MarcoPoloYolo
MarcoPoloYolo
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- MarcoPoloYolo
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Or, just rework his main throwing mechanics into a burst fire power that can actually have the DPS to punish locked animations, but it incurs a cooldown to add a consequence for missing. Solved.
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@Zozzy said:
Given up complaining. Blight mains keep finding ways to abuse his power from J flick to z flick (still in the game btw) and now "hugging"
"Abuse" lol. Just get better and counter Blight like you would an Oni or a curve Billy without a one hit down. It's the same principles. Blights are just making lemonade out of lemons with the collision, and why shouldn't we? The devs had a problem with the J-flick because it effectively used DPI to break the code and caused the 180 in a single motion, but cleverly using his mechanics in other ways is fine. That's the impression I'm getting. The devs know about the techs. At least one has been in a stream with someone who uses them.
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It's probably a bug like the last time. I don't think it's something they'd do intentionally.
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Don't worry, I was saving them for this. I'll be using them if I play a killer that has them.
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@PsychoTron said:
it's called Schadenfreude:
experience of pleasure, joy, or self-satisfaction that comes from learning of or witnessing the troubles, failures, or humiliation of another.
Self-esteem has a negative relationship with the frequency and intensity of schadenfreude experienced by an individual; individuals with less self-esteem tend to experience schadenfreude more frequently and intensely
So basically ppl with low esteem tea bag at exit gate, and conversely ppl with normal/high self esteem don't.
Well, that would explain the correlation of BMers DCing more frequently.
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@IronKnight55 said:
People getting this upset over crouching and flashlights... 🤦♂️
Come now. You know this is BS. People taunt because they know it's typical for people to have a negative reaction to it. If it was just a silly action, they wouldn't just be doing it in the exit gates. Being irritated at it is normal. Even if it weren't, the intent means that the people doing it are kinda #########. Who deserves the shame there? Even if someone is weak, picking on someone being weak doesn't suddenly become positive.
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It's likely a bug. The time she had her moaning back even when phasing was a bug. This might take a month or 2 for them to patch out. And predictably this is celebrated because of spite and will probably be labeled as "the beginning of counterplay, but more needs to be done" by people. If people think this is a good thing, they're not thinking objectively.
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I think the sheer amount of negatives attached to him resulted in a net neutral, which is not the point of a buff if a killer is underperforming. Devs, if you and content creators are that scared of Trickster being viable while keeping his current mechanics, rework him into being more similar to Huntress.
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Turn him into a burst fire killer instead of a full auto with the exception of main event. Solved.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2387798#Comment_2387798
I've played him quite a bit today.
T-L's result in easy downs.
Jungle gyms are harder but still downs.
I-walls are free downs.
Shack is pretty easy.
Then you've played against trash survivors. It is way more difficult and longer to get any health state in those situations than it is by playing Huntress. Yes, I unironically compared Trickster and Huntress in matches. Huntress is not only more effective, but easier.
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@Crowman said:
I expect No Way Out to be nerfed since for whatever reason they decided to work on closing the hatch. It's the same reason Remember Me got nerfed back with the EGC changes.
I mean, if that actually were a problem, the devs could easily just make No Way Out behave like Rancor.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2387715#Comment_2387715
Sorry, that was very confusing. I didn’t understand what you’re trying to say.
Hatch is a second chance mechanic for a member of a failed survivor team. In the circumstances we're talking about, a killer's earned perk is nullified after a second chance mechanic failed. Why is that good design?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2387744#Comment_2387744
No, not current Legion, Old Legion.
And with Huntress, you can outplay her hatchets. You can juke them and make distance. You can punish a bad Huntress.
You can't really punish a bad Trickster. He's got enough knives that he doesn't need to be accurate.
To quote everyone that complains about Deathslinger. In the circumstances I've listed, you can't outplay Huntress. She just misses. You also don't make distance when you juke a hatchet. I've notices that when I miss my hatchets, survivors typically loose distance because of how far off they had to veer.
There's no way in hell the Tricksters you face have outright bad accuracy and you go down, particularly now that laceration decay is more strict.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2387418#Comment_2387418
He offers no counterplay during a chase. You cannot outplay him in a meaningful or punishing way. However, he continues to lose games despite being extremely oppressive in chases.
He cannot receive any buffs, lest we send him into real old Legion territory. That's why Legion himself hasn't received any changes despite being the weakest Killer at high levels.
Basically, in layman's terms, his design is bad and leaves him in a precarious state where he cannot be buffed and will remain unfun.
