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Kiores

Kiores

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Kiores
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  • sorrowen said:

    As a killer main without ruin survivors can get 1-2 gens done so fast you can't do anything. Maybe gen times are the issue? I just think survivor is too easy right now as all they do is rush gens and get out. Plus some killers don't like running ruin because it can be destroyed(totems should hurt survivors or curse them with the hex they destroyed) I don't like running ruin but I might have to because games are too short. But I regard survivor as easy mode :( i'd play survivor if it was a challenge and not gen popping easy. Maybe make doing gens a multi phase process instead of sitting there doing them when the killer is basically right beside them? because survivors are arrogant enough right now they are doing gens in your face pretty much. Maybe buff overcharge for 10/15/25% regression? sorry for the rage games are done too quickly :(

    Firstly, I'll just mention that rank is almost obsolete above rank 15, as experienced players don't necessarily stay high rank, and some even drank on purpose, I'd blame the rank reset Tbh, but it's not only that

    Secondly, your job as a killer is to keep survivors off gens as well as sacrificing them, this is hard however, as not many killers can put pressure on survivors, this is why Hillbilly is top tier killer, as his chainsaw sprinting makes survivors leave gens even if it's for seconds, and if you don't take baits and change target if you're getting looped, you can keep most gens safe from survivors, and in most games find a survivor that will waste pallets for you (bad loopers) that you can trick into wasting all pallets near the gens that are closest to eachother etc
  • @RagingCalm said:
    Excuse me? I thought that you were a Killer main from other posts I have seen you in. A [BAD WORD] HAG MAIN, at that. Surely you of all people should understand that "you lost because you let them power the gate" is the absolute rudest thing you could say to a rank 1 Killer, right? Or are you just a lower ranked Killer? If you are, then fine, I am sorry that I jumped to conclusions about you being stupid, but if you are rank 1 Killer then you absolutely must be making a poor joke here, or just have INSANE luck at rank 1.

    I have never claimed to be Killer main, and I've only played around at around rank 6 at highest, before emblem system, but since I could easily get 4k's with Freddy and Hag and Nurse, although nurse doesn't count since she's easier to play as for me...
    I apologize if it really was rude, but even on my friends account on Rank 1 it was not much of a challenge against most survivors...

    @RagingCalm said:
    Even games without any Decisive Strike can prove immensely difficult to kill everyone before the exit gates are powered. Just imagine 1 guy at the beginning of the match being a great looper, and running you around for 2 generators or more. He uses Decisive immediately, so yeah he is injured forever, but have you thought about him just hiding and not being found afterwards? Then the other 3 on his SWF use their Decisive at the end, and you cannot juggle them because they can use the perk the instant they are picked up.

    That's where I wanna stop you, it's not difficult to kill everyone before gates are powered, as you're the one that decides if they get to power the generators or not, you don't have to keep chasing that one survivor around

    @RagingCalm said:
    This is an absolutely wild statement to make, saying that a Killer, rank 1 especially, deserves to derank because he could not four kill before the gates are open!

    I never once said you deserve to rank down, neither did I say you will derank, you can safety pip with 0 kills with emblem system, and pip with 1-2 kills depending on how you spread out the hooks

    @RagingCalm said:
    You also claim in your comment that juggling is a "problem" with DS. Actually it is quite the opposite. Currently, there is 0 counter play to Decisive Strike that works consistently. Juggling is the closest thing we Killers have to it, but the reason it is not true counter is because there is always the chance that the skillcheck comes early. That is the reason why the main premise of my balance fix for DS would work(even if the exact idea is not used, then the premise of juggling be a true counter should stay) and the reason why having a button press to instantly activate the perk upon immediate pickup is ludicrous!

    I think that it's a problem, as it's stupid that you can basically disable a perk like this, although the hook wasting of DS is worse, where you hit the skillcheck right before killer press spacebar to hook, and DS doesn't activate but it's still used.
    PS: I may be a survivor main, but I don't often use any Meta perks, DS I only play around with on extremely rare cases.

  • @FSB75 said:

    @8BITLORD said:
    So I was playing wraith for my daily ritual. He is LEVEL TWO and his only perk is distressing with no add ons. I killed all 4. Then a player I killed commented on my profile! It read:

    "A [BAD WORD] who cannot read. Maked me feel good"

    I feel so proud! Ive gotten salty survivors before but rarely salty comments!

