Kind_Lemon
Kind_Lemon
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1832736#Comment_1832736
Agreed. Generally most of the matches with a ruin undying killer consists of the killer exerting maximum pressure which demolishes solo queue survivors. It's incredibly disheartening when you play solo survivor and know that if the killer has ruin undying you most likely will only get a gen done unless totem rng is in your favor.
Also yeah this post is pretty one-sided,
I read the main post and said, "Is this supposed to be productive, or is it just a rant?"
I posted something anyway mainly because it seemed to be getting a lot of attention. :/
But to your point, yeah, I play a lot of solo survivor too, and if I start to do dull totems or hex totems that are not Ruin, the game stops completely and everyone dies. On the other hand, if I ignore them, I have a higher chance of getting out as long as the killer doesn't hook anyone by a gen with progress.
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@Johnny_XMan said:
I know I’ve never played Nurse but how in the world is Hillbilly so different than before?
More than half of the time my chainsaw hardly overheats. Sometimes I let it overheat on purpose just to see if it’s working as intended.
I rev and then stop frequently and repeatedly. It makes me an incredibly inefficient player. However, it's fun to do imo and it doesn't make me any stronger in a chase especially at jungle gyms. So, starting to rev often is already not the optimal strategy. Then the devs go and punish players who do that, even if that player is simply tapping the button repeatedly at a survivor trapped in a corner as a taunt (I once did that since the "rework" absentmindedly and my chainsaw overheated, so I had to leave the survivor trapped in the corner until it was done, which wasn't much fun for either of us).
But more importantly, it's the roar. That sound is one of the worst in the game, and I dropped him like a hot iron as soon as I heard that for the first time.
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1832716#Comment_1832716
Any chainsaw killer is simply broken.
I stopped trying against Billy and Bubba long ago.
oh, I see we don't agree, then. I enjoyed playing against Hillbilly before his "rework"' (and now I hate him, so that's another fun part of the game sent to the dump).
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Survivors who cleanse totems are more likely to die against better killers since better killers capitalize extremely off of survivors ignoring gens or saves or dying teammates to go for totems.
What you are saying assumes that you're always going to face an average or good killer, which is not always true.
Furthermore, "punishment" by introducing more and more mechanics to have survivors break dull totems is a terrible way to design things since that's not conducive to human learning behavior. The bp change was more likely to have encouraged players to break dull totems than anything like Undying.
Your post fails in that it doesn't even begin to address the underlying issues behind why survivors don't cleanse dull totems, and you instead pose a very one-sided view without much of the nuance of the issue to be had.
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...but Hillbilly is 115%* and he has a chainsaw.
*survivor-killer difference in speed is being discussed
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I've boycotted breaking walls. It usually doesn't mean the end of the world, since survivors manage to throw themselves at hooked survivors regardless or I don't end up chasing survivors in those areas.
The point is that they're worthless and annoying. It's like the devs said, "let's have pallets but less interactive and without looping", and then those "almost pallets" arbitrarily made some areas harder for survivors (killers don't break those walls) and some areas way safer (temporarily; killers usually break these walls). Great.
As a rule, Glenvale sucks in design. Sometimes three gens happen in dead zones, and sometimes the killer is left with gens spread out with tons of obstacles in between. Also, collision hitboxes make for additional unfun on that map.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1832152#Comment_1832152
But Oni does have other indicators. When he goes into his Berserk mode, he screams. When he's in Berserk mode, he holds his big ass club instead of the sword. When he runs, he makes that weird SWOSH noise. Then when he ends, he makes a grunt and a kind of a power down noise.
That doesn't mean it would hurt to give him a color blind mode, but there are plenty of non-color based ways to tell when the Oni is going Super Saiyan on the survivors.
Sure, but I meant the obvious: exposed icon on the side and constant chainsawing noise.
There are other ways of knowing he's in his power (speed and volume of footsteps, etc.), but none are as good as the simple and direct examples we've had prior.
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I've gotten hit by Head On from several meters away from the locker in several directions, including behind at some degree, so I've experienced the opposite end of the spectrum. Survivors have consistently said to me when I've pointed it out that they have no idea how those hit me and how your cases don't.
Both can happen in the same game, so it's another fault of dedicated servers taking the time to process things rather than the fault of any particular player.
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For killers like Myers, there are alternative visual indicators that are used. For Hillbilly, there's a constant sound when using his power.
