Laluzi
Laluzi
About
- Username
- Laluzi
- Joined
- Visits
- 4,175
- Last Active
Comments
-
I'll still probably use Ruin as a patsy on occasion, but on its own, it's a pretty pitiful regression perk unless survivors are incredibly uncoordinated, and it prevents you from using much better gen regression perks (as almost all the good slowdown perks are gen kicking perks at this stage.) I definitely disagree that ten seconds basekit gen time makes up for the regression speed changing from 200% to 100%.
When it comes to bait for Retribution, Plaything is probably a stronger pair-up, though Haunted Grounds and Ruin is still a decent combo and Ruin is a guaranteed way to get people to start popping totems due to how visible it is - though I always preferred Devour when it came to hex pair-ups, and that's become all but cemented in this meta.
-
@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/3091581#Comment_3091581
They never did for us. Didn't have a gen on the street, either.
Was it in the shack? I recall once in the indeterminate past seeing a gen in Dead Dawg's shack in place of the gallows gen.
-
That stuff's chicken soup for the soul. Bless the players who recognize when somebody's trolling and suspend gameplay to dole out some vigilante justice.
-
I saw this happen two days ago, except this time there was a... suitable replacement.
You can see that the gen spawned on the street instead. Bizarre.
-
It might be doable with an ebony mori? I think kills are worth more than sacrifices.
That or have the survivors DC as they're dying on second hook.
-
I could take notes. I find that I'm often maxing one category in a good game, though Survival never comes close - it's usually Altruism or Objective, and sometimes Boldness if the killer is on me all match or there's Plaything/Penti.
Build in most games didn't contain a bloodpoint-boosting perk, but I'll note when it did.
Game 1: Rotten Fields vs Doctor. Died at 1 gen left. 8532 Boldness. (1: 532 more)
Game 2: Lery's vs Slinger. Died at 1 gen left. No scores over 8k. (0: 0 more)
Game 3. Temple of Purgation vs Trapper. Died at 1 gen left. Did a coordinated basement save only for everyone else to run into traps. 🤦♀️ No scores over 8k. (0: 0 more.)
Game 4: Thompson House vs Ghostface. Ghostface gave up halfway through and farmed. I'm not sure this game even counts, but 9861 Objectives and 10k Altruism. (2: 3,861 more)
Game 5: Eyrie vs Blight. Escaped. 10k Objectives. (1: 2,000 more)
Game 6: RPD vs Huntress. Escaped. 10k Objectives, Altruism, and Boldness. Had Prove Thyself this game for bonus Objectives. (3: 6,000 more)
Game 7: Haddonfield vs Plague. Plague was either confused or memeing because she only landed one hit on someone all game. I tried giving her a kill but she only took two hooks and then let me go. No scores over 8k. (0: 0 more)
Game 8: Haddonfield vs Oni. Escaped. 9247 Objectives. (1: 1,247 more)
Game 9: Blood Lodge vs Freddy. Escaped. No scores over 8k. (0: 0 more)
Game 10: Pale Rose vs Blight. Teammate ragequit at 4 gens. Died at 1 gen left. 10k Boldness. (1: 2,000 more)
Game 11: Lery's versus Freddy. Died at 2 gens left. No scores over 8k. (0: 0 more)
Game 12: Eyrie vs Dredge. Died at 3 gens left. 8113 Altruism, 8602 Boldness. (2: 715 more)
Game 13: Temple of Purgation vs Wraith. Died at 3 gens left. No scores over 8k. (0: 0 more)
Game 14: RPD vs Artist. Died in endgame. Objectives 10k, Altruism 9342, Boldness 9060. (3: 5,402 more)
Game 15: Coal Tower vs Oni. Escaped. No scores over 8k. (0: 0 more)
Game 16: The Game vs Trapper. Extremely bad teammates. Died at 3 gens left. No scores over 8k. (0: 0 more)
Game 17: Eyrie vs Dredge. Escaped. 8292 Altruism, 9838 Boldness. (2: 1130 more)
Game 18: Thompson House vs Ghostface. Died at 1 gen left. 10k Objectives, 9825 Altruism. (2: 3825 more)
Game 19: Haddonfield vs Billy. Died in endgame. 8198 Objectives, 9280 Boldness. (2: 1478 more)
Game 20: Family Residence vs Huntress. Teammates memed and threw game. Died at 1 gen left. 9332 Boldness. (1: 1332 more)
Out of 20 games, that's 12 where some amount of bloodpoints went over the old cap. Most common categories were Objectives and Boldness. Survival was once 7.7k but generally came nowhere near going over the cap.
