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GeordieKiller

GeordieKiller

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GeordieKiller
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  • Yeah this slug meta was bound to happen ever since the game moved towards survivors benefiting more being on the hooked then the killers. Which is a fact that cant be deny when we look at the pros and cons for putting survivors on a hook in this current moment its so simple to see, that survivors actually benefits more then killers. The benefits for survivors on hook are as following:

    1. 70 Seconds on hook per stage so 140 seconds in total
    2. When off the hook they have 10% Haste and 10% of endurance even at end game
    3. Survivors can see when you are picked up and hooked given them valuable information
    4. 4% chance to get off the hook
    5. Anti Face camp

    and that just at base when we start involving perks/ Items and addons it gets even crazier where for some of them you dont need to be hooked just picked up at min.

    1. Access to powerful perks like DS, Dead Hard, Off the record and sholder the burden plus many more
    2. Sabo is so easy and quick to do now, impossible to counter if using alexs tool boxes
    3. Flashlight saves again so easy to do and flashbang has no counter even facing the wall does nothing

    now lets compare on what benefits killers get on hooking a survivor

    1. Progress on their objective on killing a survivor
    2. small amount of pressure on other survivors (and that me being genrous on that)

    and thats it for base but what about perks? well

    1. Pain res and Pop are in their weakest forms and barely does any impact in the game.
    2. DMS, Grim is Ok at best
    3. other hook related perks are arugably meh at best and work in niche sceanios

    also on a side note Pain, Grim destroy themselves after their uses which is insane when you think about it can you imagine a survivor perk that destory itself after use with no way of bringing it back to life?! and i can see the many posts on the postive of slugging so not going to type that all out as this post is long enough haha.

    But overall we all here want to move back to a healthier gameplay loop but we cant do that if we give another stick to killers like base unbreakable that is not the right answer its a knee jerk answer without actually thinking it through . We got to see why killers have moved towards the slugging as i have pointed out in terms of Hooks having less value to killers then survivors and work on addressing those concerns which in turn will move towards a healthier gameplay loop.

    I know for some people in this forum will never agree to what i say and thats fine i just hope one of the devs can read this and understand the big cause of this slug meta and from what i heard that the feedback on slugging was very survivor focus so this post is to give feedback on the slugging in terms of a killer focus so they have the whole story and not half of it.

  • he needs some buffs to help deal with the higher level survivors he almost there but needs a bit more the buffs i would say is most needed

    1. Sleep immunity either fully removed or reduce to 10-15 seconds way to strong at the current moment 30 seconds of immunity leave hims a M1 killer majority of the time as his power does nothing to them.
    2. Only awake survivors can see dream pallets in the blood drip form asleep survivors see them as regular pallets. Also freddy doesnt get stun if drop on him
    3. the hinder affect of snares increase from 12 to 16% why are they weaker then clown bottles i have no idea?!
    4. increase the radius of the teleport killer instinct to 16m from 8

    do those 4 changes and im confident in saying freddy will be at a comfortable to use across all levels of survivors at the current moment he cant be used at high levels which is a shame as we do need more killers to be usable at high levels

  • this is way overkill where i can say 1st interation is better then this one by miles they need to go back to 1st one as that was more fun for both sides this one is just poorly thought out

  • as much as i would love to see those perks buffed back up it just a bandaid of the base game regression/progression instead of keeping the band aid or buffing the band aid the devs should really look at the base game.

    For example since the devs dont want the game to take so long ( 8 regression events) then i think its only fair to look into making sure the game doesnt end to quickily like Base Corrupt and Dead lock then changing the perks to add an extra gen to the base so 5 gens blocked with corrupt and 2 for dead lock in this sceanrio.

    This will deal with one of the biggest issues in the game gen effiency which is now going out of control with the hard nerfs to regressions this will be a postive healthy step forward for the game

    1. When killers hook a survivor a 10% total regression hits all gens and will not count to a regression event
    2. While a survivor on a hook all survivors suffer a 5.5% action debuff which stacks on the number of survivors on the hook
    3. When killer moves 16 Meters away from the hook they gain a 5% movement speed buff for 10 Secs the bonus is lost and not returned if you return to the hook then leave again.

    thats what i would like to see :)

  • yeah i see why slugging has become a better choice then hooking, OP post is spot on and when you look at killer hook related perks they dont really compare. The only decent hook related perks for killer is Pain res and even then it can only be used 4 times on specfic RNG hooks which is not great when you think about

    @NarkoTri1er said:

    Alright, the game went into some really crazy directions for both sides throughout last year, but right there is one rising problem that is becoming rampant: slugging meta.