It's a shame Oni doesn't have that in some capacity.
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dedicated servers.
If you hadn't played her until recently, it'd be the first thing you notice. If you have played her recently, idk the servers had a bad day.
The servers and latency are just the worst part of the game too often imo.
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I just farmed. I slugged them too quickly and then let them wiggle out.
The devs suck at designing challenges (but the Spine Chill one was cool, ngl)
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They sure do cut off.
I would love full length screams again.
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@Clevite said:
I thought you were referring to pray beads!
and I...even after being here once already...thought the post was about Jenner's Last Breath and Anxious Gasp.
Now I feel silly XD
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@[Deleted User] said:
Meg: Ima sprint....
Guy on hook: No...just take it slow....
Meg:....imasprint....
Guy on hook: ....don't you dare.....
Meg: IMA S.P.R.I.N.T
I would give you a LOL if the button was still around.
This was too accurate XD
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1828553#Comment_1828553
Ur missing the point that ur enjoyment from playing old nurse stemmed from ruining the enjoyment of the survivors, especialyl if you were playing with range or extra blinks. If you only enjoyed old nurse for the insane things that she had well them i'm not suprised you hate new nurse, who's far more balanced. Cooldowns prevent you from just zoning people to insanity and if they are such a big issue to you, then run recharge or cooldown addons.
And you're saying you enjoyed facing 3+ blink nurse? Who you would outplay only to be smacked by their extra blinks and negate any effort you made? talking about a nurse with half a brain btw, ofcourse you would have fun against a nurse who has no idea how to play the game, that applies to every killer.
I'm missing the point?
I was accustomed to getting 2 or less kills per game when playing Nurse. I don't enjoy slowdown perks, and all I care about is the feeling when blinking. Whenever I talked to the survivors in post-game chat, conversations often led us to talk about the nature of Nurse, and even though I asked, no one said that it was oppressive or unfun because of my Nurse. You're projecting your experience onto mine without due process.
The only two add-ons I would ever use on Nurse regularly were two add-ons I loved: Jenner's Last Breath and Anxious Gasp. I had one, long charge time, super speedy blink. That was the most fun I had when playing Nurse. I never enjoyed 3+ blink Nurse because my playstyle never meant that it was any additional fun or more effective to do so. I sucked the three games I ran 5 blink Nurse. Usually only one person died, if that.
You seem to think that new Nurse is far more balanced.
... I hope that was a joke.
Cooldowns do absolutely nothing for balancing Nurse. Expert players still ruthlessly dominate without batting an eye. Competent players can still be just as lethal. Cooldowns only make Nurse less fun. They do nothing more. The overall impression of Nurse being fixed is because no one faces good players with Nurse anymore because she's not enjoyable enough to choose over the other members in the roster. No personal incidents with oppressive Nurses = she must be balanced, which is entirely wrong.
Furthermore, when you say "then run...add-ons", does that not seem hypocritical? You say that Nurse was unbalanced before and is now more balanced (which isn't really true, but w/e), but then you seem perfectly okay for killers to run add-ons that negate the majority of the mechanics changes she received. It seems more and more like you're simply basing your judgement of Nurse's balance solely on how often you're killed by Nurse and kill survivors with Nurse without regard to the larger trend.
Now, to be fair, the vast majority of my experiences with 3 blink Nurses were on Lery's and Macmillan. The Lery's matches were interesting, and the Macmillan matches never felt unfair. To further clarify, when I say "enjoy" I certainly don't mean "escape". I died in 95% of those games, but I immensely enjoyed the matches. It was tense, knowing if I didn't skedaddle away from my gen fast enough and tactfully enough I was as good as dead. I should have probably denoted that segment in my original reply as being the subjective part, but I thought the choice of "I" was clear enough.
I'm still really salty about the speed add-ons not functioning the same...
I'd sacrifice a blink for blink speed any day, and I have.
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@Heartbound said:
You should always be afraid of Michael Myers. He is the one killer that can remove you instantly from the game, given enough stalk, and you never know what add on he is running. The tombstone is iconic and should be appreciated for what it is.
I second this.
