MrPenguin
MrPenguin
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I don't see it becoming meta, but its worth considering if you have a free slot now. There's just too many more important perks you need right now.
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Yes, very much so. Can't stand Haddonfield, Corn and Junkyard maps. Dislike indoor maps. Macmillan maps are fine. Red Forest maps would be fine if it wasn't humongous.
The best I can usually say about a map is "its fine". I feel like we need more interesting and varied maps, but mostly its the balance of them that's out of whack from my experience and understanding.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1652568#Comment_1652568
I never escape against fair killers. never
Are you saying you can't escape or that you choose to let them kill you?
If you're saying the latter than you are a rare breed. I don't tunnel or camp because I just don't find it fun to do. The only time I've had a survivor or 2 give themselves up was when the match somehow turned into a farm match because I let someone heal right in front of me because I felt bad they got farmed or I was just trying to do a challenge so after I got it I let the survivors do whatever. Things led down a farm path in those cases.
If I was just having a bad game or tying a new killer/build though? Never. By my playstyle (more than fair I think, as stated above)? Nope not that either. Only farm matches.
Any normal match, Survivors are by and large more than happy, and will even go out of their way, to be toxic or optimal if you're having a rough time. But they get upset when you do the same and expect mercy hatch. I just really don't like the double standards.
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1651089#Comment_1651089
So what do u do if they are proxy camping? Just not get unhooked? Okay yeah
Yes, have your team do gens or have someone else (like the unhooker) take the aggro if the killer is far enough while you hide.
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Remove hatch is a little strong. I would like to rework hatch and EGC a little, but that's not a poll option lol. Hatch spawns closed during EGC. EGC starts as soon as 1 survivor remains or gens are finished, keys open hatch for 1 survivor only, maybe create an add-on that allows the key to read hatch aura.
Hatch currently undermines the whole match or just allows for a free escape. I don't really see a point to keep it around the way it is now.
With the new system, if you want a chance to get out through hatch you'll need to come in prepared.
Alternatively, remove hatch, keys now open gates faster, EGC starts with 1 Survivor left.
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Currently playing on console, until at least the performance issues are addressed, crossplay is staying off.
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/1651118#Comment_1651118
I, no foolin, had two of them give me a kill last night. Been testing killers I invested in but don't use seeing what perks work with how it seems fun to play them and see what I can do without working up a sweat. I can take the loss to pause a moment and consider my actions. My pet peeve is people hanging on until the very end and I'm thinking JFC! GO!!!! I'm not chasing you so you can teabag and deny the hit and they stayed.
Cheers fellas! Small sacrifices like that make me think I'll get people that want to play not torment the killer and keeps me thinking it's a person on the other end what'd they do that for instead of ok you're done here. I'd wager it takes about 125 hours of play to find people like that. Thanks again guys!
In my over 2 years of playing this game I have never seen a single survivor ever give themselves up to get killed to help a struggling killer in my or other friends games. If this really happened you got extremely lucky.
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Yeah PS4 is still rough in a lot places. I lost a ton of frames yesterday just for Demon Strike lunging as Oni. Obviously that lunge missed. Any map with corn? We're farming frame drops today boys.
Baffles me how a game like Spiderman or something can run fine, but DBD makes my PS4 sound and feel like its trying to bake a pizza. I guess the optimization is just that borked.
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I believe is situational. I won't blame you for letting go because your teammates don't even try to get you, if you got a potato squad, or if you see its a Spirit or Freddy. But suiciding just because you got downed first or something is not something I would encourage.
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Mind breaker: will still be trash unless they make the exhaustion massive, which going by their wording of "adding a few seconds" is not happening. The problem was not the duration, the problem was the 50% gen gate.
Cruel Limits: Unless you're getting looped near the gen that's about to pop, or it gets popped in your face, still not worth the slot. It needs either huge range or to activate under different conditions. Like maybe when you chase someone off a gen or something.
