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Maelstrom10

Maelstrom10

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Maelstrom10
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  • @Peanits said:

    There's also Bill. Bill came without a killer.

    There's going to be 17 killers and 19 survivors once the next chapter launches. Take that how you will.

    dammit i forgot about bill. oops

    i wasn't counting the original 4surv to 3killers though.

  • @Peanits said:

    If a killer were to leave the match, it would immediately end. Since there's only one killer, the game would basically just be a free farming session until you leave, and that's not ideal.

    You will, however, receive emblem score as if you had finished powering the remaining generators, opened the gates, healed up and saved anyone that was on the hook, and escaped. (Or alternatively, to prevent this from being abused, the match is cancelled and your offerings are refunded if it happens early on.)

    The emblem score seems like compensation enough, though it just seems i guess for lack of a better term empty? ending a game prematurely.

    i don't really want farming simulator 2019, and i completely understand the decision, but i still think a mad 30-60s dash to the exit would be more fun then sitting on a generator and poof the games over. More fulfilling, more tense and more of a rush then poof the games over.

    :) thanks for the reply on the thread though!

  • @johnmwarner said:

    The thing is a Killer husk takes a lot away from survivors anyways, they won’t get any unhook or future healing points except from people who are already down. That’s why I think a 2 minute time frame works, just start EGC when the killer dc. People can still get their points and dailies for opening the door or escaping, loot if they see any chests in the way, and get to the next game.

    My point exactly. :)

  • @Nonfunctional said:

    I have 54 Ebony moris on my Leatherface and 5 primer bulbs.

    What does rarity have to do with anything? It means nothing.

    And I doubt you use those Ebony's much? Primer bulbs on the other hand yes?

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/637777#Comment_637777

    You're not the one who were insulting me, so you don't have to apologize for anything.

    Fair enough man, thank you for seeing that :) senzu's just passionate too.

    That being said the perfect solution for both sides tbh would to have ai controlled players take their places but well, that would take a considerable amount of effort to even just make a killer/survivor that can m1 or even run around a basic loop. You could program them to follow survivors/each other, go to objective locations with pathfinding, and possibly just choose the shortest way around and obstacle. But it will always be worse then a human player and just take away from the game. Survivors would be slightly easier to program I guess, In that they could atleast go towards gens and players to heal/complete. But with how complicated looping and mind gaming is there's no real way to implement that for both sides. And at what point do you call it quits? When two players DC? 3? When all survivors are ai? When the killer and another is? There would have to be a limit which makes it even less worthwhile.

  • @BlueFang said:

    https://forum.deadbydaylight.com/en/discussion/comment/637744#Comment_637744

    And here we see the average survivor and killer main arguing amongst themselves in their natural habitat. Utilizing the power of internet coding and the knowledge passed down from their internet elders, They create pictographs representing emotion in it's double nature, a smily of what would normally be a representation of happiness has been given a double meaning by the survivor to be used against the killer. The killer argues against the purpose of the husk citing potential use by the greater more aggressive survivor sub species, where as the survivor defends the honor of clan survivamore against the perceived disrespect what actions the killer shall take is unclear in the next few moments will decide the course of the argument

    Stay tuned for more, on Fouraghetti I am your host Robert Oterzagan

    I play both sides red ranks (and if anything would call myself more a killer main tbh) and haven't insulted se05239.

    I simply want something I feel as equal. If we get husks for survivors, and the killer gets to effectively play around that. Then survivors should have an equal set up.

    Anybody going in with the intent of bullying the other side into dcing, is the kind of toxicity I'd never ever want to see. I just want equality and I believe the devs can bring that to the game. They certainly did with the end game collapse seeing as the end game / hatch situation was pretty messed up and not at all viably playable as killer. They fixed up Freddy too, made him incredibly fun. I believe they can do that with dc's too, to try and make them less of a burden on both sides. Thing is, a killer dcing effectively ends the game, that's why I believe it should go straight to end game collapse (with dedicated servers mind you) rather then just straight to the menu as that's no fun.