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scariest thing in the game because I'm never expecting it
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1827360#Comment_1827360
me either, it forces killers to play a certain way, at some points Mori gives less points than hooking overall. I thought they were gonna adjust the scoring at some point
It now feels like I'm obligated to use a mori when I have a chance because I'm unlikely to get another chance. I might burn moris before and never use them because I just didn't want to use them, but now I have this strange dilemma of "I can't use them even though none of them are going to escape their slugged positions" or "I could mori this person, but I really don't want to because I have good reason to hook them, but then again I might not be able to use it later on".
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827353#Comment_1827353
They didn't destroy her, they destroyed all the boosted nurses who were carried by extra blinks and range. If you still don't find her find to play, you either need to practise her more and invest time into her or she's just not ur type of killer.
...
I like to blink around the map as The Nurse. I enjoyed the experience of tearing through the void as she does without having to bow to any other force. Now, there's a cooldown, and simply by its existence, I am being restrained from the fun feeling I enjoy. Do I care if I win? Not really. If it happens, it happens, and if it doesn't, it doesn't. Do I care if I enjoy the experience of blinking? Very much so.
What you say assumes that my enjoyment stems from in part being successful at Nurse. That's not the case at all. "[P]racti[c]e her more and invest time into her" doesn't even touch on the qualm I have. Certainly, when you say "just not ur type of killer", you imply that these critical parts of The Nurse haven't changed even though they clearly have. She was my "type of killer" before, but that cooldown and those atrocious add-on changes (RIP Jenner's Last Breath and Anxious Gasp combo) make her a completely different beast in terms of feel.
But perhaps even more importantly, I extremely enjoyed going against Nurses even if they were "carried by extra blinks" because it meant there were other aspects of the game I was able to use against them. Facing The Nurse when she had good ping and wasn't overly oppressive was a highlight of any survivor play session. Two of my most memorable and favorite games as a survivor were against The Nurse. My adept Laurie was completed against The Nurse, and using OoO in that match was terrifying.
In short, it seems as if the reasons people don't find The Nurse nearly as enjoyable fly over your head because your comments pertain to nothing.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1827233#Comment_1827233
He sounds, looks and acts like a baby??
sorry, but have you never seen a baby? The looks may be similar but that’s only because small, human and naked. Nothing more.
i get why people are calling him a baby. But he doesn’t act nor sound like one at all
If you selectively ignore all the aspects of Victor that portray him as infantile, then, sure, he's no longer a baby, but that's not at all constructive to talking about Victor. That's like saying "That blue Orbeez bead over there may look like a blueberry, but that's only because it's small, round, and blue. You can't worry about it being a choking hazard if you don't think of it as food."
The issue is how Victor comes across as being a baby even if the devs don't see him as one.
Additional comments: crying, wailing, screaming, an inability to form words (speak), small hands, small stature, an inability to not be restless when idle, and a naked body all point to "representation of baby" when combined. If those features combined don't make you think of infantile children, I would love to know what your description of the representation of an unhappy "baby" would be.
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The only saving grace I have with OoO on Midwich is that I play a lot of Huntress and keeping the OoO users away from the three gens I have my eyes on can be easy with hatchets down long halls. I'm not always that lucky.
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because someone said, "hey, you know what would be cool? this idea right here."
and everyone else involved went along with it (or was ordered to go along with it).
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yes, give us opened chest auras back! It's useful for locating other survivors, too...
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Why not just ask for an insta-teleport to a "random" spot on the map instead? That would be so much more balance friendly. This is not said with sarcasm.
"Tunneling" is also an important part of the game when it comes to killers being powerful when nearby survivors.
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LF should have both an audio and a visual queue just like Nurse's indicators.
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I said this in another post that I get it, but it's a really awkward feeling for everyone involved when the last survivors are incapacitated and aren't in second hook state while I have a mori daily (and/or just want a cool animation to end the match).
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@Mandy said:
I think BBQ is probably one of the most balanced and useful perks in the game. It only gives 4s of aura visibility for a start so as a killer you have to look around fast to judge where the survivors are and which one to go for, and it also lets you know if a survivor is nearer to the hook.
As a survivor it's not difficult to play around, I always assume that the killer has BBQ at the very first hooking (because why wouldn't you have it!), so you outplay it as much as possible - jump in a locker, get within the terror radius, distract the killer by moving one way for those few seconds and then double back on yourself, or stay on a gen and take a chance (which is my usual way). The killer is more likely to chase the survivor that's doing gens, because that's the way they put pressure on a map.
