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Halun

Halun

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Halun
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  • Never let them go.

    4k all day.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473573#Comment_1473573

    The part you're leaving out is if the now marked survivors know where you even stalked them from. Even the sweatiest red rank survivors I've faced get confused and panicked about my location.

    I mean I can't really argue against your anecdotes, I can only really say that hasn't been my experience.

    Doesn't mean either of us is wrong, simply means it's variable. I fully admit you might just confuse people enough into getting the drop on them at times. But I have a hard time believing that would become the norm based off my own experiences.

    But who knows. Maybe you're just way better at Ghostface than I am. Idk.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477041#Comment_1477041

    Ah so you really don't wanna listen to the exact ######### reasoning the devs have given on the topic of why comms aren't baseline?

    Okay.

    There's a difference between listening to it, and saying it's an outright stupid reason and that the devs are being shortsighted.

    You pretend like DBD is the only game in existence, and that there aren't thousands of other games out there balancing around VC despite Europe existing.

    Just because Europe exists, and you might only be able to play with your friends in countries that are your linguistic neighbors doesn't mean that perks couldn't be reworked to ensure that no one using VC unfairly benefits from those perks simply by using VC.

  • I don't think you pip if you unhook one person either, right?

    My entire point is that its kind of a silly argument. Pips are stupid, and there are a lot better reasons to not camp.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476904#Comment_1476904

    Yeah as I've said its more of a rough draft and if they start healing I mean it could work but you have to make thos perk situational because if someone starts healing them without them wanting it they can get screwed but I do agree

    That's a good point that I hadn't considered. Hmm...

  • @Komodo16 said:

    Ok first im a survivor main, I do play a good amount of killer and ive played at high ranks and seen just about every b.s. strat each side can do. So this is my opinion on DS. First it DOES need a rework. But not a nerf or a buff, I think it should be more situational and anti tunnel. First it deactivates if someone else is hooked when the perk is active. Second the timer is permanent unless you get fully healed or work on gens. Because if you want to progress the game you have to realize by negating pressure the killer has you should lose your invinciblity. I think this would fix alot of its misuse, because it should drive you to heal and still give the killer pressure not make you invincible. And as for unbreakable well with these changes it would still balance this and unbreakable is fine as is. So I hope you guys see my reasoning and also im only doing this as like a rough draft so its not a full idea and it can be built upon like it deactivates permanently if the exits are powered or gens get finis hed way too fast because then a killer has to comeback somehow

    I dislike the idea of DS lasting forever, but I wouldn't have an issue with it having a long timer if it had those caveats. I'm also not the biggest fan of the "fully healed" bit. Perhaps change that to "if they begin healing" instead. I mean if not, that seems like it could be gamed pretty hard. I mean am I supposed to just let a survivor fully heal in front of me? That seems wrong lol.

    But overall, those are my only real criticisms. Honestly your fix is a bit more limiting that even my own, which was simply that it turned off if they started healing/working on gens/totems/etc. The "hooking another player" thing is something I wish I had thought of myself. It's a good addition.

  • @Axe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475062#Comment_1475062

    Survivor lose alturism points, they need alturism to pip and rank up

    Personally I don't camp (always feel too bad even trying, plus it's beyond boring) but c'mon lol...

    Killers need sacrifice to pip and rank up too.

  • I refuse to give them the satisfaction.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476640#Comment_1476640

    Uh, bonuses to perks by using VC are only a part of what makes VC so powerful. The information and strategy increase alone puts it eons above non-VC, and that's before perks are ever factored in. That's why it's an unsolvable problem. Best you can do it minimize the benefits, but realistically you just can't.

    But where does the majority of overpowered information come from? Perks like OoO, etc.

    Of course there will always be certain balancing issues because of extraneous information supplementing strategy that is gained simply by using VC. But that doesn't mean they should ignore clearly outstanding issues that just make the situation even worse.