    Proud? Really? Not because of the 4k, but because you made someone angry? I don't get it....why? Is this the new 21st century equivalent of "chest beating"? It's not enough to perform well and outsmart a gaming opponent, it's only validated when there is proof of emotion involved? Seems a little codependent doesn't it?

    It's like....you got the 4k win....nice. It's was only after the other player was frustrated that the game went from "nice" to "awesome"?

    I'm not joking, this is not judgement or criticism, I honestly want to understand how pissing someone else off made your win so much better. I mean to the point that you actually made a thread about it.

    You made the declarative statement without supporting statements. "I feel so proud". Why?

    Just like how there's bad losers there will always be bloatful bad winners
    it's disgusting, and I don't understand it either, sadly, it seems like most of the dbd community is currently made out of these :cry:

  • survivor 360 is 9/10 times a turn around so that you can hit them about a second earlier, which saves you time as a killer
    the trick to countering a 360 is to not lunge in vain, anticipate their movement and act accordingly, it's a harmless gesture that doesn't work when you know it's weakness

  • @Jack11803 said:
    The developers claim they want a 50% death/survival rate of all games. This is the only way to do it.

    I know, it’s sad...but it’s too true to deny.

    you are aware that the stats is 30/70, with 70% being dead survivors?
    aka, killers are in waaay above good as it stands now...

  • Fully agree, why can't borrowed time lend you some time for saving yourself?
    it doesn't make sense!
    if being saved gets you time, why not this time?

  • It may sound good at a first thought, but the hatch opening for the last survivor when the others escape can be considered an alternate escape, and is by stats and standards absolutely fair
    because killers have advantage and has higher kill-rate than intended (yes, I'm serious, less than 30% survivors escape, and they want it to be around 40-50%), which statwise makes killers superior, if you don't feel like this is true, you should try playing as a survivor and take note on where you would go as a survivor, it surprisingly helps in tracking down and chasing survivors.
    back to the point, it's an alternate escape if you can't make it to the gate, if you think it's unfair, remember, you're the one who let them power the gate, thus, it's techically already your loss, if you're one who refers to it like a loss.
    I'm personally satisfied if I get enough hooks to summarize 2 kills, aka, 6 hook phases spread among them.

  • @SaltyKiller said:
    Best possible and most fair solution: Killer receives a buff per number of SWF players that join a lobby.

    So how about something like NOED? If 2 SWF people join a lobby, the Killer is now 2 or 3% faster. 3 SWF people join then the Killer is now 4 or 5% faster. 4 man SWF and the Killer is now 6 or 7 or even 8% faster.

    I feel like an 8% speed boost against a 4 man SWF squad is pretty fair considering just how stupidly OP a 4 man squad can be.

    dude, the games with a looper not always swf, it's the lone lunatic kite players
    I assume that you've never talked to the survivor part of the community?
    rarely is a kite playing with others, unless it's to tell them not to waste pallets, which tbh, makes little to no difference, as they take the chase anyways, only time it matters is if you go for someone else, then the kite don't want them to waste pallets while he tries to retake the chase, which reminds me:
    your option is to go for the other survivors, or put pressure on the gen warriors, there's many solutions all of which requires outskilling the kite, ignore their bait and taking the lead, and if you face a good looper, remember, Freddy and Hag are the best at anti-loops followed by Huntress and Hillbilly (I'm not even gonna place nurse in comparison btw, she's always a nudge above), even if Freddy has a reputation of being the worst killer, he's actually built to withstand loops

    Freddy explanation along with looping: looping is a beautiful phenomenon that happens due to collision, it seems like the survivors are faster, but it's only because they are taking the closer route by having their center closer to the wall they are looping around, Freddy however, is also tiny, this makes him the fastest to route around loops among all killers except nurse, as nurse could just blink through...
    This is btw, the reason that survivors think Freddy's lunge is further, because he can lunge around a loop like no other killer with what seems like a higher speed, and this is also the reason to why Freddy has among the highest kill-rates (according to stats from about a month ago)

  • @RSB said:
    Everyone knows, that SWF is not fair. Thanks to their coordination and voice chats, they gain the benefits of several aura reading perks, they can coordinate which perks they bring, they can set their roles (gen-rusher, looper), etc.