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@BigTimeGamer said:
i like it.
issue with alot of people suggesting to simply lower the DS timer is that T1 and T2 of DS are utter garbage. 45 Seconds for a DS timer is nothing, especially if you are even half decent at looping a killer that if you are tunneled off hook, by the time you go down, DS is gone.
a lot of the time I see a reduced timer proposed I also see them ask for the timer to be paused in chase.
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@APoipleTurtle said:
Is it an unpopular opinion to believe that Borrowed Time is just about fine in its current state? Heck, I'd even be okay if they buffed it a little by changing "within the terror radius" to instead be based on a fixed radius around the hooked survivor (maybe like 20-24m).
I'd like for DS to be reworked for sure, and maybe for Unbreakable to be toned back a little bit, but I generally don't feel like BT really needs much additional balancing.
BT would be fine if they added a timer before you could use it. The problem with it right now, in terms of being abusable, is you can pull a survivor off right next to the killer right away, and then the BT'd teammate takes a hit (usually by body blocking), and you pretty much got a teammate off the hook very quickly for free. BT is supposed to be a anti-camp perk, not a get out of hook free card.
Remove the terror radius stipulation, make it a range around the hook (as you said), and give it a timer where the killer has to be within that radius and not in a chase (as survivors have abused that too with a similar mechanic in the past by running around the hook) for x amount of time, before you can use it. You'd probably need to disable it for EGC though since the killers only real place to be is by a hook during that time. You could probably even increase the timer much more or give it an extra effect (like a health state or something) since it will do its job and only its job without pouring over to other areas.
Unbreakable is actually fine by itself, its just it becomes dumb when combined with the already dumb DS. Unbreakable counters slugging and that's it. It's only strong when slugging is popular. Slugging is only popular because DS is running rampant right now.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1643293#Comment_1643293
1) For the most part this is true since strange metas developed in Hexy's latest one due to how their scoring was done - lots of face camping to eliminate someone out of the match asap with survivor scoring being more integral for the win for that particular team since both roles were played by each team.
2) Anecdotally I would say this just isn't true... see plenty of instant disconnects and suicide on first hooks in solo queue on VERY winnable games usually because the first survivor chased gets downed "too fast" and the killer isn't a pepega to fall for super common techs (Oh wow the killer turned around and didn't get window teched at shack! Then.. then he baited out my Dead Hard by looking up at the sky!!). This is watching it as a survivor with Bonds or being on the killer side that I can basically picture their rage (also rescuing one of these individuals during their attempts to suicide on hook just makes them rush the killer hoping to die asap).
On a final note: I will agree that across the board the level of most players (survivors) are fairly low even at Red Ranks so I can see where high kill numbers coming out. My personal tracker from September 9th to September 24th at R1 reflects more "wins" in my book since the Hatch Escapes are 3 Kills + 1 person hatching out so that rests somewhere in that 70% range you're talking about
https://us.v-cdn.net/6030815/uploads/KWP168ECX0U0/r1-stats.jpg
Did you count sacrifices of the other survivors in games where someone DC'd? Because that'd skew the results considering how much weaker the team becomes because someone got upset they got downed.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1651062#Comment_1651062
I should of explained it better. I would of wiggled free cause she picked me up and put me back down twice to bait my team to come in. That's why if she would of picked me up again, I most likely would wiggle free. But that wasn't my fault or rng with hook spawns, she did that purposefully to lure my team in with no intention to ever hook me, but to just let me bleed out.
Oooh. Yeah that's pretty annoying. Its situations like this that make me wish we had a "die on floor" button when there's only 2 survivors left and you've been on the floor for a bit (like 10+ seconds or so), or something similar.
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Survivors: Don't tunnel/camp/slug, Use Spirit/Freddy, or use Pop/NoED/Ruin/Undying and other perks, down us too fast, its annoying and toxic. Also give the last survivor hatch.
Also survivors: T-bag, abuse DS/BT/Unbreakable and other perks, clicky clicky flashlight, bring in keys, DC all the time, don't stop doing gens if they're going to fast, don't give the killer a kill for a bad game.
