NoOneKnowsNova
NoOneKnowsNova
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@[Deleted User] said:
Agreed it should also be a community choice type thing hold a vote
If they gave us a list of which ones to choose from then maybe that'd work well.
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Neither need changing.
If MFT needs a nerf, it'd be it's secondary endurance effect if anything. I'd be more than fine with that being removed as it proves more frustrating for me than the main effect.
Bloodlust is somewhat outdated, however I don't mind it's presence, especially when certain combos can lead to infinites on specific maps.
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@JustAnotherNewbie said:
I didn't post anything on Twitter, but I don't think we should be silenced regarding what we think about the cosmetics.
I agree sending hate directly to the artists is stupid. BHVR made those choices, but there were quite a few better choices.
They could turn more than one of them into skins and make sure they pick a couple for the most popular killers/survivors that they know sell well and then make some quality skins about really good concept arts even if they are of more unpopular killers/survivors.
As for picking that which takes less skill to model (as some have mentioned), it's not out of the realm of possibility, but in that case they just need to pay their 3D modelers better. Maybe if they could splurge on this event it could become a great money-maker for them and I don't see why their employees should not be payed better for it if it requires more effort, or heck just make it more expensive if it's levels above other cosmetics.
Not agreeing or disagreeing about if any of the models require less effort...but they make literally no money on the community contest winners. All of them get put into the rifts free pass before the two skins eventually get released into the store, only available for iri shards if I'm not mistaken.
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While I don't mind most of the invitation effects, yeh this is one of the ones I really dislike.
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Ruin is such a bad perk now that its been nerfed...maybe would have been good if it wasn't a hex but only 100% doesn't warrant running it. Wish it got less of a nerf.
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Nah he's supposed to be weak. Afterall, he wasn't programmed to harm the crew.
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I've wanted this for years and I'm suprised it's never been implemented.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478766#Comment_3478766
Do you hate skull merchants speed or bloodlust?
Skull merchants speed is 3% bloodlust is 5% if your okay with mft then your okay with these
Skull Merchant is weak and really only comes to life in a three gen so...no I don't have a problem with that.
As for bloodlust, yet again I don't see the problem with it. Most games it doesn't even activate for me when I'm playing killer cause I'm breaking pallets or hitting survivors.
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I think some maps do need it though. Mother's Dwelling is a great example. Very large map which could benefit from a size reduction.
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They don't have the time to spend buffing/reworking every killer while also balancing perks and creating new chapters. Hence, they take it one at a time slowly. They also don't want to over do any of them which makes sense.
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@xEmoGirlxAlexisx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478629#Comment_3478629
The Perk is busted if u dont have Problems against it then u most likely only playing against Survivors that arent good at looping
M1 Killers gets doomed just because they injured a Survivor
Or a combination of my power, perks, and general skill allows me to negate the perk. The 3% isn't that bad by itself. However it does become annoying when it's combined with hope.
If you really hate the perk, bring fearmonger. Or exhaustion add ons. Or blood echo. Otherwise I'd reccomend playing around the perk better.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478661#Comment_3478661
Or maybe they are just good killer. So maybe perk affects unskilled bad killer mains, so they are believing this perk is busted. That's also possible y'know.
Thank you for backing me on this ^^
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@Header said:
currently the auto bloodweb buys things in the order common -> uncommon -> rare -> very rare -> ultra rare-> event
would be nice if they could put event stuff at the beginning of that
Yeh that was something that has really bugged me.
Common before event? Understandable.
Uncommon before event? Fair enough I guess.
Everything else? I've no idea why.
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Technically Bubba can if used correctly.
Deathslinger is also very good at dealing with them.
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I presume if it was exclusive to this year they would've said so. Therefore I think it will be available next year.
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It's not that bad imo...I get annoyed by its endurance effect on the occasion but the 3% doesn't mean much when I play Billy, Wesker, and unlike what you claim, Clown.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478465#Comment_3478465
Honestly, I don't even understand why the hook breaks on death thing is even a thing. Feels like I'm getting punished for doing my main objective. I can understand it coming from survivors doing Sabo plays or something, but why is the game itself permanently saboing hooks?
I don't understand it either. It's a very outdated mechanic to say the least.
@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478465#Comment_3478465
I think a lot of it stems from a lack of emotional maturity and the modern day phenomenon of identifying oneself as a perpetual victim.
"I'm angry I lost, its your fault that I'm angry, I'm a victim of your malicious intent to make me angry and am justified to abuse you over it outside of the game."