All of which can apply to killers that aren't the punching bag of the forums like Nurse. Heck, the only times Trickster really lacks counterplay is low wall loops, where Huntress also lacks counterplay. In fact, his power is less applicable than Huntress. For instance, shack is borderline unplayable against Huntress, but can be used to run Trickster for a longer time than typical for a killer. This alone means that the Legion comparison is a massive exaggeration. Legion literally follows the survivor no matter where they go faster than the survivors. This is hardly comparable to Trickster.
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Probably to hide the massive frame drops even on PC with higher end hardware.
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Remember the comments on this thread guys and/or devs whenever there's a discussion about what to do about Spirit. People are vindictive and don't actually care about things being fair. That's just the excuse to make something they don't like easier. You think the people in the thread would give negative feedback on a rework that would make Spirit unusable?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2387486#Comment_2387486
I’d support that IF it only activated upon 5th gen repair, and not when 1 survivor remains upon closing of hatch.
NWO currently activating upon hatch close seems like an unintended bug.
Why should a failed survivor team have a member that has a second chance within a second chance to nullify a killer's perk that has been earned while not using one of their own?
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2386793#Comment_2386793
I mean it's undeniable that he definitely needed buffed but we're these thr right buffs?
Considering he had a chase power that was legitimately garbage because the TTK on his knives was so long, yes. Even buffed Trickster is not getting a health state as fast as a Huntress.
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@stikyard said:
https://forum.deadbydaylight.com/en/discussion/comment/2385088#Comment_2385088
Not so much, Huntress has to aim, is severely slowed down, penalized for missing, can't spam hatchets everywhere, needs to reload often.
Trickster also has to aim. A Trickster that can't aim is going to have an abysmal chase. It requires less prediction but more tracking aim.
If Trickster were slowed down much more, he'd typically only land 1 or 2 knives.
Well no crap the full auto killer doesn't have individual shots hurt as much. Death throes implements a penalty and even cracked Huntress mains can't perform well with that add-on. If Trickster misses a lot, his DPS will go way down. Survivors are also not as penalized for falling for a red light midgame at LOS breaks.
Huntress can, in fact, spam hatchets. Trickster needs to reload often. Shall we continue?
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Since they're working on the netcode, every interaction will be changed on release probably.
Maybe instead of giving priority to players with low ping, they'll accidently just give full priority to survivors as a reversal of the pallet bugs, making pretty much any killer but Nurse, Spirit and Deathslinger unplayable.
I'm calling worse grab bugs. Maybe a super long missed swing cooldown for failed grabs. Maybe the mele hit meant to compensate the killer for failing a grab will not have hit detection.
Maybe some worse Blink bugs that will never get fixed.
Or maybe Blight will completely lack collision. The possibilities are endless.
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@OniWantsYourMacaroni said:
I'll expect a TON of complaining and disconnects if his PTB version goes live
That doesn't make a difference when players are DCing left and right regardless of the killer you're playing.
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This gives me Battlefield V vibes.
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Can we have a counter for all the inevitable complaints about Trickster that are applicable to Huntress?
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2380506#Comment_2380506
https://forum.deadbydaylight.com/en/discussion/comment/2380573#Comment_2380573
https://forum.deadbydaylight.com/en/discussion/comment/2380690#Comment_2380690
I really wish people would read more clearly what I'm asking. aaa
The question is not to shame any player for using meta perks, it's also not discrediting survivors who also use meta perks as I've said the same thing and questioned it elsewhere. However killers are different and survivors are almost entirely just skins, meaning different perks are ran for each killer, and while there are some staple perks that make a specific killer more efficient, I have never seen it be to such an extent where I see a monolithic choice of build like Blight players do, which is make 75% of their build the same instead of just one or two perks.
For Nurse, she has pretty much the same compatibility with perks as Blight, but yet most Nurses I see aren't running ruin undying tinkerer; in fact, it's been an extremely long time since I've seen a nurse in red ranks even use ruin undying, let alone tinkerer. They run a variety of builds; starstruck, agitation / ruin or pop/ infectious, something else/ nurse's calling, sloppy / corrupt, lethal pursuer, the list goes on. I'm not seeing 3 identical perks on 95% of the Nurse's I go against; it's extremely varied, and it has nothing to do with his rush attack not counting as an M1.