    Dear devs, you know, and I know it. But what can you do? Deleting it would irritate survivors, which would end up in the drop of the playerbase and your earnings, which are important. Without them you cannot develop this game.
    So, deleting it would irritate them, nerfing it probably too. So what now?

    This is my idea:

    Split the game into two gamemodes.

    1) 1 versus 4, 5 generators - The same as it is now, BUT without SWF. What does it mean? It means that ONLY solo survivors can join to the lobby of the killer. They cannot be in SWF

    2) 2 versus 6, 9 generators - Yes, 2vs6. "Fight fire with fire", as they say. Let the killer play with his friend in KWF mode (Kill With Friend). In this mode, 2 killers join to the first lobby (the same lobby as SWF has), then they click "Ready" and create the proper lobby, where survivors can join. It would be the only lobby where survivors could play in SWF, and it would be OPTIONAL for solo survivors to join this lobby as well (just and option, in Settings, or in the main menu, which enables the solo survivor to play in 2vs6 lobby). Then, you could limit the teammates in SWF to 3, so there would be maximum of 2 teams of SWF in one lobby (but this is optional).

    What are your thoughts?

    that's neither fair or fun, and honestly, I love facing swf, they are rarely coordinated and bring eachother down to a fault, separating the lobbies is not the way to go, and 2vs6 is unfair when 1vs4 is already a slaughterfest with enough skill on a good day

  • @RagingCalm said:
    https://clips.twitch.tv/ChillyFunSalsifyHeyGirl
    The skill check will be the size it is shown in this video, but only at the start of the match. Using Decisive Strike will make it so you cannot be healed to full but still make noise and leave blood trails, as discussed in the full stream of the clip shown above.
    The addition I am proposing is this -
    When the match starts(5 gens needed to completed), the skill check size is as big as shown in the clip. For every generator completed, including generators automatically completed due to disconnects, the skill check gets approximately 13% smaller. When the skill check gets smaller, only the end portion of the skill check remains. This means that when the exit gates are available to be opened(5 generators completed), approximately only the last 35% of the large skill check shown in the clip is on Decisive Strike. This will make it so that survivors cannot save their DS for end game to guarentee a free escape, but does still give them a chance to escape. Granted, the perk will still be extremely powerful for SWF, but at least Killers will still have counter play against solo players using it at end game. The reason this will work is because the Killer can reliably juggle the survivor to a near enough hook at end game. Currently, juggling survivors relies on pure luck that Decisive Strike does not give a very early skill check.
    If you have any ideas to add on to this to counter for SWF as well that would be nice
    Short explanation for why just making it not work once gates are powered is useless - Because SWF can severly abuse this by not popping the final generator until DS is used. Also a solo may get very lucky with their timing.

    Honestly, the rework that is revealed so far is great
    no skillcheck at all, just a push of the button to be let go off
    it'll stop being the meta, and be a high risk low reward perk, that can save you at the exit gate, as the original intent of the perk was
    that's why it's called "Decisive strike", because it's about taking the decision of "should I save it for later? or use it now already??"
    and removing the skillcheck will immediately solve a few minor issues at the same time, juggling, not functioning, hook wasting it etc
    and the reason it'll make you permanently hurt, is for the "Decisive" part of the perk to have consequenses
    it makes up for how easy it will be to use it.

    if this is still not a good enough rework of the perk, think about how easy it'll be for you as killer, when you face survivors who use it at the start of the game, even if it's 4 of them, they'll be permanently damaged after they use it, granting you free downs and free hooks, and if they save it until gates are powered and then gets away, you lost because you let them power the gate, hence it's a rightful use of the perk

  • The reason there's no cosmetics for licensed killers are mostly due to licensing limitations though, it would most likely be expensive to add cosmetics, if they sometime wanted to make extra cosmetics for licensed killers it'd most likely have to be in a pay box for each license, and I don't think it'd be very profitable, especially with all the other cosmetics coming out

  • It is certainly a bannable offense to sit there, as it's keeping the game hostage
    but that is supposed to be fixed in the PTB, according to changelogs, so no worries, it won't happen again if that's the case.

