Massquwatt
Massquwatt
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If this was blizzard we wouldn't have a new chapter for 2 years while they work on Dead by Daylight 2.
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For a majority vote to go through 4/5 people would have to be vote yes.
There's 4 survivors and 1 killer.
Let's be honest with ourselves, it's just going to be used to kick out killers with no retaliation.
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If BHVR are so adamant on giving this guy so many penalties for his power I think they should double down on his spammy nature to give him more of an identity and I think this can be done with a few changes.
1: Trickster's knives get one bounce by default
2: Trick blades adds an extra bounce (knives bounce twice)
3: Main Event now doubles the bounces of your knives (e.g. default blades will now bounce twice during main event and trick blades will bounce four times)
If anything main event should feel like a main event and I think that main event should be going absolutely apeshit with knives flying everywhere turning small area into a giant chaotic mess for survivors.
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I tried giving him a chance but honestly I think I'm just going to drop playing him until he gets some buffs down the road. I can't even muster up the energy to level him up either. Most of my games are just frustrating. Frustrating to use his power, frustrating chases and a lot of frustrating people to go up against. People constantly sabotaging hooks in my face, body blocking, flashlight clicking, teabagging and the occassional ggez and whatever other insults they come up with post game. Normally I wouldn't mind these things but the entire Trickster experience has just built up to be a giant miserable pile of pain since release. I gotta drop playing as him, for the sake of my own sanity. I might be a masochist but there's such a thing of pain without benfit, Trickster is just pain and nothing else.
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The most likely reason for the delay was to do with the console certification process. Microsoft and/or Sony probably didn't feel the update was up to their standards from a technical point of view so BHVR had to delay it for a week to get it up to snuff. The delay doesn't have anything to do with balancing.
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At the end of the day it's still a Hex. You could run it with undying but then you'd be out of two perk slots once they're gone, can't use it in a full Hex build since there's just far better options too. Aside from really meme'y builds I don't think it's going to become meta any time soon and I think Bamboozle is better overall since you'll always have it with you no matter what and you get complete control over it's activation.
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So was this brought up only with just one fog whisperer? We will hear about the delay from the others? If BHVR want to delay the chapter for whatever reason that's fine but the way they've communicated it is really confusing. Why have the fog whisperer act as PR manager? They could have just as easily said something about it on twitter or the forums and given clarification. Why now so close to what's to be the expected release date and not earlier? This whole thing really only brings up more questions than they answer. I ain't mad or nothing, just really confused?
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I've always liked clown and I don't think he's garbage like some people make him out to be but that doesn't means he's still below average in terms of strength and the rework really doesn't do much to solve that. Using both the antidote and tonic can help on certain loops but that's a pretty niche situation in itself because there's still a lot of loops where the antidote and tonic won't be enough to reach survivors and at the end of the day you're going through incredible efforts and big brain plays just to get a hit on survivors I feel like the antidote as a power only really exists for cigar box because that addon makes antidote worth using regularly during a match. Outside of that it's just kinda "there" really and that's probably the saddest thing about the Clown rework. The reload buff is nice and you can get some use out of the antidote if you try hard enough but after reworks like Freddy and Bubba it really feels like that they clown rework was less of a passion project and just more of an obligation to do, just to get him out of the way so they don't have to bother with him anymore.
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Man I don't know. I never played FNAF so I never got the craze but in terms of licensed killers I think there are far more iconic choices to be going with first and ones that are far easier to work with design wise in the game. Maybe Springtrap will get in one day but I consider him pretty bottom of the barrel. No I think there's a far, far, FAR better choice to go with first and he's pretty awesome. I can't imagine anything scarier than having this guy eye'ing you down. Since PH got in it's only fair for the second video game licensed chapters goes to the daddy of all horror franchises.
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They REALLY should just remove the recoil penalty for throwing knives. It just makes having to attack with him really annoying and it's not like he'll be super overpowered without it. Besides I think it's silly to get recoil throwing knives. Just pretend you're trickster right now and start throwing your knives. Do you feel your torso recoil upwards mimicing his throwing? I don't think so.
