away with him on their back. Like... useless. I've tried a bunch of stuff, but the only really effective way to use victor is against injured survivors.

    I will say that sniping victor can be a lot of fun, but it's hard to keep up. Eventually you have to resort to slugging with victor to avoid losing.

    I personally had hoped we would be able to switch back and forth a lot more quickly, and try to work the survivors that way. But nope.

  • @JPA said:

    Instant Killer queue times again.

    First game, coldwind offering, fractured cowshed.

    1 hook and 2 gens gone. About to hook a 2nd and get a 2 man hook bodyblock, and there's only 1 gen left. Flash light clicks. I just left.

    "gg ez" in chat

    DBD is back to normal, yay!

    Survivors: "Gawd, I was so worried I was going to have to spend all my time playing balanced video games." /sarcasm (kind of lol)

  • @Dr_Smith_ said:

    When a killer sacrifices 2 survivors and catches the 3-rd one, he usually starts to slug the victim in order to find the last guy. The killer wastes 4 minutes of survivors and his own for this action. The process is boring and killer don't even try to bring whispers into the game, so it ends when the slugged survivor dies on the ground or on the hook.

    It shouldn't be a thing. The killer should be punished for such actions, so some mechanics should be changed.

    I suggest that the hatch should be opened immediatley when the killer abuses the slugging mechanics this way.

    Moreover, the 4-th survivor and the killer shouldn't be able to camp the hatch, so hatch should be respawned in other place. The same mechanics should be used as the mechanics for cages.

    What do you think about it?

    How would you solve this problem?

    Well, then punish survivors who hide when three gens are done, and 2 survivors remain. I can't tell you how many times this has happened, where I have to sit and wait for 5-10 minutes for them to sneakily check all of the chests for keys, or to get a key and find the hatch. The last time this happened I just closed the game and did something else.

  • My reasoning is that any points spent past 50 without prestiging are wasted. You're not getting any closer to the potential cap, and if you end up unlocking all the perks for that character then when you do prestige you're going to have to do it all over again.

    It takes about 1.6m to get 1-50, and then about 3-4m to get all perks after 50. So, in total you spend 6.4m to hit P3-50, or ~10m in total for all perks too. To hit 50 and unlock all perks, it's roughly ~6m BPs, which is about the same as it is to hit P3-50. It seems better to just hit P3-50 asap, so you can then slowly unlock the perks, knowing you will never have to prestige again.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969548#Comment_1969548

    Bully squads generally fish for a failure of the matchmaker and for a killer that is an easy target.

    They generally play like normal till they get one.

    Once they do, the killer can't just "hit them" because they always stay just out of his range, 360 him over and over and over again because again there is a huge skill difference. They coordinate so that if he ever downs anyone they will always be saved because they are like all there, if the killer chases one of them they will run him for days while the other recovers and not do gens just milk the killer for as much as possible.

    If it was just as easy as hitting them then obviously it wouldn't be a problem, but it's not, it's that they literally can't do that most of the time.

    Ah... plot twist, the survivors are actually the scariest killer in DBD. But in all srsly, no idea why people do this stuff.

  • Beyond what everyone else has said, you can use Spirit to do this. If you're chasing someone and another person is on a gen, hit the person you're chasing. Then, when they sprint off, face them, but phase over to the person on the gen and try to grab them - they'll let go and the game will deny your grab. Works like a charm, every time... well maybe not, because all the little SWF whisperers will take my secrets and share them.

  • @Dragonshensi said:

    Just got extreme bullied hard. Playing as Wraith and everyone would constantly just follow me around tbagging and just blinding me for no reason. Motioning for me to chase them. After I just gave up and stood there they just stood around tbagging and not doing any gens, basically holding me hostage. I was forced to continue playing and the torment kept coming. They all had ultra rare flashlight that instantly blinds and for a long time too. After awhile they finally left and sent me messages telling me too easy and you need to quit playing this game. They were streaming and on mics together. They said they weren’t being toxic and just playing the game. For some reason my PS4 didn’t record the match at all, now I don’t even have proof of their toxicity. I’ve never felt so ashamed and humiliated. I just wanted to play the game and have fun. How do people deal with this? I’ve dealt with toxic people before but this was on a whole another level.

    It's just a game, guy. Why not just turn and hit them, tho?

  • Pallets seem to be as prevalent in the new maps as they were on every map around the time curtain call was released - that ######### was so ridiculous. Maybe it's not quite that bad.

  • I really should have put new insulation in before winter hit this year. I'm so. Damn. Cold.