    Yes, slugging has become the absolute meta, but let's address why this happened afterall.

    Lately we had numerous changes to hooking that pushed into a position so risky that hooking itself it considered "not worth it" anymore.

    • More and more perks with "get unhooked/hooked" conditions that give some huge benefits (Deli, Wicked, DS, Resurgence, OTR, Reassurance, Babysitter, new Blood Rush, BT, We'll Make It etc.);
    • Buffing of sabo strategy (sabo related aspects of toolboxes) and existence of "unhookable" perks (Boil Over, Breakout, Saboteur, Power Struggle + Flip Flop, Tenacity);
    • basekit buff of hook timer of +10s per hook stage;
    • hook grabs removal;
    • BBQ losing it's BP bonus long ago;
    • kills being a win condition rather than hooks.

    On the other hand, we have slugging with much fewer risks to worry about, bypassing the strongest survivor perks in the game.

    First of all, NO, this is not a call for BHVR to further implement some basekit stuff to counter slugging, this would be the worst possible mistake they could make.

    Instead, there should be some way to actually make hooking beneficial for the killer again, because hooking benefits survivors way more than killer, unless killer manages to get at least 2-3 men slug before hooking.

    If sometimes doesn't get done soon enough, game will just be deep in the most unhealthy slugging meta, but the thing i'm afraid about the most is that BHVR could once more make a catastrophical decision and just put some basekit slugging counter as bandain solution that will further benefit one side rather than coming up with a solution that will make game much more healthy for both sides.

    OP has covered alot of what i would say on the matter but where do we go from this Obvisouly the default reaction is to give killers the stick and move on, but lets be honest that is not a healthy soultion and is putting a blindfold on to the reason why killers are moving towards slugging which is hooking is less beneficial for killers and more rewarding to survivors.

    If i was in charge of balancing and my task was this i would do the following

    1. When killers hook a survivor a 10% total regression hits all gens and will not count to a regression event
    2. While a survivor on a hook all survivors suffer a 5.5% action debuff which stacks on the number of survivors on the hook
    3. When killer moves 16 Meters away from the hook they gain a 5% movement speed buff for 10 Secs the bonus is lost and not returned if you return to the hook then leave again.

    i would start with these and then observe and make few tweaks depending on how it goes in gameplay hopefully it should give killers more of a reason to hook survivors then just slug them

  • with that perk i think remove the warning on survivor that the perk is active as it such a dumb thing and reduce delay from 3 to 1.5 seconds should get the perk in a more healthier state and a vaild choice to run

  • I made this idea when i did a freddy add on post awhile a go but this is what i would do with black box

    (Iri) Black Box:

    • One obession survivor in dream world no escape.
    • When the exit gates are open the obession survivor unable to leave through the gates for 45 seconds.
    • Any other survivor in the dream world when gates are open unable to leave through the gates for 30 seconds.


  • I would make iron will do the following:

    Reduce pains of grunts by 80% (Max tier)

    and thats it, the reason why i reduce the % is due to its simple activation (getting into the injurned state) and in turn make other reduce noise perks like bite the bullet a more interesting choice. As currently why would you pick bite the bullet where you only get 100% noise reduction while healing when you can have 100% reduce injurned noise from just a simple hit. I would even argue that bite the bullet is much more of a healthier perk for the game then IW atm but IW is to strong with it simple activation.

  • Yeah i like both of them aswell although buried secret is my fav and i can actually see the devs bringing that in to the perk roster aswell hopefully they would

  • I would prefer proximaty base of 16 meters then map wide that would be my only change for BT would work amazingly with kindred

  • Hopefully they do what do you think of it btw?

  • Hey so after a few more days yeah it was me with to much wraith apology for the bug report there if possible can you close this post thank you

  • @Mandy said:

    Shadowborn does that for me, hence I had to ween myself off it. As soon as I started playing without it, I felt so slow.

    Yeah weird how it does that to you but again thanks for the update hopefully it was just the feeling of being slow then a bug

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164821#Comment_2164821

    No word yet, I've also been unable to reproduce it after testing it last night....the speed was fine for me.