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Like others said, it's supposed to be kinda like the lore where the entity feeds off suffering but in game the whole system is kinda poorly implemented. You can have fairly decent games where you get 3k's and play a fair while but the game decides you only get a brutal killer because well I don't know, I guess the entity just didn't like you chasing that one guy around his hooked buddy for a bit too long. Then there's killers like Plague who find it difficult to even get two pips after playing perfectly because she gets routinely screwed over by deviousness points. Then you have killers like Doc and Legion who will just swim in pips no matter what because of their absurd point gains. The system's really all over the place and needs to be reworked into giving players a more concrete idea of how to rank up.
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I think they should really address his godawful recoil when throwing knives. I get why they made it that way but at the same time it doesn't make a tonne of sense? Your arms don't get recoil after continously throwing stuff, maybe firing a machine gun but your arms certainly aren't that.
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Aside from general QoL fixes with her vomit I've always wondered about her power having a 'devotion' system working, something kinda similar to the obsession. Once all the fountains in the map are cleansed, whoever cleansed the most fountains becomes the devoted. (e.g. if the jake cleansed 3 fountains he becomes the devoted) The devoted themselves gain special buffs or immunities to corrupt purge as a reward for helping the plague gain her power while she can go rank on everyone else. The devoted can either remain until the next round of cleansing are done or give them a hard limit of like 60 seconds until the next one is chosen. However, again people can just abstain from cleansing which is why I suggest reworking some of the addons into adding on more severe penalties and better buffs for fully sick survivors to encourage them to cleanse more. The whole idea behind this change is to make the fountains more of an objective, the extra heavy penalties entince survivors to move around more and cleanse giving Plague access to her corrupt more often. You can also team work around it by deciding who out of the team should be the devoted and how they can best utilize it during the match or it can be used as a way for survivors to compete against each other to claim that oh so sweet devotion status and indirectly help the Plague in turn.
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Honestly most of Blight's difficulties come from his absurdly low POV making even low wall loops extremely difficult because you can't see over them. Playing him in the PTB with the new POV feels so much nicer on him on now and isn't such a hair ripping experience.
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They really should make the bouncing knives basekit on him and tweak the damage on them down to 100% like normal so you can't just cheese every chase by throwing them on ground. To compensate rework the current addon into having knives do 3 bounces with each additional bounce adding an extra 100% damage (third bounce does 300% damage) or something to that effect. But yeah I agree with a lot of people that his knives on basekit need a little extra 'oomph' to them.
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Hatch escapes can suck for both survivors and killers but in different ways. For killers they suck because you could be nearing towards the end of the game, you got your 3 gen strat going and you feel pretty good and then somebody pulls a key out of a chest and they all escape through the hatch completely killing momentum. For survivor it sucks because in the same scenario, you're towards the end, down a guy but that's fine if you guys keep up the pressure but NOPE some idiot and their buddy hatch escape together, killer shuts the hatch and you're left to die on your own. Where's the fun in either of those scenarios? It's not like keys are used for anything else. If survivors really don't want to play a match they'll just suicide on the hook.
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By all technicalities Clown still got a buff from the reload time reducation alone however the rework as whole didn't change anything. Clown is still Clown and all of his assocated weaknesses like dropping pallets early, spreading out on gens, not being greedy around loops and good ol' fashion holding W still dumpster him pretty hard. The rework only really doubled down on Clown's chase potential and improved it...kinda. You can do big brain plays with your antidotes and tonics around loops but at the end of the day all that brainpower only nets you an extra hit in a few extra loops. I like Clown and he was one of my earlier killers but the rework doesn't make him any more rewarding to play, you're mostly going to be doing the same things as clown and suffering from the same issues. Which is a shame but I guess BHVR would rather not have another Freddy on their hands because god forbid you try to address a killer's flaw so the only other option for the rework was to hyper-specialize Clown's power and hyper-specialize it is.
I'm not trying to poopoo on the Clown, he's still okay-ish strength wise but the rework really doesn't change all that much about him and the antidote is really more 'optional' than anything else. There's a lot of killers with optional stuff like PH and his cages, you don't need to cage anyone in the whole game if you don't want to but the incentive of moving them away into a dead part of the map and bypassing DS is big enough of an incentive to make you want to cage them but with the Clown there's just no real incentive to use the antidote bottle. You can still mostly get the same results only using the regular tonics really.