  • This is a good explanation; I think that's the most scott has ever delved into this kind of thing that I've seen, at least. I'm not certain about the dedicated server thing, either. But I imagine that the packets being sent back to the client can be disordered by jitter and other latency issues, effectively negating any corrections the server did.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969459#Comment_1969459

    oh no, i know what you were saying! that was my bad i shouldve specified; i meant just as a general principle to the entire thread!! im sorry!!

    Oh derp, I was wondering, my bad. I'm dumb. No way, like, I totally knew after I posted that. hahah

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969441#Comment_1969441

    tbf bringing realism into a game where you dont instantly die after being cut up with a chainsaw, where broken limbs are healed with a back rub, where youre sacrificed to a malevolent spider god on a meat hook, where michael myers and pyramid head and the demogorgon co-exist, where nancy wheeler knows how to repair a generator and has since d1, where people are stuck in an eternal hellscape cycle of death and rebirth and dying again all so this damn spider can eat its fill of emotions doesn't seem like such a great idea, if you catch my drift?

    You should have read like, that hyphenated part of the sentence in my response.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963717#Comment_1963717

    You cant compare most of the playerbase to people who literally play this game as a 9-5. When otz gets 50 wins in a row its an impressive achievement because that takes an obscene level of commitment. Otz literally beat dark souls or whatever that crazy difficult game is without ever getting hit. Hes not a person hes a machine.

    Not to say they dont have great commentary on aspects of the game but no way can you watch someone like that and say killer is easy.

    This. I know Otz has at least two accounts that are around devotion 20.

  • And here I thought you would have liked Monstrous Shrine. It does a few things that you're arguing for: it prevents killers from using one slow down perk; it encourages the killer to depip so you potentially don't have to see them again; it gets you out of the game faster if you're hooked in the basement. What's not to like?

  • @Grandpa_Crack_Pipe said:

    Those are the new and improved 360s you're so upset about?

    Damn.

    If they weren't going so fast the game can't even properly visualize it, i'd say those are the clunkiest and most obvious spins in the world.

    I think it's kind of a stacked argument he's making. Like, the original 360s, and these new ones are silly because survivor movement definitely does not adhere to any realistic physical laws - but it is a video game in a fantasy realm. But, I think you're right, because all those killers would have to do is track the survivor a bit before swinging.

  • Playing killer well is basically a time management mini-game, common player strategy and map knowledge. So you might think that your goal is to be a killer, but really your goal is to keep survivors from escaping. Like, sometimes it's more beneficial to just injure a survivor that's at a strong loop, rather than to chase them until they're downed: If they spend the time to heal, that's time they're not on a gen, and it's time you can spend chasing other survivors to do the same to. Master slowing survivors down, and you win more often than not. Granted, not always.

    Killer in general has the odds stacked against them, because as others have said the game isn't balanced. Both roles are restricted in certain ways, but killers are moreso. You'll notice on perks and powers, there are many cooldowns and restrictions on how those things are used to prevent stacking certain effects. Whereas, if you look at survivor perks, you can and are encouraged to stack everything; there are no cooldowns on vaulting, blinding killers, stunning them, or anything like that. I mean don't get me wrong... the killer powers and perks are powerful, but they're very restricted.

  • @SanderYH said:

    So basically, what if they just removed the haste effect on balanced and just add a passive effect. So no more 150% speed for 3 seconds, but you get 75% stagger reduction on every drop with a cooldown of 40/30/20 seconds <- just an example.

    This is essentially how the old perk worked, before they nerfed it, well it had no cooldown. It was one of the most powerful perks in the game when you combined it, and a drop with a nearby vault, like at the 'combine' on corn maps; the houses on haddonfield, etc. the list goes on and on.

  • @Icery said:

    No built-in Ruin/Corrupt. Add a base %5 regression immediately after killers kick gens. And add a thing survivors have to do to stop regressing.

    What will these do?

    -It will prevent gen tapping.

    -It will punish for gen tapping.

    -It will help killers to regress gens faster.

    These are enough, more would be bad for survivors.

    Many people (myself included) have pleaded with the devs to stop gen tapping, but they've never done anything about it. People have asked for more regression on generator damage, but nothing ever comes of it.

    The developers think it's fair for survivors to stack many second chance perks, but they thought Ruin + PGTW was unfair so they nerfed both. That alone gives you an idea of their reasoning when balancing. Like, why they're ok with the killer having to spend 2 seconds to stop a gen with ######### results, but are totally ok with survivors stopping regression in the middle of a chase.

  • @NotACompPlayer said:

    gens maybe go fast in your matches, thats not the games issue

    I've been playing for more than 2 years, have had killer at rank 1 consistently for months. I don't anymore because I'm burning out due to archives and other crap like what's going on with the gens and heal speeds. If you can't see that the game is stupid right now, then you don't know what you're talking about.