Its either play to win and deal with toxic, or try to be nice and still deal with toxic. At least playing to win gives me more BP. The double standards are real. If the game is going to get better on that front there needs to be some mass agreement between the two sides, and that's probably never going to happen.
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"'Your the closest person', no s**t sherlock I just got off the hook near you"
its almost as if you shouldn't unhook when the killer is right there /s
If this happens the team messed up. So many people think its fine to unhook right in front of the killer because they're used to abusing certain perks. That mindset really needs to change.
If I take 2 steps away and you get unhooked and I have the choice between a 1 hook down injured survivor and a 0 hook down healthy one, the choice is obvious unless I'm worried about a perk, a pressing nearby gen, or something else.
The only "skill" tunneling can even possibly be tied to is decision making. Unfortunately tunneling 1-2 survivors is the optimal way to play killer, its a problem with the core game design. If you mean mechanical skill then no not really, you're still chasing and downing someone.
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"cause she knew I was too far away from any hook so I'd wiggle free"
Yeah that sounds like the appropriate time to slug. Unless you want to crawl to a hook. If you actually believe she should have let you get up for free that's very entitled. I would hope that's not the case.
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Myers:
Other teammates feed him and I gotta deal with the 1 shot extended lunge faster window vaulting bootyhole. Not to mention the might as well be non-existent terror radius he has in tier 1 and 2, making him a perma stealth killer. Then you got some of his ridiculous add-ons. On top of that you can't stop him from stalking unlike Mr.Ghost Face, so you just have to hope you have things nearby to break LOS. His exposed last so long too considering its on everybody at base, let alone with add-ons.
I disliked Myers ever since I got the game and faced him for the first time. Escape or not, he's really annoying to face.
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@Seanzu said:
I just want them to nuke DS so I can see what killer complain about next, I'm genuinely interested.
Off the top of my head the only other currently abusable perk is BT. With DS and BT out the way I can't really think of another perk that should be complained about. Nerf Deja Vu threads incoming.
On a more on topic note, DS needs changes soon, like last month soon lol.
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@Blueberry said:
I care less about the nerf itself and more about the principal of it. The fact that they thought Pop was more of an issue needing to be addressed than the numerous unhealthy second chance perks like DS that have been plaguing the games health and limiting its perk diversity for years is just disturbing. It makes them seem really disconnected with the issues in their game, which is why so many people are upset.
Now if they have changes in mind for the perks like DS that are more of an issue to the game but just don't have anything set in stone so they don't want to announce it yet, that's fine, but you should at least tell people you're working on it. This is similar to when we got the Ruin rework. People would have been much less angry if during the Ruin announcement they also let us know gen speeds were being worked on.
100% this. There's much more pressing perks than pop, which was fine imo.
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/1636926#Comment_1636926
Do you just farm your bloodweb for medkits and find them in chests? Serious question because I never get them so my solution is iron will or healing perk.
Well I escape fairly often, so I keep a lot of my medkits. But that's what the fill is for: Self-care, Pharmacy (med-kit farm if you escape), bond to find teammates to heal, plunderers if I'm feeling like risking it.
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Hard to say. His counter-play is fairly simple, put something in-between you and him or just spin him. His swinging angle is so small he'll miss unless you mess up the spin. He's also very map dependent.
So, we'll see if survivors catch on and if he can do anything about it.
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I bring kindred if I'm playing solo period. Kindred, Spine Chill, Exhaustion perk, fill (usually small game) is my normal set up. Also bring a med-kit, can't rely on randoms to heal you.
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Being neutral is getting called a "main" of the other side anytime you say anything someone doesn't agree with. Most people don't want an discussion, they want to be right and they want an echo chamber.
The number of times I've been called a killer or survivor main for pointing out things like DS or Spirit being a bit too much is too high to count. As stated above, I just got tired of it and now I'm a little picky with what I respond to.
