HURRI_KAIN
HURRI_KAIN
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Survival rates across all ranks is currently less than 50%. They used to be 50% but with killer buffs, they continue to decline. With EGC, I expect we will see further decline, if the games I'm playing are any indication of all games.
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Not sure I'm the only one who finds Freddy the most irritating of all the killers.
Equip Sabo and go fail a skill check on a hook. Freddy won't expect it, and I believe it still will wake you up just like failure on healing or gen. You're also not on a gen so it's a little more out of the way and harder for killer to identify exactly where you were when you woke up.
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[Introduction]: Hello, some of you my recognize me from months ago when I was pretty active on the forums.
^^^ This is what I've been saying since EGC release ^^^
I've come to realize, that Survivors are in a situation now where it is better for them to stand next to a door if they know the other remaining is about to die, and wait for the killer to close the hatch -(killer always finds it first anyway, due to not hiding, and faster movement speed) Then they will have a chance to open the door while waiting for the killer to come to them after closing the hatch. Granted, this only will help against a slow killer, or if gates are apart, and if the hatch spawns on the side of the map as your gate, you're screwed.
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They can't take away 99% gates, if they do then there will be no counterplay to BW, and gates would almost never be opened because a killer could always interrupt it -especially billy or nurse or hag, high mobility killers.
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Disagree, Lately I'm experiencing much of what he's saying at rank 8. PS4. 9/10 killers I'm versing are sweaty and boosted and my teammates, most of them, literally rush the hook and just take turns getting hooked. Until I get off my 2nd or 3rd gen, and try to distract the killer and take a turn on the hook before there's dead survivors, b/c once that happens, my chances of getting unhooked drop drastically. Sometimes the killer will chase me a while before hooking me, sometimes, like the last nurse I faced, after two failed chases after me and I pallet saved a downed survivor, nurse just looked at me and went back after the others. EGC happened, because of the killer's massive speed compared to survivors, I didn't find the hatch first, no surprise, then it was only a matter of time until nurse found me trying to get a door open.
Out of 25 games, I'm finding maybe 2-3 other survivors who understand what they're doing. that's 2-3 total in 25 games, not per game.
I've been one pip away from rank 1 BTW, I just don't get to play very often. That's why I'm hovering around rank 6-10.
PS. About ruin, I have noticed also that probably 8/10 matches I'm playing lately, has ruin. I'm not terribly worried about ruin, I hit great more often with ruin than without. But my teammates just run around the map. - or blow up my gen. lol.
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Hitboxes with Billy are a problem, if he chainsaws near you in short distance, you're down. I've seen youtubers get chainsawed through walls and clipping corners. That needs fixed.
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I purchased DBD before it was free on PS4.
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Desperation, or I was thinking maybe Isolation, since it's still buffed by becoming alone.
I also like the increased gate opening speed, since EGC is very killer sided as it is, this would give the survivors a chance to open a gate when they are the last one.
But ultimately i think if they made the change I mentioned earlier about still increasing gen speed, but based off how many survivors are dead would do a great deal to reduce tunneling, and spread the fun out for all players. It would also discourage camping the hook.
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Making the change I suggested, of inverting Left Behind to be based off dead survivors, would be really healthy for the game in all honesty. This would be a terrific deterrent to tunneling and camping survivors. It would force killers to apply map pressure instead of tunneling one particular survivor. Please look into it.
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PS4 survivors are potatoes right now. I've been on for past several hours and only had one good teammate. Most are just rushing the hook and hardly any are touching generators. It's very disheartening. Also was matched with a rank 4 killer twice, with everyone else in purple or green ranks. I'm not on often enough to stay at red, but this is not very fun. Did everyone forget how to play after the EGC patch?
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Why is this such a concern? You people have paper-thin skin!
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/459289#Comment_459289
By that logic old DS was fine aswell. 1 time use only. If missed the perk was wasted.
Old DS was fine, even though I almost never ran it. I prefer a stealth approach.
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Really depends on the add ons used, and playstyle.
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There is a bug on PC right now where windows don't always block after 3rd, sometimes it blocks after 4th. I've not seen an infinite window bug yet. Remember it only counts vaults while in chase. I'm sure they're aware of it, as prominent youtubers have experienced it and some are fog whisperers.
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Distressing is a must on Doctor, it expands TR and if in treatment, means you drive them crazy faster and more often.