  • Husks will be an easy enough point farm for the killer. A free survivor to hook? Oh wow that's a lot of free points right there. Might as well make them dc to make it easier on myself to grind bp.

    Thing is with the survivor side, when your not interacting with the killer there are only so many ways to grind bp. Doing gens (not applicable because end game) totems, hooks, chests and other survivors ie altruism are some of the only ways to get bp outside of the killer. Two of which (hooks and gens) are not applicable in egc.

    I just want a more interesting and fullfilling game if the killer dc's. The killer gets to keep playing so why shouldn't survivors

  • @[Deleted User] said:

    As in: Killer DC, immediately starts EGC?

    Basically yeah.

    @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/637631#Comment_637631

    Survivors lose nothing from a disconnect unless the Killer DCs on purpose after using Franklins to remove an item from a survivor. Sure, there's no progress made but nothing's lost either.

    Yes but in the process of the DC time is lost. You may have lost nothing game wise but you've wasted time on a game that ends... Unfulfilled.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/637544#Comment_637544

    But there are fewer purple addons to choose from, so you can accumulate purple addons more quickly than green ones. For example, I have more Infantry belts than oak hafts for Huntress. and that's just one example.

    But there are also more green addons and offerings then there are purple. sure the numbers might look like the purples are higher, but you do technically get less of them even if the chances are higher of one being in your favour.

    you might for example have 25 purple addons on pig, but you will likely have double or even triple the green addons, in multiple types and variations if you have that many purples.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/637607#Comment_637607

    Considering all the spaghetti code that makes up for Dead by Daylight's foundation, I rather just keep the "game instantly ends" functionality of a killer disconnecting.

    Having the game go automatically to a shorter Egc, would give more chances to pip and be more fun tbh. it also wouldn't be as jarring tbh

  • @Skittlesthehusky said:

    https://forum.deadbydaylight.com/en/discussion/comment/637606#Comment_637606

    there's another issue with that; that's a little too large of a punishment when it comes to bouncing off of walls, and would force leatherface to become a bit of a M1 killer if that was the case, since using the chainsaw in, per say, jungle gyms or woody areas, would be too risky. a better alternative would simply be just forcing him to bounce off the wall and change directions, and if he hits another wall, he continues his tantrum, but with no added time to the cooldown.

    Thats what i mean, i just meant the first bounce would extend the cooldown after he commits to bouncing.

  • @se05239 said:

    The huge problem I have with disconnecting in general is that IF survivors were to get rewards for a killer disconnecting (rather than just keep what they have and not derank which it is currently), then the amount of survivors who seek to make killers rage-quit would grow tremendously.

    Oh im not saying they should be rewarded, just that they should have some kind of incentive to escape, and some risk whilst still in the game. the perfect situation would be an ai killer running after survivors, but as that isin't really viable, something to interact with to give them a risk. something like 1000 boldness bp, nothing more then a totem, might keep them in the game long enough for the entity to come snatch them up.

  • @Skittlesthehusky said:

    https://forum.deadbydaylight.com/en/discussion/comment/637591#Comment_637591

    i would assume after his normal chainsaw time. (5s i think?)

    though my issue with this is, it has less of a penalty and rewards mistakes, which is why hillbilly has a cooldown after bumping into objects.

    so how would we make this work? well, its up to the ideamaker, i'm just sending my input. :0

    Yeah after his normal chainsaw time, where bumping into things will simply extend that slightly. it would also be cancel-able, which canceling the chainsaw would enter the tantrum.

    the penalty would be the lack of control from bumping into something :D you'd go in the opposite direction and essentially be unable to course correct, whilst it also being a strength, allowing you to predict a survivor might move around a corner, allowing you to "bounce into them". if you miss, your penalized by losing distance on the survivor, or possibly bumping into another wall which will gain time in both chainsaw and cooldown.

  • I guess my bad habits are that I tend to go to try and over extend my ability as survivor, try and keep track of to many things instead of focusing on the objective or going for a save. And as killer I feel it's somewhat the opposite, like I'll either focus on chasing and downs, or protecting gens and sometimes that can lose me a gen or an easy down.