    I swear I'm not trying to be insulting, but your attitude sounds like this to me: "It's so broke, there's no point to even try and fix it". Whereas I'm of the mind that we should try our best to mitigate the problems that we can to lessen the gap, even if it doesn't ultimately solve the issue as a whole.

  • @PigMainClaudette said:

    I think that a majority of the balancing should be done around the purple ranks. Just higher than the middle, but not the 1%. Of course you still make some changes for all ranks, but focus more towards those who are more familiar with the game system and more likely to spend a larger amount of time with it.

    https://forum.deadbydaylight.com/en/discussion/comment/1476799#Comment_1476799

    I get what you're saying, but I would also like to point out how Overwatch did that and look at the state of it for a majority of the Overwatch League and it's first season compared to literally everybody else.

    Yes, DbD isn't an E-Sport but those who do not learn from history are destined to repeat it.

    I understand your point, but I think you're entirely misunderstanding the issues that Overwatch encountered.

    Theirs wasn't a problem born out of trying to balance around high level play. They have always done that, and continue to (afaik) even to this day. Overwatch's issues, early on at least, involved designing specific kits that interacted in an extremely limiting way and balancing them in such a way that they were the only viable playstyles if you wanted to win. It went beyond just a normal meta. It was concrete. And OWL itself was pushed despite an in-organic growth pattern, entirely facilitated by big-money attempting to cash in on the e-sports trend.

    Neither of those things has happened in DBD to my knowledge.

    And as such, It simply isn't comparable in the way I believe you think it is. But the truth is, there is always a meta. It's simply a matter of what the meta is, and how dominant is is. But the facts are, a standard balanced meta won't matter for 75~%+ of players anyways. So trying to balance a meta with those people in mind is futile, and will only harm the serious competitive environment. Overwatch's mistake was one of such improper balance that it created massive issues even at lower skill levels. And that's just a mistake, not an indication of top-level balancing...

    For info, here's a quote from a site about game design, talking about competitive balancing:

    "Compounding the problem of balance in games is the fact that a game can actually be balanced at the "professional" level, but imbalanced at the "intermediate" level. Meaning, sometimes a strategy will be way too powerful -- a dominant strategy -- at all levels of play except for the very highest.


    Ideally, you want your game to be balanced at all levels, but for a modern video game of even average complexity, that's asking a ton. It's best to figure out what you want your game to be, and then focus your balance efforts towards that.


    If you want your game to be competitively played, then focus most on the top-level players. Talk to the best players -- people who play tournaments (if you are so lucky to have tournaments for your game). If you have a high-score leader-board, contact the top people on the list and pick their brain. However, if you want it to be more of a "casual game", then hand the game to random people, even people who've never played a video game before, and see what they do with it. Tailor your balancing work around your audience."

    So really, it all boils down to what BHVR wants DBD to be. If they want it to be a competitive game, with rankings and an MMR system and etc. then they have no other choice but to balance at the highest levels, and design things in such a way so that balance isn't broken at lower tiers.

    And if they don't want DBD to be a competitive game? Then the can balance for the majority and simply focus on adding more casual outlets into the game to level the playing field, so to speak.

  • @Theetis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282761#Comment_1282761

    How dare people play online games with friends while performing the most basic social interaction of all, which is having a conversation.

    I don't think people blame other players for playing with their friends, or even for using discord.

    I think people blame BHVR for not balancing perks with SWF w/ voice chat in mind.

  • You always balance for high level play. High level players are the most likely to invest time and effort into a game, and the most likely to break things if they aren't well balanced. Balancing for casuals often will leave things broken at high levels of play, de-incentivizing players from investing time and effort to advance their skill, since skill will inevitably take a back seat.

    There's a difference between designing with all skill levels in mind; taking all players into consideration, and balancing for competitive play. For some reason, people can't separate the two.

    Regardless, considering that red ranks aren't indicative of skill, the question itself is a bit flawed to start.

