Kind_Lemon
Kind_Lemon
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I never use gen-slow down perks. I play mostly Hag, Myers, and Huntress, and typically see the exit gates powered around 75% of my games.
I run perks that allow me to chase more effectively and capitalize on multiple survivors clustered together. Slugging is my bread and butter, and I find it curious so many killers hail slow-down perks as their saviors.
example Hag build: STBFL, Unrelenting, A Nurse's Calling, BBQ (used to be Spies before it was unnecessarily nerfed).
ex Huntress build: Whispers, BBQ, A Nurse's Calling, Knockout (RIP knockout on Huntress in upcoming patch. Stupid change imo) or STBFL or Huntress Lullaby / Third Seal / Devour Hope (because these can be mega fun. I've stopped running these because of Soul Guard, however, which is another reason I think it's a poorly thought out perk).
example Shape build: Whispers, BBQ, STBFL, PWYF (a shame it's not designed to only lose tokens on successful attacks or an Unrelenting combo would be super tasty, but I have too much to say about this perk's "should be's" to put in this post) or Unrelenting.
My games usually end with 3+ survivors on the ground, dying, or with 2+ survivors escaping.
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@Traslogan said:
Myers has been out of date for years, but they don't make as much money on him now so they won't sell you the fix.
He needs to actually have a genuine advantage at tier 3, he's the worst of all insta-down killers. Finite power, finite uses of finite power, and his faster vault is literally still slower than survivors, you need to take Bamboozle and Fire Up to be faster than them.
He needs a way to deal with pallets, e.g. +40% pallet break speed during EW3, maybe even some faster recovery, and his stalking should slowly cooldown instead of just capping out. (E.g. Survivors stalking goes down by 15% per minute or something, not enough to stalk one person forever but enough that his power isn't just finite).
Frankly myers could do with being faster. He lacks any gen-control at all and the hex ruin nerf obliterated his last backup.
They literally even turned off bloodlust for T1 myers so if a survivor is playing a female, every obstacle can stop your stalking no matter what and they can just run rings around you.
Literally atm the counter to myers is just drop every pallet pre-emptively and if he isn't an anti-pallet build he's just dead in the water.
The "counter" to Myers is just play well and hide if necessary. That's something every survivor should have to know how to do. I play a fair amount of Myers, and I often don't see any pallets in use when I'm in Tier III. I tend to use his perks (except Dying Light), BBQ or Whispers, and sometimes Unrelenting, and I do fairly well with him, but that's not to downplay any of your concerns.
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Well, it's more of the fact that they're not actually using the PTB effectively to test changes and are just using it as an apparent publicity stunt and a bug-catching machine.
SWF changes, hook mechanic changes, perk changes, and more should all be more regularly introduced on a more frequent PTB and then taken back for consideration and NOT automatically included in the next patch (which it appears is the de facto result for PTB changes).
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Third Seal, my avatar, bruh.
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I'm pretty sure the idea is that the hook isn't a "safe, reset" spot for survivors. Survivors should have to work to not be found again after being unhooked. After all, that should be when a survivor is most vulnerable.
But Doctor mechanics are poorly designed rn imo, so I understand why this post was made.
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I, unfortunately, will not support any proposed rework of this perk unless it includes an activation option like Dead Hard.
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@LordRegal said:
I couldn't pick multiple options, but I LOVED playing as and against Nurse before her nerf. Post nerf, I find her incredibly unfun to play even through my 4ks, and I feel legitimately bad going against nurses now since 49/50 times they can't catch me, since I'm used to constantly juking Nurses, now I just need to juke once and hold W while they fatigue.
I have to completely agree.
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Deathslinger because nothing I do matters in games with this killer. I get no say in being in a chase or not, and I have no say in whether I'm going to be downed or not. It's a single player game for the killer, and I don't want any part of that.
Secondarily, it's Doctor bc chase music and mechanics that are worse than his pre-rework and then Freddy because why is he fun to play against?
Thirdly, Trapper.
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@batmanscar said:
https://forum.deadbydaylight.com/en/discussion/comment/1451260#Comment_1451260
no , everything I said currently applies to myers and he needs a complete rework . and the cap should be removed because no other killer has a limit on how much they can use their power , and the same as survivors they don't have a cap on how much they can use their add-ons unless its DS which grants the survivor a free escape so thats why that was done .
umm...what do you mean by replying "no"? The first part of my comment is just information about how he was designed, and the last part about gens is only somewhat debatable.
