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Luigifan64

Luigifan64

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Luigifan64
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  • Rattman said:

    Its Entity world, so killers here actually more powerful, than in their original worlds. And, you know, its up to Entity decide balance for trials.

    I know, I just wish the perk was more accurate.

    I did see an idea that would have the killer get a skill check, and based on if the killer hit it or not would determine if the survivor got off or not. The survivor could wiggle to make the skillcheck shake around like how the doc makes them. I think that idea would also work well too.
  • Jack11803 said:

    Should still let you free, but only obsession can use it, everyone else can get screwed. (Its OPness is supposed to be a counter to being tunneled and mori’d for dying light etc; why does everyone get it!?)

    Yeah, exactly! Only 1 person should be able to have that ability, plus it ties in better with the movie (as I stated before).
  • Baphomett said:
    How about this for a vigil effect - exhaustion recovers normally while running.  Vigil has no effect during a chase or for 3 seconds after escaping a chase (to prevent it working during a chase when LOS is "broken" frequently by the strange chase mechanics").

    This would make it really strong and worth a perk slot without undoing the point of the exhaustion nerf.
    I agree with this idea
  • I kinda wish they went back to the old Small Game where you could see auras of traps, but I know they probably wouldn't do that. Your idea is good though, a way to tell if it's the same totem/trap or a different object is something that needs to happen.

  • @shadowsfall42 said:
    I like the sound of recovering exhaustion while running, but it would have to be really slow, like 10-20% of the speed it would recover if not running. It might be a little too good though, but at least recovering exhaustion while running would require a perk and thus you can create a build around it.

    It wouldn't necessarily have to be slower, but it might be too much to have it decrease it more than what the cooldown used to be. That being said, I would want it to have the 20% decrease while running.

  • Maxi605 said:

    @Luigifan64 said:
    Brady said:

    Recovers from status ailments by 20% when standing still, and when running you now recover from exhaustion and the rate is increased by 150% (40 seconds to 100 seconds if running the entire time)

    Why not just have it be how it used to be, have it decrease by 20% but it’d have the added ability to regain exhaustion while running. If that’s too much they could have it be only the normal cool down time (while running) or not have it be regained in chases.

    Recovering while running was too broken, is fine as it is, maybe make it as you recover earlier

    Or maybe have a value increase (say 40%) because Vigil isn’t good anymore and it’s usefulness has been made mute by the exhaustion nerf.
  • yeet said:

    DS should never have been put in the game in the first place

    Very true, because this dilemma wouldn’t exist if that were the case.
  • @Luigifan64 said:
    What I’m about to say isn’t a “decisive is fine and should stay how it is” post. This is just pointing out something that doesn’t line up with the series that the perk is based on. Is the perk a problem? With 4 man teams who are skilled survivors; yes it is a big annoyance that only the best killers could actually have a chance to play against and I do agree and think that it needs a nerf. However how they’re going to change it doesn’t make sense with the source material.

    And I stopped right there.

    I shouldn’t have put this under balance feedback, because what I’m saying is less of balance and more of a personal annoyance; sorry ‘bout that. But if you actually read more you’d know that this is just a personal gripe I have with it not adding up to the original movie. It’s 100% ok to disagree with me, but don’t wite me off without hearing what I have to say completely first.
  • Mister_xD said:

    buffing boil over means buffing iron grasp too, since that is the direct counter perk to it.
    if both get buffed at the same time, so iron grasp completely counters out the struggle effect, it would be okay i guess...

    That’s the point, the faster struggle would be less than IG (like 8%-10%) so that someone with IG would still counter it and they’d only have to deal with the normal swaying which isn’t that bad to begin with.
  • pandorayr said:

    I am so tired to see toxic survivors with purple flashlight etc on each game but if sacrifice them they disconnect before die to keep addons, this is unfair and promote toxic game.
    A survivor that leave or die in the game deserve to lose all addons.