  • @Xbob42 said:

    This is sort of an unsolvable issue. You can't prevent people from using voice chat because that's ridiculous. You can't balance around voice chat because tons of people don't use it. An in-game chat/voice chat could help but would introduce problems with how utterly unhinged a part of this community can be, which would cause disturbances mid-match.

    Maybe a limited ping system could help?

    Lol you absolutely can balance around voice chat. You do so by making it's use irrelevant. So no bonuses gained from perks if you're using VC, and no "losses" if you aren't.

    The issue is that they clearly weren't considering VC when they developed certain perks. And if they were? Then I have no idea what they were thinking.

  • I don't know if I hate Ormond or Haddonfield more.

    Both are horrible though.

  • @Grossman said:

    Why every player that is good (like pro) must be cocky (sometimes toxic)? I played against Spirit. He absolutely destroyed us. We said ggwp. His response was ez. I also played against very good Huntress. He killed us all four, but it didn't go without toxic behavior. I don't understand why good players in this game must be like this? I want to have respect in them but they make me hate them. I think we could say the same about survivors.

    Honestly? I think it's cyclical.

    That spirit you went against? Maybe they went against a really toxic SWF group prior, and ended up taking their frustrations out on you a bit. Same with the huntress. And that hate you're developing? Maybe it'll result in you treating some other undeserving killer poorly in the future. And then that killer will move on and end up being toxic to some other survivors as a result. And the cycle will repeat.

    The only fix to this is to just try to be as kind as you can, and let the rest of it go. Some people are just gonna be jerks. But I think the majority of toxicity is built off of prior toxicity. And the only way to break the cycle itself is by refusing to engage with it on a personal level.

    I know it sounds corny af, but idk...

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476480#Comment_1476480

    Basically, the pip system sucks and doesn't actually reflect someone's skill very accurately. For example, I am usually at red ranks and I really, really shouldn't be. So the Devs are implementing a completely seperate matchmaking system based around an MMR score, however it will be hidden from our view and we will not know what our MMR score is. (MMR stands for Match Making Rating, lots of games use MMR systems, however in DBD it's going to be hidden from view and we will still only see the current ranks and pips and such.)

    "however in DBD it's going to be hidden from view and we will still only see the current ranks and pips and such."

    Which is exactly why I don't trust it in the slightest. No worthwhile MMR system is "hidden". Sure, there might be hidden variables, but how the hell do we know they aren't just saying "Oh no, we're definitely implementing an MMR system! Really!" while doing absolutely nothing?

    From the player perspective, literally nothing will change. So how can we just take this on faith? It makes zero sense without a visible metric to prove that things aren't just as broken as they are now...


    God this game has made me so pessimistic...

  • @Mandy said:

    Yes it's perfectly ok to use something like Discord to chat with your friends whilst playing a game of DBD.

    The Official DBD Discord also has specific voice channels which people can use if they want to.

    And no this is not against the game rules.

    If this is the case, why are perks not being balanced with VC in mind? Because they clearly aren't. I'm a relatively new player and even I can see the issues. It's actually really surprising.

    If the stance here was reversed, it would be plausible to say "We don't balance perks with VC in mind, because we don't support or endorse the use of voice chat."

    But when it's not only being given a pass, but endorsed and advertised?

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1473573#Comment_1473573

    Oh I'm not saying there needs to be a warning. That would be ridiculous. I'm saying as much as Ghostface can blend it's understandable not being able to spot him.

    I mean sure... But it really depends on the map, outfit, stalk location, players involved, etc.

    I think I said before, sometimes you just won't see him. And without a notification you'd end up getting caught out. That would happen sometimes. But I don't think it'd be a constant issue for most skilled players. That's all.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469452#Comment_1469452

    To be fair, Ghostface can be hard to spot at times. Especially if they are running the classic scream outfit.

    It can be, but his mask practically glows with that outfit too, so idk lol. I mean I guess if they've got the devil mask I can see your point to an extent.