    Thank you for letting me know not sure what was going on last night he did feel slower but will give him another try today maybe to much of speedy wraith threw my perception of killer speeds lol

  • Hi

    Was wondering if there were any updates regarding this issue if it was a visual thing or something has been discovered

    do want to add that it seemed to be ok on the hawkins map but considering how small it is couldnt get a accurate read

    the times i was having issues was at the farm maps

  • @Mandy said:

    Can you get me a list of perks you were running, add-ons etc? and if you could grab any video that would be great.

    sadly wasnt recording but my perks were

    Opression Ruin Pop and Tinkerer

    Add ons

    Dress (Green rarity) and Nancy masterpiece

  • @Mandy said:

    Is this happening at the very start of the match or is it happening randomly during the match etc?

    From the start of match did a few more games and it does look like im moving at the snare placements speed even though im not charging a snare.

  • @Northener1907 said:

    Freddy was never easy killer. I mean yes he has some good powers but he can not spam then. Only snares can spamming and snares will get nerf so.

    Freddy is area control killer. Him power gives him patrol gens well and help him to defend them. But powers also limited. You need to keep everyone in dreamworld for your powers. You have to play smart. If you teleport wrong gen or if you focus on one survivor and forgot about gens you will lose game. Freddy was fine, i hope nerf will not change it.

    I played ptb nerf freddy the nerf is going to do basically almost nothing to good freddy players. The only loss i see for good freddy players is the rope add ons the rest of the nerf is nothing actually laughable at times for example the movement slowdown on placing snares... yeah when do you see freddy players having snares ready when chasing survivors, you see him placing them at loops where there is very small movement so that nerf is pointless.

    But back on the main topic wraith it is very weird to see so many people complaining that wraith is to strong even op now this year is going to be a strange year for dbd isnt it lol

  • @PureDoctorMain said:

    I... Is this the legendary Sluzzy bait i've heard of.

    Yes it is lol made famous by Mr gimms on his YT channel wondered if sluzzy has accepted his offer for a chat lol

  • When i read over his "nerf" i actually laughed this does nothing for good freddy apart from his slowdown add ons being gone. Freddy is still going to be a strong killer the snare nerf is funny asf as this is how a normal interaction with snares go

    Survivor is at loop- freddy camp pallet- freddy place snare on one side where survivor is- places another on the other side- chase survivor around- hit or down

    at what point does the movement decrease comes into play and its only on channeling which takes according to dbd wiki 0.75 seconds

    So overall this nerf is nothing serious

  • I actually laughed at these "nerfs" they will do nothing for the good freddy players aprt from the ropes changes that may hurt a little but these changes really dont do anything for a typical freddy player take example the snares now they are purely for chase cant have them dotted around the map also the movement speed decrease is pointless as when using snares this is what you do as freddy

    camp pallet- put one snare on one side- put another one on the other side- chase survivor around the snares- hit or down

    even if they leave the area i can just cancel my channel and be right back on them in no time

    what these changes are for are the freddy that spam snares or have forever freddy builds in other words not strong freddy players

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092975#Comment_2092975

    Sorry that you have to waste 2 seconds of your life to break a wall which makes the Loop useless. The Main Buildings with Breakable Walls mostly did not have anything left after the rework. You will not lose a game when you have to break 1 Wall.

    And in the end, complaining about them does not do anything, Devs want to force them through, so just live with them.

    2.6 seconds and not to make them useless but fairer so before the walls we had fairer loops thanks to patch that orginally removed the god loops. But now killers have to take time away to make the game fairer can you see the frustration that the killer community has regarding the walls.

    Also wasnt complaining was just saying i disagree on your view on the walls and feel like i should add my own thoughts to the matter regarding the walls.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092916#Comment_2092916

    It is always funny when people claim that Infinites are back because of breakable Walls while they forget that those God Loops were removed a few months before.

    Breakable Walls are, for the most part, no issue.

    Yeah have to disagree Breakable Walls are a issue for killers as it does create infintes and God Loops, but hey killer can get rid of them just by breaking them not like you were in a middle of a chase or you have to waste vaualbel time to break a wall so there isnt a issue for later on the game. The walls were meant to be something for killers but somehow a vast majority of them is a benefit for survivors i do admit they have some for killers the bedham school is one but vast majority of them is killer has to break or you have a infinte on your hands.

  • I think the main issue is end game is just boring asf, if the EGC was to start after the last gen was done then the 99ing door wouldnt be such a issue as it would take away the main reason to 99ing which is to control EGC that why theres alot of 99ing it so survivors control when they want EGC to happen.

    before any one say oh killers can open it yes true but is it wise to do nope you are punished for gates opening on emblem system and the benefits of killers opening gates is very small compare to survivors having a exit gate open.