-
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3087899#Comment_3087899
No, that is not why SWF is better than solo q. That is why SWF WITH VOICE COMMS are better than solo q. Basekit SWF has the same in game communication is solo q.
Non-comms SWF still has some advantages, like knowing each others' builds in advance, having a vague game plan set up going in (they're still better at teamwork than pure solo), and picking teammates so that you don't get stuck with noobs and throwers.
But when people complain about SWF, they're complaining about comms.
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3087788#Comment_3087788
If people want to bridge the gap between solo and voice comm SWFs, then they should say so. But people shouldn't say they want to bridge the gap between solo and SWF, and then recommend things that only voice comm SWFs have.
...because any other buff that you could give to solo would also be a buff to SWF? The only thing you can give solos that SWF wouldn't become even stronger from is what SWF already has.
Comms are here to stay. Nobody has to like that, but ignoring it or pretending it isn't important and that solos and comms can perform on the same level is how we got to the current mess of things.
-
I had Vigil blocked yesterday. Which I was trying to bring up because there was a cheater in the game using a perk they didn't have...
Yun-Jin is still blocked, too.
-
Then you're screwing over casuals and friend groups that aren't using comms. Not all SWFs are god squads where that kind of treatment is merited, so unless you're also looking at individual player MMR when you implement action speed nerfs (and that is immediately vulnerable to smurfing), you're going to make the game impossible for average SWFs. Not to mention, information and action speed aren't equal contributors and they can absolutely be more or less important than the other in individual games, and stacking baked in action speed nerfs with action speed nerfing perks sounds like an absolutely miserable experience, regardless of whether it's actually balanced or not. Who wants to spend three minutes on a single gen?
The way forward has always been giving solo at least part of what comms has, and then killer buffs to match. We just got killer buffs without solo buffs and the result is fairly painful.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3087548#Comment_3087548
They never said the matchmaking bonus had anything to do with the BBQ and WGLF bonuses.
Eh, I thought it was at the very least implied. I can't remember which dev post this was on, but they did invoke 'new ways to earn bonus BP' when people expressed concerns about BBQ and WGLF, and that's the incentives (since they didn't raise the cap until afterwards.)
-
@terumisan said:
You could do that and give people base after care bond and kindred and they'll be at the level at swf but all your games will be camping and tunneling. Why not just nerf swf to the level of solo then buff Survivors
Because you can't nerf SWF. There's no way to stop people from using third-party comms. Even if they wanted to ban it, they literally can't. If you were incredibly invasive and also wanted to wreck the game's performance, you could write a script that looks for Discord or Skype, or even Steam's messaging function, but how do you detect people who are on a phone call, or in the same room together?
-
Agree with everything you said, but I also think the Survival category needs a look at. It's by far the hardest category to max for a survivor - there just aren't enough events related to it. Adding some new score events, like escaping a chase or successfully hiding from a nearby killer giving survival, would help in that regard.
As for Deviousness, that probably doesn't need a flat 25% boost as it does a look at individual killers and their scoring events. Doctor, Spirit, and Wraith don't need any help maxing, but Plague, Pig, and Myers absolutely do.
-
Yes, this should absolutely be a thing. There's no reason for this designation to only exist for the obsession.
-
@Adjatha said:
All of those perks should show the killer who's actually the one that's been exposed.
It's not much of an exposure if THEY know they can be one-shot downed, but you don't!
That's what the scream is for. Once you know what each survivor sounds like, you've got your info (as long as it's not a 4-Dwight lobby or some other such silliness.)
-
I'd call a crutch perk a perk that carries you past your skill level. It gets you results you couldn't achieve with any other build, and when you take it off, you're not capable of playing at the level you're used to.
Mostly I would have saved that designation for DH and NOED. Old DS as well, the version before doing a generator turned the perk off, but that's long gone. At the moment, I think only NOED might qualify, and its effectiveness at this stage remains to be seen.
-
@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/3086183#Comment_3086183
I saw plenty of threads with killers going "WERE ALL GONNA QUIT THE GAME! EVERY KILLER IS GONNA QUIT THE GAME!" When Lucky Break came out. They didn't.