    But it doesn’t, on the rare occasion when I dc from a game, I still lose my item and it’s addons. Which is why I don’t do it very often because I want to keep my stuff and also I lose out my player level whenever I do that.
  • Weepeme said:
    This perk is SO useless and a trash.
    They should increase the obscure to see hooks within 10/15/20 meters or something like this.
    Or they should change the effects of struggle with slowing the killer's movement by 6%/12%/18%.
    Like agitation but reversed.
    Honestly they just either need to give an 8%-10% faster wiggle effect or have the hook auras disabled by 35 to 40 meters. It wouldn’t completely counter iron grasp because a survivor wiggling at 12% would be too much even though it’d balance out IG (and by that I mean negate its effects, not make IG more balanced).
  • Brady said:

    Recovers from status ailments by 20% when standing still, and when running you now recover from exhaustion and the rate is increased by 150% (40 seconds to 100 seconds if running the entire time)

    Why not just have it be how it used to be, have it decrease by 20% but it’d have the added ability to regain exhaustion while running. If that’s too much they could have it be only the normal cool down time (while running) or not have it be regained in chases.
  • Bravo0413 said:
    Vigil should be buffed another way.. to throw vigil a buff that counteracts the exhaustion nerf with the DS nerf coming everyone will just run vigil.. and with maps still complete crap because the devs fail to make true balance choices I don't feel that sort of buff should come atm.. especially when their looking to nerf blood lust.. it would be completely and utterly broken if that happens 
    Not necessarily, the devs are making other perks better and more viable and sure a lot of people won’t use DS anymore because it’s losing its main function, but I don’t think Vigil being buffed this way would be a bad thing. Sure it’d get used more, but at least it’ll actually be useful again. What you said about the maps though is 100% true, they need to fix the map design, but unfortunately I don’t think that’s ever going to happen.
  • Spork said:

    I agree with the speed boost on totems, and I wouldn't argue about the exhaustion idea but devs nerfed it for a reason and its pretty much futile to ask for that. BUT a speed buff to totem cleansing is an awesome idea because we don't really have anything for that, and it would make sense on Vigil.

    It might not be futile because they mentioned that they might do that change on stream. Plus it’d mean that a survivor would have to sacrifice a perk slot just to have that ability.
  • βLAKE said:

    Cool idea for Vigil would be to make it that exhaustion cools down even when running at a certain speed. Also a slight speed boost when cleansing totems.

    Yes to this idea, it’s similar to a thread I did, but it also included No Mither for reasons that I explained ->  https://forum.deadbydaylight.com/en/discussion/9989/no-mither-vigil-exaustion-change#latest 

    But it I think being able to regain exhaustion while running with the 20% less waiting time is good enough of a buff, the totem thing wouldn’t have to be part of it. Although I see where you’re coming from with that idea.
  • Spork said:

    A Character who can cross the map in seconds has no business using a perk that reveals survivor locations. Either make it soley a point perk, or slow down his sprint/get rid of his instant down. The tips and tricks everyone knows to counter BBQ and Chilli don't work against him. He's able to reach you too quickly. If you're unlucky enough to run into one who waits for you to be unhooked, then it's even worse. Please do something about it, he's not fun to play against. Hags with make your choice and Mint Rag are more tolerable, which is almost as toxic.

    How about no, both are fine and don’t need nerfing. This is coming from a fûckin SURVIVOR main for god’s sake and even I know what you want is bullshît
  • Yucchi said:
    I know that BY recently got changed, but I gave an idea so that it goes against Insidious.
    Now the perk activates in killers heartbeat, which can be countered by Insidious, Pig and Wraith (no heartbeat abilities)
    What if instead of terror radius this perk would activate based on killers proximity to hooked survivor, let's say 20m. Why 20? Smallest based heartbeat (not counting tier 1 Myers)
    This is just an idea and I'd like to ask everyone to write their comments without behaving like snobby children
    I feel like that’d be fine, especially because BT is kind of a 1 for 1 perk in most situations. But also the guy who commented above me makes a fair point.
  • White_Owl said:

    Wait what? Quentin has perks?

    This genuinely made me laugh. xD

    But yeah, it’s sad how his one decent perk has been made useless with the new update; they didn’t even bother buffing it ;(
  • Killer brings in a Ward, he or she are free to test and explore a new add-on without the fear of losing it to it being smacked out of their hand and dying before being able to retrieve it (or a "teammate" stealing it). Survivor doesn't have the same benefit if the killer uses Franklin's Demise and it doesn't feel all that fair.