And just saying that a killer's mechanics are different from most other killers' is not a valid reason for a change. Not to mention, several other killers have limits on their powers. Pig has a set number of traps, and Huntress has a limited amount of hatchets until she goes near a locker. Additionally, Myers keeps his smaller terror radius even without his stalk ability.
I'm sure you've never run out of stalk on all survivors in a normal game where you don't use any add-ons higher than a rare, but lmk if you have, because then talking about the stalk cap might pertain to something productive.
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The Nurse, in her entirety, just needs to not be the way she is right now.
I miss the Jenner's Last Breath and Anxious Gasp combo... RIP my main source of Nurse fun. 😥
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I can concur with the general feeling behind your statement: a development team shouldn't be devoting resources to and diving headlong into a change that might not be welcomed by the community. Seeing them not do reconnaissance about possible changes and then being stuck with a pile of warm excrement in their laps is frustrating. Simply being a watcher of bad decisions being made and then being forced to accept an unsavory compromise as a result of it is not only exhausting but vexing.
I feel like I can't do anything (which I realistically can't, but this is a collective "I" akin to the royal "we" maybe?) to stop them from making practically irreversible design decisions that forgo the better solution in favor of a solution that just limits everyone in the fun department all while letting balance wiggle off of their shoulders above the basement stairs and then be double stunned from the animation and then the drop.
I can understand why some people responded to your post the way they did, but I can also understand why you reacted the way you did.
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@ShadowRain said:
Billys just angry he got nerfed
this made me smile :D
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Huh... I guess this is the downfall of anonymous posts. Without math skills that exceed simple arithmetic, it's not obvious to me how many people have participated in a poll, a key statistic in determining accuracy. Can any moderator here tell me how many people have voted, or is that information hidden to you as well?
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@Twillzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1401863#Comment_1401863
Thrilling Tremors is activated on pickup of a downed survivor, so you can chain activate it every 16 seconds on a slug to abuse the heck out of it and keep gens chain locked!
Trail of Torment can be abused by simply kicking a gen, walking to a place you expect survivors to be, failing at doing anything, and kicking a nearby gen to chain-stealth, go back to another gen, repeat. Super abusable.
I'm all ears can be exploited by erasing the mindgames of any vault loops.
As a not-so-wise person once said to me, think before you speak, mate. You're clearly not.
I would like to point out that if Thrilling Tremors was changed to be that it blocked all generators while carrying a survivor that it would no longer be abuse-able to the degree that you state (also could work well with meme-y builds revolving around carrying survivors).
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why, yes. I'm glad you've joined the club of realizing that The Plague is badly designed on many fronts.
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That's what they should do, but I doubt they're going to do that any time soon just because they seem far more interested in having more people on the teams that go around giving cool-downs to killers and not adequately solving the issues with the killer in the first place.
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it's really a mindset issue and how the game tells you what is scary and how you should feel in most scenarios.
Right now, the game prioritizes giving players that annoyed feeling over any kind of tension or fear.
In short, it's not a problem with "facecamping"; it's a bigger issue.
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You need place-able totems. We all need place-able totems (can't place dull totems within 24 meters of each other). The first Hex perk in your loadout is applied to the nearest dull totem when you do try to place a totem inside another's 24 meter radius. A good button like E (Dead Hard's button) would do wonders for that implementation.
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@Nos37 said:
If I am the last Survivor, I have no chance at opening one of the gates to escape, the longer duration isn't the problem; the lights on the switch are.
That's an issue with the EGC :D, one of many poorly-implemented changes on my passionately-hated list.
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@Jill10230 said:
https://forum.deadbydaylight.com/en/discussion/comment/1421638#Comment_1421638
Ghostface need stalk too..
Nerf maybe the meters, 36 meters it's far. 20 meters it's correct...
Ghostface doesn't need it as much as Myers does.
This statement is partially fueled by my dislike of Ghostface's Stealth for Dummies and my admiration for Myers' Stealth for Advanced Practitioners.