Using the 3 gen strategy is very easy 4k unless you're going against smart and very skilled survivors.
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Over too soon. :(
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Explain why MoM is better than DH. I'm waiting.
DH - Pros: Prevent damage, insta down, M1 down, and Myers Tier III Mori, every 40 seconds. Prevent Bear trap damage.
Cons: Must wait 40 seconds to use again. Must have skill to time the use at the best moment.
MoM - Pros: Prevent being downed from injured, one time per game. Requires no skill.
Cons: Prerequisite of being M1'd three times to prep perk, (likely this means you've been hooked at least once before perk is available) Permanent killer vision on you if used and healed to full health. Makes you killer's obsession. Only useable once, per match, IF prerequisites are met.
MoM is fine. DH is fine. MoM is fine.
If you're afraid of MoM, use any of the following OP aspects of DBD, and you'll laugh at MoM: leatherface, Myers, hillbilly, Mori on any killer, Plague, Spirit's silent phasing and grabbing survivors, clown red head's finger, Pig RBT, Huntress Iridescent head, Huntress headshot one kills.
Let me be clear, I don't feel that everything in the previous list is OP or needs changed, but everything in that list DOES counter MoM. The italic ones need changed. Huntress one shot head shots should never be in the game. Moris are important in the game, however there should be a bigger penalty for using them, like no BP for Mori, or less BP with each subsequent Mori. Mori is important part of the game, but is Very OP, and ruins the game for the survivors, especially the Ebony Mori.
The counters above counter DH as well as MoM. Change my mind or stop whining.
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After the current PTB, it is my understanding that the glitches on MoM will be corrected. These glitches, include M1 killers like nurse, which do not currently stack MoM. There is nothing wrong with MoM as is. Killers are just whining. MoM is literally a one time DH. Noone is complaining about DH. MoM has significant prerequisites, and debuff after used and healed. Just get skilled with DH and use it instead of MoM. lol.
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They favored the killer with the hatch and EGC. period. The only time it isn't favoring the killer is in the rare occasion where survivors are not leaving and the killer is bad and "forfeits". Other than that, - ie, in normal gameplay - it's bad for survivors. The killer moves much faster and doesn't have to be stealthy, it's much easier for the killer to find the hatch than survivors, not only does killer move faster, and not have to be stealthy, but the survivors (if they're playing right) are doing objectives, that means sitting at a gen, not moving around the map looking for hatches that may not have even spawned yet. In cases where the hatch spawns and one survivor is left, - which will be the most often EGC, the survivor is in all likelihood just dead. Killer has the best chance to find the hatch, and can easily guard the doors.
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@NuclearBurrito said:
To answer the question you get a feel for how often the Killer turns and then make gate progress while he's looking at the other gate. Right before he turns back around duck behind cover and repeat until the gate is open.
No I would not expect it to work very much. But it's something I guess.
A 3 minute EGC does not provide enough time to open a gate, and keep getting interrupted trying to hide from the killer, once you hit one or two red lights the killer isn't stupid and will know you are nearby and likely get a chase off if not catching you right away. Even if you somehow manage to escape the killer, no time to finish gate and killer knows where you are going.
#1. Kills by the entity should NOT count as normal sacrifices for the killer. The entity has to do all the work, if the killer gets anything I say DC bonus level of BP.
#2. I understand devs wanting to incorporate hatch closing into the game after investing assets toward that, BUT this is not the way it is, it provides a Stupid easy kill for the killer, even without NOED.
#3. I love EGC, but it is SUPER strong for killer and survivors are just dead. My advice? EGC only activates If the killer activates it, either by opening a gate, or by closing a hatch - hatch can only be closed if a gate is opened.
#4. Aside from visual astetics, I really don't understand the purpose of blocking gens in EGC. They will either be completed already if Survivors powered doors, or they will not, if 3 are dead and killer closes hatch. I fully expect the generators to not be blocked in an upcoming update so that if the killer closes the hatch, the last survivor could potentially complete a gen, and that would cause the hatch to reopen, or respawn open in a new location perhaps. That would allow a little counterplay as killers won't know for sure if survivors are trying to open doors or complete gens, the more things the killer is checking, gives the last survivor a slim chance to escape.
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Once again, MoM is a one shot DH. It has prerequisites, and penalties after use and healed to full. It does take no skill, whereas DH requires timing and skill.
However DH is MUCH more useful, and can be used many times in a match.