Being neutral is a endangered and generally quiet breed. Being biased is plentiful and loud.
Sad, but what can you really do. You can't make people neutral. You can't make them listen to reason when they have an army of bias behind them ready to back them up with the same mentality.
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DS does not need any buffs right now, it needs to be taken the other direction and be nerfed a little. Right now it hits people who aren't even tunneling and punish killers for doing well because the timer is so long and it has no deactivation condition. Slugging is just the lesser of 2 evils most of the time. The killer can't hook you, and its better to have you on the ground then doing something. Its still a lose-lose for the killer.
DS is already used and abused in its current form to make really aggressive plays or to make a "mistake" on purpose and punish the killer for it when the survivor should be punished, we don't need it to be stronger.
Bring the timer down to 20-30 sec or so, make it deactivate on healing or entering a locker or interacting with a gen (you aren't being tunneled if you have the time to do any of these), have the timer pause in chase and downed. Do all of those changes and it'd be closer to a balanced anti-tunnel perk.
Also, slugging is not tunneling unless they camp the body for the whole duration after chasing you off hook.
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While I think Demo needs some help, I wouldn't go so far as to say he's weaker than clown. He does need an add-on pass, he needs more add-ons that affect his shred.
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I'm not sure about removing hooks completely, but I think changing hooks from a per individual basis to a team basis could help. Like the team overall has, just throwing a number, 8-10 hooks and once any combination of survivors has been hooked that many times the entity gobbles them like in EGC.
Tunneling won't kick someone out super early and gen times can be increased or hooks can be reduce to compensate for the fact that all 4 survivors stay alive in every game. It'd also discourage camping since it wont matter how long someone has been on the hook, but how many hooks you get.
You won't really need to change too many hook perks as well, so that's less work to do as well.
Of course Mori's would have to be rewoked, maybe now they have charges depending on the rarity, and they take a survivor out the game until someone else gets downed/hooked, then they respawn. Maybe they keep the animation and it counts as a hook now and the survivor appears on a hook somewhere on the map or something after its done. Anyway you get the idea.
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These results are going to be so skewed lol, there's people saying yes and no to 2 different questions: Is DS intended to be anti-tunnel? Is DS functionally anti-tunnel?
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From my many years of playing games, wired definitely has a stronger and more consistent connection then wifi. But that's probably obvious.
In any multiplayer online game I would always recommend wired as it helps both sides have a better experience, but not everyone has the option to do so.
I'm on wired and I won't touch any multiplayer game on wifi personally.
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The explosion is for map awareness since you cant see where the cages are anymore. If a PH is going to waste the time to trek all the way across the map to where you are to tunnel, then he's wasting a ton of time, gens should be popping left and right. You're also assuming he finds the survivor right away and its the one who got caged and not the one who saved them.
Also there's explosion notifications for a lot of things, not just hook saves.
It would be much worse if they were hooks imo, BBQ would reveal survivors right next to you, devour would get free stacks, easy MYC, exc. But I don't tunnel and don't really see a problem with tunneling (I just don't enjoy doing it). I believe if survivors are going to pump out gens, Killers are allowed to kick out a survivor asap if that's what they wanna do.
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I answered yes because that's what its main purpose is. If you mean in practice then no, DS is abused to do much more than stop tunneling, and having no deactivation requirement with how easy it is to activate punished killers for just doing well. So, depends on what you're asking.
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I don't feel like I'm "pushing back against the entity" like they want, I feel like I'm concerned for whatever I'm mashing getting damaged and annoyed.
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That's not what "purely" means, it is an anti-tunnel perk, that's just not all it is. See Below.
That's not what he said. Not "purely" does not mean not at all, just not 100%. See below.
Yes official it is, its just not "purely" one. See below, ofiicial post says otherwise.
In their decisive strike redesign they stated "players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed"
It is clearly meant to stop tunneling, that's just not "purely" all its for, just 95% or something. However we don't know what these other supposed uses are. In any case, it's unacceptable in its current form. But anti-tunnel its by fair its main function.