  • @RagingCalm said:
    Hag is in desperate need of normal killer movement speed

    She is not, the devs mentioned they tried to increase her speed within the office testing, and it would be too powerful, and I agree, I can imagine how strong she would be if she had the mobility of the strong killers and the power of teleportation traps at the same time
    her movement speed is so that she can quickly make her way around to place traps, not to chase survivors around like a simple dofus, she's a strategist, not an offensive killer
    I'd like to call it "Passive Aggressive", walk on her traps, and you die, leave her traps alone, and you won't get out

    in The Hag Comment by Kiores
  • @Soren said:

    @Kiores said:
    Annnd, if you use enduring and brutal strength on Hag, it's wrong, as she's not meant to chase

    She's not meant to chase like casual killers, that doesn't mean she can't chase. You don't only patrol gens with Nurse, don't you? She's very strong at being offensive.

    Mind you that Hag is not the nurse, she has lower speed that is meant to place traps
    it's almost a horrible idea to waste time chasing survivors without having traps out to lure them into

    in The Hag Comment by Kiores
  • @OxyReap said:
    @kiores you have very interesting point of view. Let's do that again together with my mates when I'm back home. Are you up too? 

    Sure, dm me details if possible

  • I agree that surveillance needs a fix
    that timer is stupid and you can barely go away from the generator, let alone kick another 2 generators within the time, making t2 and t3 of the perk basically obsolete

  • @Tsulan said:
    Why does the losing team deserve a "win"? They failed to do their only objective. They are 4 people which can do all 5 gens in 3 minutes or less. Why do they deserve a free escape, when they failed miserably on that simple job?

    Excuse me, but a "win" in this game is entirely subjective, a win for me is when I get over 14k bloodpoints before I die as survivor, or at least get ONE kill as killer, because you see, a killer game isn't nowhere near getting a 4k, your job as the killer isn't to kill 4 people and go on to the next round, your job as the killer is to prolong and sacrifice the survivors, and the hatch close is one of the nicest mechanics I've tried as a killer, and even if I couldn't close the hatch there is no such thing as hatch standoff if you learn all the hatch locations, first there gets it, don't mope over a single survivor getting away, as the game is build to have 1-2 survivors get away per game.

  • @VayneHellslinger said:
    @Kiores
    Detective's hunch: We really liked the idea behind it but disliked how a map was required for full utilisation. Agreed upon idea that some objects, we thought totems, within the radius should remain permanently marked, even after the normal perk duration was over.

    Calm Spirit: We had a lot of fun with this one. We had a bunch of ideas to make using it feel more rewarding. Eventually we settled on any crows the killer scared off were notified to you via visual cue after which the ability would go on CD).

    Left Behind: Due to the random nature of whether or not you ended up as the last survivor, we wanted a bigger reward for it. If you wished to fight as the last man standing, we really wanted to make the killer go into a frenzy when you had this perk, so we thought to make the increased repair speed % a ludicrous amount.

    I can understand the reasoning behind left behind, as I've tried 1v1 in KYF using Left behind, and it's not often you can even get away from the killer, let alone hide enough time for killer to walk away, and then you don't have enough time to fix a generator before their patrol has gone a lap, sure, it's less gens and less time per lap when you're alone, but I think I usually have time to fix a third of a gen, maybe half by the time they walk around all the other generators, aka, they do still walk a lap around the map, which means it's not fast enough to be viable

    Calm spirit is a good perk for a sneaking build, if it only did what it was intended to do, it doesn't actually do what it's made to do, as most crows can still be alerted by your presence, and the ironic part is that the perk was made to accompany the pale rose map variant of swamp, to hide the fact that you stepped near/onto the large boat, which it doesn't even do...