Spirit's use Stridor a lot (for now), but still a variety of builds; corrupt/pop/ruin/STBFL/lethal pursuer/Devour/Surge. Hell, I've even see Monitor and abuse used on Spirit here and there. Overall, other than Stridor, there is no prevailing build I see on Spirits and it varies. 95% do not use the same 3 out of 4 perks.
Even for killers where their power attack doesn't count as an M1 attack like Plague/Legion/Pyramid Head/Demo, I still see more significant variety than I do with Blights as of late. The only killer I see the same lack of variety is Twins and they have more compatibility issues than Blight. Blight can very much run Corrupt/Pop/Infectious/Monitor/Discordance/Enduring and so on and have a really good build.
So tell me why is it that every other killer (minus Twins, who I already explained has actual compatibility issues with other perks in regards to their power and playstyle, unlike Blight) has a variety of builds and they don't bring the best of the best but I only see Blight players do that? That's the question and it's that simple.
https://forum.deadbydaylight.com/en/discussion/comment/2380662#Comment_2380662
STBFL and Brutal may not be useful, but Enduring still has its purposes; you still get stunned by pallets. Even then, there are other chase-aggressive perks to use like infectious, monitor and abuse, lethal pursuer, mindbreaker etc. There are also a variety of slowdown and gen regression perks such as Corrupt and Pop. There are also a variety of tracking perks like Discordance, Thrilling Tremors, so on.
I'm not sure if I can judge Nemesis at the moment; he's still a new killer and people are still getting perks on him, so I still see a variety on him at the moment.
https://forum.deadbydaylight.com/en/discussion/comment/2380669#Comment_2380669
As explained above, other than Twins who legitimately pretty much can not really use any other perks without playing in a detrimentally inefficient way or it's flat out not compatible, Blight has a variety of perks that are very good on him but yet I not only see meta perks, but it's always the same 3 out of 4 perks, and I have never seen any other killer have such a high saturation of monolithic builds to the point where they basically use the same identical build and it's a rare sight to not see those 3 perks. I'm not talking about one perk that's used a lot, or two. I mean a majority of the build.
I've also asked the same question about survivors elsewhere, but survivors are just skins anyway. But why is it that Blight players seem to be the only meta slaves but really no one else besides Twins are? I never see as high a saturation of monolithic builds on other killers as I do Blight, and Twins players actually have an excuse. Blight has no excuse; he has a wide range of perks that can still be really good builds.
Nurse has some better compatibility than Blight due to having M1s for attacks. For instance, devour hope or haunted ground. Surge is an option if the Nurse doesn't want to kick gens. You get the idea. I'd also like to bring up that Nurse actually only has good map pressure if she's using add-ons. Otherwise, she's traveling just barely faster than a 4.6 m/s killer. Pretty much the only perks really worth bringing other than gen perks, info perks, and slugging perks are M1 triggered perks such as exposed. Exposed is pretty much the only popular lethality based effect.
Blights using Lethal pursuer will probably become more popular since Blight content creators use it as well. I can't speak for everyone that plays Blight, but I've also used infectious quite a bit. Now, for an actual answer to why I think Blight's gravitate towards the same build, it's as simple as it's a decent build that probably is most compatible for the typical Blight's playstyle. It's also the best build that uses Blight's only good teachable. Most killers know Ruin is borderline mandatory, so if they don't get ruin from the shrine, they'll begrudgingly level Hag for it. Adding in Pop as the backup regression perk instead of undying would require unlocking Clown and doing the same. In addition to this, many Blights might just prefer to not have to kick generators to get regression, and instead chase chase chase. It's kind of the appeal for a fast character. BBQ gives bloodpoints, and Blight can actually leverage long-distance information, so it's a natural fit. Tinkerer is good on Blight because it lets the Blight know where to leverage ruin while they have it. Now, a smart Blight won't be chasing every Tinkerer and will sacrifice less desirable gens for downs, but the typical Blight, much like the typical survivor, won't be optimal.
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Same reason why the majority of survivors will run an exhaustion perk on all of their builds, and will often see Iron will there as well. The typical variance in a survivor build at high ranks will typically just be "which of the 4 flavors of free chase extension am I selecting" and you'll typical see borrowed, Iron Will, or both with a max of 1-2 unique perks (such as a flavor of second chance perks or prove thyself). Other than that, you'll find locker weirdos.
The reason is simple. If you know a typical solid build for a character, why use anything but that when you know that, if the other side is also bringing their A-game, it's not overkill, and you'll be punished for build variety once you do? It's the dev's problem for not making enough good perks for killer that work on all killers. I still don't get why Blight can't have his lethal lunge not count as a lunge for M1 perks when Nurse and Spirit have stronger anti-loop and apparently it's A-ok for them.