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I like your style.
Edit: I don't necessarily agree, but I like your process.
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So, it didn't originally highlight when in use, but then the devs added that. Then they bugged it. Then they fixed that bug, completely forgot what they had changed it to do, and then they introduced a new bug that made it not gain more than one stack.
I have little hope.
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Make the percentage to prevent failed skill check notification affected by luck. That's one thing the perk needs. (I would also like it to reduce skill check fail penalty if any dev's reading this....)
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Saboteur:
Allows you to sabotage at 60/70/80% speed without a toolbox. Increases toolbox efficiency when sabotaging by 70/75/80%.
Comes hand-in-hand with:
Sabotage
- 18 seconds
- hooks stay permanently sabotaged until a survivor wiggles free
- if no hooks within 32 meters of the incident, all hooks within 64 meters respawn after ten seconds.
- For each time a hook is sabotaged, sabotage speed for that hook is decreased by 15%.
And the sabotage mechanic is fixed.
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Let them wiggle off when above a drop (eg. basement stairs). They get double-stunned and have less time to get to a locker. I'm assuming you're using PWYF?
Edit: I've just been playing with those add-ons for fun recently (got the achievement a while ago), and I've hit the requirements for the achievement twice now?
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So, SWF problems again? and NOT OoO?
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illusions of survivor hitbox placement can make Nurses swing when they can't hit. Not a "counter".
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Keep your hands off of my baby. My avatar is what happens when you touch Sole Survivor in the way that you're threatening.
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@batmanscar said:
actually he has zero map pressure and if survivors gen rush by the time he reaches e-w 2 unless he has perks to make him gain e-w faster if survivors have spine-chill 2 gens will have already be done by then . also if a survivor was reduced to 3.6 speed unless you did a specific thing to gain the survivors 4.0 speed you would never play that survivor , you'd pic any other with normal 4.0 speed . and in response to your judith's tombstone comment it takes so long to gain e-w to use it by the time it was charged 4 gens would have already been done judith's tombstone is useless . also when playing as survivor I have not played against a myers in around 4 months which shows how much he needs a rework . and yes he is garbage without his perks that make him gain e-w 2 quickly he is to slow to actually be useful . most of the other killers have gotten reworks and the tool-boxes have gotten reworks e.t.c to balance the game but myers has stayed the same since he came out . also why is there an e-w cap for how much he can absorb from a survivor , geining e-w is his power so he can't even use his power , its really dumb . its like they would cap oni of how many blood orbs he could absorb from each survivor but they don't because then he could not use his power , its a dumb mechanic that the devs decided to not let myers use his power how he was meant to .
The cap there is so that you can't insta-stalk the same survivor multiple times, and the cap majorly comes into play in how balanced his very rare and ultra rare add-ons are. And why are you worried about gen count so much? What only matters is how well you monitor the generators closest to one another, and if you aren't doing that, then every killer is going to seem underpowered without mega-bandages and cover-ups like current Hex:Ruin and Pop.
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@ClickyClicky said:
if the survivors leave a totem up to activate soul guard it works in your favour. NOED, devour and Ruin....if the survivors are getting slugged over and over while any of those totems are active you’re in a very good spot. Even Lullaby would probably slow them down a bit.
Just dont take Thrill of the hunt unless you have Devour or Ruin up. Its going to need a strong totem to go with it now.
Sooooo, don't take a weak perk on its own that's meant to help you, the killer, because it might make survivors, the opposing side, incredibly strong? Makes perfect sense. Game design at its finest!
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@Yogerman1997 said:
OFF THE RECORD need a BIG buff if want to be used instead of Iron Will
like.. reduce by 200% (to evoid stridor) ALL THE SOUNDS you made during the time that perk is active... including:
breath sounds
injured grunt sounds
grunts from falling
grunts in dying state
step sounds
reparing sounds
sabotaging sounds
cleanse totems sounds
healing sounds
searching on chest sounds
entering/exit from lockers sounds
vaulting sounds
screaming sounds
loud noises notifications
well... you know where im tryning to go...
which is why perks that just have temporary, combined effects from already existing perks are a showcase of poor design.
Off the Record should simply prevent the unhook notification from going off in addition to preventing aura reading outside of 32/28/24 meters until in a chase again. And now the perk might see use.