    So in short no regressing exit gates just bring EGC to last gen done problem sorted you can even increase the timer if needs be but lets get this 99ing issue sorted

  • It would end the hook vs kill debate and set CLEAR condtions that we can understand on how a normal game of dbd should go.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077257#Comment_2077257

    What about the patch where they removed a bunch of god windows and made a lot of maps smaller?

    They are bringing back the god windows and infintes but having breakable walls there so the killer waste their little time they have, to break them to make those windows and infinties fairer again instead of leaving them as is when they did the patch to remove them in the 1st place. Also waiting on the size reduction on a particualr red forest map....

  • @VentingSylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054898#Comment_2054898

    All of those are really good suggestions but hiding the red stain I think should only be reserved for the undetectable status personally. The other 2 suggestions are really good though.

    want to quickly point out oblivious gets rid of TR which undeteactable also does so why cant we have blindness getting rid of red stain?

  • i would like to see blindness also hide the red stain would be a fair buff to blindness that affects both solo and swf and would make the gameplay more challenging for the survivors.

    Before anyone say we have undetecatable that does that so blindness doesnt need to do red stain i would like to point out that oblivious hides terror radius but keeps red stain so why not have blindness that removes red stain but keep terror radius so to keep it simple what we would have is:

    Undetecatable: gets rid of both TR and RS

    Oblivious: gets rid of TR

    "new" Blindness: gets rid of RS

  • @FoolyCooly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053953#Comment_2053953

    I'm not even blaming killers at all. Just pointing out how such a healthy perk can encourage to proxy if no auras are shown

    I get that just thats its not the perk fault it just the way its going in the games for example if Thrilling Tremors show me all gens are blocked and i have no other information on survivors location then im going to proxy, Its just the nature of the game sometimes you get info sometimes you dont its down to the player to decide on how to respond to the info or lack of info they get from the game.

    Apologise if i was sounding aggressive in the last post didnt mean to come off as aggressive there.

  • well what do you expect killers to do in that moment? walk around the map aimlessley or stay around the area that they know another survivor will be heading to. So maybe instead of nerfing it how about we buff it by reducing the 40 meter to 30 meters for example means easier spotting of survivors which means killers move away from hooks less camping.

    But honestly i dont see why people are saying nerf bbq its fine as is

  • I see NOED is more of a training/ morale boost perk if anything i normally put it on if im learning a new killer as i know its going to be a few rough matches as i learn about the new killer and not going to be getting alot of hooks so i have it on to get at least one kill as nothing puts me off learning a new killer than having 4 man escapes almost every match as i havent figured out how to use the killer effectivley. Also NOED has a strong counter find the totems or if you come across a non lit totem break it.

  • Hi Freddy main here :)

    I like the timer idea still keeps to the lore and power of freddy where basically one way or another your going into the dream world. I would imagine that freddy hitting you into the dreamworld will be staying aswell.

    2nd one im not so sure would rather have snares size reduced but the hinder is stronger and pallets have a few already placed around the map at the start of the game.

    Overall i do like the 1st idea and as a freddy player wouldnt mind the 1st idea good idea there :)

  • @NoxVeno said:

    https://forum.deadbydaylight.com/en/discussion/comment/2030296#Comment_2030296

    I think developers frown on stealth in general. no fun for the killer. Take an afk killer round... perfect evasion, you never saw the MF. but then look at the "evasion" score BP lol.....but stealth and chase strat is killer dependent

    Think they frown on the extreme stealth and yeah emblem system encourages interaction with either side although im still trying to figure out why killers are punished if survivors heal because as a killer ideally i want them off gens and healing instead or my fav one iri chasing but silver gatekeeper like if my chasing was perfect which means downing survivors quickly ending chases quickly how do i only get silver on protecting gens

  • @NoxVeno said:

    https://forum.deadbydaylight.com/en/discussion/comment/2030252#Comment_2030252

    ahh gotcha. 4k for sure. killers not here to run in circles or play tag. As a survivor I prefer stealth play over looping(no trails, not hiding in a corner stealth)

    Totally understand you want to play stealthy as long as its not the corner stealth haha for me i enjoy the chases and trying to outmind the survivors or killer if im playing survivor. Sad thing is that kind of playstyle needs more time which isnt given to us atm