    Detective's hunch is Extremely powerful, as I stated in earlier message, my reasoning is that I have mained it since pig came out, and it's an easy replacement of a few perks, "Small game", "Deja Vu", "Plunderer's instinct" and the map item entirely
    as the perk reveals your next targets every time you pop a generator, it has a ludicrous range of 64 meters, revealing like 60-70% of all the items except hooks a maximum of 5 times per game, if you do gens
    of course, the perk isn't useful at all the games where you're chased until all the generators are done, but with the help of detective's hunch, I've defused many NOED killers well before gates are powered, and opened many chests that have been revealed by the perk.

    with this said, if you had a ranking of perks that needs to be fixed, you should consider exactly why each and every perk need a rework, and then list them accordingly, the more/heavier reason at the top and less important at the bottom, I could help to rank them a little, but it's not like you can number them up, just more or less put them into categories of "important", "less important", "Quality of life" etc

  • OxyReap said:

    @Kiores Wow really thank you for your participation.
     
    Tenacity is weak when you can have unbreakable. Both of them are good when they are together, but two slots for that ? Too much IMO.
    Streetwise is a good perk, if value wasn't too low too. It's good combined with accessories, but 15 % ? It's 1 seconds & half gain each 10 seconds. That's very low.

    For perks need to be fixed, i agree for all. 

    Even when you don't have unbreakable Tenacity is a nice way if you have someone to distract  killer, I've had games where I crawled to hatch and he didn't realize I was on the other side of the map from where he downed me, the movement speed for crawling is great
    Recover meanwhile is an insane addition to this

    I explained streetwise just now, it's not just 1.5 seconds per 10 seconds, a flashlight with 8 seconds use becomes almost 15 second use
    It's charge consumption speed, not charges
  • Autoliny said:

    @Kiores said:
    My favorite killer is The Hag, and I've played as her a lot, personally, I think she does not need a buff anywhere tbh
    Sure, extra 4-8 meter teleport distance would be nice, except that the current range is almost too much already... 
    Some speed would be nice then!? 
    Except, she has more speed than necessary, she's not a chaser, if you actively chase survivors, you're playing her wrong (unless scarred hand... Which actually needs a buff)
    Basically, she's very well balanced, and my favorite killer, one of the proper tactical killers, her only fault is the slight issue with add-ons
    Which makes her better without add-ons than with, with the exception of Shackles and Heart. 
    Tl;dr: if you as a Hag player thinks she needs a buff, reconsider your trap placements and playstyle, as there may be a few ways to improve c:

    I have never seen anyone say the Hag is better without add-ons, I'm curious to exactly what you use and how you use her, I was a Hag main and she's still my favourite killer, yet since the emblem system came I've played her less than 20 hrs.
    Every Hag needs the increased trap speed, if you're not using this then you are using progression slowing perks like Ruin,Dying light or even thanata lol.
    If you're limited to one build for a Killer then that Killer is not balanced they're weak, as it is Killer needs Enduring, BBQ/Whispers, if you're playing with Ruin and defending your totem thinking that everything is great, but it's not.

    The new Emblem system hurt Hag more than any killer, the focus mostly on Gens for lightbringer points means you have to get the maximum efficiency out of you traps before the first few Gens pop, you could say find someone then trap, but you already said she's not a chasing killer which is true.

    Now this all depends on your play style, Remember the Hags base perks are totems, unless you have Mint rag she's the 2nd weakest character at protecting totems beaten out only by Freddy, unless against low ranks that don't know how to crouch.

    Scarred hand is a Joke and only works against low ranks if even then, I love her add-ons, to me they are the best for any Killer created, not by power strength, but by uniqueness which no other killer can claim. I don't think the current state of my mind to her is anyway related to her power, she's not changed except her bugged phantasms, it's two emblems that are effecting this, Lightbringer and Gatekeeper.

    But again alot of factors come into this, your playstyle and loadout, if you camp/tunnel then it has an effect too, if you run Ruin, NOED/MYC, M&A or even insidious (not needed with heart obviously) then again, you'll even think she's OP.

    I don't know how to comment on your statements without sounding like a dick, but here I go.
    1.You don't think she needs a buff, 4 traps to 2 gens seems like a decent trade.

    2.You think the current teleport range is to much already? 32 metres, same distance as whispers, her heartbeat is now 24 metres same as nurses, before the buff it was 32 metres.

    3.You say she has more speed than she needs, this is mind boggling you maybe want her same speed as the nurse?? this statement alone makes me think you're below rank 16. I've thought about this in terms of buffs, if they make her the same speed as other killers, would it really make her stronger, yes it would not for chases or anything like that, yet simply for applying pressure.