The bottom line is MoM is a rather weak perk, and you guys are whining like it gives a permanent invulnerability to being downed. The perk needs nothing, and will remain a second ranked perk. PS. I have DLC, love ASH!! - but he is toooo noisy. PS4.
You also have to be injured to even use MoM. It has so many drawbacks compared to DH you all just sound like children.
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Once again, MoM is a one shot DH. It has prerequisites, and penalties after use and healed to full. It does take no skill, whereas DH requires timing and skill.
However DH is MUCH more useful, and can be used many times in a match.
The bottom line is MoM is a rather weak perk, and you guys are whining like it gives a permanent invulnerability to being downed. The perk needs nothing, and will remain a second ranked perk. PS. I have DLC, love ASH!! - but he is toooo noisy. PS4.
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@GoatGod said:
Nerf Killers? Buff Survivors? Endgame is too situational?
Okay, a lot of things going on here. I'm going to give my opinion on each one.
First I'd like to state that I have around 1600 hours in this game, and I'm currently at rank 3 survivor, and rank 1 killer. I've been to every rank and I understand the different kind of play styles there are.
So a lot of people think that survivors have "overpowered" perks and that killers don't have good enough perks. Well, I completely disagree. You can call/think of me as survivor biased, but I'm going to try my best to explain my thoughts to you. So I see that people are complaining about MoM a lot, and I can agree that when it works it's a strong perk, but only against people who play killers that aren't very strong. What's unfortunate about it is not only does it counter the killer, but it counters the concept of the killer. So unless the devs change the concepts of the killer, they're still going to find MoM as a wall. So how do you counter MoM? The best way I can see to counter it as someone like Wraith is by getting it over with as quickly as possible, or doing the opposite and ignoring them. If someone is obsession, either make them using it up quickly as possible or avoid them for the remainder of the trail. But I promise you, there is no other perk in the game better than Hex: No One Escapes Death. Let me explain why. The devs have stated that NOED has counter play, however I'm gonna have to give a fat disagree on that one. The thing about noed is that there is no skill to it. All it does is allow the killer to down survivors instantly (without warning up until the first hit) and grants them more movement speed. Now it is good that it is a hex totem, as it can be easily taken care of. Once NOED has been exposed, survivors can search the map for the relative hex totem and cleanse it. With the upcoming endgame changes, that'll be harder to do. Ignoring the fact that 1 or 2 survivors have probably already gotten downed by NOED, what else can you do? Well, you could preemptively cleanse all 5 totems on the map. So what's wrong with that? Here's a list of what's wrong with that.
- Cleansing all 5 totems takes A LOT away from gen pressure, which gives the killer tons of time to hunt for survivors.
- There is a 1/57 chance that the killer has noed. That is a 0.017% chance that you will deny NOED. Also a 99.98% chance that you are being completely useless to your team.
- Let's say a trapper is running NOED. So you start the trial, the trapper downs someone and decide to face camp them. Now what's the best counter to face camping? Gen rushing. So you gen rush, a hooked survivor can only stall so much. You end up getting all the gens done, and the survivor on the hook dies. So the trapper decides to now go and kill other survivors. And boom, what happens? Noed. But why didn't you preemptively cleanse the totems? Well if you took time off gen pressure, you wouldn't have been able to get to end game in the first place.
The main problem with noed is the lack of skill it requires. The killer doesn't have to do ANYTHING to activate noed. Even if the survivors get rid of noed before endgame starts, noed still provides value for the killer since it caused survivors to get off gens and cleanse totems. So what could be done to make NOED more skillful? Well it could be something like devour hope. In the fact that, you get stacks during the trail, then if you have enough stacks once the exit gates are powered, NOED will activate. That way, they killer would have to work for their insanely powerful insta down and movement speed. Another concept would be making it like the perk Hope. For a certain amount of time, survivors are exposed and you move faster. That way it doesn't even have to be a hex perk. The only perk survivors can use to go against noed would be MoM (depending on the killer). But then again, MoM only saves you from one hit, and you HAVE to be injured otherwise it won't work. Adrenaline will only help you gain distance, otherwise it won't help. Decisive Strike was removed from the picture, all the killer has to do is count to 60 every time a survivor gets unhooked before picking them up. Otherwise decisive only works against killers who tunnel, and there are plenty of better ways to play than just tunneling.