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They really should change iridescent seal of metatron on PH because the current one kinda sucks. 6 seconds of aura reading on tormented AFTER caging someone really sucks because firstly, rarely you'll ever have 3 or 4 people tormented and secondly, even if that's the case you'll lose out on 2 torments whenever someone gets rescued cutting the addons power in half every time you cage someone. That's why I got two suggestions to change it, one simple one and one more interesting one.
The first change is that whenever somebody gets tormented you can see their auras for 4 seconds but it removes killer instinct.
The second change is that cages of attonement are changed into a special variant. This special variant is different visually (cage is covered in moths) and has a different sound queue to let others know you're using it. This special cage will immediately start giving skillchecks at phase 1 and will persist right through to phase 2 and beyond. I like this one more because I like the idea of the cages being even more deadly and putting survivors under a lot more pressure to stay on gens or rescue their friends.
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Bloodlust 1 is fine. It helps out a little but it takes a while to kick in first and breaking pallets and using your power removes it so there's little issue there. Bloodlust 2 and 3, while dumb don't pose much of an issue either because if the killer is relying on tiers 2 and 3 to even catch you then they've wasted A LOT of time doing so and put themselves in a horrible position.
Dead hard is another thing entirely. In theory I wouldn't have a problem with it, you use it to dodge and attack and buy a little bit of time but it's rarely ever like that. The most common use for it is so somebody can deadhard to a window or pallet and extend the chase and that really kinda sucks sometimes. Especially for a pallet, you as a killer can make a good read at a loop and catch a survivor off guard but they can just simply undo your read and dead hard to a pallet, throw it down and rob you of your down for 30 seconds or more. It really sucks sometimes because no matter how well you played the loop they can just simply rectify their mistake and there's really nothing you can do about it aside from praying that server detection favours you over them. Then there's the whole issue with people being able to dead hard over trappers bear traps which is just really dumb. But in all honesty I have no idea how you'd rework the perk without making it bad, in a certain way dead hard kinda reminds me of Flash from League of Legends. A spell that was so powerful is basically defined the game's ENTIRE balance philosphy. Although I'm not saying Dead Hard is that powerful but it gives a hell of a lot utility for what little cost it needs. I just wish it more like Lithe or something, that perk is pretty rewarding when you make good reads by gaining extra distance to another loop but you get nothing out of it if you're making mistakes.
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Deerstalker is mandatory on the Twins I feel. Not because your main strategy is slugging but because you'll end up slugging survivors some way or another and you really need that tracking while they're on the ground, double so because of the tenacity bug right now makes survivors crawl away very quickly. Like others said sloppy is another great choice as it keeps them injured for longer and easier to track for victor. For tracking discordance is pretty nice because you still get the loud noise notification while you're in victor which can help you find people to pounce on early in the game and ruin/pop for gen defense, take your pick. I don't really bother with undying anymore.
Alternatively if you want a more memeish build you can try ruin/sloppy/thanataphobia/forced penance. Combine it with the weighted rattle anon and you got something that heavily punishes altruism and with the broken that victor gives after they rip him off and your forced penance it can make hook rescues an extremely dangerous prospect.
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I don't know about too dark but there's something really weird going on with the lighting in the game for me. They're the only maps where somebody can run around a corner mid chase and they completely vanish, it's really weird and jarring sometimes.
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I think Clown's mostly the same in terms of power, yellow bottles will only help you get quicker hits in certain situations like using them out in the open to gain distance on a survivor before they reach a loop, at that point you only need the purple bottles to stop them at loops. Clown's problems still remain that you still lack any proper map pressure. The only thing that's really changed about him in terms of strength are his addons because cigar box is stupid powerful because it basically gives you free vision around loops which is pretty nice actually. But unless you're downing people every 30 seconds you're gonna get dumpstered by cordinated players doing gens properly. I guess at the end of the day all I can say is that despite how much they changed the Clown he's still ironically the same for the most part. Some things he can do slightly better but that's about it.