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My disputes on the tier list. (omissions basically implying I'm either agreeing, or the difference in opinion is so minor it's not worth bringing up)
Tinkerer is not overpowered, and belongs with the other S-tiers. All Tinkerer really does is give the killer awareness of how the match is progressing. In reality, spread gens when there's a lot of gens left hard counters it early game (what's the killer going to do with 3 tinkerer procs?), and 2 survivors on a gen greeding it typically results in the gen getting completed if it's super vital. I think the only killers that could save a gen worked on by Duos after Tinkerer activates is Iri Tag Blight, Billy, Or Oni if his power happens to be up. Even then, it's more likely it just turns into a slugging opportunity.
BBQ I'd probably put in A-tier. It's good info, but in terms of info, it's often just on par with Bitter Murmur or just slightly above if the game's not going quickly.
In it's current state, No Way out should be C tier. Once it's reworked, it may very well belong in S.
Undying should be B-tier. The truth is that if your RNG on totems is bad, it's going as well, and you might as well have brought another hex perk like Haunted or Retribution. Undying is only truly great with Devour.
NOED and sloppy should be B-tier. NOED shouldn't be that impactful on survivors that aren't greedy. It only really has insane potential with endgame builds. Sloppy is good for tempting survivors to stay injured, which is useful on killers that have stealth or anti-loop while dealing damage with M1. Either that, or it acts as minor slowdown. Outside of that, it's not that great.
Thrill belongs in C or arguably D. It doesn't do a whole lot.
Deerstalker could potentially belong in B. Keeping track of slugs if you're engaging in that sort of playstyle could be useful. For instance, if you know where the slug was, and they were picked up, you know where you can pressure 2 survivors. It does mean you must commit to hard slugging though.
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@throughshot said:
Killer just did gens-camping` put down / pick up survivors.
This is kind of an important detail that should have been in the main post. Without this context, it makes it sound like you're mad that the killer did the established 3 gen strat that survivors are responsible for enabling by not disabling it. Not exactly sure how the killer's name wouldn't show up. That's bizzare.
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@MadLordJack said:
Because that's her winning strategy and has been for years. Plenty of Huntress mains hate admitting it, but she's a better camper than Bubba. He can't pressure survivors through LoS alone. That makes proxy camping her absolute best strategy, because it's free map pressure and good snowball potential.
It's the same with Trickster, especially with his upcoming buffs. Bubba may be the easiest camper, but he's not the most effective.
Edit: And I do mean proxy camping, not facecamping. Gotta trick survivors into coming to the hook.
Am I wrong in thinking that when people say Huntress is better than Deathslinger because of 1v4, they mean the proxy camping but don't want to name it out of shame? I'm not going to claim to be god tier with either, but it really seems that the only pressure Huntress has that Slinger doesn't is chucking a hatchet over an obstacle to the hook from long range if you see someone going for the unhook.
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@Shooby said:
https://forum.deadbydaylight.com/en/discussion/comment/2374828#Comment_2374828
Some headphones and software (Dolby Atmos for myself) amplify directional and surround sound audio. Depending on where you are standing while phasing, you can in fact hear directional audio through one side, in this case the survivor breathing. Doesn't work for everyone because you really do need the specs and software to do it.
If you have to make an augment based off of 3rd party software, it's the software messing with the game that's the problem. This would be like me saying some tiles are poorly designed purely because of stretched res.
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@CashelP14 said:
The problem is the lack of information.
I faced a Spirit yesterday that basically tunnelled me out of the game. I didn't have Iron Will which meant she had a lot of information on where I was after getting injured.
I did everything to attempt to counter her.
- I continued running
- Crouched
- Run one way, crouched and crawled the next
- Dropped a pallet early
- Vaulted a window then vault immediately back
Some times I got lucky, other times I didn't. Every single time she phased I literally guessed and prayed because there was nothing I could do. 4 thousand hours and all I can do is guess. It wouldn't be as annoying if I thought the Spirit was good or took a long time learning her but she didn't. This killer was 100% not a good Spirit but you don't need to be with Spirit.
The phasing bug was amazing and I was really disappointed when it was removed.