  • @Zozzy said:

    Just play killer

    Its the bloodrush now, so time to flood the killer queue! Move over killers, survivors need to make that sweet ass 45k BPs! Little do they know it's almost easier to make more BPs on survivor, and with less work...! Well... maybe. Some survivors can do it. You even earn bloodpoints for dropping pallets and hopping over walls. I wonder when they will add BPs for turning your camera different directions.

  • I never see people stream or post videos of this game because they were scared while playing it, or because the killer was just so badass. What I do see is videos and streams of survivors embarrassing the killers in the game. Apparently that's what people like to see - some of the video get millions of views, it's crazy. All of that coverage and viewership is good advertising for the game and probably gets people to buy it. Because of that, BHVR might have an interest in keeping that the status quo. That way, new survivors can eventually pick on the killer just like they see in all the youtube videos, because it's all the rage.

  • @HazeHound said:

    Survivors can interrupt pick up animation with unbreakable and locker open animation with head on, but killer can't interrupt healing animation to pick up survivor.

    Seems fair...

    Actually, good luck interrupting survivors doing anything. You might be able to at a pallet during a vault, but every. single. time. you try to interrupt a survivor working on a gen or totem, you will likely be denied. Lately, I've been getting denied interrupting injured survivors vaulting windows, and locker interrupts are about as reliable as window vaults, too.

  • @TragicSolitude said:

    Keys are a problem because two survivors can escape at three gens done and three survivors can escape at four gens done, ending a match early.

    When killers have complained that the first few gens pop too fast, the devs have responded that the first gens are supposed to get done and that the killer gets stronger the fewer gens are left. Giving survivors a means to end the match early just when the killer is getting to the part where they can be a threat and really play the game makes no sense.

    One survivor left? Fine. But all five gens should have to be done before the hatch spawns if there are multiple survivors left.

    Oy vey... this has been my experience recently. I will play well, and have two survivors sacrificed with only 3 gens done. I continue to patrol gens but notice that no one is doing them, leaving me no choice but to go afk because I know the survivors are looking for the hatch. The last time this happened I waited almost 15 minutes for them to find it.

    I've tried finding them in the past, and sometimes I do, but the people who are experienced know how to stay out of sight... so, I'm better off just afking until they leave.

  • @maderr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856714#Comment_1856714

    It's not like it has been 1 year with the dead hard bug right ?

    And about hit validation, 2 things :

    • why aren't the high pingers (>60ms) kicked from the lobby ?
    • why does the killer still have the priority for the hits ?

    Dedicated server = better ping and consistency for everyone = hits 100% server sided as in every other games, so why is it not the case with DbD ?

    Because those people with high ping are likely not to blame for their high ping. From the tests I've done the ping issues are coming from BHVRs end. I shouldn't be prevented from playing a game just because I'm not close enough to their server; they should be investing the money to have enough servers so that everyone can play. Especially if they're taking money from those people for their game.

  • Nevermind, things have not gotten better for me. At around 7:30am PST my ping jumps up to 80-100, sometimes to 150 for a few seconds.

    I've done more jitter/ping tests and I usually end up with a ping of 10-20ms to most services from my router, and jitter is under 30ms. However, to dbd servers it's 60-70ms from my router, and 80-100 on my PS4 when in-game.

    I randomly teleport to spots that are a few meters away from where my character appears to be, and sometimes find myself swinging at nothing when playing killer - the survivor will be 3-6m farther than it appeared on my screen.

    Something that was new for me today; while playing on midwich the audio started cutting out along with the random stuttering/teleporting.

    I don't want to deal with this anymore.

  • @AnnoyedAtTheGame said:

    This will only buff survivors even more and leave killers nerfed even more. I play survivor and there should be no counter on totems left. I like running around and looking for them. We don't need a counter.

    All it's going to do is force more killers to stop killer side. We can't afford to nerf the killers anymore because lets face it there isn't many killers left according to survivors on here. Q times.

    Oh, I mean only on the screen with the final scores and stuff, not like during the game. I think finding/cleansing totems is easy enough as it is.

  • Wholesome.

  • @MasonOliver123 said:

    Sheer laziness.

    Look at the Twin's patch that says it all.

    Putting something out in that state shows what company they are.

    I don't know. I mean, they did mention that people were doing things for the holidays. People need a break. They are also working from home I believe due to COVID. But, still... I mean, it's better to tell people what's up and adjust schedules rather than just ramming things through like they did. My feelings for them are mixed, lately.

  • @MasonOliver123 said:

    They are lazy though.