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I'm behind:
- All survivors start the trial with an Inactive RBT.
- Available RBT reduced by 4.
- Slightly decreases crouching speed
- When crouched, Auras of Survivors within 14m are revealed to The Pig.
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I'm not going through every one, but Aftercare is already incredibly powerful, and that has been acknowledged by a few developers already.
People would just tap the heal prompt to give themselves more skill checks. There's not a system in place where the game monitors who has done what progress on every individual healing progress bar, so it would just have to give the skillcheck when someone clicks the prompt. It's partially why Overcharge behaves the way it does.
Absolutely no information other than visual for the killer is not great design (as shown by the myriad of bugs with sounds rn).
Better Together: with some tweaks, maybe?
Survivors, get your flashlights ready for a free blind opportunity requiring little timing knowledge.
And the list just goes on...
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Hex: Ruin right now is bad design. I just sit on gens, and I'm forced to sit there if I don't want to have wasted my time repairing. Looking for the totem happens immediately after I finish a gen or at the start of a match. Otherwise, it just doesn't happen, and someone else usually finds it before the match is over. I had a match some time ago where the killer brought Pop and would have had ample opportunity to use it, but Ruin was still up (and not doing a great job of regressing the gens either), so I was very thankful for Ruin that match (but it's still **** design).
Old Hex: Ruin would have been fine if the devs had added an activation requirement to it. (Maybe gens completed give stacks sort of like how Lullaby functions? More skill checks on gens become ruinous with more stacks and greats result in -2% progression.)
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@Keezo said:
For The Banning System:
And just like that, the game loses minimum 6 maps in rotation per lobby. Ormond, Haddonfield & Pantry are going to go, Hawkins, Lery's & Shelter Woods will suffer the same fate. On paper this sounds good, as it functions as a bandaid for bad map design, but... even if everyone agreed they found X map unfun & didn't like playing on it, there will always be a map someone loathes in rotation, Midwich could come around, banned it? enter Mother's Dwelling, you banned it? Rotten Fields. Your a survivor and have banned Hawkins, Lery's & Shelter Woods, have fun on the pure interactivity that is Ward, have fun on Suffocation Pit against a Doctor. This wont... fix anything, you'll always still get maps that you find ######### & unfun. Then there's SWF who can block 12 maps, so they can increase their chances of being sent to an extremely fun map such as Ormond or such, while blocking of the killer's maps, so blocking extremely favorable survivor maps becomes a must if you don't want to play on them, so you don't even get to pick maps you just find ######### unless you want to have an increases chance of maps your side is bad on, as there are always going to be more maps you find unfun, than are bad for you.
For The Shown Map System:
This one is even worse from a health standpoint. What killer will decide to stay in an Ormond lobby, what sane person of either side will stay in a Midwich lobby, "But they could use offerings", they wont, what purpose is there when you could instead just leave and find a map you like instead of throwing it up to chance, as someone else might bring one. Then there will be people who refuse to play on a map that doesn't favor them, increasing the wait times for the people who don't care. And as you've said yourself, some killers & perks are broken on certain maps, and this will just exacerbate the issue, if it's Coal Tower, there's gonna be 4 Balanced Landings, very fun for the killer to deal with. If it's Game, there's always going to be Infectious or Doctor. Suffocation Pit, Azarov's or Sanctum? Hostage Doc would like a word. Is it a very survivor sided map such as Ward, expect an Ebony & bring spicy #########, is it a very killer sided map such as Hawkins? expect the survivors to bring in spicy ######### & bring an Ebony. This system just worsens so many problems in the game.
Its nice on paper, just not thought out.
I think the OP already addressed this, but I'll talk about why I support Option 2:
I would hope this change would come hand-in-hand with an update to how lobbies worked. Once all five players join a lobby, a 15 second countdown begins. Once that's up (or all players ready up), all players are transported to a secondary lobby. In this secondary lobby, the map is shown, and a 60 second countdown begins. All side-menu prompts except for the loadout and change killer prompts (if killer-based ranking is implemented, killers would have to risk running a killer at the wrong rank to avoid playing certain killers on certain maps) are grayed-out. The leave lobby button is removed, and any players wishing to depart from the lobby must hit escape and d/c from the match. All remaining players are sent back to a primary lobby. Repeat.