    What if the perk made survivors unable to use their item for a certain amount of time instead of knocking it out of their hand? It could correlate with a flat time or with an objective being done (like add a new thing a survivor would need to do to unlock the item).

    What if bringing a White Ward made you not drop the item, but your item took the damage still (like it loses charges)? It seems like an easier solution over a complete perk rework.
  • Nickenzie said:
    I just had an amazing idea on how to rework the perk "No Mither" and I decided that it's worth sharing! :)

    No Mither:
    Go on kid, it's just a scratch. You permanently suffer from the exposed status effect with a 50/75/100 % stackable bonus to all Bloodpoint gains. The Bonus Bloodpoints from this perk are only awarded post-trial and if you survive the trial.

    I wanted to keep the perk hardcore while help solve the perks issues of making grunt noises and the dying state recovery issue. You can still heal to the healthy state to reduce you grunts completely while still being a 1-hit to knock down. I decided to remove the infinite recovery from dying state as it's like winning the lottery if the killer let's you stay on the floor. Additionally it rewards great survivors that can survive the trial with BP exactly like WGLF but with 4 tokens.

    No hate mail please just criticism and feedback! :)
    Honestly all it needs is for you to take an extra hit and remove the no heal icon so that the killer/survivors won’t know you have it. You can also still do perk synergies. A thing I personally want (which you might know already) is to be able to regain exaustion while running if you have NM. When you’re using NM it’s essential to use everything you can to stay alive because of that 1 hit, so I think being able to use DH twice in a NM chase wouldn’t be bad (that is if you last long enough to get another use out of it).
  • Yucchi said:
    People seem to forget that Vigil is a perk to recover from afflictions quicker, but everyone places "Begone Exhaustion" tag on it
    I didn’t forget about that, it’s just that no one used or uses it for that because it was most helpful with exhaustion.
    Plus its rare that a killer will use another affliction addon, the most common ones I see are the “mangled” addons and even then that’s like 1 out of 50 games if I’m lucky. Blindness is worthless and even if a killer uses it, the timer is already really small that you don’t need Vigil to get rid of it. Now if Vigil completely negated afflictions (not exhaustion for obvious reasons) and maybe made the timer for MYC go down faster, maybe it’d be more used.

    Before you say anything, I don’t think the above idea I stated should happen, but it is something that would make the perk actually used for afflictions and not just for exhaustion. However I do still want my original suggestion for Vigil to happen, possibly with 1 revision; that being that it would have a value buff (between 25% and 40%) and allow you to regain exhaustion while running, HOWEVER you still can’t regain it in a chase. I’d be fine with either what I suggested originally or the revision if they actually go with this Vigil idea.
  • Yucchi said:
    People seem to forget that Vigil is a perk to recover from afflictions quicker, but everyone places "Begone Exhaustion" tag on it
    I didn’t forget about that, it’s just that no one used or uses it for that because it was most helpful with exhaustion.
  • Kale said:

    No Mither it's a challenge perk, its supposed to be difficult.

    Vigil it's okay as it is, maybe adding a bit meter range, but the perk is good by itself.

    I know it’s supposed to be difficult, and it was difficult, I just didn’t want it to be made more difficult is all.
  • "Long chases" are the main problem for killer!
    Chases in general take way to long.
    That's the big thing about "gen rush"; chases take to long, gens are done to fast. Put both together and the result is "gen rush".

    Right, which is why they need to have more ways to actually get away from killers because how the game is right now, there aren’t many ways to get away from a good killer; and instead it extends the chase. I’m not saying good killer plays should be punished, but they need to rework chases so that they won’t take up a whole game, it just needs to be fair for both sides and each needs equal opportunity to succeed in what they need to do.
  • Honestly I don't mind it now using sprint but it's actually has a negative when it never used to before.

    Lithe: you had to vault whilst in a chase and sometimes it may not even activate

    Balanced landing: you had to find a high elevation which was very map specific sheltered woods being notorious as a pain in the ass for the perk

    Dead hard:  you had to be injured and once the killer knew you had it it practically turn the perk into a game of bait each other out.