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1622063#Comment_1622063
I agree to some extent, so long as tunneling doesn't come with an opportunity cost. Allowing yourself to be bodyblocked by other survivors, or forgoing 1-2 easy stabs in the mid game to try and chase down your RL Obsession, can lead to bad games. If folks are willing to take the hit, you just gotta give it to them sometimes: if the other 3 survivors are gen-planted while your doing a 2 minute grabass chase with Meg, you're not going to have a good game.
And that's all secondary to the fact tunneling, if unprovoked, just feels meanspirited and unsportsmanlike... which isn't fun for me when I'm killer. I'm OK losing a game vs. skilled survivors than playing like that. Now, someone decides dropping a pallot is worthy of a tbag - that's my RL Mori. "So you have chosen death." I still don't do tunnel even then when its not tactically sound, but if given a choice, I go for the Bagger.
Yeah, create pressure where you can but try to prioritizing downing those with hooks gone already. I don't tunnel myself either, I'm more a "chase whoever I see" type of player. But I do understand the reason why you want someone gone ASAP. I just choose not to play that way same as you since I play to have fun more than to win. But its perfectly understandable to play to win as long as you're not toxic about it.
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@RepostRiposte said:
A survivor can outrun the Legion for the entirety of their power if the survivor and Legion run forward in a straight line with at least 12 meters between them.
For reference, the Demogorgon's shred covers a distance of 11 meters.
Yeah I usually tell people that if hes about a killer shack or more away you can outrun him, not even mentioning exhaustion perks. Its a little ridiculous imo.
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Just increasing his frenzy speed would do a lot, its way too easy to outrun a frenzy by just running straight if you have just a little distance on him. He also needs another add-on pass, 2 of his purple add-ons do next to nothing, and his range add-ons don't really help since you can't reach everyone in your default range, why make it bigger? Not to mention the pins not working on your first target, which is the one you want to stall the most since they will be mending the soonest.
Reducing the fatigue could also be an option as frenzying when no one else is around (which you might not know until after you frenzy) hurts you rather then helps. You could also give frenzy an effect at base for hitting someone in DW to help that issue.
Honestly Legion has so many issues there's a lot of avenues to take.
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Yeah the perk can use a decent buff or change, some pretty decent suggestions are here. I think the original one is a little too strong though, as you're pretty much saying "hope a good window in nearby or go down". I understand hex perks are supposed to be strong but that's a bit too much.
Easy fixes are increasing the range and the duration, maybe also reducing the cooldown or removing hex status on top.
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@ItzPixelYT said:
https://forum.deadbydaylight.com/en/discussion/191703/to-people-who-play-ash-knowing-he-is-bugged
i'll keep using him till they fix Flashlights on everyone else...since he's the only Survivor FL work on.
whats wrong with flashlights? There's so many bugs its hard to keep track.
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I didn't know Ash specifically was bugged :o
I also don't know which killers have the DS bug so I can't avoid them. The only one I know about is Blight.
So unless they say otherwise, they just might not know.
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I tried to kick a gen and teleported inside it, that was interesting. But I also had general issues kicking gens all day.
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@Kisagi1990 said:
https://forum.deadbydaylight.com/en/discussion/comment/1617489#Comment_1617489
https://forum.deadbydaylight.com/en/discussion/comment/1617604#Comment_1617604
Lol Somebody didnt read my comment properly~ I said "mainly" which generally assumes majority. And yes you gave your example of a page 1 look at the forums that updates with new comments every second of the day. It's not accurate at all and cannot be used as in order to find out who REALLY does more, you have to count every single post and figure it out. I gave numbers based off the posts I have seen just by myself. I dont give a rat's ass about what you believe is true or not but you seem to very hardcore, Lord Penguin. You may find 1 or 2 posts about killer perks but I guarantee that it's based on.... wait for it..... Camping and tunneling! Survivors complain about DC penalties because of campy, tunnely killers. They are sick of tunneling. And they complain about Noed because of campy, tunnely killers. It's not entitlement. It's the inability to play the game cause killers wanna be cheap af and make the game boring for survivors. Killers on the other hand. LITERALLY complain about the inability to recieve their 4k. Every post about the hatch/key/map posted by a killer is about how the survivors dont deserve the survive. And same with their perks. Their perks make it so the killer has a hard time reaching 4k and so they complain. Plain and simple. "Oh you have no proof!" I can hear you preparing to type. The proof is all the the posts. I've argued with many OPs to know how toxic killers are. Survivors are toxic players, but killers? Well. They are toxic in the forums.
