Mister_xD
Mister_xD
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- Mister_xD
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here is my legion tutorial:
(you start in the menu)
click on "play as a killer"
go to your legion loadout
go back to the killer selection
select one of the 13 other pictures
click on "create a lobby"
--> profit -
dude...
camping and tunneling has been nerfed so many times now that i actually lost count.
its a strategy killers use to win, so use the counters and make them lose when they do camp / tunnel.
thats how easy it is... -
i personally wouldnt mind an extended staircase, but therefore an hole in the roof to gain quick access.
basically an easy to enter and hard to leave place. -
why?
i can see 2 possible reasons why people complain about it:
1. they are bad players and cannot deal with the massive load of counters the perk has
2. they died and need something other than themselves to blame it on -
i dont have any exact numbers, but this is my experience with the traps:
slow beeping: when the timer is in the first quarter
medium beeping: when the trap is in the second quarter
fast beeping: when the trap hit the 50% mark -
well, yes it is very strong, BUT lets not forget that it is an ultra rare offering with a one time only use and also has a negative impact to your emblems (less chases + less hooks + less inflicted injuries).
they are very fun though.
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BuT NoEd Is Op !1!
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@Brady said:
Just make it where the number of totems left on the map are shown in the HUD or via the perk Small Game.That way, you know if there's a totem left
That way, you know whether to be cautious of NOED or not.
i would say its fine for small game.
i wouldnt like that info to be for free though. -
hitboxes do not exist for killer weapons.
instead the game marks an area of effect in front of the killer, in which the closest survivor gets hit. the weapon automatically gets moved to the survivor, so the whole thing looks good. -
they also DC before you can kill them.
just had one who DCed as soon as i started the mori animation xD -
@TreemanXD yaaaayyyy

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i do best with Billy.
My Perks:
-Monitor And Abuse
-Surveillance (might change soon though. barely use it tbh xD)
-Discordance
-Barbecue & ChiliAdd Ons:
-noneI feel the best with Trapper (main)
My Perks:
-Monitor And Abuse
-A Nurses Calling
-Sloppy Butcher
-BloodwardenAdd Ons:
-something to make setting the trap faster
-a bag that allows me to have more traps in handAnd i just recently became pretty good with Spirit
My Perks:
-whatever i got atm, didnt unlock all the perks with her yetAdd Ons:
-Something to get me into the phasing faster
-Something to have my phasing recover faster -
@TreemanXD said:
@Mister_xD said:
welcome to the dark side!
here are your cookies
Are they chocolate chip? :O

we have every cookie you can imagine in our dark side cafeteria.
just go and ask the chief, we havent had a single unhappy dark sider
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we need the "when i play killer vs when i play survivor" meme here. now.
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welcome to the dark side!
here are your cookies
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i also remember the round where i only got 1 kill with a red mori... xDDD
tbf, the game was very new at that time and i was just about to P2 my first killer (trapper), so... yeah xD
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@Poweas said:
@Mister_xD said:
@Poweas said:
@Mister_xD said:
honestly, i would not say any of these are actual counters.
slugging is the closest to a counter, but you get punished for it by losing emblem points, so there is no use in doing it at all.
enduring is something i hear A LOT. it is not a counter, it simply reduces the effects DS puts on you. the survivor still gets freed and still gets his 2nd chance.
the only real counter to it would be dribbling, but that only works on a very short range.pls dont forget, that a counter is supposed to completely nullify the effects, not reduce them. its like NOED and Adrenaline: Adrenaline heals you and NOED allows you to oneshot, ignoring the new health state, therefore being the direct counter to Adrenaline. Or Iron Grasp and Boil Over: one increases the Struggle effects by 75% and the other reduces them by 75%.
Er 75% of 3 is 0.75. I rest my case. When it was 4 seconds it was different but now enduring hard counters it.
there is one little flaw in your argument:
enduring reduces the decisive strike stun by 55% instead of 75%.besides, enduring is still not a counter, as the survivor still gets off your shoulder and can still continue to loop the ######### out of you, if there is a pallet or a window nearby.
also, a survivor can still strike you and then leave through a gate or the hatch.again: enduring reduces the effect DS applys on the killer, but it does not counter the perk at all.