    So many things could be fixed and SO MANY perks could be made so much better with slight number tweaks would take them like 5 seconds per perk to adjust the numbers.

    Most killers need simple buffs like addon trapper bag base or windstorm base on wraith but they're so lazy they can't even do that.

    not to mention their "EVENTS" which are the biggest joke going

    I wish someone else would buy out DBD or the team would step up for 600 employees it's an embarrassment

    I think you're totally right.

    Thing is though, I don't think that they are balancing the game with math. Like, to a degree they are, but the way they describe how they fix problems, it sounds like they are adjusting things a little bit here and a little bit there until it works the way they want it to. Theres a big problem with working this way, and it's that you scare yourself into not wanting to make any big changes, which is kind of where I think they're getting to.

  • I'm reading this post as "There are no counters to everyone being slugged because no one really feels like running anything other than meta perks. Therefore, there are no counters, even though there are 50 billion perks that exist to counter this."

  • @Killmaster said:

    Unbreakable should be basekit and the Perk should give you unlimited tokens to revive yourself.

    lol trolling

  • Iunno. If survivors cleanse totems like they have been with Undying in it's current state, then it won't be any different. Because it's not like the change creates any extra totems, so they run around and cleanse everything, and then there's nowhere for Devour Hope to respawn.

    Although, I haven't been able to play the PTB. Other people on the PTB forums have claimed it's been decent.

  • The frustration comes from specific circumstances, like when you can't keep track of whose been recently unhooked because you were busy chasing someone else. You down them, and the person who was unhooked a moment ago runs over to you and unhooks in your face, you down them, they DS.

    Or they jump into a locker and still get to use it on you.

    No, it's not THAT big of a deal, and sure you can tough guy your way around it - I think lots of people do. However, it's probably one of those glaringly obvious issues that doesn't get addressed, that serves as evidence of bias in the survivor vs killer balancing debacle. Well, the debacle perceived by the community, anyways.

  • @lunarjax2 said:

    What makes it so insane is I don't understand why a monopoly is causing Behavior to work so little...

    Like, I'm an econ major :'3, I get why monopolies ultimately are lazy but in the gaming industry they could gain so many boons by just ######### caring a little about the community it's actually insane. They apparently don't realize they could/Would gain so much more money if they actually appealed to keeping older players in the game while also providing the new content and generally promoting the Health of the game...don't forget just putting in the effort to change a number on a perk can be done multiple times for many perks by the time they even release a patch -_-.

    They need to simply Trust us, they don't I feel. They don't trust we would mind semi-broken patches more often? I definitely would prefer them to put out mini-patches every 2-3 weeks with perk number changes and smaller things as well. Can still do big releases being on the three-month swivel but just we need more interaction with the game besides that so badly. This lack of trust on their behalf is why we, I at least, just can Not trust them to get their ######### together. They've put themselves in this situation and don't give a ######### to get out which sucks.

    All in all...idk, I love the game man...but there's so little to give props for anymore when they barely do anything. Second win buff from 32 secs to 20 secs, hahaha man that was really hard to do... (no point arguing "well they have to debate it around the good ol round table until they found a reasonable number, why I say do smaller patches more often and idk actually take advantage of the Communities input on things >_>)

    CD Projekt Red (Cyperpunk 2077, Witcher) focused too much on getting new players with their Gwent game, had to completely remake it and lost a huge portion of their playerbase. First they lost their core players because they catered to the newer/casual players, which made the game too easy - it's a strategy card game. Then, because they took this design strategy so much to heart, they made the choice to completely rebuild the game from the ground up. Most of the core players came back, but they lost a big portion of players.

    To me it seems like BHVR is going down that path, making the game easier for survivors, especially newer ones; while also making the game more challenging for killers to do well. I've seen a lot people posting that they're ready to abandon the game - they're long time players, too. Sometimes I even sit there staring at my perks trying to find a new fun build, but I know if I don't run a bunch of anti-gen perks I'm gonna get stomped for the most part unless I play Nurse/Spirit/Billy.

    Sometimes I think it's not that they are getting lazy, or don't want to make their game the best it can be... but it's that they're hitting a ceiling with their skill levels. There have been Dev streams where Devs have literally said that 'the math is too hard to implement this.' Granted, it was one guy, and I'm sure they told him not to say that ever again. But it makes sense to me considering that they are focusing on cosmetic things lately, and other technical issues seem to remain unresolved.

  • @Stonuk said:

    Is this good combination? I'm thinking of using it on Doctor with Distressing and those addons to make my TR bigger.

    My doc build has been Pop + oppression + brutal + (pick a perk) and works like a charm.

  • @C3Tooth said:

    Or just remove Tiers

    true dat

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