    Now which sprint burst if you want to equip it to escape chases early you're either going to have to manage your your exhaustion effectively if you want to be able to move around the map fast or you basically have to walk everywhere.
    Right, so why not apply the changes to SB only or have it activate the no exhaustion gain in a chase? It’d get rid of the problem and you could still use it to get places faster not in a chase.
  • Mister_xD said:

    what about a option in the option menu, which can be turned on and off (on = black blind screen, off = white blind screen)?

    This would also work
  • Are you kidding me?
    There is a global nerf to avoid survivor from using exhaustion perks twice during a single chase and you ask for NM to to be able to use DH TWICE and dare telling me you are NOT asking for a buff???
    Because the exhaustion nerf makes using NM worse when it doesn’t need to be, most killers can get a NM guy down pretty easily, so keeping a long chase with NM shouldn’t be punished. I see how this is seen as a buff to you, I personally see it as just not making the perk worse. I’m sorry I accused you of not doing something you clearly did do, and I apologize that I got overly defensive and tried to write off you’re opinion because I misenterpreted it.
  • Barbbbb said:

    Killers pick you out so fast of the groung that flashlight saves are not even possible anymore.

    Why’d you post this twice?
  • Wolf74 said:

    Please stop asking for No Mither buffs.
    If you don't like the perk, don't run it.
    It is not meant to be a "good perk", it's meant to be a niche perk.
    There are certain people with dedicated builds that do well with it, but it is not meant to be a survivors go to perk.
    Most people forget that the whole perk denies any one shot powers.
    What's the point of taking MYC if the survivor gets downed in one shot anyway?

    It’s not a buff, it’s keeping it the same as it has been for a while because it makes sense to try and stay alive with it. I didn’t mention a buff at all, it makes it seem like you didn’t read the post.
  • Bravo0413 said:
    No mither players shouldnt have 2 DH just because their running no mither it would be abused to hell... vigil everyone would use it because it would make exhaustion work the same way.. which if people are able to loop enough to get their sprint burst back a 2nd time right now wouldnt they want that ability again? 
    NM people can only take 1 hit, and even before the exhaustion change it wasn’t an issue if they used it multiple times in a chase because of their setbacks. If Vigil would be an issue, then have exhaustion be disabled in a chase.
  • Bravo0413 said:
    Both of these ideas counteract what the devs are trying to do which is nerf the exhaustion perks so that they won't activate 2x in one chase.. No mither is what I call the hardcore mode for this game atm because it has a stupid icon that says to the killer "pick me up" everyone knows that no mither needs to start in the health state and when injured the person is unable to be healed and if slugged then when they get up a notification is given to everyone similar to when the killer hits someone and they have noed... giving multiple deadhard to one player is OP AF and should never happen simply because when you master DH its soo freaking good... vigil needs to stay how it is and should not effect while running because then everyone will be running that perk...
    But it’s with NM, I’m not suggesting to make NM better I’m saying that it shouldn’t be made worse. With the case of Vigil, not everyone would run it because you’re taking up a perk slot just for that one ability when people would rather run other things. If Vigil stays how it is it will be useless, which would be a shame because it was the only semi-decent perk out of its DLC
  • Also little side note if you think all of these

    Getting farmed
    Getting tunneled
    Getting camped
    Getting left on hook till death or struggle
    Moris

    Only happen to people who run no mither because they run no mither you clearly don't know enough about the game.
    I don’t think that those things ONLY happen to NM people, I just think that it is more likely to happen to someone with it because of the natural disadvantage and easy target the perk makes you.

    You’re main point about taking a hit, while I personally don’t see it being too hard, to say that everyone will have the exact same experience is false. I agree with you that it would put you in a bad spot and that it wouldn’t necessarily be as easy a thing to do as I made it seem to be. I do think that it’d be easy for me, but I can’t blanket statement that for everyone; so you bring up a good point.
  • So, No-Mither is a-near guarantee for a killer tunnel. While it has its niche it's hardly rewarding for a perk, likely as the killer sees the icon for it, they will never slug someone down and leave them. Two ideas I had which could work together or either/or might make it a little more of an opportunity for people to use it if they would like:

    1. No-Mither Icon - The distinctive icon for No Mither really has to go. It tells your teammates you can't be healed, sure, but if it isn't obvious after 3 seconds of trying to heal someone, there is an issue. Advertising to the killer that you can be one-hit-downed is worse than running an Obsession perk. Unless you're really good at hiding or wasting a second perk slot on Iron Will, there just isn't a point to having it at all.