    1. This statement I agree with if something isn't working try something else, don't long range camp and expect it to be an easy win, Hag is amazing at mind games, her downfall is that her traps offer nothing but points for survivors that trigger them, I've played Hag so many, many hours before the Emblem system and it was always hard work, but really enjoyable. But I've also had so many games where people will just destroy your traps on purpose or by accident and you're to far away to do anything about it and that was so much time wasted for nothing.

    I personally feel that giving her a stronger effect on trap trigger would stop survivors trying to farm her in every match past rank 10, movement speed boost wouldn't hurt either.

    You see, the perks I use doesn't matter much Tbh, as I only use 2 of them, first one being BBQ, because I'm thirsty for bloodpoints and the 2nd one is Remember me, not because I need it, but as insurance to if they manage to power gates, I'll have enough time to set new traps up before gates are open.

    My playstyle is capture the gens, where I trap sometimes up to 5 gens, which covers almost half the Map, if you trap the right side, depending on map, and then, I play the waiting game, doing minor patrols around the area until a trap pops, then I teleport and hit them, replace the trap, and then chase them a little, giving them a nudge so they run into the next trap, replace trap and proceed to hook
    This style of playing works as far as I tried, up to rank 7-8, without any problems, and I've double pipped a few times as hag after emblem system, so I know it works. 

    Note tho: her terror radius before patch was 28m
    Making it 24 wasn't necessary, but it feels nice

    Either way, perks I would recommend is M&A for smaller terror radius, Spies from the shadow, so you know where they go when they don't run into your trap
    Some notes: I have not tried much in rank 1-5, but I have tried swf and better survivors after a rank reset, and it worked fine there, and I've also faced 2 guys with over 2k hours at once, and got 4 kills, 
    Annnd, if you use enduring and brutal strength on Hag, it's wrong, as she's not meant to chase
    And lastly, I'm normally playing survivor, and with that, I know how and where survivors go, thus placing traps there waaaay before hand works really well
    A quote I go by: "Place traps where survivors WILL go, not where they MAY go" 
    in The Hag Comment by Kiores
  • I've played this game for quite some time, I stopped using self care entirely long ago as it's a waste of time, medkits are fine, as you can find other survivors to heal you without bigger problem.
    My problem on your 'need buff' list is mostly some of my favorite perks, but also No Mither, 
    The thing is, many of the perks you mentioned doesn't need any balancing, for example, Detectives Hunch is an incredibly powerful perk, I run it almost all the time, and it's extremely good at what it does, I'd say if anything, it makes plunderers instinct and Deja Vu obsolete, but I'm fine with that.
    Another perk that doesn't need buff is Calm Spirit, what it needs is a fix, not a buff, if it did as it was intended to, it'd help your sneak build immensely. 
    Next perk, streetwise, streetwise is incredibly powerful as well, if you bring items
    It almost doubles the usage of some items (flashlight gets an additional 80% usetime, making it 180% of charges), the perk description is a bit hazy, but according to math it's usage 'per charge' 'per tick', not just a flat add-on
    Left behind does what it's indented to do, and is meant for solo builds together with sole survivor and maybe object of Obsession as well as self-care
    The goal of that build is to ignore hooked survivors and lurk around til everyone else is dead and then escape by the gate by repairing 5 gens alone without taking damage, which rewards you with the specific achievement for it. 
    Balanced landing and Decisive strike are getting excellent balance reworks very soon™
    DS one has been shown in live stream and BL one is in the PTB atm (75% stagger reduction at all levels, and sprint duration with cooldown of 60/50/40? I think it was)
    We'll make it is an incredibly powerful perk as well, actually lemme make an actual list

    POWERFUL but Underrated Perks 
    - We'll make it
    - Detectives Hunch
    - Sole Survivor
    - Tenacity
    - Lithe and Balanced landing
    - Left Behind
    - Streetwise

    PERKS IN NEED OF FIX
    - Calm Spirit
    - Deja Vu (basically doesn't do anything) 
    - Surveillance (it actually barely does what it describes it's doing, it shouldn't be on a timer and should always make gens show white, with the perk climbing 1/1/2 in tiers, and 2 being so that when one gen is left, it can't be used to guard all 3 gens, and it would be a great company with the new pop goes the weasel perk) 