  • I still think bubba should bounce off walls, gaining momentum and speed in his rampage mode but decreasing control (rewarding good play, knowledge of loops and calculation of angles and angular momentum)

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/637263#Comment_637263

    Technically not a nerf. You'd be more likely to get a Purple Carburetor tuning guide than a Green since there are more green addons out there. So it's actually a small buff, but not one that matters.

    Sure there might be more greens, but don't forget only 2-1 purples usually spawn per bloodweb on average, and they could be cut coin, the branch the mist or Billy's other purple offerings too

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/637192#Comment_637192

    Yes. Prayer Beads are too fun to get rid of, but too OP to stay how they are.

    Wouldn't mind this. But I wouldn't equate father's glasses to a training add-on. It allows superior tracking in phase, I wouldn't mind the raritys being swapped

  • @savevatznick said:

    Rarity is a stupid way to balance things. If something isn't well balanced, it doesn't matter how often you encounter it, it's still imbalanced. The whole "rarity" schtick is a farce - I don't care how often I go up against something blatantly imbalanced, I care that my time is basically up for grabs, 25% "Extremely hard to win game" and 75% "Winnable game" with no consistency. What's worse, the power of some killers' addons and survivors' tools limits the power of their base kit.

    The addon system is stupid and just creates excuses to keep poor balance and design in game. Stop asking for rarity "nerfs" and ask them to fix the actual addons. Fix the game.

    Thing is billy is balanced. Even "insta saw" is balanced its just powerful, which is why I don't think or believe it needs to be nerfed. Shifting it's rarity up, so there is simply less occurances of this would be nice. Expecially with an add-on with so little downsides

  • @Crazewtboy said:

    Carburetor tuning guide is rare. Do you mean very rare?

    Yeah corrected it, thats what i meant. for whatever reason i thought the purple rarity was rare.

  • Special borders would fit well enough. Give people custom borders for different things.

  • I'm super down for a new form of prestige series. I have all killer/survivor perks. (Claudette and bill full p3, along with now Freddy and soon to be ghostface and Kate, probably Myers too). I don't think I'm entitled to compensation for simply unlocking perks, but the fact that I have Claudette p3 all perks shoooould count for something I guess.

  • Yup. Somewhat on the game as well but I'm pretty sure it travels through the floors

  • Tbh adept shape is easier with fragrant tuft of hair and Myers memorial.

    Stalk everyone till infinite tier 3 but maintain chasing and downing people. But pop tier 3 once you've got high stbfl stacks in order to maintain more of them against the obsession (as it will take half the hits therefore half the tokens.)

    Don't actively ignore the obsession though. If they put themselves in your way feel free to attack them, a health state is always more worthwhile then a stack from a perk imo.

  • @Locker_Monster said:

    Depends.

    If they said 'We put Peter Dinklage in this game'...

    Not 'A character voiced by Peter Dinklage' but just Peter Dinklage himself, they could add anything they wanted after that. :D

    Dude if they added peter dinklage to the game in any form i'd both be so happy and so sad.

    he's so small so it would possibly be hard to see him as killer unless they scaled him up a little bit, or made his clothes a bit brighter.

    but at the same time peter dinklage is a god in most films and media he's in, so just being able to play as the man in some form would be cool, hell even just being able to play as a dwarfed charecter would add some nice representation in the game.

    doubt they'll add him though, and i have no idea where the idea from this came from but im super game if they do.

  • I would like this perk but not tied to a totem

    Would be incredibly fun to make people try and repeatedly rush after devour hope or ruin etc but not realizing it's actually a dull.

  • @Milo said:

    This sounds more like a killers power than a perk

    It's more supposed to be a secondary ability, I mean survivors get there exhaustion perks, there diversions their selfcare/sabouter through perks after all so I'm suprised killers don't have a perk up that gives them a genuinely new ability yet :) I do realise for the most part they want killer abilities tied to their powers but still nonetheless.