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While not an ultra or very rare addon the baby teeth addon for Twins annoys me a lot. It's just 15 seconds of blindness when they pull Victor off. Why so little for it's rarity? Clown's kerosene can gives them 30 seconds of blindness and it's way easier to apply gas to survivors and pig gets blindness while RBT's stay on and it's the same rank too! Hell Freddy's brown addon gives 30 seconds of blindness. Granted it's blindness so it isn't that useful but they really should round off the blindness from baby teeth to 30 seconds.
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I feel like Clown's still pretty much the same after the rework. The antidote when used correctly allows you to get downs slightly faster but that's about it. Using them for map travel really is a waste of bottles and the delay on antidote makes it a bit tricky to do your galaxy brain plays around loops. Clown's still pretty weak on larger maps and gen rush in general. For buffs I think that invigorated should give two buffs: the 10% movement speed and a 10% buff in action speed. For survivors that means slightly faster repair, healing, vaulting, etc and for clown it means slightly faster vaulting, breaking, picking up downed survivors, etc. I think the small bonus in action speed will go a long way and can combo off pretty well from perks like bamboozle, brutal strength and fired up. Antidote just needs a little bit of extra 'oomph' to it and I think the action speed bonus fits perfectly into it and the theme of his power too, hence it being an "ivigoration" of sorts.
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You guys really aren't kidding about those pallets, some of them are even on the level of god pallets too where you literally have to break it unless you wanna walk around two whole rooms just to even reach the survivor on the other side of it once it goes down. The breakable walls are kinda annoying too especially when a lot of the hooks just hide behind them for some reason. Once people get used to the layout of everything Gideon is EASILY going to be the choice map for sabo squads.
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Honestly all Myers needs is to make it so that Evil Within 1 isn't completely crippling early game. Survivors with Spine chill make it stupid hard to get out of it early game costing you time and pressure.
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He's just okay. His addons are so-so with rat liver being mandatory and his ultra rares being complete garbage. He's loud as all hell though making stealth builds kind of impossible, global sound queues because survivors REALLY have to know that you're breaking a pallet across the map for some reason and while it took me years to find out but apparently survivors get global aura reading on active portals whenever one of them gets discovered so it's like huh? Quite literally everything about demo is telegraphed and makes sure to hold the hands of survivors at every step of the way and it kinda kills the enjoyment playing as him sometimes because half decent survivors will know what you're doing at all times and play accordingly to it.
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@GannTM said:
That’s a good question but I’ll say no. Since Undying has been changed to allow the stacks of other hex perks to stay, I think Devour Hope + Undying will be the new meta. Since you have to be 24 meters away from the hook to get a Devour Hope stack, camping will result in Devour Hope becoming useless. Devour Hope + Undying will discourage camping because of this, so no the Ruin + Undying nerf is good for survivors.
I'm going to go out on a limb here and say that if Devour hope/Undying ever becomes popular enough that it becomes meta I don't think it'll stop camping. It'll just encourage aggressive hook bombing to prevent stacks which means people unhooking you infront of the killer without BT.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1902851#Comment_1902851
It's already hard to miss with his huge hitbox being in front of a survivor or before they vault
I've played the Twins quite a lot myself and all I can say is that victor's hitbox is very...inconsistent. If you try and attack as Victor while directly next to a survivor you'll just end up phasing through them for god knows why but it only happens sometimes. Slight terrain elevations can also stop you in your tracks when attacking as Victor and while his hitbox may be on the larger side it can work against you when survivors hug walls and other bits of terrain when you can end up colliding with that instead.
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I'll keep saying but make DS deactivate when you go into a closet, I've been testing it lately but I've ran into closets after being unhooked without using DS and killers will either stand there and wait the 60 seconds or completely leave me alone despite the fact that I don't even have DS. If the mere idea of the perk itself is able to completely change somebody's playstyle then you gotta admit that the perk is pretty powerful where just faking it out in a closet is enough to deter somebody from leaving you alone. Don't even get me started on people who run DS AND inner strength and run into closets, that's even more dumb.
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It's a neat concept. Make his monster form as the killer and you could write up some pretty nifty lore about it. A man who becomes either a survivor or killer by the entity's will, he'd one tortured guy for sure.