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/2030252#Comment_2030252

    Yeah ive had a number of double pip 4k games that just weren't fun

    Yeah and the whole 1 hooking 4 Kills is just hiding all the problems that the game has like this tile combo of killer shack to jungle gym is insanley strong but its not being addressed due to the kill rate being high but thats another topic to discuss haha get to passionate about this sometimes :P

  • @NoxVeno said:

    if I'm a killer, killing is fun. Define more fun

    Basically 1 hook all survivors so alot of slugging tunneling etc or going for 12 hooks even though theres a higher chance of not getting 4k but you have alot more chases and interactions between the survivors

  • Right here is the video OP is talking about

    https://www.youtube.com/watch?v=35k-wzB_5sU

    I have watched it and at no point is he saying its toxic he showing how effective just holding W is against all killers who moves at 115% and how good teams can use that to their advantage. I know Tru is a streamer where you either love him or hate him but for the love of god dont put false claims like "Tru says holding W is toxic" just watch the video and listen to what he is saying if you agree or disagree thats fine but dont put false claims on just cause you dont like him

  • 50-100% dear god no it will have to be 200% as to put it simply 200% regression takes away 0.5 seconds of progress of the gen per second so when a survivor does 1 second of repair 200% takes 2 seconds to undo the repair. 100% is 0.25 the same as base kicking the gen so 1 second of repair 100% takes away that repair in 4 seconds have no idea what 50% will be but that would be even worse than what we got atm

    I do like ruin to be standard in the game i believe it would make the game alot more healthier but not at 50-100%

  • I know this is a troll post (well i hope) but im going to point one thing out the complaint is 4 seconds of aura reveal is unfair even though it has the condtions of hooking a survivor and the other survivors have to be 40 meters away to reveal their aura. While Kindred the survivors equilvant to bbq condtions are a survivor is hooked which then reveal all survivors aura to the survivors no range btw and the killers aura if they are in a 16 meters radius of the hooked survivor but the aura reveal is permanent till the survivor is unhooked.

    on a side note im not saying we should start nerfing kindred just want to point out that we have complaints of killers having 4 seconds of aura reading while its fine for survivors having endless amount of aura reading

  • well 12 hooks is a 4k so win win on both sides.

    The whole hooks/kill debate is getting muddled up here the main issue is the mentality of going kills over hooks it leads to increase camping,slugging etc as killers will be more focused on getting the kills than hooking a survivor 3 times which can lead to very boring gameplay just think of all the games where you were slugged at 5 gens was that fun?

    while the mentaility of hooks over kills means less camping, slugging etc as the killers are mobile doing more chases and having more interaction on either sides. That sounds more fun to me and more rewarding when i get all 4 survivors or i was able to escape against those type of killer playstyle.

    In the end of the day what we are debating here is would you prefer killers to just secure kill which means you are fine with the camping slugging etc as they secure kills or would you like killers to get mutiple hooks which means more chases more interactions with either side and more of a test of mental mindgames on either side.

  • Yeah when you look into the rules they are very solid rules and im all in favour of the perm ruin cause it does reward killers who can pressure map/gens/survivors and punishes killers who camp tunnel.

    For people who are also saying perm ruin will be broken can i ask how? it only works when you are off a gen and 200% regression isnt even that bad which if we actually look at the numbers 200% regression is 0.5 so for every second a survivor does to repair a gen ruin takes 2 seconds to undo the repair. Also base regression is 0.25 to give some context there.

    Im looking forward to see if Tru3 can get the tornament all set up and hope i can join it haha seems so much more fun and skillful then whats been currently shown in the dbd tornament scene, also its a great way to actually see the perm ruin in effect and how that affects the game which i believe would be a postive for everyone :)

  • Yeah they shouldnt be really using the statistic as the be and end all of balance arguments kills is not a very accurate mesasurment of killer performance and also it doesnt give us accurate information of the survivors they go against. Also if we are going to nerf a killer cause they have a high kill rate like Freddy then by all means we have to buff nurse as she has a low kill rate as thats what the statistics say despite what people say we cant do one rule for one and another for the others

    The more accurate information would be how many hooks killers get in average and see who is getting constantly high hooks in average

    also want to point out the pig only has a high kill rate due to low pick rate 2.4% if i remeber it, if it had a average pick rate the kill rate would drop.

  • I would say ask yourself this question regarding the 2nd bottle 1. Is the effect of the 2nd bottle worth the cost of using it and 2. In a chase will using the 2nd bottle help me get the hit that the 1st bottle wouldnt.