Anyways, onto "buffing survivors"
The only buff survivors have gotten other than their perks in the last couple of months were the vault changes. Other than that, survivors have been getting nerfed quite a bit. Not sure if you remember the amount of pallets there were on the map before the pallet nerf, or the pallet vacuum, or the amount of tiles that used to be on each map. Yes, survivors have been getting small buffs but nothing significant enough to complain about. Perhaps you remember the ever so famous instablind from back in the day? Why nerf that when killers have 5 blink nurses, Iridescent head hatchets, Insta kill myers, no phasing sound spirit, mint rag hag, irididescent king doctor, insta down gas bottles... all comparable to what, an insta heal? All insta heals do are give extra hits. Extra hits don't matter against any of the killer addons I just listed, and don't even get me started on how different the hitboxes of the killers are from a long time ago, and no, it's not just lag, I refuse to accept that it's just lag. Something changed with the way they swing their attack. Now I need to state that I was using insta blind as more of an example of survivors getting put down, but yes I do agree the insta blind was useful, and I do think that nowadays most killers are very weak, however what makes them strong isn't the way you play them, it's the insanely powerful addons they all have access to, and hopefully something like that won't come out of something like the Freddy rework.
Endgame is not situational. The endgame is supposed to be in the survivors favor, since the that's the state right after the survivors successfully completely all 5 generators and the killer did not put enough pressure onto the survivors. Survivors aren't supposed to have tension or struggle during endgame unless the killer has brought perks to do so. What the devs seem to be doing is for some reason put the endgame into the killers favor, and all everyone is saying is to buff it even more because "the time is too short".
Quick edit, I forgot to mention that I have actually experienced the vaulting the entity window glitch, and I hope it gets patched ASAP.
Also toxic behavior should never be a reason to nerf a survivor/killer. Toxic behavior derives from the player playing the game, not the mechanics that the player uses.
I agree with much you said, a couple of points...
Whoever says MoM is P2W is irrational. MoM < Dead Hard. MoM works ONE time per match, requires prerequisites, and has a penalty if healed afterward, and doesn't work against insta downs from full health. DH on the other hand can be used once every 40 seconds, will work versus all damage (not sure about reverse bear traps-not sure anyone's tried it.) even traps. The main difference is MoM requires no skill, and DH requires skill. But then again, MoM only works ONCE. It is certainly not OP.
As far as survivors being buffed by perks, most of the new perks are very situational, DS is virtually useless now. The main buff that survivors have actually received is the changes to leader/prove thyself, this has allowed survivors to complete gens faster. However there are many killer perks which have been buffed which tell the killer which generator the survivors are at, especially if they are on the same one.
One glitch that needs fixed is the vaulting glitch, especially the bus on autohaven, but not limited to that vault. Where you fast vault, and then you glitch back to the side you came from and the game didn't let you vault it.
As far as Collapse, I disagree it is not survivor favored. Hatch can be closed forcing the survivor to use a gate, the killer literally has to walk back and forth to make sure the survivor is not opening the gate. When a survivor begins opening one, the killer will know whereabout the survivor is. Killers are faster, some VERY faster, there simply isn't enough time in 3 minutes to open the gate, and evade the killer/escape from killer to finish gate. The killer has to completely ignore the gates to lose the last survivor. Honestly, Endgame should only happen if the killer opens the gate and concedes. Because if it happens due to hatch close, the survivor is [bad word]. Add in the killer perks, like NOED, it is only worse. I too play both, been on since released on PS4, and watched youtubers before it was on PS4.
However I do love the graphics of endgame. Very well done. the hatch close, and no way to reopen without a key is too OP. Especially given the 3 minute timer to open a gate and how close the gates often are.
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Right, I addressed that. Free hit is a free hit. lol.
Guess he wants the survivors to use a shroud of binding and just stand in a straight line waiting to be hooked! roflol
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Agree with @Saint_Ukraine
If you're carrying someone, =Mad Grit. If you're just whining because a survivor is crouching in front of you, .... look down. Some killers are blind - and i'm not talking about characters, I'm talking players. If you can't see what's right in front of you it's not the game's fault, it's not the survivor's fault, it's your fault. Not to mention that most obstacles can be seen even when you aren't looking that far down. So if you have this issue often, get in a habit of hitting the survivor instead of wasting time, refusing to look in front of you. I'd love to see a video of you playing against 4 P3 Claudettes! lol
I guess alternatively you could play a short killer, like pig/freddy/legion/hag and then you'll see them crouching easier.