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The only change I ever want from DS is to make not work whenever survivors jump into lockers. I'd be happy with just that alone because it's incredibly dumb where they can get literal invincibility for 60 seconds if they hide in a locker.
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I think Franklin's is a fair perk. It's power comes from the psychological effect it can cause, it punishes greediness. Survivors who get greedy over retriving their items pay for it but those who just learn to ignore their items franklin's has very little effect over them. Also once it's known that Franklin's in play most people just set their items on the ground somewhere safe and come back to it later. But overall I think it's a pretty balanced perk, I like it on Pyramid Head especially because his trails can help cover up items making them harder to locate and force survivors into taking torment to retrive it. It's delightfully cruel.
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@gwud said:
https://forum.deadbydaylight.com/en/discussion/comment/1869967#Comment_1869967
I know that a 32 meter is scary, but it's a single person that will have this information (unless I'm in the hook), if everyone is using this (so everyone have the killer aura revealed), then it's good for the ######### killer because now this survivor have 2 less meta perk.
BuT sWf?¿?
OoO is way stronger in swf.
Depends on the map really, for a map like Midwich 32m is basically a quarter of the map and that's gonna seriously suck.
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As far as gen defense goes, undying/ruin probably won't be worth running anymore because they'll more likely than not just get easily broken leaving you without two perks quickly into the match. We'll just be going back to the good ol' days of pop/corrupt and everyone will just be complaining about that instead. On the brightside Undying/Lullaby will be a thing which means impossible skillcheck Doc is coming back baby and he's bringing back the past nightmares of old ruin with him.
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How else are you supposed to change killer? It's not like you can change them in lobby anymore, you gotta leave it for that.
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The aura nerf on undying is kind of baffling honestly. I don't know why they left the aura reading on dull totems only and removed it on hex totems. They should've just taken the sound notifications off thrill of the hunt and gave the aura reading to that making the perk way more attractive to pick. I'm really not sure on the new changes either, old undying with ruin had the potential to be a powerful game slower but now it's been retooled into a very mediocre one, something that might not even be worth taking two perk slots for now considering how quickly totems get cleansed by half competent players. Devour Hope/Lullaby might be interesting combos but just like before you're dedicating two whole perk slots for a mediocre effect overall. I guess we won't know how it'll truly function until the changes go live but worst comes to worst people will probably just end up going back to using pop/corrupt/oppression/whatever again and if the whole point was to get people to stop using undying then mission accomplished I guess.
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I suppose it's all going to depend on the delay that turns the gas cloud into a speed cloud. I don't know if there's any official numbers yet but I've heard it takes 2-3 seconds to turn into a speed cloud and if that's the case it's gonna be pretty bad by default, using it as a speed boost to travel across the map will be annoying because you'll have to throw bottles way ahead of yourself and survivors will see them giving them more time to get ahead of you. 3 seconds is a lot of time to think ahead of in a chase, especially around a loop. You can put your speedy gas cloud perfectly for your loop but it won't mean much if the survivor just throws down the pallet and leaves for another loop which is something that already happens a fair bit with clown.
My guess is they'll probably introduce addons that lessen the delay for the speedy gas cloud appearing but I already have my own problems with that where BHVR have this annoying tendency to make default powers really sluggish and annoying to use and then band-aid it with addons instead of just making the power good in the first place. What I'll be looking at very closely will be Flask of Bleach and Solvent Jug, they'll be getting changed for sure but if the new versions are inferior to their old counterparts it could be an overall nerf for clown.
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As much as I'd like good ol' Nemmy in dbd I don't think they'd be able to do him justice in the game. For what it's worth they did a really good job of him REsistance, he king hits, he grabs with tentecles, he sprints across the map and he even has a goddamn rocket launcher. Coldwind farm would basically become whole death zones since he can lob rockets across the map and as amazing as that sounds there's no way they'd be able to put that all in. Besides, there's no way bhvr could top the Nemesis theme in REsistance
https://www.youtube.com/watch?v=sjnUuOtQmaM&t=55sIf we're doing Resident Evil I think we're better off going with Wesker or something, that'd be a more interesting option for the game. Maybe actually do a 7 minute with him which would be hilarious. But as much as I love Nemmy I don't think he works for this kind of game, maybe Mr X would have an easier time.
