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Mister_xD

Mister_xD

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  • Ironic Maiden

  • The self pickup is tied to a 45 second timer.

    That is more than enough time to do whatever you wanted to finish and get the pickup, this will hardly affect anyone in their matches.

    The only people this change hurts are the ones who are actively slugging - you know, that extremely unfun playstyle no one likes - and in that case, good. Slugging is on par with extremely boring strategies such as camping, tunneling or genrushing - all of which ultimately hurt this game in the long run and are currently being removed. For the sake of this games health this is a good change.


    The only part where it might become problematic is when we bring Unbreakable into the mix. 22.5 seconds is still not that bad (it is slower than current Unbreakable, actually), but given the unlimited nature of its uses and the fact that it increases the maximum amount of times you can self pickup from 5 to 10 is most likely going to be too strong.

    Make Unbreakable a one time only use like it is now and we got no more problems.

  • @Gandor said:

    Or make the game fair again (49% killrate was just 1% shy of fair games). This might do the trick for most killers.

    Forcing ppl to play loosing match against starstruck range addon nurse will force them to effectively DC (that's what suicide on hook is), or stop playing the game altogether if you punish them too much. The game is pvp and not pve. You can't take control from 1 side and then force them to play

    Also expect sandbags/dropping pallets/missing all skillchecks if you force people to play the game that they don't want to play. Because that would be the only remaining thing how to get to next game

    FYI anything below a 75% killrate is still just a 2k on average.

    A 50% killrate is not "perfectly balanced", it means the Killer barely manages to scrape by the requirements to get a 2k. The killrate being at 61% doesn't mean Killers suddenly dominate all their games, it just means they can get more hooks in on average than they could prior and still end the game on a 2k. That is not a bad thing.

    Not to mention that these stats are taking all ranks with all skill levels into account (they most likely also don't filter out games with ragequits, which spell certain doom for the Survivor team and can therefore artificially inflate these numbers), which makes them pretty worthless overall.

  • @fulltonon said:

    It's ridiculous how it's been ignored till today despite being such a glaring issue, and it's actually baffling why some people defend such mechanic.

    We don't even need to remove self unhook attempt, just remove penalty and game will be lot more healthier.

    No, I think the self unhook attempt needs some sort of penalty to it.

    Otherwise nothing stops you from just spamming it as much as you can to see if you get lucky and I certainly wouldn't like the first hook on people being inconsistent on whether anyone even needs to bother unhooking or not.

    We could definitely limit it to 3 attempts and change the penalty for it, such as an increased healing time or decreased repair speed after being unhooked, but just removing it is not a good idea IMO.

  • Yeah the Killers pickup action should take priority over all other players actions, I don't know how that isn't the case already.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205432#Comment_3205432

    Again (i know, i probably will have to repeat it a lot):

    1) It is not about already knowing what is wrong, it is about ASKING OURSELVES what can go wrong because to me it seem a situation where a lot of thing will go wrong. Another Boil over situation;

    2) The issue in my opinion is not with the regular group of survivors, in that scenario the changes proposed probably will work. The issues are with a group that wants to abuse of this mechanic, maybe also lose a game but after 30-35 minutes of they hiding in corners of the map because you can't hook them, of them making impossible to hook because you are constantly harrassed by torches, pallet saves, breakdown, flip-flop, and with an infinite amount of pick up.

    3) if you down 4 survivors you 99% win the game even now, the finishing mori only allows you to skip the boring part! But it is a nerf! Now the mori can help you against saves in the third hook scenario, very tiny help, but the finishing mori is not even that.

    Prevents ub with 4 men down? Come on! How many times that kind of UB saves the day? Maximum it leads to the 4th guy taking the hatch but who cares?

    Finishing mori is a nerf by itself and I do not understand why it is so difficult to aknowledge and why BHVR tried to sell it as a buff for killers.

    https://forum.deadbydaylight.com/en/discussion/comment/3205360#Comment_3205360

    Removing slugging will damage a lot killers that need to slug like twins, like oni for example. And will damage every killer when they need to slug, not often but in that situation you really need it.

    When you have a survivor downed on a pallett and there is someone you have to chase away, when you downed a surv in open ground and there is someone with a torch you need to chase away, now you can't do anything because if you chase away the guy the downed will pick up himself, if you pick up they are going to save!

    This will lead to a situation where lighborn and Franklin's will be the only available countermeasures, like with BO and Agi plus IG. The normal gameplay will be unaffected but the bully squad that only want to keep you in a 30 minutes match where they do not do gens but you can't do anything either will have another tool.