    2. Status Effect Alert - It happens with NoED, We'll Make It, Devour Hope, any status effect delivers an alert to the survivor about perks. Why don't we do something like this with No Mither? Instead of the affected icon starting off injured, why not start it off healthy for the rest of the team, and when the killer hits the survivor and they immediately go down, give everyone an alert of 'No Mither' and correctly display the icon for the rest of the match? That would also prevent tunnelling the no mither from the start of the match.

    I like both ideas, however I can see a slight problem with #2. So if the killer hits you and you instantly go down, they’re going to know that you have it, which would cause you to have the same problem as the original NM. A possible remedy for this is that one you’re injured the first time, you’re stuck like that for the rest of the game (including the notification for other survivors). It wouldn’t ruin synergies either, because all you’d have to do is get hit once, sure you won’t have Resiliance or other perks at the but it would make the perk better overall; and again, you can just get hit once.
    I doubt it would make the perk better in fact it might make it more situational and a lot less reliable as you're hoping on the possibility that the Killer slugs you if they don't you just wasted a perk slot and now you're in injured state the whole match.

    Also getting hit once it's not that simple especially against the good killer getting hit once could lead to you getting downed and hooked true you activated your synergy build but now you're closer to death than you would be if you just originally started injured.

    To add to this part you also have to deal with these potential outcomes.
    Getting farmed
    Getting tunneled
    Getting camped
    Getting left on hook till death or struggle
    Moris
    And all this just to activate synergy that is barely even worth the injured state to begin with.
    But you’re not going to get tunneled just for having NM and the killer won’t know that you have it, which are the main 2 things that are wrong with it. The things that you stated would happen with this change would happen with normal NM, if not more so. Also if a killer knows you have NM, there is no way they are leaving you on the ground, but if they have no idea if you have it, then it would have a higher chance of getting a use out of its main ability. 
  • This comment was too long and it was duplicated for some reason, so I deleted it. If you want to see what I said there is a comment below that has what you’re looking for.
  • Techn0 said:

    @Luigifan64 said:
    Techn0 said:

    @Luigifan64 said:

    Demonsouls1993 said:

    lower the brightness of flashlights why should we have to go blind like that like holy hell its worse then looking right at the damn sun
    

    But that’s the point? It’s supposed to be a bright light in you’re eyes, hence why there are addons that make it brighter.

    I legitimately can't play with more than one light in the lobby because it hurts my eyes and gives me headaches. Just make it a black screen like the killer is closing his eyes.

    But then they’d have to change brightness duration addons, and I really don’t think you’d want insta-blinds back.

    They could always make the add ons do something else without bringing instablinds back. For example, the fov could go down slightly for a time, or the killers hearing could be affected as well as if the entity loses control for a second.

    Techn0 said:

    @Luigifan64 said:
    Techn0 said:

    @Luigifan64 said:

    Demonsouls1993 said:

    lower the brightness of flashlights why should we have to go blind like that like holy hell its worse then looking right at the damn sun
    

    But that’s the point? It’s supposed to be a bright light in you’re eyes, hence why there are addons that make it brighter.

    I legitimately can't play with more than one light in the lobby because it hurts my eyes and gives me headaches. Just make it a black screen like the killer is closing his eyes.

    But then they’d have to change brightness duration addons, and I really don’t think you’d want insta-blinds back.

    They could always make the add ons do something else without bringing instablinds back. For example, the fov could go down slightly for a time, or the killers hearing could be affected as well as if the entity loses control for a second.

    I just thought of an idea, make the killer’s vision blurry after it goes black which would get more blurry  and last longer with certain addons. It’d be like they blinked and have to re-adjust to their surroundings. The effect would have to be significant tho.
  • Techn0 said:

    @Luigifan64 said:
    Demonsouls1993 said:

    lower the brightness of flashlights why should we have to go blind like that like holy hell its worse then looking right at the damn sun

    But that’s the point? It’s supposed to be a bright light in you’re eyes, hence why there are addons that make it brighter.