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They should've made Cypress Mori baseline and taken out Ivory Mori. Since they all work the same now there's no reason you'd ever use an Ivory or Cypress Mori. Ebony Mori does it all now so the other two are more of a waste of BP than anything else.
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From my personal experience the Twins two best addons are both browns, Toy Sword and Tiny Fingernail. Toy sword is self explanatory but but """moderately""" reducing the time is takes for victor to come out is pretty crazy. While I don't have the exact numbers I'm pretty sure it brings the time down from 1 second to just .5 seconds which is NUTS since it lets you whip Victor out almost instantly in the middle of the chase to really mess with a survivor.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815888#Comment_1815888
The conditions aren't hard to meet though, they are just things you should be doing in every game.
It's a very mediocre outcome for what you get though, tinkerer is just superior because you aren't restricted by the basic attack requirement all the while it gives you undetectable letting you sneak up on the people repairing generators or getting around elsewhere without being known. Like I said, you can smack somebody twice and down them but by the time you get them to a hook gearhead is already half over and because of how popular bbq is lots of survivors will take their hands off a generator and hide in a closet completely negating any value out of the perk anyway. Gearhead is probably one of the most inconsistent perks in the game, there's no sleeper or underrated status to it. It's just not good, especially compared to it's far superior counterparts.
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It might've been an okay perk if it was kept at it's original time of 45 seconds but it only lasts for 30 seconds which is really nothing. You can smack someone down twice and it'll take you half that time to bring them to a hook. Gearhead is not at all worth the perk slot when stuff like Tinkerer exists since it gives you far better value and information on which generators to prioritize and doesn't have stupid conditions for it to activate meaning you can run it on just about anyone.
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As a lot of people are saying Victor holding down the lock for 10 seconds really isn't enough because waking Charlotte up takes 3 seconds which only gives you a total of 7 seconds to haul your ass where the survivor is and grab them out of the locker which really isn't a lot of time at all especially if they're far away from you.
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@BattleCast said:
I'd take the extra range over the reduced item rarity any day.
why would I bring a perk so the survivor can loot more chests.
Searching is a waste of time. More chests = more potential time wasted for survivors. On top of that they also get their location revealed too.
It really only really wastes time if they go around searching every single chest. That and if they bring coin offerings that's even more chests for them massively increasing their chances to pull out keys if they got something like plunderers. Removing the lowered item quality seems really pointless and kind of takes away the appeal of the perk? The twins don't guard treasure, they guard scraps and this perks just makes it feel like you're handing gourmet food straight to the survivors now.
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I've been playing a few games with the twins and their whole issue in regards to slugging seems to be more fundamental to the design of the killer than anything else. The only way I can describe playing them is that you aren't controlling a killer, you're controlling two half-killers. Playing them is really slow which isn't a bad thing but it's so sluggish a lot of the time, especially when switching back to charlotte and because of how easy it is to kill victor people naturally wanna get the best use out of him as possible so they turn to slugging to get their value since victor can't do anything else other than attack and act as a radar, Charlotte does nothing on her own so all your value comes from Victor. Balance wise the twins are really tough to make them fun to vs and decently strong to play as and the only way to get rid of the slugging is to straight up nerf them because unfortunately the twins, by design are a slugfest. So the only other alternative is a full on rework really.
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Didn't bhvr say they weren't going to do streamer exclusive giveaways anymore? I'm not sure why they decided to bring them back because it's not like people wanted it in the first place. The charm aren't particularly special or anything, you could make them free on login on make the codes work for everyone with infinite use. Giving out a limited set of codes to streamers seems like a really bad idea because while I haven't experienced this myself but I've been hearing that streamers have been holding the codes as long as they can so they can hold onto as many viewers as possible? I dunno this whole event has been kind of a mess really.
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It's all going to depend on the numbers, in particular the cooldown for punishment for the damned. I have a few ideas on what the changes might cause but until we get the definite numbers it's only theory from my end.