    This will remove a negative element for survivor creating another more negativ for killers, this is easy to solve. Give everyone basekit UB. REAL BASEKIT UB! That works once! like UB!

    Never put infinite stuff in a game! It will be abused!

    You are heavily exaggerating most of what you say. No one will pick themselves up in under 20 seconds as you claimed in the OP, no, your games will not last 35 minutes of doing nothing but downing people and them picking themselves back up, no, Survivors will not get a guaranteed escape when downed inside a pallet (yes they will stand back up after 45 seconds, but it should NOT take you anywhere even close to that to zone the other guy away and get the pickup) - not even current Unbreakable (which is more than twice as fast as that self pickup is going to be) can do that and no you will not be forced to run Lightborn and Franklyns every single game.

    They are able to pick themselves back up a grand total of 5 times per player, after that they bleed out. Granted with Unbreakable that would increase to 10 times, but I doubt you will ever see that happen. Like I said before, Unbreakable might need some work, but it is too early to say that just yet.

    And that goes for all of your points: You are making a huge drama over something you don't even know how it'll play out! You have never seen this in action, never tested it out yourself and are going off of nothing but the absolute worst case scenarios that you can come up with (which is an incredibly unrealistic and honestly very biased way to look at it). At least wait until you've actually seen the changes before you scream murder, please.

    This is almost exactly like when Power Struggle was first announced and everyone here lost their minds over how incredibly OP and uncounterable that would be, the "better DS" they called it, saying it would be impossible for the Killer to do anything if this was paired up with SWFs and such (sounds familiar?) - yet the reality is that even after buffing the Perk it barely ever sees play because of how incredibly nieche it is.


    Also, just because you mentioned them: Twins are receiving a rework soonTM. And considering that those changes you are so worried about are not happening any time soon, it is likely that by the time they drop Twins will have received their changes already.

  • I wouldn't like FNaF either.

    I just don't think it fits into this game at all. Just imagine Springtrap (or whatever other Animatronic) running around the map, getting stunned by pallets and hooking people on meathooks - that is just so extremely far off anything FNaF related. This game could never capture the essence of what makes FNaF FNaF.

  • Okay a couple of things:

    1. No one can pick themselves up in under 20 seconds. The basekit self pickup time is 45 seconds (which is why I don't like to call it "basekit Unbreakable", as the current self pickup speed (19.7 seconds) is not included) and even if they do bring the new Unbreakable that time is still 22.5 seconds.
    2. If they dedicate their entire Perk build to this one playstyle, that will make it much easier to down them in the first place, which is important in combination with the next point:
    3. The new "Last Man Standing" mechanic triggers with downed Survivors. This means in a scenario where you down all 4 Survivors the game will immediately end with a Killer victory.


    It is way too early to say how things are going to play out at this point in time. Maybe the new Unbreakable needs to be tuned down a bit, but I believe the basekit self pickup is fine the way it is.

  • I honestly don't get why BHVR seems to think the current Mori system and the "new" Mori system were mutually exclusive to one another.

    They can co-exist just fine, why remove one?

  • That doesn't sound like an issue with the ability to recover from the dying state but rather like a map design issue to me.

  • Favourite: A Spark of Madness (Doctor to this day is such a unique and fun character, even after they watered him down)

    Least Favourite: A Binding of Kin (Terribly designed Killer that promotes extremely boring playstyles, forgettable Perks and not even a map to potentially turn things around, just all around terrible IMO - can not wait for that rework)

  • I'm so sorry to hear that happened to you and I wish you the best possible recovery from this accident!

  • @AnneBonny said:

    devour will be about as strong as it was before but now significantly less unique, and rancor is literally just a worse noed now

    It's actually slightly weaker, as you got to pick up and hook the Survivor now, meaning you take longer to reach the instant kill part (giving them more time to cleanse it and deny you the kill), specific teams can counter the kill using sabotage and such and you permanently lose a hook in the process.

    It's just such a weird decision that I really hope won't make it to live servers...

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200872#Comment_3200872

    You have to use a perk slot to be able to pick yourself up in 22 seconds. Think about how dumb that sounds when currently you need to use a perk to even be able to perform the action in the first place, let alone that quickly. You can straight up bodyblock while injured and force the killer to have to pick you up and abandon the other person with one perk slot, while they're likely using one to be able to force you to hit them so they can body block for another, all while another person is chillin nearby with a flashlight or one of them gets downed under a pallet and you're given a basekit time limit to chase away or down anyone else in the vicinity or the just... get away for free. And the perk brings that time limit down to 22 seconds.