Knowing the map before entering a match would allow for players to feel much more secure about venturing out into non-meta builds, which is a good thing. It would also allow for players to better use their offerings.
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I love playing Myers. He is almost perfect as he is. Give him back his 6 meter terror radius and his immunity to Spine Chill and Premonition while in tier one, and he'd be perfect.
Oh, and maybe tone down the effects of the charge add-ons.
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Why is right-handed "normal"? That implies left-handed as abnormal.
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Your Nurse interpretation is the exact opposite of what happened. The devs balanced for the middle to low end of Nurse players and made casual Nurse play more difficult so that casual survivors could have an easier time while not touching what aspects of her allow for really good killers to 4k. And now basically no one likes playing Nurse.
How is this not a perfect example of why the developers should pay attention to what the extremes are when balancing a killer?
The devs just don't balance properly (cough Clown comment cough). What proper balancing toward high-level play would have been is as follows:
Nurse must travel the full length of her blink. The Nurse has a weapon raising animation once she reaches her blink destination that takes precedence before any attacks. The Nurse's lunge speed is decreased but her lunge duration is increased. The Nurse's red stain appears at her blink destination and does not remain on her body for the duration of the blink. Optional change: fatigue duration after a no-lunge blink has been increased to be the same as a post-blink lunge fatigue.
Those changes right there have toned down what some Nurse players can do, have given survivors of all skill levels more information, and have (probably) not affected casual Nurse play negatively. That outcome is what people mean by balancing for high-level play. Survivors who can use the additional red stain information can skillfully do so, and (if taking the optional change) Nurses that swing a lot after blinks and miss are not penalized in comparison to Nurses that know exactly when to swing and when not to swing.
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I don't like playing against The Plague. She too easily can find and down people when she has corrupt, and I can't use my stealth skills when I'm coughing and retching just from a very short exposure to her vomit.
imo, sickness should work like Enter The Gungeon's poison meter. It goes up when someone's interacting or being puked on, and it goes down when the survivor is taking time away from gens to tend to him/herself. Just like Madness used to do and how Madness should function.
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There was never an add-on combination that reduced her blink charges to 0. The "Last Breath" add-ons reduced chain blinks only (as originally there were two), so combining Jenner's Last Breath (you will be remembered and hopefully be avenged/returned someday) and Bad Man's Last Breath would give the Nurse a relatively normal-speed-charging, super speedy, single blink.
idk why the devs decided to nerf Nurse and leave alone the aspects that made her overpowering in the right hands. Even McLean recently mentioned in a twitch stream how all Nurse players have a poor kill rate except for the top .01% (.1%? can't remember) of Nurse players. So, she's not fun to play for most killers used to playing the old Nurse, but she can be extremely effective still. Exemplary case of bad balancing.
The devs did not rethink their decision to allow the Nurse to blink directly in front of her with a long blink nor did they revisit the animations of a hit after they removed the special blink attack from her post-blink lunge.
Things I'm hoping for:
Nurse changes will all be reverted (unlikely), but BRING BACK Jenner's Last Breath and Anxious Gasp combo!
Each omega blink add-on has reduced charge and movement speed as additional modifiers.
The Nurse calculates blink landing zones based on a sphere, but if the sphere location is invalid, the Nurse will recalculate a landing position based on a circle OR wherever the sphere intersects terrain upon which the Nurse can blink. A location is then chosen based off of the Nurse's camera orientation. Accuracy affects how many degrees in the horizontal direction The Nurse deviates from the valid blink location closest to the center of the player's screen.
Post blink lunge: The Nurse must gather momentum for her lunge as based off of her chain-blink window movement speed. The Nurse has a .2 second entering-lunge animation before a lunge begins. The Nurse's lunge speed is decreased to 8.02 m/s. Lunge duration is increased by 10.9%. No aim dressing is applied until after the hit registers. Then The Nurse's camera faces the survivor that was hit.
This would solve nearly all of the "problems" with Nurse.