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DW doesn't go down in a game tracked "chase" but that doesn't count all the ways to "break" chase and abuse that game mechanic.
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That's your question!?...smh...
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This also applies to hooks. Say survivor runs up saves from hook but is interrupted by getting hit, then the survivor goes to save from hook but instead starts healing themselves at the base of the hook while the killer just hits them again. Small quality of life change but would be greatly appreciated.
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MoM<DH. period. Are you that scared of DH? Yes DH takes some skill to use it, MoM doesn't, but MoM is a one time per match DH. It doesn't work with insta downs, it has a prerequisite, it has a negative effect afterward. It also only works once a match, IF it is prepped. DH can be used every chase, and if you're good and killer is bad, multiple times a chase. really. MoM<DH. And Noone is complaining about DH. It's honestly fine how it is, and I don't run either MoM or DH!
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Insta downs are prevented with DH. So once again MoM<DH. Really, why is this even disputed?
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MoM is a ONE TIME DH. With prerequisites, and a penalty of killer seeing you afterwards. I really for the life of me can't see why people are losing their mind over such a minor perk. Yes if they get it prepped, they could have two DH in one chase - ONCE in the match. It's really not that big of a deal. DH isn't even judged as a strong perk according to most, but this is not even as good as DH. Not to mention that insta downs are not affected by MoM. Some people just want to whine.
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Taking the game hostage really isn't a problem on PS4, I'm assuming you all play PC. The real problems in PS4 are exploiting game mechanics, camping, tunnelling etc.
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He got buffed, not bugged XD
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Yes, and Killers shouldn't get sacrifice points for the entity doing the work and killing survivors who don't escape before collapse. I don't think the entity should reward survivors for this. give them bleedout points, maybe, or no points as the killer didn't kill them. Why would a killer sacrifice during collapse? It's better to slug and let them all bleedout and try to reach the exit. they can get others who try to heal, all while the timer counts down.
Is there a way to reopen the hatch without a key? Is the hatch spawning in at the start of a trial? How exactly does that work?
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If done correctly it seems like it will be fun. I'm not 100% on board with giving the killer a free kill if they can't kill the survivor. At the most I'd say they should get bleedout points, not sacrifice points. I mean the entity is who's actually getting the kill, the killer failed if the entity does the work. Why would the entity reward the killer, if they failed? This would also give the killer incentive to actually try to kill survivors, instead of slugging and/or just trying to keep them away from exit. Also Bleedout timer is what, 10 minutes? And Collapse is 3 minutes.... I see this causing problems and just preventing a determined survivor from being able to find the hatch or escape before bleedout which is rewarding killers for, doing nothing - doesn't seem right.
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So will the hatch spawn at the beginning of the trial?
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Have you considered: restoring the original vault animation (allowing survivors a small counterplay at vaults), only reducing power by 25% for each missed attack, allowing lockers to block legion vision in Feral Frenzy, restoring Borrowed time to it's pre legion effect? (removing the Deep wound effect from Borrowed Time and restoring BT time)?
I love the other changes, although it seems his TR maybe could've been left alone, but it was probably increased due to the increased base speed.
Keep up good work! Can't wait for dedicated servers!
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Especially with the emblem/pipping system, players may need to stay in to get BP via chases, sabo hooks, or to survive longer in trial to pip, will this be an alternative game mode, or affect all games, will there be sufficient time to pip before collapse?
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@KingB Whether it affects you or not is irrelevant.
Fact is BT was nerfed by adding DW effect and decreasing timer. Think of this, prior to nerf you could get off and go heal, after nerf even if you don't get hit, if you don't get mended you'll go down. It is a nerf. It does weaken the perk. With potato teams or killers abusing the chase mechanics, DW will down you.
The best use of BT was to be unhooked and run to exit. After the nerf you have 5 seconds less to get to the exit, then you are dying. That 5 seconds can mean the difference between escaping and not. It was nerfed. I don't understand why this is even a discussion. It was nerfed plain and simple. lol.
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Fog Whisperers program,... I think I'm on the team that thinks they need dissolved.
Puffers isn't a Fog Whisperer, but Monto and Tru3 are?
Is Noob3 a Fog Whisperer? If not he should be.
Or just dissolve the Fog Whisperer program.
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Boil over sucks, it should increase wiggle. It does almost nothing as is.