Well still has one. Don't tunnel. I don't mind the change tbf. But let's agree to dosagree
oh, i have not been talking about the new DS and weather i like it or not, i simply wanted to clarify things, as your claim of the possible counter play was simply wrong.
btw, i have been refering to the old DS.
the new DS is better in a lot of ways, as there finally is counterplay to it, by simply not tunneling.
i might even go as far to say, that it could get a little buff, leaving the perk active until its used once you are hit within the time periode the perk gives you.so yeah, refering to the new DS, slugging is actually a counter to it.
enduring still remains to not be a counter though. -
the problem is, that DbD has custoizable characters and the devs dont want to create a whole new model for every survivor and every piece of clothing they have, so they just add tons of blood instead.
also, leatherface and billy do have very different moris.
wraith and trapper have kind of similar moris, but they also have differences (e.g. the trapper stepping on their back, slashing them to death and the wraith pulls them back, standing next to them while slashing them). i would be for a wraith rework, maybe, but i am a huge fan of the trappers animation (they could reduce the time he looks at the body at the end though...) -
@Poweas said:
@Mister_xD said:
honestly, i would not say any of these are actual counters.
slugging is the closest to a counter, but you get punished for it by losing emblem points, so there is no use in doing it at all.
enduring is something i hear A LOT. it is not a counter, it simply reduces the effects DS puts on you. the survivor still gets freed and still gets his 2nd chance.
the only real counter to it would be dribbling, but that only works on a very short range.pls dont forget, that a counter is supposed to completely nullify the effects, not reduce them. its like NOED and Adrenaline: Adrenaline heals you and NOED allows you to oneshot, ignoring the new health state, therefore being the direct counter to Adrenaline. Or Iron Grasp and Boil Over: one increases the Struggle effects by 75% and the other reduces them by 75%.
Er 75% of 3 is 0.75. I rest my case. When it was 4 seconds it was different but now enduring hard counters it.
there is one little flaw in your argument:
enduring reduces the decisive strike stun by 55% instead of 75%.besides, enduring is still not a counter, as the survivor still gets off your shoulder and can still continue to loop the ######### out of you, if there is a pallet or a window nearby.
also, a survivor can still strike you and then leave through a gate or the hatch.again: enduring reduces the effect DS applys on the killer, but it does not counter the perk at all.
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honestly, i would not say any of these are actual counters.
slugging is the closest to a counter, but you get punished for it by losing emblem points, so there is no use in doing it at all.
enduring is something i hear A LOT. it is not a counter, it simply reduces the effects DS puts on you. the survivor still gets freed and still gets his 2nd chance.
the only real counter to it would be dribbling, but that only works on a very short range.pls dont forget, that a counter is supposed to completely nullify the effects, not reduce them. its like NOED and Adrenaline: Adrenaline heals you and NOED allows you to oneshot, ignoring the new health state, therefore being the direct counter to Adrenaline. Or Iron Grasp and Boil Over: one increases the Struggle effects by 75% and the other reduces them by 75%.
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here is the counter play:
dont tunnel
slug the survivor for 60 seconds -
@HeHeBoii said:
@Mister_xD said:
oh, there are way more counters to noed than just that.
survivors just dont like to see them and complain about the ONE upside this perk has instead.if you take a look at the list of counters and bad things about noed, you will notice that they are far superior than that insta down you get.
noed = high risk - mediocre rewardWell said!
thank you ^^
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oh, there are way more counters to noed than just that.
survivors just dont like to see them and complain about the ONE upside this perk has instead.if you take a look at the list of counters and bad things about noed, you will notice that they are far superior than that insta down you get.
noed = high risk - mediocre reward -
Only if wiggling free puts you back into dying state.
You (by that I mean the Survivors) do NOT need another second chance!
You got caught, you get hooked.
You don’t seem to have understood the point of the whole wiggle action. It is NOT meant to free you from the Killer, instead it is supposed to limit the Killers ability to choose which hook you get hooked on, so you don’t end up in the basement every single time.
if you ######### up the chase, you get punished. I do not believe you should gain yet another second chance. -
i like the idea.
however, maybe it shouldnt stack with other effects that reduce the terror radius?
just so you cant be a no terror radius billy or nurse or sthg like that -
sounds good to me!
this would finally make the perk be worth using again -
i have seen a total of one cheater until today (a jake with 115% mms who would do nothing but running around the same rock and i could not catch up to him).
a few lagswitchers, but thats it... -
they are probaply that useless, cuz there is a bubba facecamping their hook, trying to unlock their jake mask...