    WEAK PERKS
    - Dark Sense (too short time, should last until a gate is opened? But that'd make it too strong, until 25% progress on the doors have been opened, would only help on the hatch challenge runs then.)
    - Alert (you can't call a perk 'alert' if you only take note of pallet breaking and gen kicking, should include window vaulting and locker searching, and maybe have longer range) 
    - Wake Up (someone mentioned a great thing about it, it's good, but it doesn't feel as rewarding as an end-game perk should feel, increase valued slightly)
    - no one left behind (the perk has incredibly Low numbers for an end-game perk, we'll make it is way better at this point, you should make it 100% as well, at least)
    - Ace in the hole and Plunderers instinct (I've tried it many times in KYF, and plunderers instinct is confirmed garbage after you've learnt the position of chest spawns, it's a good way of learning chest placement, but that's it, the 'extra lootchance' is in small tiny percentages, and it's not clearly explained if it's a percentage bonus in units or increase the already existing one, like the Hook jump perks.
    Ace in the hole has a too small chance of giving add-on, it should be at least 80% for one add-on with a 30% of 2 add-ons, and level of perk should increase like this 40/60/80 as well as 10/20/30, and having a 'the add on may be as good as uncommon/rare/very rare') 

    I'll end with this for now, and I did bring in one killer perk, because it's not working well
  • It's in doctor's Bio though
    It's some sort of undercover institute where they torture and bring forth information in secret, and the doctor went mad and bashed everyone's skull in
  • My favorite killer is The Hag, and I've played as her a lot, personally, I think she does not need a buff anywhere tbh
    Sure, extra 4-8 meter teleport distance would be nice, except that the current range is almost too much already... 
    Some speed would be nice then!? 
    Except, she has more speed than necessary, she's not a chaser, if you actively chase survivors, you're playing her wrong (unless scarred hand... Which actually needs a buff)
    Basically, she's very well balanced, and my favorite killer, one of the proper tactical killers, her only fault is the slight issue with add-ons
    Which makes her better without add-ons than with, with the exception of Shackles and Heart. 
    Tl;dr: if you as a Hag player thinks she needs a buff, reconsider your trap placements and playstyle, as there may be a few ways to improve c:
    in The Hag Comment by Kiores
  • I can't say that remember me are "weak" or not even that much "weaker" than the meta, but I find it way more effective on killers that need time, mostly trapper and hag, which wants trap-setting time, but also Freddy who needs time to sleep survivors

  • Saw being one of my favorite horror franchises, I had to go for Tapp
    besides that, I really like 2 of his perks, that I use frequently, compared to all other licensed teachables for survivors
    Detectives Hunch and Tenacity, both are fun

  • I like mindgames with The Hag
    Perks are mostly:
    BBQ&Chilli (for bloodpoints, I don't really use the aura reading),
    Remember me (I don't plan on losing, but I want time to place traps IF they manage to power gates)
    Iron Grasp (I don't have much killer teachables, and use it instead of agitation for now)
    Monitor and Abuse (smaller terror radius makes mindgames way more effective, and trapping is now a bit more effective because of the smaller awareness)
    Hex: Ruin (Slows the game against survivors who don't gen tap or are excellent at great skillcheck streaking)
    (swapping M&A for Remember me sometimes)
    my favorite games are the ones where the survivors can tell me how it felt to be played rather than the opposite as people think Hag is like

    HagIsGreat

  • @SuperboyPrime said:
    If they made the meta perks (self-care, decisive strike, sprint burst, etc.) rarer than other perks, then I would be fine with it. As it stands, it makes it so I get meta perks pretty early on, and I rarely get the perks that no one uses. So, yeah, it is pretty useless as is.

    yes, but better up! it doesn't really affect the rate of when I get said perks, I've had character level from 1 to 50+ all perks besides 4, and 3/4 were of the Uncommon>Rare perks contrary to Rare > Very Rare
    (perks was We're gonna live forever, Tenacity and Wake up, had all teachables in the game before starting to level up from prestige 1 upwards)