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One more thing, I wouldn't have increased the TR necessarily... but may be necessary with increased movement speed.
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OP seems a little confused, with the DW change BT was NERFED, not buffed, therefore if they simply make BT not give DW timer it will be a buff, but from a nerfed position and will still be more nerfed than it was pre legion. (since they reduced the timers also with legion release)
However I agree completely return BT to it's pre legion effect! PLEASE!?!?!?
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I don't, but should be able to, that's all i'm saying. I don't meme Dwight. haha! But the indicator is a circle in your exact spot, so yes pretty much he can see you.
My opinion is, that you should be able to hide in a locker from legion. It only makes sense since all other tracking is temporarily nerfed by lockers, he should be also.
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One more thing.... they need to add killer blindness while in frenzy to lockers. It's pretty insane that legion can see you through lockers, especially since they buffed lockers, but legion can still see you through lockers.
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Having played both killer and survivor a decent bite,
I agree with OP on all counts, except a few notes:
I do think that missed attacks resulting in depletion of power may be a bit extreme, maybe a 25% reduction is what I would've done had it been me.
DW timer stopping in TR is wonderful, about time! It never made sense when they nerfed BT to become a DW timer.
Removing Blood in Frenzy makes sense, reduces tunneling and breaking chase exploits.
DW timer pausing while mending is a good thing, it prevents the killer from just walking up to survivors who literally just have to stand there or collapse. It provides some counterplay.
DW timer doesn't reduce with subsequent attacks, this is a good change, to discourage tunnelling and provides survivors to have some counterplay vs legion. The increased base movement speed to legion is to help the killer due to this change while chasing.
Overall Great changes! Could've probably gone with just a 25% loss per missed attacks. Hopefully BT no longer counts as DW. Perhaps now I won't have DCs when we go against legion.
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Even with Fog offerings it is capped and doesn't seem like the middle of the night. I'll say it again, shouldn't see players from across the map.
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Even without corrupt, unless you're in Lery's or the Game, she can puke over most walls, T walls Z walls etc, if you watch through the wall where they are moving (like on farm maps) then you know where to puke, puke high over walls it falls on them. Like you said once they get sick and then broken one shot them. Corrupt is VERY powerful for this reason, if you have corrupt you can literally be on the other side of a wall and down them while they are working on a gen on the other side of the wall. Only a few people have realized and used her to her potential. She is very strong. They can loop you, but She's not a 110% killer. So loops aren't that bad. If they are looping you badly, go puke on someone else lol. Then you can pick up corrupt. PS. ALWAYS puke on hooked survivors if they are not infected.
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I agree with the Original Poster. MoM is really not very good. It's a single use per game DH. That's it. That's the pro, a ONE time use DH. After that the cons: Heal to full, killer can see you, it has a prerequisite of 3 M1 hits, so chainsaw, grabs, NOED, Make your Choice, don't count, haunted ground doesn't count, iron maiden, doesn't count. Anything that puts you into dying state from healthy, don't count. Mikey want to do a Tier III Mori, yea, you're dead. It is a ONE time DH, With prerequisits, AND penalties of being seen rest of game if healed.
Really there are MANY Far more broken aspects to the game, Mori, Tunnelling, Camping, Legion seeing you in lockers, DW countdown while still being chased by a moonwalking legion, (no counterplay to legion), DS is trash now - and I rarely ever used it before, Noway to get out of Dr tier II, Dare I mention NOED?, hits from the other side of windows, killers able to block pallets. The list goes on.
But Hey, we got Ash skin and outfits, so that's awesome!
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I agree with everything he says, except, the last point.
She is only weak to "certain loops" She has projectile and Trappers speed. She is stronger in loops than huntress. She can shoot through windows and vaults like huntress, but if the pallet is down and they crouch, that is one of the few counterplays to her vomit, otherwise, spray and pray, you'll get better at doing the sprinkler to down survivors, but it's effective, as you just have to touch them with vomit, you don't have to actually get any certain amount on them. Especially with Corrupt Just hit them a little and it does the full one health state damage. Normal vomit will get them sick with just the smallest touch as well. then the chase will put them in broken, if you don't get them hit before then.
Know your loops and know your power, unlike huntress, Plague can vomit over walls and the vomit will fall down hitting survivors on the other side. Plague is stronger than huntress, and once people get more experience with her, she will be top tier next to Nurse, Spirit and Billy.