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i dont tunnel :c
(unless you force me to) -
i dont have any problems with that...
maybe if you turn down the overall game volume?also, the chainsaw is that loud to prevent billy from hearing survivors during his sprint.
silencing it would give good players the ability to be able to tell when somewhere next to them the grass made some noise and therefore catch survivors out much easier (during the sprint, obviously xD) -
@PhantomMask20763 said:
Now people WANT to be an obsession again since it disables the power so most killers who use their power in a chase such as nurse, huntress or spirit are left just running really slow. I like where the idea is but maybe, not that parttbh, this was a part i had a little issue with aswell, so that definitely needs a little rework.
when i wrote this i was thinking about the basic 115% mms killer.
maybe if we could add that the frenzy puts all killers to 115% mms for as long as the frenzy is going?
also, the killer is not forced to use the frenzy. i doubt anyone would actually use it when playing nurse tbh xDEDIT: it could just end up being a little too strong for certain killers if they could use their power. like billys.
thanks for your feedback!
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all killers have by default a short range over windows, allowing them to still hit you if you are too close to the window.
i mean... the killer has arms, so he should be able to reach over that...
if we were going for realism here, the range should be much further, juyt by having the killer stabbing through the window... -
note to self:
if you see a survivor there and there is no hook, watch them bleed to death while continuously nodding at them.
also congratulate them in the end chat for being so extremely smart
thanks ^^ -
YOU dying 85% of the time does not mean EVERYONE dying 85% of the time.
go play some killer before you come here and complain how unfair and OP killers are.
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again: nameshaming.
i still agree with the overall topic though. -
the reason why it got closed is not because you talked about the problem, but that you said their names.
you would have been fine by saying that there are certain streamers out there who derank on purpose and therefore ruin the game for others, but by mentioning their names, you name shamed them.
its the forums rules, it cant be helped.
@MandyTalk just did her job. -
@Dieck777 said:
I have the same problem, error 8014. I have checked the files and reinstall the game and the problem persists.And no, reboot an entire computer is non an acceptable solution.
when i get that error code i just retry until it lets me in...
its usually at the 4th or 5th try.cant help you otherwise...
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since your pretty new to the game, let me explain this to you:
camping is a term used by survivors to describe a killer who stays close to the hook. however, there is no clear clarification to when a killer is a "camper" and when he is not, so basically everyone says it whenever they hear the heartbeat on the hook.
for example:
i hook a survivor. i now proceed to go and check the nearest 3 generators and kick them, place some beartraps around them and leave. the survivor heard the heartbeat all the time, so he calls out to his mates that i am camping him. i now check the other gens and see scratchmarks leading to the hook, which i follow and - surprise! - there is a survivor unhooking. i now down that survivor and then also down the unhooked one, who now says that i didnt only camp, but also tunneled him. i then hook both survivors and leave again.
now my question is: did i actively camp the survivor? or did i just play the game, patrol the gens, set my traps, etc? you see the problem?
the fact that its not clarified weather you camp or not in a certain scenario is enough to make this unreportable. survivors call a killer "camper" for pretty much everything, and if im just passing by the hook on my gen patrol.
And what if its actually the smartest choice to camp you? what if i got 3 people down in my basement and didnt spot the 4th one with BBQ? should i just leave, allowing all survivors to escape? this would be a very dumb decision then.
the killer is supposed to defend his prey, while the survivors are supposed to lure him away and rescue the hooked person or to just do the objective. killers like Leatherface or the Wraith are actually designed for camping. There are Perks just for camping a survivor, namely insidious.
camping is a part of this game and it will always be. just as bodyblocking, t-bagging or flashlight clicking is.
both sides have their ways to make the other sides game unfun, its not just the killers (like 99% of the survivor only players say).
punish a camping killer by rushing the gens and leaving, so he will only have one kill at the end of the round, while you got your pips and continue to climb the ranks, wwhile the camper stays low. just DO. NOT. FEED. THE. CAMPER.
i hope i could clarify this a little more for you!
have a nice day and i will see you in the fog! -
every time someone complains about the killers (very short) range through windows, i ask myself "cant you see the killer has arms?" i mean... if we were to be realistic here, the killer should have an even longer range through a window, just by stabbing through it with his weapon and reaching over to the other side with his arm...