    I havent even seen anything about how this would affect perks like soul guard yet. This idea isn't even half baked and i hope the PTB makes it extremely apparent how much more thought needs to go into it before live.

    Edit: Also, just for emphasis, being able to pick yourself up for free without a limit on number of uses was the thing that was so strong about no mither it required being paired with permanent broken status. Just think about that for a moment.

    I think you make a very good point here: the PTB isn't even out yet, so we can not tell how exactly this will play out.

    Which makes me question why you're already jumping to conclusions.

    The way I see it, this will hardly affect you, unless you are actively slugging people (which is exactly the strategy they want to nerf, so that is fine). Sure they have the ability to pick themselves up in approximately 23 seconds using Unbreakable - but will that really affect you? How many people do you have that manage to pick themselves up using Unbreakable currently? Sure it happens, but at least from my experience that's not very common. Here's the thing with that: current Unbreakable allows Survivors to fully recover faster than the proposed new one does.

    The new one is 45 seconds x 0.5 = 22.5 seconds, whereas the current one is 30.4 seconds x 0.65 = 19.76 seconds.


    Currently I feel like this is very reminiscent of when Power Struggle first released and everyone here went crazy over how overpowered that Perk would be - because all they did was look at the effect of "free yourself from the Killers grasp" without taking all the stuff surrounding it into account.

    I'm not saying you are necessarily wrong with any of what you are saying, but I am saying that it is way, WAY too early to draw conclusions and judge the changes at this point in time. Give it time, play around with it and see how it goes. I for one don't think it's going to be nearly as bad as most people will want you to believe, but only time will tell.


    Also, what you're saying about No Mither is just, well, wrong. The whole point of that Perk is that you are injured all game, that is what this Perk is all about. That is actually supposed to be the upside of this Perk, as it allows you to bypass certain requirements on other Perks that need you to be injured right away. The Devs also called it the "hard mode" of DbD numerous times, so being able to pick yourself back up after getting downed is a nice little bonus you get for running it, not the main effect they somehow tried to balance around.

  • @CosmicScarab said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200833#Comment_3200833

    With unbreakable it is nearly 20 seconds. Good luck chasing and downing the guy camping the pallet in that time.

    It's approximately 23 seconds, not 20.

    Also that is absolutely not how you want to play that scenario out. If you greed for that second down they will punish that play even without any baseline pickup mechanic. All you want to do here is push them far enough away from the location that you can pick up the slug and make it out of the pallet before they can reach the side you are not bodyblocking - and nothing more. That should take you approximately 5 to 10 seconds.

    Sure certain Killers (e.g. Huntress) might be able to squeeze a second down out of this, but that is not what you should expect as the normal outcome with most characters.

  • Not basekit, they have to use a Perk slot for that.

    In other words, its completely pointless to bring it up in this discussion - but feel free to make your own discussion discussing the Perk Unbreakable and the changes it received.

  • If it takes you 45 seconds (half a generator worth of time) just to chase someone away from a pallet, that's on you.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200306#Comment_3200306

    Do you want a really pessimistic POV on why they're doing this?

    Making Moris only happen at very specific circumstances and locations that wouldn't cause clipping issues I.E they're trying to make them more 'special'.

    Maybe it's because they're planning on selling different moris. Might sound like a stretch but hell, it's not like people haven't been asking for it

    I still don't get how that would need Rancor, Devour and Moris to be gone first though?

    I mean I'm sure they will start selling Moris, they've gotten a bunch of custom Mori animations in DbD Mobile already (and they do look neat). But wouldn't it make those even more valuable with those 3 mechanics intact on top of the Finisher Mori? Sure we'd have some clipping issues here or there, but those are not that common, plus they would only come into effect when the additional Moris come into play, the Finisher Mori would still be completely free of them.

    And it's not like we'd lose anything from keeping those 3 additional Mori options, they don't take anything away from the Finisher Mori in the slightest - they just add on top of it. Why do the Devs continuously feel the need to make stuff more scarce than it needs to be? ._.


    No matter how I look at this, it just doesn't make any sense.

  • I don't get the changes to Devour and Rancor either.

    Both their kill aspects come into play at different times than the finisher Mori would, so there is no real need to remove it at all.

    Also I don't understand the need to replace Devour's instant kill with another instant kill. Seriously, there is no point in this, so why even bother?