    I legitimately can't play with more than one light in the lobby because it hurts my eyes and gives me headaches. Just make it a black screen like the killer is closing his eyes.

    But then they’d have to change brightness duration addons, and I really don’t think you’d want insta-blinds back.
  • lower the brightness of flashlights why should we have to go blind like that like holy hell its worse then looking right at the damn sun

    But that’s the point? It’s supposed to be a bright light in you’re eyes, hence why there are addons that make it brighter.
  • oh, i wasn't attempting 'realism'. i was attempting humor.... i couldn't care less either way. alot of my favorite perks are getting ****** too. its just the nature of the game, i suppose....

    Oh ok, I get you, I thought you were using the “it’s not realistic” argument that I see now and again, even though this game shouldn’t be based on realism. 

    Edit: the lol isn’t because I disagree, it’s because I find your joke funny now that you clarified that.
  • So, No-Mither is a-near guarantee for a killer tunnel. While it has its niche it's hardly rewarding for a perk, likely as the killer sees the icon for it, they will never slug someone down and leave them. Two ideas I had which could work together or either/or might make it a little more of an opportunity for people to use it if they would like:

    1. No-Mither Icon - The distinctive icon for No Mither really has to go. It tells your teammates you can't be healed, sure, but if it isn't obvious after 3 seconds of trying to heal someone, there is an issue. Advertising to the killer that you can be one-hit-downed is worse than running an Obsession perk. Unless you're really good at hiding or wasting a second perk slot on Iron Will, there just isn't a point to having it at all.

    2. Status Effect Alert - It happens with NoED, We'll Make It, Devour Hope, any status effect delivers an alert to the survivor about perks. Why don't we do something like this with No Mither? Instead of the affected icon starting off injured, why not start it off healthy for the rest of the team, and when the killer hits the survivor and they immediately go down, give everyone an alert of 'No Mither' and correctly display the icon for the rest of the match? That would also prevent tunnelling the no mither from the start of the match.

    I like both ideas, however I can see a slight problem with #2. So if the killer hits you and you instantly go down, they’re going to know that you have it, which would cause you to have the same problem as the original NM. A possible remedy for this is that one you’re injured the first time, you’re stuck like that for the rest of the game (including the notification for other survivors). It wouldn’t ruin synergies either, because all you’d have to do is get hit once, sure you won’t have Resiliance or other perks at the start but it would make the perk better overall; and again, you can just get hit once.
  • i'm exhausted.... but if i keep running full speed, i'll feel better in a minute.... sounds legit....

    It doesn’t have to be realistic, it’s more about preventing two perks from being made worse to use. Having something be fun is always better than something being realistic.
  • Nos37 said:

    Replace the aura handicap with a number over the perk indicating how many survivors are within range of the hook/perk.

    But why? The perk is fine
  • Runiver said:

    A buff for a perk that just came out ?
    Man, you're still living the dream.

    Expect it late 2019, if you're lucky, if they have time, if the game is still alive then, if they don't have major issues before it.

    They buffed Alert close to when it came out, all I asked was that they increase the time the killer’s aura is seen from 3 seconds to 6 seconds and they implemented it in the next patch. Granted it was Horvath himself that saw my suggestion so I probably got lucky. 
  • Jack11803 said:

    @Shadoureon said:
    Yeah one time I really struggle when I hold a survivor and the next time I dont feel a thing. Makes no sense. Also this perk is the biggest joke they ever made because right before the DLC the 14m not seeing the aura was a standard thing in the game. They removed it and made it into a perk what a joke.

    You know what other perk was joke status and was made by implementing a drawback just to make it? Balanced landing.

    Also Vigil was the same thing, remove exhaustion reduction while crouched and instead make it into a perk.
  • Global said:

    How about if he tries to run he breaks both his ankles in 20 different places?