    I just don't like the idea of doing all this work concealing yourself and ensuring survivors can't see you, stalking them, and then they get a notification saying "bad man staring at you". It seems counter to the entire mechanic. That's the entire reason the hit+run build developed imo. Why bother doing all that work (when you could be stabbing them instead) and ruin the surprise factor?

    But I don't know how I'd fix it either. As I said before, I don't know if removing that notification would be the best option alone, since it would really only punish less skilled survivors. Idk.

  • I want proof that the MMR system is real! And I want proof that the entity's realm isn't flat!

  • @DCash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469452#Comment_1469452

    I'm already looking around for gf. Not everyone uses spine chill bud.

    As for the counterplay to noed.... Yeah break totems... Fun. I'm sorry but no one should be asked to find every totem on every map. Some maps are too big to search by yourself and frankly that's boring gameplay. You say you want survivors to not rely on the game doing it for them..... The don't use noed. When I said counterplay I meant in a 1v1 vs the killer sense. In the moment while being chased there's nothing you can do to counter noed except hope your team breaks it, if they even know it's up.

    Lol you're entirely missing my point.

    If you're already looking around for ghostface? Then you wouldn't likely have any more issues than you already do... This sort of change would really only affect lower-skill players who are incapable of scanning their environment while completing tasks. Higher skill players already have the necessary skills to render this sort of change moot.

    And truth be told, I don't even necessarily think the proposed change is a great idea, precisely because it would be punishing to new and lower skill players but entirely irrelevant against higher skill players. But pretending it wouldn't have any counterplay is just silly. It would. And Spine chill wouldn't be a necessity. It'd be a boon, much like most other perks lol.

    As for NOED? Honestly I didn't even want to have this argument... But whether the counterplay is boring or not is irrelevant.There is still a counter lol. Pretending it doesn't have counterplay because you don't like the counter is kinda hyperbolic and disingenuous. I mean feel free to criticize it. But saying it has no counter? Idk...

  • @DCash said:

    https://forum.deadbydaylight.com/en/discussion/174188/ghostface-mains

    This reminds me of the new perk Trail of Torment. The devs said the reason they wanted to show the yellow gen highlight was because survivors wouldn't have any idea that something had happened. If you took away the info you get from GF he would be boring. You would just sit there in silence waiting for something to happen then he just downs you. It's like getting hit with noed. There's no counterplay possibility so it feels bad. I don't think it would be OP more boring to go against.

    I mean... that's true assuming the survivors are braindead and incapable. There absolutely is counterplay (to both this and NOED, but that's a different conversation entirely lol).

    I can only imagine most survivors, knowing they're up against Ghostface, would keep their heads on a swivel instead of waiting for an alert. If anything I think it'd be more exciting because they would actually have to keep watch instead of potentially relying on the game to do it for them.

    Then again, considering Ghostface could be playing hit + run anyways, they should already be doing this... so little would change lol.

  • I hope it turns out well. I'm just concerned by the lack of transparency right now.

    Once they implement ratings I might have a different opinion... But even knowing that rank is irrelevant, I can't help but feel bad going into matches as a green rank killer against 4 flashlight-clicking red rank sweatlords.

  • Huntress imo. Even ignoring Deathslinger's terrain issues, he generally feels disadvantaged just because of his pull-in mechanic. It just takes way too long.

    But idk. I don't play either very much. Not a big fan of the ranged killers tbh.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469352#Comment_1469352

    Well being able to mori after the 1st hook is boring/infiruating for survivors, but after the 2nd hook is the same but for killers so its not that easy to balance, but i do love the psychological impact a mori have on survivors as they could die any second, but on the other hand a good survivor could loop the killer long enough anyway so its a very hard spot

    That's true. I mean apparently you didn't even have to hook people to use them in the past lol, but they patched it to try and balance it. So the "after a single hook" req doesn't seem that bad to me, but I know survivors hate it. But it seems like we're at the same crossroads again and I can't help but wonder if it's really all that bad.