Well of course you found the Spirit sound bug amazing. Depending on the timing of the bug, the Spirit's power is useless and she has no counterplay against you just like a subpar killer. Since survivors are effectively able to hide behind invincibility walls (loops) a killer that doesn't outright neuter the loop's mechanics through some way or another(Nurse and ranged killers being the typical examples) have to remove information or otherwise have an uncreatable method to get a survivor, because all the survivor has to do is react, change the side and they're safe.
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@Lord_Tony said:
stridor nerf just made all these survivor perks meta now
not just stridor either, all killer add-ons and perks are no longer additive so they all are ######### useless.
gg
Iron Will was always a meta perk.
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Option C:
Step 1 Give ingame comms. Step 2 Balance around comms.
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@Hex_Llama said:
I agree -- for solos, long blindness effects make things harder; for SWF it basically doesn't matter. I've never understood the point of short blindness effects from killer perks, though. Even if you're using them on solos, what do you think will happen? They saw where they were trying to go before the blindness took effect -- accidentally triggering blindness half way there won't do anything.
Slugging. Blindness can cause slugs to be on the ground for quite a while, giving immense value against solos, which is terrible for killers and solos because it's just a pub-stomping tool. It doesn't help killers in the fights they need help in, and it makes a difficult solo experience worse. Other than that, it just counters survivor aura perks, which can give value, but the meta on both sides is not defined by countering the other side's perks. After all, how many killers do you see using anti-exhaustion perks over gen defense, and how many survivors sacrifice exhaustion perks or iron will for detective's hunch?
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I seriously doubt so. If so, I'd be in trouble since I sometimes leave it on (although it's still on the East Coast). Even if people VPNing a continent away might be annoying, it's kinda ridiculous for a company to demand that you give them your actual location. Beyond that, a server won't be able to tell the difference.
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It's because the people whom say she's easy are salt mines. Either that, or they modify the game audio or pretty much do nothing but fake her power. Don't get me wrong. She's not Nurse, Huntress, or Blight levels of difficult, but there are far easier killers to have a grasp on. Don't feel bad if you struggle with her power as you get used to her. Even really good killers can get rusty with her.
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This is objectively not true. The true strength of a side in a game is determined by how well you can reasonably play them, not how the average match goes. The strongest is unquestionably the survivors. Comp players have shown that, if you have a 4 man with each being really good at the game, you nerf the perk loadouts so that the members can't stack all the best perks, they have stricter item rules that you have made, and they only play on relatively balanced maps which is rare in this game, they still are stronger than the vast majority of killers in this game. With the only restrictions to a killer being their addons, only the very top killers can make close games against an even more heavily nerfed survivor squad. If survivors are on comms, they absolutely have the potential to just dominate 98% of their matches. They just don't live up to survivor's potential. That's not survivors being weak. That's just a case of many 4 mans just sucking at the game and don't win while having every tool they need to win with loadouts more sweaty than actual comp squads.
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On the live version, he is bad. He's not the absolute worst killer in the game by any means. Think a cross between Huntress and Deathslinger but his DPS is comically low making his power only truly good in short filler loops. Once PTB goes live, he'll become closer to Huntress in playstyle.
Queue all the complaints citing content creators saying he's unfair in circumstances that Huntress also dominates in, but Huntress's design is totally fine aside from hitboxes. It's not that the community started hating long-established killer designs just because Deathslinger and pre-nerf Pyramid Head traumatized them.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2350843#Comment_2350843
Well of course, but the amount of times Ive ran into a SWF thats almost/is tourney squad level? Is VERY little, and its not like I don't have that many hours in this game
But your experience is not the same as every killer player. Sometimes, you just get those days where the survivors want to do the gens or bring stacked loadouts. As an example, if you face 3+ dead hards in this cause, you will feel it.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2349461#Comment_2349461
It’s not outdated at all. It’s to prevent Michael from getting his power from just 1 survivor over and over again.
Like he said, outdated.
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Needs another rework. In its current form, it's a pubstomper perk. The good survivors that you'll need the power of a hex to combat will typically cleanse a hex really quickly unless you're absurdly lucky. One extra totem life is effectively inconsequential to good teams, but oppressive to survivors that are bad at finding totems.
I think it should be reworked to normalize the lifespan of a totem. Maybe like infinite respawns until the 2 minute mark, and after that, it's gone. This puts on a safety net against terrible RNG or the survivors that are good totem hunters, while likely not being much of an impact on teams struggling to find hexes since they probably aren't finding it within 2 minutes anyway (aside from the spawning right in front of them scenarios).