    It's like they want to make Moris this flashy thing that is only obtainable in one specific scenario so they eliminate all other scenarios where it might come into play (Moris, Devour, Rancor), but I don't understand why it has to be that eclusive? What's the point in keeping it exclusive to this one specific mechanic? What is stopping you from just adding this mechanic on top as a fun addition, where is the damage that would cause?

    I'm genuinely puzzled about that and I'm not very happy with their decision on this.

  • They did him so, SO dirty with those changes.

    And now they went and nuked Skybilly on top, it's honestly depressing.

  • I remember when Deathslinger was a unique and interesting Killer

  • Hard disagree from me.

    Dredge is extremely reliant on the map it gets on, but its basekit is performing pretty decently.

    It's not the strongest Killer in the game, but it is far from the weakest.

  • Some Killers still need buffs on an individual level, yes.

    But we do not need any more across the board killer buffy anymore as we saw in 6.1.0, at least in my opinion.

  • FYI a "53% killrate" ranges from a 2 hook game (a clear loss) all the way to a 10 hook game (a clear win), while also taking every single game accross the entirety of the playerbase into account.

    It is not an accurate balance measurement tool at all and it was most likely not the main reason why Killers were buffed either.

  • Hillbilly should absolutely not get his old Add Ons back.

    These were utterly overpowered accross the board (e.g. Spark Plug, a common Add On, charged his chainsaw almost 20% faster) and desperately needed the changes.

    Overheat is way too punishing and needs to be reworked, thats the problem.

    And hey, if overheat goes that inevitably comes with an Add On pass, given he has so many Add Ons now that are directly linked to it.

  • Utterly butchered.

    Sure he is not a weak Killer per se, but his kit is lacking any form of uniqueness or identity at the moment. He is just a worse Huntress.

    BHVR took everything he had that made him fun, unique or skillful and left us with a slow zoning Killer that can not hold a candle to Huntress in any way. He is boring to play as, he is boring to play against and there is no excuse for that.


    He desperately needs to have certain nerfs (forced ADS time pre shot and TR increase) reverted.

  • I just want them to fix the lighting in the main building and add some breakable walls to counter the 3 god windows in there (you know it's bad when I'm literally begging them to put some breakable walls in there...).

    I like the map outside of that, but the main building is just busted right now.

  • @tenoresax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185913#Comment_3185913

    Because Huntress makes up for that by being able to pressure an area without being there, she can unintentionally pressure an area just through survivors understanding the threat of her power. Blight does not have that kind of threat. He has to be there to pressure survivors.

    Which is a different point than the one I said was a flawed explanation, which further proves my initial point.


    It's quite amazing to see how many people in here are trying to discuss Blight and Huntress's movementspeed and balance with me when I never touched on any of these topics lol

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186345#Comment_3186345

    That’s just not true. Huntress can hit over windows and over short loops. There’s are a ton of tiles that have cracks she can throw through. A window that you vault just in time to dodge a lethal rush, is a vault you’re getting hit with a hatchet.

    I'd like to see you use her power around short rock loops then.

    You know, the sort of loop where by the time you have your hatchet up they already turned a corner? The ones where your only play (that includes your power) is to ready it up when they pass through the pallet in hopes of them misclicking and animationlocking themselves.

    The only way to beat these loops consistently is by holding W around them until the Survivor gets hit. Any time you try to use your power on them you just enable them to run one more circle around the rock.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186337#Comment_3186337

    It’s almost like there’s multiple different reasons.

    Which is the point I was making.

  • Anything that starts with "Adept".


    Or that Nurse one where you have to blink 3 times and then grab someone off of something which you mentioned.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185913#Comment_3185913

    Huntress is a ranger killer… you cannot even compare the two..

    My comparison of the two ranges as far as stating that they share a weakness (which they do) and nothing more.

    All I am saying is that the statement "Blight has 115% movementspeed, because he can't use his power around certain loops" is incorrect, as Huntress, who is moving at 110% movementspeed, has the exact same restriction on her power. Therefore the logical conclusion is that this can not be the sole reason for why Blight has this movementspeed.

    I'm not comparing the Killers, I'm not making any balance claims or propositions, I am merely pointing out the flawed logic in that argument.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185913#Comment_3185913

    Huntress can attack without physically being there. Blight can’t.

    Maybe so, but that's not the point.

    I'm not debating their movementspeed here, what I'm commenting on is the reasoning given in the other comment being insufficient on its own.

    Funnily enough you are further proving my point here by, instead of doubling down on their initial point made, bringing up another reason for her to be 110%.