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the entire endgame is a bad design choice.
its full on survivor sided, the only way how killers can prevent this is by bringing the highly overrated perk Hex: No One Escapes Death.
the perk complpetely relies on the survivors to screw up to even activate and even then it can be taken down. or you could just be stealthy and avoid the killer. or you could just leave through the gate.
there is so much counterplay to it, if anyone above green ranks has any problems with this perk, you might not be ready for these ranks yet.and i am saying this as a survivor now:
cleanse the totems. its not hard. just leave the gens to your team and do these 5 little bad boys (with ruin its only 4 btw).
also, no. i do not need an indicator of how many totems have been done by other players. i have a brain and i am able to count up to 5. i go to the totem spots, destroy the totem and add it to the count. if the totem is already destroyed, ill add it to the count and move on. thats how easy it is.
also also, yes, the totems need to be better hidden. they are supposed to be a secondary objective and lead you away from the gens, but they barely do, as they usually spawn eigther right next to a gen or so obvious in the open field that you need to spend almost no time to search for them at all.you know, when noed activates you shouldnt be like "ugh another noob killer using this op perk", but rather like "darn, why did i allow this to activate?".
its not like the killer has any power over weather you cleanse the totems or not. he is waay too busy for that xD -
ah yes, bodyblocking.
this is not an exploid, however it can be very unfun to go up against, especially if you are a newer player.
i would recommend you exactly what @Peanits said: hit them or drop the survivor and hit them. if they try to bodyblock injured, just let the one go you had on your shoulder and take the bodyblocker instead.
you just need to get a feeling for how long you can carry a survivor before they escape you (and please note that dropping a survivor increases their wiggle bar by ~30%). when you know the time, you know when you should drop the survivor and when you can just give some free hits to everyone.PS: if you do not wish to pay money or grind the shards to buy The Legion to unlock Mad Grit, i would recommend you to go and run Iron Grasp. it is a perk that is unlocked by default and can be very usefull in these situations, as it gives you some bonus time to hit the survivors.
i hope we could help you!
have a good time, and i will see you in the fog! (or not, as im not playing on console myself, but hey! its a nice phrase! ^^) -
@Aven_Fallen said:
Legion is simply the most unfun Killer to play against. And to be honest, the more people DC, the better, because this will maybe raise attention so that Legion will get his rework.I can understand their frustration.
its the opposite, really.
when the devs release their next kill percentage numbers, every DC against legion will count as a sacrifice, pushing his numbers up. so the devs will be like "WeLl, LeGiOn Is A GoOd KiLlEr!".
unless, ofcourse the numbers would get excessive, like they did with the best killer this game has to offer: freddy.
however, that time nearly everyone was playing freddy and ~60% of the survivors just ragequit on freddy, leaving the overall DC ratio extremely high and alerting the devs.
as there are not many legion players today, numbers wont raise that high.
the problem is, that legion is also very unfun to play as a killer, so there are not many playing him... -
@Poweas said:
@Mister_xD said:
@Poweas said:
@Mister_xD said:
lets face reality here:
Hex: No One Escapes Death has been nerfed so many times now, it is already a bad perk as it is. You do not need to nerf it any more, the opposite is the case. I personally would even be for a buff.The perk completely relies on the survivors to screw up. Destroy 5 totems and the killer is forced to play a full round with only 3 perks, while all of the survivors have their 4 perk slots available. combine that with another Hex Perk and the killer can only play with 2 perks all game, plus there are only 4 possible NOED totems to search for.
if anyone above rank 5 has any problems with NOED, maybe you should rethink weather you belong on this rank or not. there is plenty of counterplay to it. git gud.PS: no. i am not running noed on all of my killers to have an easy game. i have switched the perk out for different perks. its eigther a perk that actively helps me to slow down the game or one that actually helps me to stop survivors from escaping, namely bloodwarden. (yes, even my freddy does not run noed anymore. and guess what? i make just as many kills as i did with noed). noed as it is right now is just a bad perk.
Thats why lots of people run it?
And again, destroying all 5 totems STILL slows down the game. That's not a downside. Git gud.
Also, I don't have much of a problem with it anymore I just leave but using a bandage perk to solve genrushing is bad design. They need to address genrushing directly. I'll make a post today or tomorrow to address genrushing.