When a perk as strong (and as useful) as BBQ is, I really don't think it's something that needs to be altered when it has a great deal of counterplay - it's just a matter of applying what knowledge you have to the situation.
idk...I trap hooks and still capitalize on the info after.
I preferred the perk's distance tiering over #of stacks for assorted balance reasons.
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it ugly.
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@Milo said:
Game will die out in the next year if you keep these horrible decisions goingHeard that last year... Sooooo.
money makes the world go round, after all.
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@AChaoticKiller said:
I honestly don't care for this nerf since i never used mori's and when i did it was when they were on death hook.
a strong nerf is better than letting a game breaking thing stay in the game.
I'm running into issues where I'll bring a mori and have two survivors dead with two survivors incapacitated, and no one's available to mori because they're both in the first hook state. And then I stand on top of their bodies and stare at them. They stare back. And we do that for a while until I make up my mind on how I'm going to get them to farm one another without making myself feel bad so that I can mori one.
That's the reason I'm not too keen on the change.
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@Hopesfall said:
why can't survivors learn how to face her after 2 years instead?
Nurse was destroyed by excessive cooldowns and exactly no one that plays them likes the legion cooldown
cooldowns are the laziest **** in the game
clarification: Nurse is still the best killer, but the devs destroyed how fun she was to play (primarily to avoid seeing so many complaints about Nurse). I thought I'd say that for all the people who came to your comment and didn't know what you were talking about.
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I...I seriously don't get it.
If The Wraith has that one weakness, he can be ridiculously OP in other aspects to make up for it. Without a weakness, he has to be bland. That's how balancing works...
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thought this was BL--balanced landing
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I have to say, slugging a survivor on the floor that you think has deliverance until everyone else has died on the hook to deny said deliverance is one of the most satisfying things to do as Killer.
But yeah, as a survivor, I agree with the op. Agency ftw. As a killer, I'd probably just let the survivor bleed out if I thought a Deliverance might happen.
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@Shirokinukatsukami said:
So you want the key to take 14 seconds to use, and it tells the killer where you are. I mean seriously? That's even more useless than Moris are right now.
That's no different than a survivor going to open a door; a key's certainly far from useless. I thought by "notification" @SquillDBD was talking about sounds or lights that were proximity-based just like doors. A loud noise notification would mean something very different for balance...
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@VexTheHex said:
I mained her for a long time. I even played her back when she stunned herself on teleports. She is strong and easy to snowball. Most matches with her are way too easy, but you will lose to SWF sweating on larger maps. I play her aggressive and it's more fun to have a web set up around the loops/main areas of the map. Sadly most Hags are the "I caught one guy and now I'm going to nearby camp cause I put 8 traps around him. Now when they unhook him, I'll rush in to down the unhooked or use MYC to down the unhooker. Good odds of both going down and I just won the game basically."
I hate most Hags.
Can't Hags just be the worst sometimes? But I do have to say, some of the most fun I'd had as a survivor recently (like, in the past 6 months) has been going against The Hag.
but @smartemarte what's up with all the mentions of scroll wheels?
Edit: I hate being chased, so I love when a Hag stops chasing me but also realize that it just means she's getting better prepared to down me next time. No other killer drops chase for any scary reason.
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Even though he sounds, looks, and acts like a baby and regardless of the facts in the lore about him having a mental state of a child, BHVR is claiming he is not a baby to avoid potential legal repercussions and is advising the community to do the same.
If you're not a streamer, not on discord, or not on any other public platforms, you probably do not need to worry about calling Victor what he screams he is.
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**** current* Doctor.
Give me back the man I knew and loved.
*(no pun intended)
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@TAG said:
Balancing for lower ranks matters more than some people realize. If something ends up being miserable to play against in a lower-skilled environment, it can very much push people away.
The only change that was then needed was to ensure missed skill checks significantly reduced the chance of spawning another skill check within five seconds. Alternatively, stacks could be gained just like how Devour Hope stacks are gained. If the survivors are doing really well and are rescuing many survivors, Lullaby gets stronger, and if the survivors are lower skilled and don't save as often, Lullaby matters much less.
It's not balancing if the perk is made even more useless for killers to run at higher ranks :/
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I mean, he should since he's using the same Spirit World as Nurse, but are they going to code that?
No.
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dang...they were doing so well too :/
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@man_on_fire said:
jane and jeff, i dont know why.