  • @tenoresax said:

    Because you can't use his power at every loop. Sure you could argue that you can use it at most loops but it takes alot of experience with Blight to reliably get a lethal rush hit at any loop, more experience than the average Blight player would have.

    Spirit and Nurse can use their power in virtually any normal situation.

    According to that logic Huntress too should move at 115% movementspeed, as she can not use her hatchets around the same small rock loops Blight can't rush around - but she doesn't, which heavily implies that your explanation is incorrect.

  • Those same people who go at you for cleansing Dull Totems and tell you you're throwing the match are typically also the ones complaining the loudest when they inevitably get struck by NOED at the very end.

    No, you're not throwing. No, these people have no right to judge your playstyle.

    If you wanna go for Dulls, do it. It's an easy 1k Boldness points, might as well take it when you have the opportunity to.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182713#Comment_3182713

    https://forum.deadbydaylight.com/en/discussion/comment/3182720#Comment_3182720

    https://forum.deadbydaylight.com/en/discussion/comment/3182888#Comment_3182888

    Touché. But what is defined as “too close?” Enough that Wesker’s model wouldn’t complete the vault animation otherwise? Because it looks to me that the survivor is staying a safe distance until Wesker’s vault animation is already over - then going toward him.

    I dunno if he’s supposed to lose collision or not when vaulting with his power.

    I don't think there is anything specific known about what is considered "too close", however it would make sense that anything that allows Survivors to clip through him and vault back safely would be considered that.

    As for his collision, I believe everyone loses collision while vaulting something. My best guess for why that is is so people don't get stuck inside of each other after performing a vault with someone else on the other side, which has the sideeffect of allowing for scenarios like this to happen.

  • @GoshJosh said:

    Well sheesh, I thought you meant on the same side of the pallet or window. You expect him to vault the pallet and get a hit?

    Not how it works.

    That was actually a change they made from PTB to live servers.

    On the PTB a Survivor could just wait right at the pallet, Wesker would vault and clip into them and then the Survivor could vault back while Wesker was still in the cooldown animation for his vault (similar to how you see it in OP's video).

    Due to this rendering the vaulting aspect of his power completely useless, BHVR implemented a new mechanic that has Wesker instantly hit anyone who was too close to his vaulting location whenever he vaults something with his power.


    What OP shows here is, that the hitbox for this attack is still a bit too small, as a Survivor can still clip into him after a succesful vault without triggering the attack, basically repeating the issue he faced on the PTB.


    EDIT:

    • Survivors standing too close to a vault point or dropped pallet will now be injured when The Mastermind vaults it

    https://forum.deadbydaylight.com/en/kb/articles/349

  • @PaintedDeath said:

    https://forum.deadbydaylight.com/en/discussion/346039/is-chains-of-hate-worth-it

    Eh. His anti-loop power is more detrimental than useful a lot of times. The Lament can be fun but you don't do much with it other than maybe find it before them occasionally. His perks are pretty good, Plaything is great for hex builds and gift of pain can be useful as well. Deadlock is a staple for Gen slowdown.

    Pinheads DLC was called "Hellraiser", "Chains of Hate" was Deathslinger.

    It's easy to mix up due to the emphasis of chains in the title, so I wanted to clear the confusion real quick :)

  • I wouldn't pay money for it. Get the characters with shards if you must, but honestly this chapter really has fallen off grace.

    Deathslinger used to be a very unique and fun Killer experience, but they nerfed him so hard he is barely recognisable anymore. He is not necessarily weak, but he is slow, feels clunky and can't really do much but slowly zone people out with his power nowadays. I guess if you really like zoning Killers he's gonna be fun, but outside of that not really.

    As for Perks, they are pretty decent. Gearhead is whatever, Hex: Retribution is actually quite good, Dead Man's Switch is currently meta, Red Herring is purely for memes, For The People has a small nieche and Off The Record is currently meta as well.


    So I'd say the big selling points here are Retribution, Dead Man's Switch and Off The Record, which you could also just unlock using the Shrine of Secrets (with potentially long waiting times) or by purchasing whichever side you want to play as with Shards instead of buying the whole DLC.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179888#Comment_3179888

    Overheat was also added to stop Billy from being able to always have his chainsaw at 99%, whenever he wants, while he's looping a survivor. I remember Billy players keeping their chainsaws at 99% a lot, because they were waiting for curve opportunities.