    @CookieBaws said:

    Would be actually fun secondary power for a killer.

    I thought so too!

  • That is the least healthy suggestion for the game I've ever heard.

    I'd say that's the equivalent to saying dead hard should be base kit for every survivor. Both allow extra loops and distance. Neither would be healthy for the game.

  • I adore him. He became my main instantly, (alongside rework Freddy that is) as I was previously a huge Myers fan. I just wish he had alteration add-ons like the mirrors.

    I would buff him slightly though, he just needs some kind of greater map pressure.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/629600#Comment_629600

    As long as it is a gimicky bonus and doesn't favour one side, sure. I just don't see how the devs would have time to implement something like that. There are a lot of issues that need dealing with, I can't imagine that they have ressources to spend on gimicks.

    It wouldn't be meant to be gimmicky. i want it to be more one way of swinging a map in a sides favour, if one side is winning. ie the gens being finished on corn fields, makes the corn die and thus killers can find survivors easier towards the end of the match :) that way when survivors are winning killers get a "buff" same could be said in reverse as well. No huge changes, like idk a gas that makes people exposed or anything crazy like that. but the doors opening on lerys, autohaven and the game is a very good example of this being done well. it doesn't crazily influence the balance of the map, but simply opens new paths for looping.

    now if it was some crazy huge bonus which is what it seems to be what your thinking then yeah i can most definitely agree. But even something as simple as having fog impacted by generator progress, and light level increasing as the match goes (ie allowing easier stealth at the beginning of the match before the "realm" is lit up) would be a welcome change imo. not drastically altering the game in any form, but giving a bonus to one side till progress is done.

    a slight catch up mechanic if you will

  • @HatCreature said:

    This would be really cool and actually bring more depth the Collapse. The Collapse is the destruction of the map and when the Survivor should leave, if the Survivors are getting the Gens done then the corn wilting is a sign that the world is slowly...collapsing lol

    I am all for this because the maps are cool and loops are the main thing right now but having something small like this would bring a lot of fun. Something I really enjoyed in old James Bond games were the things you could to the map, press a button and the floor opens up or a door closes etc. That's cool and brings more life to the map and not just there for us to run around and loop and hide, the map is alive y'all use it.

    Ooh the old James bond games are a good example. Having elevators and possibly entire rooms open up from buttons being activated by killers/survivors would be neat

  • Always wglf for bloodpoints and borrowed time on survivor. Usually dead hard as my exhaustion perk, though sometimes I swap in head on, or do the houdini build.

    On my killers usually bbq for bloodpoints, ruin occasionally, but almost always monitor and abuse.. it's too fun being able to sneak up on people. Pop goes the weasel on Freddy, and discordance for finding people. Nurses on ghost face is fun.

    Edit: completely forgot to add I love anti slug builds on survivor and slug builds on killer haha

  • I'm thankful the devs made the game in the first place.

    It's my cathartic stress reliever these days, and whether it's playing killer or survivor, it's easy to forget the distress of life in ye old murder simulator

  • @Jed_Olsen said:

    Not sure if its bugged or not but I don't think its supposed to be quieter, the killer needs to be 8 meters closer to hear the gen progress it will still sound the same for you

    Bingo

  • @LordGlint said:

    Yeah, the pipping system is kinda busted. I do think its funny when your "being sweaty" by slugging for the 4k, but the game is setup so you get punished if someone gets out via hatch. Heres one of my fav screenshots showing a 2 minute long game with no gens done and no camping. Even got a 4k.

    https://us.v-cdn.net/6030815/uploads/924/113BJAZHAK7H.jpg

    eek bronze chaser for a 2m game, but then i guess you didn't really chase them if there all dead...

    @Acesthetiic said:

    The game is really against you double pipping. 9+ plus hooks, 4K, Stall gens and good chases. Can’t have the chases be too short either unless you stall the game out a bit. That’s pretty much what’s required.