I hate Jeff because of his obnoxious huffing and grunting compared to all of the other survivors. It sounds like he's a terrible actor pretending to be a mountain climber that can't form words. He's a mori-on-sight survivor.
Jane sounds like she's choking occasionally as she moans, but that's never gotten under my skin.
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I've always been and forever will be a fan of 261 tile Pale Rose.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1806322#Comment_1806322
If that was the case, why is it an ultra rare? It costs too many blood points to be only useful for a cosmetic purpose. And if that was the purpose the entire time; why wasn’t the current nerf the base of the offering?
What happened (from what the devs have said and put out):
- Hook sacrifices were designed.
- Someone said, "Hey, wouldn't it be cool if we had a neat animation besides hooks to kill survivors? Spice things up with some cinematic horror?"
- The memento mori ability and animation was designed as part of the base kit. Any killer could use it at any point he/she stood over a dying survivor. No offering necessary.
- Killers used it not just for cosmetic purposes but as a tool for winning. McCote thought, "But why would you mori when you get more points hooking and sacrificing?" At this point, killing a survivor with a mori wasn't significantly more impactful than hooking a survivor because survivors usually died first (or second hook) anyway. The mori wasn't shortening any gameplay time. Time passed.
- Memento mori was made into an offering. Killers still used it as a tool for winning, but they had to pay bps for the chance (and things were A LOT more expensive in terms of the wage-price gap then). Survivors started expecting to be hooked more than just once before their deaths. Then came the next change.
- Mori was too powerful as a tool to win, so the devs made the hooking requirement. That way, the vision for a cool alternative was kept while minimizing balance implications, since now it wasn't the difference between being mori'd and being one-hooked but being mori'd and being three-hooked (and the way chases elongated made this a BIG difference).
- Now: mori is two hooks before use. I haven't been able to mori anyone since the changes except once when I brought a cypress mori and stood over a survivor as the others all slowly died on hooks. Ebony can't be used for survivors that suicided into unhooking another survivor where I down them both. Neither has DS and neither had Unbreakable. I have to hook both of them and put them into struggle state even though I would love to give them a cool animation.
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@ipiper34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806365#Comment_1806365
Is there really any benefit to trying to play pallets and windows with nurse? Or are you realistically improving your odds by just trying to be in as open an area as possible when it comes to blink prediction? Because when I look for nurse tips the two main ones are break LoS and try to predict blinks but unless I'm misunderstanding doing one of these strategies well kinda limits how good you can do the other. As in it's difficult for me at least to predict blinks while maintaining a broken sightline.
You're expected to predict when and where The Nurse will blink just as she's predicting where you will be after her blink. It's then a game of trying to get out of the corners The Nurse is trying to put you in.
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@Withered8 said:
Autohaven actually looks like something out of a horror movie now. I mean have you seen bloodlodge? Sure there are some annoying things about it but for the most part it's pretty decent.
from: https://www.youtube.com/watch?v=9O8zVkgjfrg
and this Bloodlodge is somehow not from out of a horror movie?
The current Bloodlodge doesn't actually improve on anything in these screenshots but still manages to decrease my already limited framerate, so I'm not sold on the graphics changes in the slightest. Were they better than the descent into poop visuals we've had since around The Clown? Sure, but that's not a very good reason to disregard the better-performing aesthetics that gave this game its legs.
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I dislike Doctor now more than I ever did. He's not the killer I once knew and loved....
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It's not that I don't have things to say about your post; I just happen to have little time.
I support a number of the changes you suggest, but I wanted to point you toward what I've previously said about Sabotage (copy-paste):
[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 there are too few hooks in an area
- if no hooks within 32 meters of where a survivor wiggles free (or if no hooks within 72 meters of a survivor when a hook is sabotaged), 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.]
About Hope: I agree with the unlimited duration once the exit gates are powered.
But the Unbreakable and Soul Guard changes...
They're already incredibly annoying to deal with especially when combined. Moreover, Unbreakable would be moving further away from the idea that it is a last resort thing for seemingly un-survivable circumstances. What you're suggesting just adds more stress to playing killer without slowdown perks.
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I've grown to hate and instantly mori all Jeffs I find exactly because of that loud, obnoxious huffing. So, I support this post.
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Thought this was going to be about The Game map, and my mind immediately went to having holiday lights adorning all of The Pig's RBTs.