    Well yeah, that would've been an unavoidable sideeffect of it either way. The game can't distinguish between Billy holding his power around a loop to setup a curve and him doing it in front of a hook to camp someone, so even if they made his Overheat soley for anti camping purposes, this would still have happened.

    I'm not necessarily complaining about that for this very reason - what I am complaining about is everything else it does currently: limiting his map pressure, additionally punishing him for missed chainsaw attacks and making him less efficient around high wall loops (not the overheat itself, but the stupid roar he does when sprinting now that warns players he is in sprint even if they don't see him, which was introduced in the same set of nerfs) - all of which were completely unnecessary and should never have been a thing.

    BHVR went ballistic on this Killer for absolutely no reason and they have been doubling down on it for two years now. Yes, it's been two years since Billy was in a good state. That's just depressing...

  • Yes, the selling point (and the only point that IMO justifies the existance of such a mechanic in the first place) was to stop Hillbillies from facecamping a hook with a 99%ed chainsaw.

    Everything else it does was probaply as a response to the, relatively common, newer player complaints of "Hillbilly OP" that were around at the time.

    Of course he was not OP at all, the only things that needed a nerf from him were the Add Ons, but I guess BHVR got too excited and went way, WAY too far. Worst of all, they didn't communicate anything about this with us, so when they revealed it and everyone hated it, they had already put in the ressources and went with it regardless of feedback - basically a sunken cost fallacy.

  • That's a difficult question!

    I'd say when it comes down to it, it's very close between those two chapters (considering how they were at their / shortly after their release, not how they hold up now):

    • The Halloween Chapter (this one fundamentally solidified DbD as a big deal)
    • A Spark of Madness (this one brought me back from my first initial lengthy break from the game due to a lack of fun content - and Doctor was a powerhouse in terms of unique design, abilities and also very fun to play. He is probably the only reason I got into this game as much as I did)
  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178896#Comment_3178896

    I bet if you give it a bit more effort you could squeeze one or two more buzzwords in there. Don't give up, we belive in you :)

    I am truly sorry you don't appear to like my opinion.

    Thanks for your very insightful comment though, I will make sure to incorporate your constructive feedback in future posts and will be taking your counterarguments into close consideration for further engagements on the topic in the future.

  • No.

    You at least gotta give Killers a way to distinguish Trick Hooks from real Hooks, with your suggestion there is literally no counterplay to it. You just created a gamble for the Killer with no reward for succeeding, but a hefty punishment for failing at.

    Not to mention that the effect of letting the Survivor wiggle free immediately is way too strong - and a 10 second blind is a terrible idea from a gameplay perspective. Especially when considering you want this up to 4 times in a single match.


    I don't dislike the general idea of a new mechanic like this, but it certainly needs some work. You could, for example, tie it to sabotaging.

  • I would rather face 3 Nurses in a row than a single Twins.

    God awful Killer design with an extremely boring (and relatively easy to use) power that heavily promotes extremely boring / toxic playstyles such as hard slugging or camping.


    And probaply the worst part about them: they had potential - a lot of potential - but BHVR didn't really seem to know where to go with it, so now we have whatever that mess of a character is. Very similar to Trickster in this regard.

  • It makes sense, given they had this whole "no more exclusives" stance just before partnering with Amazon Prime.

    I am also fully expecting any currently Prime exclusive skins to enter the ingame shop at a later date, similar to how Tome skins work.

  • Sounds like an interesting idea.

    I would make one change though: it should only be usable when you are fully healed yourself.

    That would make it a situational one time only use, but with a very strong effect to warrant the downsides.


    Also I just saw someone make the point about endgame and I do agree that it should probably deactivate once the Exit Gates are powered. Otherwise this would fall into the same problematic nieche that Decisive Strike used to be in, where, if used in end game, it would basically guarantee an escape for the Survivor currently in chase with the Killer.

  • The Seamonster Trapper skin.

    I thought it looked really cool and instantly bought it when it released, but very quickly realised that it matches horribly with all his other skins and I honestly don't think I ever used one of its pieces outside of the full set.

  • I like the idea behind them, but from a gameplay point of view they are horrible.

    Imagine you disn't encounter the Killer yet and are peacefully working on a gen (at 4 to 5 gens left) and then suddenly he pops up behind you with his power at 99% because someone in your team fed him and instantly grabs and kills you right then and there. Thats just... so boring.

    I wouldn't want Judiths Tombstone to be removed, but Tombstone Piece certainly needs a rework. It's his most busted Add On by far.

    And, should Myers receive some much needed basekit changes, Judiths Tombstone too would have to be adjusted accordingly.

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