Currently the cooldown for Punishment of the Damned is 2.75 seconds. If the cooldown is left above 2 seconds then the current playstyle for PH won't change all that much. You'd still use Punishment of the Damned at animation locks because the cooldown isn't short enough to justify using it more liberally. However if the cooldown gets changed to under 2 seconds then it could lead into a playstyle change where you can be very aggressive with your Punishment of the Damned and could lead into it being very spammable. The only other downside using it is that it costs 20% of your rites of judgement but it's only really a downside if you wanna put down trails. If you wanna completely forget about using trails you could easily just use punishment of the damned to spam around loops. If you want your gameplay against him to be just him using his Punishment of the Damned around a loop every 2 seconds that's fine but in terms of excitement I don't really see that scenario terribly exciting compared to what we currently have now.
Also I think that the cooldown changes doesn't really address why Pyramid Head uses Rites of Judgement as a zoning tool and it's mostly because Punishment of the Damned kinda sucks? The attack is very telegraphed, PH dragging his knife along the ground with the associated noise it makes as well as him flicking it up from the ground, having the massive red outline appear in front of him and then the attack travelling along a wave. Because of the nature of how attack travels trying to get long range hits with it becomes harder the farther the projectile travels outwards because it gives survivors even more time ontop to dodge it after anticipating the attack. Maybe a good change for his Punishment of the Damned is instead of it going through walls it does the whole attack in the whole area now, no more wave projectiles.
Again depending on the numbers I don't really see how the current changes make PH any more skillful then he currently is. My prediction is that it'll either lead into two scenarios: One scenario that prompts the spamming of Punishment of the Damned around loops until you eventually down the survivor or cooldown on Punishment of the damned isn't worth it and PH just simply has less oppurntunities use his ability. Like I said we'll just have to wait until the numbers come out, I could be wrong, I'll probably be wrong, a lot of people are going to say that I'm wrong but as someone who really, really, really likes Pyramid Head I feel like I got a personal stake in this so I just want to try and drive my point home as much as possible.
EDIT: I completely forgot about the fact that aiming Punishment of the Damned is kinda crummy too given that you can't flick with it, the turn rate on rites of judgement is pretty horrible and when the knife is in the ground you're only locked to moving forwards and strafing is out of the question which reinforced the notion of only using your ability on animation locks.
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@NeanderChaos said:
I know this isn't exactly the topic being discussed in this thread but I wanted to state my 2 cents about PH before PTB drops and we test it.
My issue with the proposed changes has more to do with why is PH next on the chopping block for changes? There are a dozen or more truly abusive things that the community has been begging the developers to change for ages and they continue to ignore them. When I load into a match vs a Huntress and the very first teammate that gets downed auto DC's due to Iri head (usually along with the rest of my team) I see that as a much more pressing issue to be fixing. People hear or see Spirit in a match for 1 second and auto DC. I regularly see PH's who are competent enough to get downs, hooks, and "cancel" loops by using their power efficiently and STILL don't get 4ks. PH isn't that strong.
I would also like to bring up that if they are making changes to PH now, could we please get some add-on changes? I mean his ultra rares are ultra garbage in disguise. He has such a dud set of add-ons and I feel like if they are going over PH now, they mine as well tweak those to make them better while they are at it. I would love some useful add-ons that actually bring diversity in the play style of this killer. Blight's add-ons are amazing and he has only been out a couple weeks and BHVR is already tweaking his. Can PH's add-ons get a little love please?
I love to see them completely change some of his purple addons. Rust Coloured egg ain't all that great since it's just blindness. Crimson Ceremony Book is a crime against humanity since it literally only gives haemorrhage to tormented people, just to compare Pig has a YELLOW addon that does the same thing. Seal of Metatron could use some looking at as well since playing optimally with it means you might only really get one or two uses out of it the whole match. Assuming the changes go ahead and PH's addons aren't changed then it only reinforces the idea that only the range addons are the only ones worth taking.
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You know there's this other gen regress perk that everyone has seem to forgotten about. Surge. Why not buff it so it triggers on any attack instead of just basics? That'd be a nice change and it might incentivize more people to run it. Nerfing pop is just gonna make more people use ruin/undying and if they nerf that....well they'll just go back to using pop or continue using ruin/undying anyway.