    I do think there's a way to make it more fun though. I just... idk. throwing out ideas seems silly since it won't matter anyways. idk.

  • @rha said:

    The MMR might even be working fine. All they said was that it proved to be extremely accurate at predicting the outcome of the match - and it might have correctly predicted for your killer matches that they were extremely in your favor so the problem would be with the "revamped" matchmaking algorithm they said they would still "tweak this part of the system".

    I am one of the few people who are supporting the devs' decision to keep MMR hidden and hope they keep it that way. However, what I would be fine with and what I think would be interesting at this point would be to see the system's prediction of the outcome after the match. If it said "balanced match" and you dominated clearly then the MMR calculated over the last months is not as good as they claimed in their post. If it said "in favor of the killer" then it's the new matchmaking algorithm that still came up with too many unsuitable matches.

    My issue with hiding the MMR system is that it makes it difficult to believe the devs.

    How do we even know there is a new system, if nothing has really changed from the player perspective?

    There needs to be some kind of actual indicator.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469307#Comment_1469307

    Well i m also main killer but i understand how borring it is when you got hooked once and then get killed, i would love to find a way to make moris usefull but not overpowered haha

    Yet im bored about the keys, the fact that many survivors just wait for you to kill 1 guy and hatch escape of some stuff like that makes it boring

    That's the thing. Ultimately both can be boring or un-fun for the opponent.

    But I don't really know how to fix them. The key fix seems easier. There are lots of options to change it and make it more fun. They could make them more limiting, or change the effect entirely.

    Moris seem more complex, because it seems like a lot of killers just play moris because they think the animation is cool, and being able to kill survivors yourself is fun. But changing moris to only allow kills after 2 hooks would enrage the competitive crowd, as it'd make them useless.

    It's a complex topic. But I don't think "anti" or competing offerings/perks is the answer either. Idk...

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469318#Comment_1469318

    Tomorrow I’ll probably upload the actual video somewhere and comment under this thread with it. It’s pretty great to watch a VOD of you as killer from the survivor perspective.

    I didn’t think it was tunneling either. I wasn’t looking for validation. More so sharing how streamers tend to view the game. Left all his teammates to lose 100% now because he got slugged.

    Yeah, i've played against some TTV's before, and luckily they were more chill (although they were in a SWF group with voice chat, which made things stupidly difficult). Watching things back from their perspective was pretty cool.

    Pipedream here, but I wish there was a playback mode (like in Overwatch, or Heroes of the Storm, etc.) where you can watch back a game from various viewpoints. It'll never happen, but man that'd be cool.

    But yeah I get what you mean. That's why I pointed out how fast he quit out. That clearly wasn't the first time he's just bailed on a game and blamed it on the killer lol. And it's not really about that player in particular. It's more about the mindset that a lot of players have. And the sad thing is, they let that negative mindset affect their teammates too.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469286#Comment_1469286

    I wanted to post the clip with sound, but I didn’t have anything I could upload to other than imgur on short notice. The audio really adds to the comedy of it all. “I just got off the ######### hook!” Yeah, and got on the gen directly next to it.

    Yeah I was sad there wasn't audio. I just wanted to hear what the heck he was saying.

    But to keep it topical, no, this isn't tunneling imo. I mean what did they expect lol?

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469244#Comment_1469244

    I just hope theh wont just delete moris cause i like the killing animation to be honest i think its super cool

    Same! I just like the ability to actually kill survivors. The animations are so cool.

    Personally I don't see an issue with moris, but I primarily play killer, so of course I'm biased. Tbf though, I don't see a massive issue with keys either.

    I just think both might just need minor tweaking to make them feel less bad for the opposing team/player.

  • Not a pyramid main, but I'd like it. Might be a bit strong, since it'd almost guarantee you get a cage, but I already feel like I barely get to use cages anyways, so idk.

  • I'm more stunned with how fast he left that match rofl. Talk about muscle memory smh...