I mean, the difference with all the endless "THIS CHANGE KILLED DBD I'M QUITTING" threads is that there was never any evidence that the thing people were threatening was happening. Here, I'm seeing it happen at increased rates and I don't find it all that difficult to believe that people are trying to prove a point, because so many people vocally want this update rolled back? I doubt all of them are doing it for that reason - like, if I see someone suiciding on hook against Thana/DL Legion, I'm assuming it's because that particular game is about as much fun as a colonoscopy - but I don't have trouble believing some of them have this goal in mind.
-
@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/3086170#Comment_3086170
That is the topic of the debate and purely my objection. You can say sandbagging and throwing is happening more or whatever. But nobody is doing it to inflate kill rates.
I have seen several different posters make threads saying this is exactly what they're doing, so... is it really that hard to believe?
-
@Gladonos said:
This is not happening. Nice try.
I've seen it happen on several occasions in both my survivor and killer games. Not so much the sandbagging, but 100% the immediate suiciding (even when, as killer, I show I'm actively being nice.)
-
I think it's stronger than it used to be now that there's perks like CoB and Overcharge which create a lose-lose situation - either you get exposed or you leave the gen to regress hard. But the cooldown condition can be a little silly, considering it still gets cooldown even when it doesn't go into effect.
-
It's good on a couple of killers like Artist or Dredge, and it pairs well with perks like Devour or MYC that encourage you to go away from the hook. In most cases, there are better info perks out there and I'm phasing it out of my builds.
-
Even if I agree with you on DS (DH can burn in hell), "give me the change I want or I'm going to throw a tantrum only visible under a microscope" is not a compelling argument that any developer is going to listen to. Explain why the perks should be returned. Ultimatums are worthless, you're just one active player out of hundreds of thousands.
-
@DBD78 said:
Perhaps they can change so it works on Twins and Artist also.
Power blocking on Artist is stupid. It's not a power she can effectively camp a hook with - bother distant generators while camping, sure, but she can do that from a few meters away and then move whenever someone approaches, so there's no point. Mostly it just makes looping an Artist near a hooked player easy and messes up the Artist's setup while she's moving away from a hook. Twins makes total sense, though.
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3085813#Comment_3085813
Not common for me, but alot of people throw camping around more often than its actually happening tbf.
And I'm all for fixing face camping and hard tunneling but I dont want killer powers gutted for it.
They should reward people who dont and punish those who do, doing a mixture of the two will be more beneficial.
Think of killers as a pet, you have to entice them into a more fun playstyle rather than the currently most beneficial one. Most players camp and tunnel because it's a strong tactic and they win from it
I mean, that's a philosophy I generally follow? It's definitely what I think any solution to tunneling has to be. I just think Bubba is strong enough without being able to facecamp and doesn't really need a carrot in this situation, just a stick. If his kill rates go down after dealing with that one issue, then it'd be fine to buff him, but I think his kit is pretty strong on its own. Any thoughts on the fix I suggested earlier?
-
Really? I've only seen her once, and I'm level 26 on the rift (this from about 80% survivor games.)
-
Zombies are programmed to respond to loud noise notifications. If you fast vault or fail skill checks, they'll come for that location. When looping, don't stick to one tile. For gens, there's only two of them and maps are big. With Ruin being dead now, I don't see the issue in moving to another gen and waiting for the zeds to leave.
-
@EntitySpawn said:
Bubbas great, fun killer to verse especially as they're always greedy for the chainsaw hits
While face camping bubba sucks thats just a camping issue more than just a bubba issue, plus I wouldn't want his power to get weaker for the sake of a few people who face camp with him as his power is only really good with certain addons as is and theres so many wacky hit boxes on loops you have to give some bubbas credit
A few people who facecamp? More than half the Bubbas I face are hard campers, and he's a common killer to run into. It's not even a thing like boxblocker Pig where it was a rare meme. It's insanely prevalent. That's probably more of an issue with campers choosing Bubba than Bubbas choosing to camp, but the effect is the same.
-
To make things as clear as I possibly can, the issue isn't that you've decided to play hardball. Join the goddamn club, man, you're now among the exalted ranks of Most People Who've Ever Played Killer. It's that you want to shout about it from the rooftops and how valid you are because a survivor butt danced you once, you accuse everyone who comes in to go 'ok bro' of being a toxic survivor forumposter whatever, and you can't seem to understand why nobody is impressed by your manifesto.
-
@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3085750#Comment_3085750
- pressuring another gen is never a waste of time.