    And every time he tries to vault a pallet, he gets bored halfway through and falls asleep in the center of it. xD
  • But why BBQ&C is fine where it is, and this is coming from a person who plays more survivor than killer. The perk doesn’t need to be changed. I think that the perk is perfectly balanced and if you want the killer to not see you then just use Sole Survivor in the next update. Before you say, “Sole Survivor is underpowered” it’s still going to be a helpful counter that can be used for more than BBQ&C. Sure it’s not as powerful as meta perks, but it’ll still be alright to run. 
  • Master said:

    @MissDino said:

    So as everybody knows that gud succ on pallets and windows is no more, as well as the killer not being able to slurp up survivors. What I wanna know is...

    WHY CAN THE KILLERS STILL DO THE ELECTRIC SLIDE TO THE HOOK!?
    Sorry, for the caps.

    Seriously though. I understand that the vacuum was taken away for "balance" purposes but it only makes sense for a "balance" to work is to take one thing away from both sides. This isn't a big issue I just found it funny the "balance" changes are always taking away from survivors and adding to the killers Rather than looking at map changes first.
    I find the way the changes are introduced seemingly creates bigger issues making the game less fun (more difficult for survivors and too easy for the killers).
    Most of the behaviour team are killer mains anyway so it's only natural for them to want to make the game more "difficult" for survivors and "easier" for killers.
    That's my 2 cents I'm open to other peoples opinions, don't try to force your beliefs on me. :^)

    I'll be waiting at the campfire.
    ~MissDino

    Yeah no idea why we still have it. Survivors can unhook from all angles so killers should be able to hook from all sides so that we can finally get rid of hook bodyblocking and that slide.
    Its really weird that the angle was only introduced for survivors

    But bodyblocking is a strategy for survivors that has them help their team, but puts them in danger if they get hit or ######### it up. If you take that away, there’s an aspect of being altruistic that’s removed, and if someone’s about to die, I’m going to let myself get downed for them so that they can hopefully survive. If the killer can hook from all sides though, you won’t be able to do this unless the hook is really far away.
  • gabosix said:

    I would like to know why you cant turn off vsync and why is it on by default

    You can turn it off, but I think it’s because the devs want you to play the game a certain way.
  • Brady said:

    Is it me or is it just the same and they put it in meters instead of percentages?...

    The effects of it are reversed, the new one works like a bubble around the survivor that gets larger, but the old one decreases how far away the killer can see your aura (the closer he is, the more likely he is to see you).
  • These all sound really nice but making no mither start you off in the healthy state would ruin it synergy with resilience, dead head and this isn't happening as to activate them you would have to be injured so you would go out of your way to go find the killer just to get hit.
    The likelihood is that that's going to lead to a hook which is leading you one step closer to death.

    If you want a buff it having it not apply thanatophobia unless you all downed hooked or with your buff to it dead also taking away the annoying injured music would be another good thing.
    It wouldn’t ruin the synergy, it’d still be there, you’d just have to get hit; which isn’t all that difficult. Escaping the killer isn’t all that difficult, and I wouldn’t mind not having Resiliance for the first couple minutes of gameplay if it means the killer doesn’t know that I have No Mither.
  • Maybe I'm thinking about this wrong, but if I'm self caring myself from 0 to 100, and I'm at 50% healed or beyond when another survivor shows up, with the proposed self care changes, it's actually slower for me to stop and let them heal me than it is for me to just keep self caring myself?

    That seems as though it'd have a negative impact on the altruism emblem over all, which could be a problem.

    Maybe include a brief grace period of a second or so before the self care heal vanishes?

    So for one second my progress to the next health state stays at my self care percent. If during that 1 second grace period someone else starts healing me, my progress doesn't get removed and they heal me from where I left off (exactly as it is in game right now). If in that 1 second grace period I instead try to self care myself again, the previous self care status resets instead, and I'm starting from 0 once more?

    You already mentioned you're planning to differentiate between self care healing and outside healing, so I assume this kind of thing could be possible?

    Or is it intended as part of the self care nerf to encourage less altruism between survivors?

    I feel like 1 second is too short, most of the time it takes more than a second to get someone else to heal me. I was thinking more of a naturally degrading Self Care nerf. It’d degrade the slowest if you’re standing still, it’d degrade a little faster if you’re walking or crouching, and faster (like significantly faster) if a survivor runs.
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