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464548#Comment_1464548

    How does ghostface require more skill than pig? Ghostface's power is looking at a survivor or playing hit and run, while pig can learn tricks on maps where you can run over loops.

    I'll try to expound a bit more later when I have more time, but basically? Ghostface's kit has more depth. You have to worry way more about positioning, targeting, and mindgaming imo, because you can't just mindgame survivors into an ambush.

    With Pig I literally just crouch, sneak up on people, ambush them, and use traps to stall when necessary. Sure, there is some mindgaming and trickery involved, but it's pretty straighforward. With Ghostface on the other hand, I have to worry about stalk positioning, kneestalking, gliding properly, targeting survivors properly, using crouch to force plays, etc.

    It's not that he requires more skill, it's that it's an entirely different sort of skillset that has more depth to it, imo. But if we're talking about skill cap?...

  • I'm mostly neutral on the other killer placements, but the stealth killer placements bother me.

    As much as I like Pig, calling her one of the highest skill cap killers is hilarious. Pig is probably my most played killer, and she seems drastically easier to play when compared to Ghostface, who is listed as "no skill" rofl.

    It just doesn't make any sense. Seems a bit salt-biased imo.

  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/173705/what-is-wrong-with-yall

    If the system actually works I’m very happy that I can finally learn nurse against survivors that aren’t red rank. I just don’t understand the issue here. Let’s take nurse out of the equation for a moment...... let’s say I main Trapper (any basic M1 killer) but I want to learn wraith (another basic M1). Even if survivors at lower MMR have 4 flashlights the fact that I’ve been at red ranks for so long and know tiles/movement etc means it’s going to be a slaughter anyway.

    The biggest issue is the existence of a cheat survivors can use to determine what killer they're going up, etc.

    While this is supposedly fixed in the update, I get the feeling a lot of people aren't exactly confident in BHVR's capabilities. And locking survivor loadouts similar to locking-in killers could fix the issue.

    Personally I'm just hoping they've fixed the log encryption, so this isn't an issue anyways. Force locking survivor loadouts would likely do little beyond encourage even more SWF groups to guarantee compatible and complimentary loadouts. And that seems like a really bad outcome when the initial encryption fix might fix the issue without a lock becoming necessary.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460496#Comment_1460496

    That would defeat the purpose of even logging, the purpose of logs is debugging and if you're just putting random info in there, why even log anything.

    You're saying that as if that isn't the entire point lol.

    Regardless I was mostly joking. I have no idea how the system works. My hypothetical fix is more a spiteful dream than a serious suggestion.

  • @Irvin said:

    If people are saying stuff like that you should report them for it. You also do have the option to hide the chat, to do this click the two arrows next to where it says click here to chat and it should hide the chat for you.

    This discovery really saved me a lot of grief. Idc what people say. They can be as salty and mean as they like, as long as I don't have to read it.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460443#Comment_1460443

    Matchmaking is so broken that it may as well be considered rankless as it just often completely ignores rank and matches up a rank 1 with rank 20 players.

    I don't disagree with you. But that just makes things even worse imo, not better. Because then it just makes things feel even more unfair. Imagine if the game just didn't have this broken system to begin with, and instead of "fixing" things, they were simply implementing a working system now... Something tells me the community would be a lot less up-in-arms about the issue as a whole.

    Once they fix matchmaking (or even now), how hard would it be to implement rankless play? One could make the argument that would split the audience, and make matchmaking time even higher, but I think it's a necessity. Not everyone wants to compete. And imo, ranked play should have never been the default for the game. That's insanity, especially with a broken system.

  • @derppug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457715#Comment_1457715

    This. The game ingrains in you the need to 4k. In order to get +2 pip you need to 4k. No if ands or butts. And getting +1 requires ~3k.

    Exactly. If a 2k is a win, why doesn't that alone net a pip? lol.

    Sure doesn't feel like a win.

  • Imo this is why we need a rankless "quick play" or "unranked" mode.

    I still don't know why this game doesn't have something that basic.