    If we look at the 2nd bottle in terms of map mobility which is the weakest part of the clown. Sadly it doesnt offer much at all 10% movement speed but you have to wait 2.75 seconds for it to activate and you gain a extra 2 meters cause of it but guess what survivors can get it aswell which makes it a mute point.

    So in summary for one bottle which is shared between the two type of bottles you have to wait 2.75 seconds to activate to gain a extra 2 meters which survivors can also use aswell so using the 2nd bottle for map mobility is not worth the cost even if the survivors dont take advantage of it.

    So what if we use it in a chase instead I would ask why would you use something that takes time to activate that survivors can use aswell instead of the normal slowdown bottle that is a instant and a negative for survivors and does the job well just doesnt make sense at all. I would argue if that the 2nd bottle doesnt offer anything different then the 1st bottle infact i would argue the 1st bottle does the job better than using the 2nd in all variations of loops and wouldnt run the risk of survivors getting the benefits

    So overall the only thing i can say is a buff is the reload speed this whole 2nd bottle was a waste of time and resource it could of been something interesting but im looking at this 2nd bottle thinking why use it it's not worth the cost at all in its current form

  • @odra said:

    with this current hitbox i could say killer sided so much. even when playing killer i'm feeling sorry for survivor. i could literally hit survivor in the other side of windows.

    i stopped playing survivor after this patch even my queue time is longer for killer ( my region always got instant queue as survivor )

    That's not the map that the actual game issue this is about the map the game and it is very survivor sided there are 3 god pallets back to back which are the unhealthiest design in the game as there is no gameplay there once the pallet is dropped and then there are even more pallets which are very safe way to many pallets that are to safe in this map regarding the walls still trying to figure that out if they are break immediatly or i can leave them be

  • @Mr_K said:

    Hype up the next chapter or cosmetic.

    Yeah it seems that way at the moment :/

  • Honestly the clown "rework" is poor nothing has really changed for him apart from the reload speed (thats a buff got to be honest) but the rest i cant say its a buff or good at all

    I would say ask yourself this question regarding the 2nd bottle is the effect of the 2nd bottle worth the cost of using it and will i get the same result if i used the 1st bottle instead. If we look at the 2nd bottle it doesnt offer much at all 10% movement speed but you have to wait 2.75 seconds for it to activate and you gain a extra 2 meters cause of it but guess what survivors can get it aswell which makes it a mute point. So in summary for one bottle which is shareed between the two type of bottles you have to wait 2.75 seconds to activate to gain a extra 2 meters which survivors can also use aswell not worth the cost.

    Also for people say use it in a chase why would you use something that takes time to activate that survivors can use aswell instead of the normal slowdown bottle that is a instant and a negative for survivors and does the job well just doesnt make sense at all.

    Overall clown "rework" shows a lack of understanding of the issues that clown has and just seems a bit lazy or very rushed which is something i dont understand as BHVR has done great reworks like Freddy (was considered weakest now one of the strongest), Doctor, Leatherface etc but then they do poor reworks like Clown, Nurse (Base kit should of been left alone), Billy (Same as Nurse), Legion what is going on at BHVR?!

  • Hooks and Emblem system you can actually draw even if you 3k or 4k and vice versa draw if you just do gens and leave but since i play more killer im more focused on the killer emblem system.

    This whole notion of kills over hooks need to stop for the sake of the health of the game the system thats in the game rewards killer more for mutiple hooks mutiple chases etc. But due to 50 kill streak videos it pushing this idea of kills over hooks and that just going to encourage extreme slugging,camping and tunneling and low hook counts. This is all agreed a boring and unhealthly gameplay but thats where we are heading atm.

    Im going to do everything i can to do hooks over kills as i find that more fun and rewarding and i hope for the health of the game that we can push this kill over hooks to the side and have hooks over kills gameplay.

  • Massive balance patch/bug fixes which sadly or not sadly lol means alot of survivors nerfs incoming as i would adopt the stance of balancing the game based off high levels like every other competive pvp game does.

    Then look on improving communications between dev team and consumer base maybe do a special livestream where me and another dev team member are in the stream taking questions from the chat.

    regarding the balance patch i would focus on perks first before killers as killers will take a bit longer so killers will stay as are for the time being

    then after all that maybe a cup of tea lol

  • Main freddy and find him so fun to play as and when i play against him he is one of the few killers that can actually test out my skill and managerment will be a sad day when they nerf him :(

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