Like I said, Survivor tinted glasses :)
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I think he's fine right now, we'll see if the player base catches on to his counter-play and how that ends up working out. But its still pretty early to tell.
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Idk what would be considered small or large for a lot of people, but he needs a lot of his restrictions/penalties lifted and another small add-on pass. Franks Tape and Stab-Wounds study just collect dust and waste BP when they're in the way of something else I want. For very-rare add-ons (or any add-ons for that matter) that really should not be the case. The range add-ons also need to be replaced.
I would not be opposed to another rework however, you know, assuming it goes well. The fact that you can out run them by running in a straight lane with just a little distance to start is a little much, so you could probably increase his speed as well.
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Not currently, no. Cross-progression is only coming to switch soon. The devs want to do cross-progression for other consoles, but its really up to Sony and Microsoft from my understanding, so we might never get it.
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The optimal way to play either side is to tunnel. Gens or survivors, you want them out the game asap. The only difference is the community's perception in most cases is: when survivors do it, its apparently fine, but when killers do its "toxic". The exception being "gen rush", which is barely different to normal survivor gameplay, so I don't understand the big deal around the distinction really.
In either case its fine to tunnel. Both sides are allowed to do it. The game is just unbalanced in the survivors favor because of perks, gen times, and map design. Unless you're playing Nurse, Spirit, or Freddy. For Nurse you better hope you're good with her and your not in a map with dead zones or indoors.
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I believe killers should be at least decent at base, and add-ons give them a good boost in a specific area or change how they play. Having killers that pretty much need add-ons just to be decent is a bad design imo, the same way having add-ons that make a killer busted is.
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I use Legion sometimes to farm BP for a new character, so that might be happening now that Blight just came out. There's also a new Legion cosmetic that got talked about so maybe it re-sparked some interest. RN I'm playing him to try to get P3 before Legacy part 2: Entity Boogaloo happens, as I'm assuming it will work like before where prestige got it.
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@notstarboard 125 ping is pretty high as far as I know, I'm usually around 30-60 iirc. If your latency is that high I don't think much would be reactable, but I don't think its fair to go off numbers that high either. I would add that I play on console usually, so there are times where frames can screw you hard, but usually I'm ok with Mr.Triangle, its usually more of a map issue. I do agree that the game should really have a lot more of their info visible. Its really not fun to just make assumptions with powers, add-ons, ect. because so much is just not explained or shown anywhere at all.
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@ChickenMcthicken_5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1617588#Comment_1617588
Yeah, sadly I know. I simply think PH torment ability can make him MUCH more of pain when it comes to tunneling. Since the usuals helpful perks against tunneling means Jack ######### for him.
Nah man, he had killed already one survivor and everybody else were already hooked once. There was no real reason to tunnel especially when there is literally somebody in the middle of the map and your POV doing a damn gen. But yeah I do know DS is pretty BS in general and kinda easy to abuse but I personally think it's only really strong at endgame.. They should definitely change DS and either only make one survivor at the time have it avaible or if two people have it activated at the same time make the timer for one of them go out much faster. Maybe that way it will be much better to deal with if mor3 than 2 survivors have it in game.