  • If they do, I can't wait for the salty "HOW TO FIX KWF" and "KWF IS BROKEN!" threads, etc. lol.

    Karma.

  • I don't even think this is really an issue... But if it were, I wouldn't actually see an issue with pausing/slowing the struggle timer for hooked survivors if killers are right on top of them.

    The radius would have to be small (because you can't just incentivize people to bait near the hook to save people), and it'd have to be based on a hook radius rather than killer, and it'd have to be horizontal axis only (to fix the multiple floor issue), but I don't see a problem overall, other than it being a solution to a problem I don't really think is a widespread issue lol.

    I don't understand the "free unhook" argument though. Perhaps I'm just not considering things fully, but pausing a hooked survivor's timer for a second to slap around a cheeky survivor doesn't seem like a massive deal. Hell, I'm sure there could be a way to fix that perceived issue too. But idk. If I'm just looking at this from the completely wrong perspective, feel free to let me know why.

  • If we're essentially making moris "a cool animation instead of walking to the hook", then they should just remove the key's interaction with the hatch entirely, and make it open a door with a cool animation. If we're making one pointless, we might as well strive for equality... I mean your key fix isn't a bad one. But you can't make moris completely useless and expect people to be fine with keys actually being reasonably balanced lol.

    As for NOED? They can Hex: Ruin NOED when they delete DS.

  • @Smeagolthevile said:

    so I have started to put a LOT of time into legion, maxed out and unlocked every perk I had avaliable for them at this point, but I'm running into a wall. Specifically it really feels like the frenzy and deep wound effect is kinda pointless unless you are going to use it to get a quick and early hit on a survivor in a chase, and then tunnel them down.

    The fact that they can just run forever away from you and that as long as they are mending the timer isn't going just never feels like its actually impacting them. Sure it buys you time, but if your chasing a survivor without the goal of hooking them, your just giving everyone else time. It feels counter productive, am I missing something?

    I hate to sound so negative, but what you're doing wrong is playing Legion. The issues you're describing are a consequence of Legion's ability design.

    I really like Legion, but their ability is awful. Much like Pig (another killer I love, but always get frustrated playing), their ability is just a stall mechanism that feels like it never has the impact it should.

    But even worse for Legion, mistakes and misplays with it are so heavily punished that it feels like you're fighting against your own kit half the time. Imagine that every possible mistake you could make is akin to a billy saw clip, but the difference is Legion's ability can't down survivors lol.

  • Wait. Stadia is still a thing lol?

    I forgot about that entirely...

  • Maybe I just don't know how to play him well, but I have noticed that if I don't use certain addons with him, I'm almost certain to lose.

    I really like him and the character in general, but I don't play him all that much for that reason.

  • OoO is probably the only perk I'd say is completely broken and just needs to be removed or reworked from the ground up with a new, completely different effect. It's just so oppressive in the hands of a group with voice chat.

    I might hate perks like DS, but at least those could be fixed with minor changes imo. OoO just needs to go.

  • @Almo said:

    Stick with it. There's a ton to learn in this, and that just takes a bunch of experience. I'm a Killer main, and it took me a while to come to grips with a lot of the more subtle aspects of the game. I had a strong motivation though... I have to understand these things to do my work! :D

    But seriously, I still find playing Killer a lot of fun after all this time. Just keep at it.

    As a relatively new player myself, I have to say that the issue is that there's no incentive to just "stick with it" when it feels like most matches are miserable and flat out not fun. I'm not being paid to play this game, I paid to play it...

    "Oh, just stick it out" seems like an awful mindset to have.

  • @Ghoste said:

    Hilarious that people are upset by Petrified Oak offerings in this thread. The devs put them in the game, so players are free to use them, and it's not toxic to do so.

    Frankly, if you dodge matches because of offerings, then you should stop queueing and go play something else.

    "Hilarious that people are upset by killers quitting the game in this thread. The devs put that option in the game, so players are free to use it, and it's not toxic to do so."

    lel

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