    Little bit i suppose, but then i did the exact same thing i did that game with the last game i played (Only difference was i 4k'ed) and lo and behold a double pip haha. its algs though

  • Matthieu just controls the entire game glitching it in various ways that make survivors like fall through the floor and be insta hooked, or be unable to escape as he just slowly nods at you smiling as the egc timer runs out. The only way to counter his ultimate power is by playing civ 5 in the background. Pretty good job so far is what you hear instead of a terror radius.

    McLean just smiles and everyone hooks themselves though. No escaping that smile, but then why would you want to

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/625588#Comment_625588

    You're comparing a single perk's strength to other perk combinations' strength, not a great way to say it wont be op.

    That single perk also requires the survivors objective to basically be done. All gens are required to be powered to open an exit gate, and there's no garuntee out of the 4 people on the team that you'll be the one to do it. A 2s buff to the action of opening the door (15s base) with an earnable increase for doing the objective seems fair to me.

    At the moment 3s off a doorway can't save anyone, but atleast 5s seems more significant. Also it's a round even number, and making it a perk that earns more power could actually make it a decent perk.

    @Raptorrotas said:

    40% time reduction for 1 generator. 60% for 2.

    Wow survivors must consider generators something rare or hard to do.

    Unbaöanced idea is bad

    Generators are not hard to do. But surviving till the endgame with essentially 3 perk slots (wake up being useless until then) is. I play killer more then I play survivor these days and I believe wake up needs a numbers buff. Buffing it past that could make it join the small number of strong survivor perks in the game which desperately need to be shaken up.

    I don't disagree that 40% to 60% seems op from a numbers perspective. But unbreakable speeds up recovery by 35%. Not quite 40, but it certainly is far faster, and no one's calling that portion of unbreakable op (considering the recovery speed can be used infinitely throughout the match.)

    15% does nothing to a door. 3s is a joke

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625750#Comment_625750

    Well..I've expressed my concerns...not much more I can say really

    Hey man I'm just trying to produce a convincing counter arguement. I completely agree that swf shouldn't have more power

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625741#Comment_625741

    Still doesnt prevent abuse by swf...we need to avoid making the power gap wider is my concern

    Well also keep In mind what perk slot is this going to replace in a loadout? And the preparation that it would take to get one person doing multiple gens.

    Most swf run the meta, adrenaline, an exhaustion perk for chases, d strike, self care, possibly borrowed time, unbreakable even or iron will/prove thyself and maybe Deliverance or we'll make it. You'd have to replace one of those. "Meta style" perks in your loadout. And for something that won't usually benefit your team, unless you do all gens, and the person who has it gets to a door. This buff would make it far more useful in none swf situations, allowing you to reveal your Aura to others and open doors faster in order to allow them to escape, whilst also making it a viable perk for egc and making it easier to open a gate before a killer finds you.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625715#Comment_625715

    While I agree you have valid points I still dont think it's an excuse to rob killers of the one phase of the game where they are actually semi in control

    2s? 2s ontop of 3s to make it at bare minimum 15s to open the door isin't going to shake up the killers ability to control the endgame much at all. It does nothing to counter the killers abilities during it, or to counter any killer perks besides wake up.

    Now the earned 3s per generator though, that's the strong part. Thing is unless you do every gen yourself your not opening the doors instantly. Though if you did every single gen, which Is 400s/6.6 minutes of work (excluding perks and toolboxes) I think your entitled to taking 20s off a doorway. Doing a single gen or possibly two? That's still just a 3 to 6s difference and the average amount of gens a person completes in a match is 1.5. meaning it will usually be just an 8s buff. That's strong yeah very strong, which is why I do agree with masantonio in that, that portion of it could be reduced to 1.5s

  • @immortalls96 said:

    Until the door opens it doesnt start unless it's a hatch prompt , even then survivor still holds advantage until the hatch is located...its not complicated

    When the door opens a survivor is able to leave. They usually won't until teammates are safe, but when the doors opened by them they've won? That's not being in their favour they have their escape route. This is there win.