Git gud 😍
lots of people run it, because there are even more people who allow the perk to activate in the first place.
again: this perk completely relies on the survivors screwing up to even activate. and when it does, it usually still gets taken down withing seconds, or the survivors just leave. the perk has so many counterplay to it already, it is just not a good perk.and no. cleansing 5 totems is not stalling the game nearly enough. it simply prevents these 4 minutes gens done scenarios. lets face it: totems are a joke. thats why totem perks in general are so bad, they barely have any effect on the game before they get destroyed. and please dont act like cleansing 5 totems would be stalling the game by more than like a minute. 4 survivors and 5 totems, each 16 seconds of cleansing time. that is basically nothing, if the survivors dont have full on tunnelvision on the gens.
also, "bad design" is funny to say. i would rather say its "cheap" or sthg like that, but bad design is too easy to counter. this game is full with bad design choices. just look at the endgame! its full on survivor sided, unless the killer brings NOED to help him during that mess (and now guess whats the most hated perk in the game? you guessed it.). i feel like you didnt quite understand that, even during the end game, you have not won. you have only won, when you officially left the round and noed makes you feel that.
and yes, the devs ARE currently looking into the genrush scenario. what do you think the last 2 events were for? they are testing the whole secondary objective stuff and ask for our feedback, so they can then proceed to implement it into the game.TL;DR
a perk that can be completely avoided by eigther just leaving, playing stealthy, destroying a lit up totem, cleanse 5 non lit up totems or by using pallets and windows to slow the killer down and escape or stall time until someone got the totem is simply not a good perk.
i would change my mind if the perk would become indestructable once it activates though, which is something i would personally like to see.PS: i am not the one complaining about something being too strong to be handled here, you are. so i will give all these "git gud"s back to you ^^
I love when I argue with you, you're always so honest. And for once I will agree with you. This game is poorly designed in some ways. I'm glad the devs are fixing it. But soon, this will need to be reworked. They need to fix the endgame and make it more helpful for killer. Btw I do not understand much about the endgame side because as killer, I rarely reach it.
NOED will be fine for now but if they change the endgame, implement secondary objectives, balance everything else. I.e DS and other mechanics. Then this perk will have to go. My first idea for a nerf was to remove the movespeed buff but as you can see, everyone obviously didn't agree with that nerf even though it wouldn't change much at all.
Excuse me if I've got bad spelling, my tablets keyboard is a little broken.
thank you ^^
and i think this is a basis we can both agree on: once the endgame changes, so must the perks.
and if they stall the end game, giving the killer enough time to catch the survivors, i dont see the need for a oneshot perk anymore.
i personally would be happy with just an movement speed oncrease and hit cooldown decrease for noed.
lets say it would work like this:"No One Escapes Death"
Once all the generators are repaired, gain 5/7/10% increased movement speed and 20/30/40% reduced cooldown on successfull and unsuccesfull attacks.
boni do not stacki would be happy with that.
also, please note that these numbers are just placeholders and would probaply need to be rebalanced.im glad we could find a solution to this ^^ (rarely happens on these forums tbh...)
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@Poweas said:
@Mister_xD said:
lets face reality here:
Hex: No One Escapes Death has been nerfed so many times now, it is already a bad perk as it is. You do not need to nerf it any more, the opposite is the case. I personally would even be for a buff.The perk completely relies on the survivors to screw up. Destroy 5 totems and the killer is forced to play a full round with only 3 perks, while all of the survivors have their 4 perk slots available. combine that with another Hex Perk and the killer can only play with 2 perks all game, plus there are only 4 possible NOED totems to search for.
if anyone above rank 5 has any problems with NOED, maybe you should rethink weather you belong on this rank or not. there is plenty of counterplay to it. git gud.PS: no. i am not running noed on all of my killers to have an easy game. i have switched the perk out for different perks. its eigther a perk that actively helps me to slow down the game or one that actually helps me to stop survivors from escaping, namely bloodwarden. (yes, even my freddy does not run noed anymore. and guess what? i make just as many kills as i did with noed). noed as it is right now is just a bad perk.
Thats why lots of people run it?
And again, destroying all 5 totems STILL slows down the game. That's not a downside. Git gud.
Also, I don't have much of a problem with it anymore I just leave but using a bandage perk to solve genrushing is bad design. They need to address genrushing directly. I'll make a post today or tomorrow to address genrushing.