- you are not playing 1vs1 but 4vs1. If your team is not helping you by cleansing the obvious totem that everyone can see that’s not the killer fault.
Alright, the other survivor cleanses NOED (and there is only going to be one other survivor left at this point unless the first victim was a looping god.) Unless he also brought NWO and is beelining for the gate that just got touched, Bubba is camping the guy they got with NOED. Now what?
That's my entire issue with camping Bubba - you can't invoke team play in a game where teammates have zero ability to actually be altruistic. Your team can't help you; that's the point.
-
Right now, I'm waffling between Jolt and Eruption, depending on whether the killer mainly uses M1s or M2s.
On the slow 110 ranged killers, I'm still using Pain Resonance.
-
I don't think him being able to use the chainsaw near the hook as a flat ban is a good idea - if a survivor is dumb enough to lead Bubba back to the hook, he deserves to be able to saw them. Same with people who unhook before he can even leave, or people who would try to loop around the hook specifically because he can't use his power there.
While this could use some refinement, I wouldn't mind seeing something like Bubba's saw getting disabled if he doesn't leave the tile containing a hooked survivor for 20s and isn't in a chase for 20s, and he has to either be in a chase for 5s or move 20m from the hook in order to get it back. (The 5s in chase is so that he can't immediately start revving when a survivor runs past him for the save; 20m is to give a window for a save so Bubba can't just move a short distance away, reactivate the saw, and return to facecamping.)
His ability to camp is currently way too powerful and way too prevalent as a result of its ease-of-use. It doesn't encourage healthy gameplay.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3085348#Comment_3085348
Honestly its buff isn’t that big a deal, they just made the skill check dial spin faster. The issue with the perk has always been that it only applies to healing checks within the terror radius of the killer, but survivors obviously try and avoid healing near the killer if they can help it so it’s not a huge impact. They could even just make it a map wide effect and it would probably still not be an overpowered perk, that’s how relatively weak it is compared to other perks you could use instead. (It’s not the worst perk in the game but it’s not good.)
Mapwide Coulrophobia would be nasty. The perk is bad because survivors rarely heal near the killer, and the buff doesn't fix that, but if it was the whole map, that's permanent Sloppy on steroids.
-
I don't understand how toxic streamers even have viewerships. Who wants to watch people bleed out while some manchild gloats? More than aggravating, it's just boring.
@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/336634/just-watched-a-streamer-heres-how-it-went
I've noticed a fair share of toxic streamers. Some are self-advertised bully squads.
I went up against an swf squad who kept swarming hooks, so when I'd try to hook someone I kept having to swat them away like flies to clear the hook. One started crouch spam taunting, so I gave them all the attention they were craving. Hilarity ensues. (Names redacted)
Hilarious. "I was running away!
after stopping to tbag youThat means you legally can't down me!" -
I mean, if there's 3 flashlights, yeah, you're asking for Lightborn. But most killers aren't going to waste a perk slot for just one beamer, and if they do, that's probably a good thing.
-
I love facing scratched mirror Myers (or Plaything infinite T3 Myers) because the game is actually spooky, something DBD sorely lacks in its default state.
Demos are always fun, and Billies and Deathslingers are rare sights that I love to tangle with.
-
I've never once seen a streamer do this. Heck, I've seen streamers get disappointed when the killer has a mori but they die on hook.
-
@Dunkinspunkin said:
I get to play however I want. Homegirl wanted to tbag at the hatch when she knew I held her fate in my hands. So I just won't take that chance again. It was more fun slugging and securing kills anyway. After getting millions of bloodpoints and tons of prestige characters in the past few weeks, I thought I'd ease up on the points and "no mercy" playstyle and try to let survivors have some fun and enjoy some mercy. And I was shown the futility of that kind gesture.
So now I'll make them pay. I'll let them bleed while they crawl around. I'm play my plague slowdown build and my skill check doctor and my basement hag and I'll make sure everyone has a horrible time.
And there's nothing you can do to stop me.
You know, if you want to talk to yourself, I'm not sure the forums are the right place for you. May I suggest a diary?
-
@dspaceman20 said:
Quick question about lucky break.
If your timer fully run out do you have to refill the meter fully before you can use it again?
Nope, any percentage you get can be used as soon as it's obtained. (Which means if you heal someone while injured, it immediately ticks back down, so make sure you get healed first.)