    In end game collapse, when the hatch has been closed, the survivor has the ability to go for the two doors (or the hatch if they get lucky with a key in a chest or brought one in). They are on a very strict timer. Unlike the regular game, the killer only has to patrol two objectives and isin't forced to chase them as they can just let the timer run out. The killer also has methods of protecting the doors, expecially depending on what killer they are. They also have many perks one of which is incredibly popular (noed) that affect the endgame and prop it right up in their favour, bitter murmur gives aura reading as soon as the hatch is closed and is very powerful too. Trapper can even completely block exit gate panels, and other killers can patrol them easily (nurse, legion, spirit, hag and hillbilly) others can attack from a distance (huntress and clown bottles for notification.) or get notified of them being opened (plague infecting panels, which will infect the survivor, which will notify the plague there sick, which if they are already sick there already one hit and at a disadvantage.) Others can stealthily hide near doors and stalk or wait for you to come near, or at the very least Sneak up on you doing the door (Myers/ghostface/pig/wraith). The only two killers with low endgame collapse potential, are leatherface and Freddy (and Freddy can atleast get notifications from his dream snares if there asleep, whilst also coming with a majority of endgame perks.)

    Finally whispers one of the best perks in the game and one run by many people notifies you of when the survivor is near, letting you protect whichever door there going for.

    There are so many ways for killers to protect the doors in endgame, and once the killer sees you, there is an incredibly small chance that you'll be able to lose them and then go to a gate as they can just follow you around and wait out the timer.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625603#Comment_625603

    Please do explain how its killer sided when survivors control the collapse ..?

    Please explain to me how a survivor controls the end game collapse


  • @Awakey said:

    I would reduce the per-gen increase to 1-1.5 seconds, to give a chance to patrol. Otherwise, +1

    I think that would also be very fair.

    @immortalls96 said:

    Which nobody uses because it got nerfed...but I still thi k killers deserve the advantage when they already beat your team and found hatch first..especially when red rank pipping is massively impacted if you dont 4k...I for one would be pissed if they could just instant open the door like that to top it off..plus it could be abused heavily by swf...and it would stack with leader..even bigger yikes

    My proposed change would rely on both the team doing incredibly well, and incredibly poorly for it to even be used.

    leader stacking it also requires another player mind you. that's already hard enough to pull off, without swf. and even with swf, opening a 20s exit gate, thats a task you do once within a match and isn't something that people even bother to think about when there's so many other tools for survival. When all gens are powered, you usually don't want to open the exit gate until all survivors are safe. this simply would allow you to open it faster, allowing you to get back to saving teammates, or to open it faster for a teammate that is running for the door. it would also make end game collapse situations easier on a survivor, when it is already heavily heavily killer sided.

  • @CrtKazz said:

    Don’t forget you can stack the speed with other perks. Every 5% is a second off the timer.

    spine chill, the injury perk, and if someone gives the door opener leader you’re set.

    I love wake up and if you combo it with things like spine chill, aftercare, leader you’d be surprised how effective it now.

    It’s also amazing endgame to fool killers with doors. You can hurry two lights on one door and run to the other while the killer thinks you’re still at the first. All depends on door spawns though.

    Aftercare is an aura perk? and as shown with resilience in the video, it barely gets it a second down. spine chill and resilence plus wake up bring it to 15s. thats 3 perks to open an exit gate faster and is in no way viable. leader only takes off 5s. which is what wake up should do, Considering its the only perk in the entire game that allows the survivor themselves to open an exit gate faster.