Git gud 😍
lots of people run it, because there are even more people who allow the perk to activate in the first place.
again: this perk completely relies on the survivors screwing up to even activate. and when it does, it usually still gets taken down withing seconds, or the survivors just leave. the perk has so many counterplay to it already, it is just not a good perk.and no. cleansing 5 totems is not stalling the game nearly enough. it simply prevents these 4 minutes gens done scenarios. lets face it: totems are a joke. thats why totem perks in general are so bad, they barely have any effect on the game before they get destroyed. and please dont act like cleansing 5 totems would be stalling the game by more than like a minute. 4 survivors and 5 totems, each 16 seconds of cleansing time. that is basically nothing, if the survivors dont have full on tunnelvision on the gens.
also, "bad design" is funny to say. i would rather say its "cheap" or sthg like that, but bad design is too easy to counter. this game is full with bad design choices. just look at the endgame! its full on survivor sided, unless the killer brings NOED to help him during that mess (and now guess whats the most hated perk in the game? you guessed it.). i feel like you didnt quite understand that, even during the end game, you have not won. you have only won, when you officially left the round and noed makes you feel that.
and yes, the devs ARE currently looking into the genrush scenario. what do you think the last 2 events were for? they are testing the whole secondary objective stuff and ask for our feedback, so they can then proceed to implement it into the game.TL;DR
a perk that can be completely avoided by eigther just leaving, playing stealthy, destroying a lit up totem, cleanse 5 non lit up totems or by using pallets and windows to slow the killer down and escape or stall time until someone got the totem is simply not a good perk.
i would change my mind if the perk would become indestructable once it activates though, which is something i would personally like to see.PS: i am not the one complaining about something being too strong to be handled here, you are. so i will give all these "git gud"s back to you ^^
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i'm just gonna leave that here... -
TL;DR
i am too bad to dodge this perk and went to the forums to complain about it being OP instead of looking up its counter play.and dont even get me started on all the BS perks survivors have. i could make a list of complaints 20 times as long as yours and would probaply still not be finished.
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i see the DC bans are very threatening and help us preventing salty players from disconnecti- oh wait...
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lets face reality here:
Hex: No One Escapes Death has been nerfed so many times now, it is already a bad perk as it is. You do not need to nerf it any more, the opposite is the case. I personally would even be for a buff.The perk completely relies on the survivors to screw up. Destroy 5 totems and the killer is forced to play a full round with only 3 perks, while all of the survivors have their 4 perk slots available. combine that with another Hex Perk and the killer can only play with 2 perks all game, plus there are only 4 possible NOED totems to search for.
if anyone above rank 5 has any problems with NOED, maybe you should rethink weather you belong on this rank or not. there is plenty of counterplay to it. git gud.PS: no. i am not running noed on all of my killers to have an easy game. i have switched the perk out for different perks. its eigther a perk that actively helps me to slow down the game or one that actually helps me to stop survivors from escaping, namely bloodwarden. (yes, even my freddy does not run noed anymore. and guess what? i make just as many kills as i did with noed). noed as it is right now is just a bad perk.
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honestly, and i say that as a trapper main, i dislike the whole concept of the iridescent stone... i mean, the idea is cool and all, but it rather confuses me instead of helping me, as i never know where i actually made a trap setup and where the traps just randomly opened in the open field.
also, i think there are some things missing in your buff suggestion. for example, the traps still only hold a survivor for ~5 seconds until he escapes again and the hitboxes are still ridiculously small. and lets be honest here: 6 traps are not even close to being enough for him to actually apply map pressure.
id say a good start for him would be an increased trap number (like, hag has 10 traps with a far bigger radius, so she can shut down entire areas, while trapper can only shut down 6 windows OR pallets OR paths at the same time) and bigger hitboxes (survivors should not be able to get past a trap in a pallet or vault over one behind a window). also it'd be nice to have the trap escape rate set to a fixed time, allowing you to get a trapped survivor before he instantly kobes out of the trap again.
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sounds interesting.
this could add some map pressure to the killers who lack it.however, it completely ignores the whole obsession aspect of the game. this itself is not a big problem, but considering that we are talking about the "obsession killer", who implemented that feature into the game and whose perks are all based around having an obsession, i feel like you cant just take that away.