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@Munqaxus said:
You got ties against 3 SWFs and one with 3 Brand New Parts??? Are you seriously complaining??? You must be one of the most entitled killers on this board.
This isn't a great retort. This is like if I said "huh, you're a solo survivor that had a 2 man escape on slowdown stridor Spirit with mother Daughter ring and you're complaining. Gosh what an entitled survivor." The issue isn't the result. It's how stacked the matches are.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2347569#Comment_2347569
I do not like pop with Ruin because kicking the gen is too difficult unless they were JUST on it. I kind of run Ruin specifically so I don't have to kick gens anyway.
Here's the thing. Ruin Undying is ultimately a pub-stomper loadout now. The good survivors will find totems quickly regardless. I've had quite a few matches where both totems were gone in the first minute, so you really don't have a choice in the matter as ruin's going quickly regardless. So it's best to use corrupt ruin for early game coverage, and pop for mid-late game. 4th is typically an information perk, one of the most powerful being Tinkerer, though it's not a hard requirement.
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@MadLordJack said:
Are you seriously complaining about draw trials? Is that really the level of entitlement that has been reached?
No. The point is that I faced non-stop meta builds, SWFs trying to cheese matches to their favor with map offerings, and people actively trying to make my experience worse. The META killer build is balanced in the greater scheme of things, which is not in dispute. Survivors don't find it fun. Well, I wasn't exactly having fun with their perks, map offerings, and add-ons now was I? The mentioning of the kills is more so "how do you screw up with odds so heavily in your favor" rather than "2ks are unacceptable." The overall point is, I can always go easier if it's a chill match, but if survivors are attempting to bring their A-game in a bloodpoint centric event, I guess I will too. Shame build diversity has to go out the window if these types of games are this common right now.
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@[Deleted User] said:
Bring ruin undying dude, I'm all for it( I bring map to the game every time for this bullshit build, it's gonna be gone in 30 seconds 😘)
Oh you poor thing. That's not the tryhard build. That used to be the tryhard build. The current tryhard build is Corrupt, Ruin, Pop, and some other 4th perk (BBQ because even bloodpoints).
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Here's what I ran on PTB, and it worked fairly well against a red rank two purple ranks, and a yellow/green rank even though I wasn't tryharding (so your average match in current matchmaking). Corrupt, No Way Out, Iron Maiden, and Infectious Fright. This is not the definitive Trickster build, but I think it's a good one. Corrupt because it's a slowdown that's mobility independent and funnels the survivors to you (something 110% appreciates). No Way Out because why not run what's going to be the endgame equivalent. Iron Maiden is there for the reload so that you waste less time and get back in the fight quicker. The detection and exposed is a nice side benefit. Infectious is there to capitalize on main event. On PTB, it's kind of the Oni effect. You want to milk your earned power. If you happen to earn it while downing a survivor, finding any survivor within 24 meters allows you to more consistently use it and snowball.
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Define tunneling. People love blowing up that term. If you're the type that thinks that being on deathook, and the killer prioritizing you because of it is tunneling, suck it up. That's not what it means. No one should be expected to play handicapped for you.
If it's the killer hooking you right after you're on the hook and there's a lot of gens left, my condolences.
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Haddonfield is just the right balance of unfun and unbalanced. The fences and bushes are annoying time wasters, and the fact that there are still infinites in the map is insane. The house of pain is horribly imbalanced as always, and the generators being in these places of power is not a well thought out design. Considering Badham hasn't had a meaningful rework on its buildings and generator locations, I don't have confidence that they'll properly fix Haddonfield. Get ready for the exact same map, but with breakable walls at the god house and the house of pain.
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Same reason why survivors hate Spirit. You think you've won a chase, then bam, it gets yanked from you, and failing dead hard is dependent on the survivor screwing it up. Also, the more effort a killer exerts to get a hit, the more Dead Hard for distance stings. Let me be clear. Dead Hard isn't the only exhaustion perk with little to no counterplay. It's just arguably the most obnoxious. Still use it when I'm survivor BTW.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2333908#Comment_2333908
Both of them. Buff solos and buff non meta killers.
Nowadays u can´t buff non meta killers without destroying even more Solo Q. Because non meta killers can work on solo.
Then we're on the same page.
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If Solos are buffed and it's not accompanied by blanket nerfs to survivors or a blanket buff to the non-meta killers, there just won't be a killer population. SWF isn't fun to go against, and if Solos are buffed to that level, there's little fun to be had in the killer role, so only masochists will play it.