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There is no "proper" way of fixing Mettle of Man, given it's bonkers design and nature, but the best solution I'll vouch for is:
MoM
If you are not the Obsession: Gain the Endurance status effect after three protection hits. You do not enter the dying state when hit while Endurance is active. MoM resets after this occurs. Your on-hit sprint is reduced by 1 second and has 33% reduced speed.
If you are the Obsession: All of the above applies. You also move 6% faster when within 10 meters of one or more injured survivors and MoM is not fully activated.
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answering your question: probs not
changed? maybe
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Nurse used to be up at the very top, but then she got nerfed, and I've only seen Nurses that are terrible or (one) Nurse that downs everybody too quickly and has Infectious, and that's not fun.
The other killers at the top of this list are there because I play them frequently and because I know that I can use the skills I've learned throughout my time playing DbD (hiding, looping, etc.)
The next tier down has killers that I see use a lot of slowdown perks, and I don't enjoy those games, so my perception of those killers are colored by that distasteful aspect. They would probably be higher if Pop and (current) Ruin weren't in the game.
I dislike being trapped mainly because I instantly lose all agency in keeping myself alive. I dislike Ghostface because he's janky to reveal and most players use Pop. I'm also not a total fan of the sound design or lack thereof when it comes to him.
These consist of killers against which I can't utilize stealth in any significant aspect (save one really awesome Plague game) and/or are just annoying to face in several situations. Clown just means drop a lot of pallets (which I rarely ever drop against any other killer because I'm GREEDY in chase). Oni means wonky animations that tell me I shouldn't have been hit and a tracking ability on all injured survivors. Plague means no stealth, and she comes with a practically un-dodgeable ranged power attack. Legion means I'll always be injured and I'll always be found. Spirit means I'm going to be hit when I'm forced to run into the open, but I don't mind some Spirit players, and I've had a number of games where I enjoy myself.
Doctor's chase music is awful and he gives even less stealth potential than he gave before his rework (when he was a killer I used to like playing). Freddy is annoying, particularly because of the lack of terror radius in the dream world, his ability to see survivors trying to stealth before you see him, and the use of Pop and Ruin on him. Oh, and his snares aren't fun to play against. Deathslinger is never fun, mainly because I'm only being used as a moving target in someone else's FPS game. If a Deathslinger misses, I'm fully aware that none of that had to do with my skill and only had to do with the fact that The Deathslinger couldn't aim and time a shot properly. This tier of killers is the "I want to d/c right now" tier, but I do not condone d/cing and don't follow through with my wish. If I'm caught, though, I will immediately try to enter the third hook stage.
Edit: I'm the kind of player that says "get me the **** out of this chase ASAP", and my happiness with the game increases when I escape even though the killer still wants to chase me.
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oh..... 😥I miss old Lery's....
seeing it again reminds me of when I used to like the map.
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F.
A victim of shortsightedness and a lack of ingenuity, we will miss the killer you once were. Although you may have not been in your best state in your final days, your heyday will live in our minds.
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FOV affects how easily you can see hiding survivors, and although it is barely noticeable, it's still an effect.
The reason Shadowborn exists is to make seeing survivors easier. It made both the map brighter for the killer and the FOV wider. Then the devs decided it was too much trouble to keep having differences in map brightness and scrapped that mechanic, neutering one aspect of Shadowborn (and the downside of Lightborn)
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If you're in a really tricky spot where you absolutely want to prevent the Nurse from blinking at all (maybe she's trying to get the only injured survivor in the Exit Gate), shine a flashlight on her before she starts blinking, and she is unable to begin doing so until the beam leaves her body.
I've only ever once had a flashlight-nurse interaction beyond blinding in fatigue, and that was something similar to the situation described above.
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I'm other because I recently just went and bought four different survivors with iridescent shards just so I could get their crowns.
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The last option is meant to say, "I'm indifferent / Other" but the forum wouldn't allow me to change it after it was posted erroneously.
I'm of the first option, but I also miss playing against Nurse. I've only seen five Nurses since her rework, and four of the five were bad Nurses, and two of the games were on Lery's.
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I mean, yes. Just yes. I've been behind a change like this since forever ago.
I would also like to see this change because of how map offerings might then be used; trading a known specific map for a realm is interesting to me.
Edit: oops, didn't read the map ban part. Not that part. Other than that, YES ALL THE WAY! (for Option 2)