I'm really liking it. I used it in some builds before this buff and it's even nicer now to be able to get a second wind later in the match. It plus OTR is incredible - you basically go ghost. (Of course, that's just old Iron Will, but you take what you can get.)
-
@Dunkinspunkin said:
You want to throw our kindness back into our faces. We aren't required to give hatch. And anyone who whines about it is gonna know exactly why.
Bwuh? You're the one who invoked this idea that survivors are whining about not getting hatch. Who are you talking about? I haven't seen any topics like that in a good long time.
Survivors are mostly whining about killers being OP in this patch, and honestly, stuff like "this is my patch now and you're stuck with whatever I feel like doing to you" isn't really doing much to convince anyone to the contrary. I'm finding all of these "this is my time for revenge on all of you awful survivors muahahaha" threads just as tiresome as the "killers OP game unplayable DBD dying, kill yourselves on hook to prove to BHVR that the game is broken, sky is falling, nerf Pig" I'm seeing everywhere.
-
What perks are problematic at this point? Just hook people, dude. You can't complain about getting tbagged if you're going to turn around and BM survivors as well.
As for hatch, that's usually why killers down people and carry them to hatch - to make sure the survivor knows they're being nice and they didn't just GeT OUtPLayEd. Meg had no idea you were allowing her to get hatch if you didn't blatantly allow it; it just looked like you made a poor decision.
-
It'd need to have a cooldown, since being able to leave your TR behind on command is pretty strong, but that sounds a lot more fun than current Insidious and I could think of a few ways to use it. Color me intrigued.
-
@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/335927/orange-glyphs-are-very-unpleasant
Imagine you didn't know what the effect was and played Spirit....
F in chat 😫
I think I'm somewhat resistant to the white noise because, well, Plague main, but at least that one goes away at some point.
-
Dang, congratulations! Lighting them all in one swoop is the way to go - you're lucky Yun-Jin messed up. But Sadako is probably a very strong contender for the strategy due to the rapid teleporting she can pull off. This was a victory for short undead children everywhere.
I remember when I was chasing the elusive 5-stack... for ages, I flopped, and then I had one weird day where I got it twice, both on Blood Lodge (which seemed like a terrible map for it - derpy totem spots and long.) I remember this one Leon led me to a blocked totem and started tbagging it... I let everyone in that first game live, I was so happy I finally pulled it off. That and they were being cute.
-
You don't want to encourage unhooking too much, or everyone just races each other to unhooks and gens don't get done. It's a huge efficiency problem... games where everyone is altruistic tend to go very badly.
Getting left to second stage is a solo queue information problem more than an issue with game balance in and of itself. If all those players could tell that everyone is on a gen/being chased/doing something that is not heading for the save, one of them will eventually get off and go for the unhook. And it helps close the gap between solo and SWF, because SWF knows that for free anyway.
-
I wouldn't mind if there was a rule saying they couldn't spawn within x meters of each other to try and up the variance (I've had occasions where a cluster of 3 hooks were all Scourges, and that was stupid), but saying they should be centrally placed in each map quadrant is too much. They're very strong perks and need some element of risk involved.
-
@NOEDENJOYER said:
https://forum.deadbydaylight.com/en/discussion/comment/3083002#Comment_3083002
Are we playing the same game? Tunnelling got buffed because gens take longer and DS is no longer as powerful as it used to be.
OTR is essentially the new DS. They swapped one meta anti-tunnel perk for another. Personally, I like OTR more than I ever liked DS.
As for the gens, that doesn't directly affect tunneling, just makes killer easier/survivor harder in general. It's a buff to camping because the anti-camp strategy has always been to do gens while the killer isn't bothering to defend them, and this makes stuff like basement Bubba more viable, but I don't see that as directly adjacent to tunneling, because tunneling doesn't have a set timer, just the strength of whoever's looping versus the strength of the killer.
Like, I'm not going to deny that killer got a big buff this patch or that BHVR failed to address tunneling, but I don't see tunneling in and of itself as any stronger or weaker than it was before. Which is still very strong, and I don't like that, but saying tunneling is stronger because DS got nerfed is false.
-
No. That's why they reworked Dead Hard. Distance on command is way too punitive for killers that lack ranged powers.
If you really want this function, learn how to 99 Sprint Burst. At least then there's a tradeoff and difficulty maintaining it. E to reach pallet was not healthy for the game.