Yeah but look at it this way, DS stuns him you get a little distance, he just sent you across the map for free. Unless someone runs him to you and pulls you out with him there (this happens way to much, again bad habits) or he happens across you, he really shouldn't be able to tunnel you effectively. As far as I know, his cages are actually pretty bad if you intend to tunnel, its better to just take the DS stun most of the time, you lose much more time and distance sending them across the map and letting them probably get insta saved, or at least saved very quickly. It just feels bad because you didn't get the stun and visual feed back and yadda yadda. Now if you don't care for tunneling, send them across the map (for being a dirty DS abuser) and move on.
Yeah maybe he was tunneling. Tbf were I in his position I would chase that survivor off the gen then probably go after you too, since I could cage you then immediately go after them. That's the only time you really want to use the cage, when you have something else to do right in front of you, or if you know they probably have DS up for one reason or another (like tossing themselves in front of you because they have it up, or getting saved right in front of you.).
Honestly if they changed DS to be more contained and manageable if your not tunneling, I really would not care if it worked with cages since I don't tunnel. But as it is now, I want as many hard counters to DS as we can get, and right now that's 1 killer with one mechanic, that has a cost.
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@unluckycombo said:
https://forum.deadbydaylight.com/en/discussion/comment/1617604#Comment_1617604
I promise you, I've been around this community for a hot minute. Just because I've never made an account on the forums before now doesn't mean I haven't been lurking around- both here on the Forums, and over on the Subreddit and Discord. I've been playing since Legion's release with over 1k hours, so this isn't my first rodeo with this argument. It happens constantly, and killers complain just as much as survivors. (It's just that here's generally more Survivor players, so of course it's going to look like they 'complain more'. Just like how Survivors seem more toxic because whenever you play, you only run into 1 killer per game, compared to 4 survivors- so you have a higher chance of finding a toxic survivor player more often.)
I'd argue the risk with Ace in the Hole (With having played so much of it) is that it struggles to be worth running. You risk wasting your time for an item that you could have just brought into a trial, and would have guaranteed your perk slot for better perks (because let's be real, Ace in the Hole is not worth running without Plunderer's), for the slight reward that you're going to get something really good out of a chest. High Risk since you're not going to be running as strong as a build, possibility of high reward with item RNG. And I'd argue that survivor perks are kinda weird with their risk/reward. A lot of survivor perk's usefulness really relies on the team, or on the killer themselves. I think the issue is less with the perks themselves, and more so just how easily they're exploited with comms. In solo queue, it's harder to make those plays that make these perks low risk, high reward, unless you have a competent team, which is always going to be a mixed bag because of the random nature of the game.
Honestly, I really like where the Dev team is going with balancing. Really excited to see what they have up their sleeves next for both sides.
I can believe that, I played the game for a fair amount before I made my account. When I joined Spirit came soon after, so clown was the newest killer.
With all due respect I'd have to disagree. I wouldn't say it seems like they complain more, they do. Both in amount and severity in my experience and from my observations. Whether its because of there being more of them or whatever, thats how it is. Same with the toxic argument. Just as an example killers might give someone the hatch for a bad game, I have never seen a survivor give a killer a sacrifice for a bad game. Not to mention the other things like T-bagging at a pallet, pointing, flashlight things ect. While these don't bother me personally, they are toxic by definition since they do nothing else but try and bother the other side. The only killer equivalent that comes to mind is hitting survivors on the hook, or dropping the survivor in front of the hatch just to close it. I maybe see that happen 1-2 times a day if I'm (un)lucky. Survivors are constantly being toxic and complaining after every match no matter what you do. You exist on the map your camping, you hooked me once you're tunneling ect. ect. Oh something I don't like? DC. Dude the survivor DC's are insane. I have not had a killer DC on me in a while. But maybe our experiences and perceptions just differ.
And I can see now why you would consider Ace in the hole that way with the explanation provided.
As for the devs balance direction, I mostly agree with it lately with things such as the Billy changes and Nurse changes. Now if we could get some DS, second chance perks, and Spirit changes that would be nice. Instead we got PH "under review" when most people agree he's fine.