    2s again isn't a major buff. it would allow it to function like leader, but on yourself. the rest of it, allowing it to surpass leader through doing gens, that could be considered strong. but unlike adrenaline, it requires you to do the gens, and also to get to the exit gate first.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625549#Comment_625549

    Regardless..that perk being too strong would make survivor win nearly every exit gate setup...not really fair since killers have already got to eliminate 3 survivors AND find hatch first AND hope they dont have a key for a free escape..dunno man just seems like a perk that could very easily become a bs free escape

    there is no way that 5s (and possibly more for every full gen you complete) off an exit gate rather then 3s is more powerful then -

    Adrenaline/hope on survivor side. and having another survivor use leader. deja vu even, seeing where the killer is and what exit gate to run to is more powerful.

    noed, bitter murmur even, rancor if your obsession. remember me, bloodwarden. killers have so many tools in endgame to end you, including completely blocking off your escape if your certain killers (trapper, hag) slowing it down (freddy hag) and shutting down the hatch.

    i don't think a 2s change is going to matter much. and if one were to do a gen, that would become a 5s buff. two gens which is the average a survivor will be able to complete in a good match, equals to 8s off a door. thats strong, but doesn't even counter remember me.

  • @immortalls96 said:

    That would completely negate the killers ability to close hatch and put us back to killers having no power at end game..3 seconds is a lot when a gate only takes 15...

    Exit gates take 20s by default. if you watched the video you'd see. taking 5 seconds off that by default (if the rework did that) it would turn it to 15.

    taking 3 off for every full gen you do, would make it below that.

    @GrootDude said:

    No map is bigger than 128 meters.

    wrong. some maps stretch further then that (mothers dwelling, rotten fields as pure examples have lengths outside of that where outliers wouldn't be able to see a 128m aura.) its rare, but on the rare occasion you can actually be out of range.

    The point i was actually trying to bring up about aura reading on wake up is that its mostly useless anyways. you'll usually know whether its due to swf, or where the last gen popped, where the exit gate will be opened.

  • @LA2KMATT said:

    I can only guess it’s a 3-4 percent regression based on the values on his action speed add ons (slightly is 3%, moderate is 6%, considerably is 9%, etc).

    thats not to bad, but both addons are slightly, and have only a 1s difference in their aura reading time so i wonder if they grant a slightly different regression bonus. mixed with huntress lullabys 6% its decent i guess

  • Pop goes the weasel imo is an essential perk. Being able to go over to a gen you know is being worked on/has work on it almost instantly, and regress 20s off of it is borderline broken at times. It's amazing.

    Discordance is pretty damn good too, expecially to stop gens flying and to tp to gens with more people on them and harass them to get them to stop, drop pallets around the area and make it unsafe before ultimately leaving and coming back with pop.

    BBQ and chilli is good for finding survivors at and away from gens, and tping closer to them, thrilling tremors has the same effect plus gen blocking, however bbq is better soley for bp.

    Ruins always a decent perk

    Brutal strength pairs very well with his kit ie forcing pallets down and kicking gens and pgtw. Just don't take the pallet stun and you can shred through pallets with snares and brutal allowing them very unsafe places to run to.

    Franklins can ruin teams who try to run powerful items whilst also giving them locations to return to which you can predict.

    Monitor and abuse with pill bottle is actually quite strong, allowing an easier chance to sneak up on people.

    Huntress lullaby with the regression add-ons can make gens an absolute chore.

    Iron maiden suprisingly enough can be good on him as tping to a gen can make people rush to a locker, and having that reveal when you leave, with an added insta down can give you some easy downs.

    Tinkerer is suprisingly good expecially with pill bottle or class photo and pgtw. Surveillance is good but I wouldn't say meta as some survivors can tell your running it, and will tap gens then run for a different one when you instantly come back. Pwyf is always decently strong, bamboozle can cancel even more strong loops with snares allowing for forcing things like the shack pallet down instantly. Thanataphobia can be good for slowing the game down. Infectious fright can be good to chain downs, and know when someone might be coming for a save. And finally enduring spirit fury can be good but a boring build with dream pallets which are ultimately weaker then snares imo.

  • This would be useless though? Like if you have 4 pro/ swf players go against someone who plays casually/develops the game rather then is someone dedicated to playing the game in high tier play there obviously going to lose.

    Sure a Dev may have experience but there is very good reason why in games such as ow they take the opinions of master players into account for balance. Same should honestly be done here.

    I get this is a salty post against swf. But this would show nothing imo

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