-
You probably want to change what you're calling it - cancer isn't taken lightly on this forum. But as for the design of the tile itself, hundred percent agree. That window placement is nasty and there's not really anything a killer can do there if the survivor has basic tile knowledge.
-
@Deadeye said:
I would say DH is definitely nerfed. It is correct that IF dead hard works, then it is better, because the killer doesnt just whiff and the survivor gains 4m, instead the killer wipes, while the survivor gets a 2 sec speed boost. BUT it is way harder to pull as you require almost perfect timing (hello dedicated servers) and as killer it became way easier to outplay. No value at windows and dropped pallets as you cant vault during the endurance effect, no distance anymore... so the better value when successful is not compensating the loss of situations where you successfully can trigger it.
https://forum.deadbydaylight.com/en/discussion/comment/3083058#Comment_3083058
nah, this part is still there, especially once you know the survivor has it.
https://forum.deadbydaylight.com/en/discussion/comment/3083002#Comment_3083002
tunneling wasn't buffed? BT was kinda basekit before because nearly everyone ran it so this hasnt changed a lot. and since BT is kinda always there now (you dont know if you should wait 5 sec, 15 sec or 80... so just hit instantly) near an unhook you now have the option between a healthy survivor or an injured enduring survivor. same effort to down, so kinda obvious that you should go for the guy you can kill or put to dead on hook if you play it efficiently rather than fun and fair. this part makes the decision to tunnel easier. and regarding the DS nerf... I dont think we have to discuss. this is objectively making tunneling way easier and is an explicit buff to tunneling.
Tunneling's exactly the same as it was before. I don't consider that a good thing, because I wanted the update to make survivors more resistant to it, but anything you could do with BT or DS is in Off the Record now. (For DS and BT, well... DS is worse now, but DS + OTR is better than old DS + old BT unless you get hit straight off the hook.) It's the exact same reliance on a meta perk to save survivors from tunneling, but the perk does a decent if imperfect job - if anything, I think OTR is a bit better for getting away from the killer than DS was. The only issue is that not every survivor has switched over to it yet, and half of them still have BT and are expecting everyone else to have BT.
The choice between a healthy survivor and an injured survivor with Endurance hasn't changed either. If anything, it used to be a guarantee that the injured survivor would not have Endurance if you waited 12s, but they probably still will now, so you could go after the healthy one now if they're closer because it's 2 hits either way. Or you go for the one that's closer to being dead, but that's the original problem with tunneling and how the dominant strategy is empirically unfun, and again the one they failed to address in a meaningful way.
And when it comes to endgame and how DS is disabled there... I never considered that tunneling. So I'm not seeing the explicit buff here.
-
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3083002#Comment_3083002
no, it’s not the end of the wold. It’s the end of the game
Yeah, like every other thing that's ended this game so far. Frame rates, Dead Hard validation, boons, tunneling, camping, Boil Over, Undying, the first DS nerf, SWF, Epic Games Store, K-Pop...
If the kill rates are too high, which I bet they are, they'll walk the buffs back. Everyone needs to chill out and have some patience instead of crying doomsday. Not to mention, half the people I play with haven't updated their builds yet and are still using the nerfed old meta. There's a level of adaption that has not fully happened yet and I'm waiting for the dust to settle.
-
Improve Botany, Pharmacy, and Calm Spirit so that they're not nerfs in the name of buffs. Revert Self-Care. Fix Spine Chill so that it's not stronger than before.
Cap action speed slowdown.
Lengthen the built in BT (or change how it works so that it actually functions as a soft anti-tunnel and not just 'wait 5 seconds and then smack') and remove hook grabs on healthy survivors.
-
@HectorBrando said:
Is it even possible to hit 40k?
As Survivor the Survival category essentially voids getting that many points, it was a super rare occurrence to get 32k because its almost impossible to get 8k on Survival, I suppose 40k is out of the question.
As Killer can you get enough Sacrifice points? the category depends almost exclusively on hooks and sacrifices and there is a hard cap on how many times you can actually hook people, I dont remember it very well but I dont think I ever reached 10k in Sacrifice even with 12 hooks.
This was my thought. Both of those categories are pretty stingy (or in Sacrifice's case, designed to give you exactly 8k for maxing out and no further.) You might be able to do Sacrifice with a mori, because I think moris count for more than sacrifices, but ideally both of them need altered or added score events in order to fit with the new model.
Highest I've gotten was 37k, but I've mostly been playing survivor since the update due to queue times.