I'm not saying it always boils down to this but I'm sure it accounts for a lot of it.
Just look at all the self proposed victims on the forums making post after post about how their game is constantly being ruined by others. Why? well its solely because their opponents are angry and out to ruin their fun obviously.
Its nuts that people get so worked up over a game.
If that's really what it is then that's petty, even more so when you consider the things that were said by them.
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Coup De Grâce is one of my favourite killer perks out there. Really allows you to get a free hit on some loops when survivors aren't expecting it. I'm excited to use it after it's buff.
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Just the other day survivor did something similar against me...they crawled to a corner where it was too far for me to carry them to any hook.
They then proceeded to message me saying I must be depressed and that I should do certain things to myself, before claiming what I did was bannable only for them to block me when I proved otherwise.
I don't get why people do this ;-;
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Part of me wants to stream just to see how far I can go with Hillbilly/Wesker...would be fun to try.
As for suprises on this list, BBQ only twins with 879 wins is probably the most surprising and impressive one here...I really don't know how someone does that. 409 as Onryo is also quite impressive. The rest however I can understand.
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Ace, Dwight, Jane
Consistently decent survivors in my eyes. Dwight especially they destroy me as killer all the time.
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The perk isn't problematic and is quite weak if anything.
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Personally I dont see how it's survivor sided. Infact I find it an easy 4k usually. From what I've noticed as playing killer, it's extremely hard to chain loops outside of main building, and with me using Bamboozle a ton the windows of main building aren't that strong anyways.
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@Frogsplosion said:
I didn't even know they were doing this, boy BHVR really are intent on completely destroying any fun killer experience
@Config said:
Att: Apparently they confirmed it’s as bug on ptb and won’t be hitting the live serves.
https://us.v-cdn.net/6030815/uploads/AITJ0EKS03V5/img-2086.jpeg
CONTEXT:
On the PTB they removed weskers ability to turn while dashing, which means no more flicks, not readjusting mid dash, no nothing. Go and try it for ur self on ptb. Thankfully its not intended and shouldn’t be making to live servers, wesker was widely known as one of the best design killer, and if this went trough it would cause a immense drop on his skill ceiling.
The post above is my source.
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Three gen-ing is getting nerfed soon. BHVR have confirmed they are working on something to weaken how effective it is.
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It's been confirmed that it's a bug iirc.
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I don't have the brains to play him, and playing against him gives me migraines...so overall not a fan of him.
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It's weak if anything, and could do with a rework to make it more useful.
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@Killing_Time said:
Typical safe killer with broken MOM level perk for survivors.
Trash chapter honestly. There's no real reason to play the new killer. Survivors control his power.
I dont like MFT much either...but its not even close to MOM level.
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@Marc_123 said:
I really like the music.
But the recent chase music themes are not very good sadly.
They would be if they would stop the "washing machine" drums... don´t know why they are using them everytime now.
I'd argue majority of the recent ones are good. Even the slightly annoying ones feel like they fit the theme at least.
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@Emeal said:
A good image for Legion would include all 4 members
Also, speaking of portraits. The Spirit is not doing the "Nyaaahh!" scream on hers, shes just low key smiling.
A note to the 3d artists who did them, Try to get as much Energy into the Killer's Images as you can.
These here are brilliant tho:
https://us.v-cdn.net/6030815/uploads/WJKISAGMCQNO/image.png
Who ever got the Deathslinger and Doctor pose ideas, is a genius. So much fun energy ooze from them.
I wish Freddy's face was a bit different, cause right now he looks like he's shocked yet impressed after someone did something stupid.
The other four look great though, especially Slingers.
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Demo, with Knight and Blight both close seconds.
Least favourite goes to Nurse and Dredge <3
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He's in desperate need of a rework imo.
Unfun to play against, unfun to play as to most people, weak and outclassed by other killers, the list goes on. The concept is there but the execution isn't.
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471762#Comment_3471762
It cannot be a skill issue as there is a MMR system... This community, toxic even on the forum.
Look if you come here making a point like that with very few people feeling the same way you're not gonna get the response you want. I play Hillbilly without slowdown religiously and when I see those games that go by in 5 minutes I can still pull a 2k, sometimes even a 3k if survivors screw up at the last hurdle. And those 5 minute games are few and far between.
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I love Coup de Grâce these buffs have me over the moon :3
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He doesn't give me literal migraines playing against so he ones up Dredge there.
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@TheSaltySaloon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470519#Comment_3470519
I’m on console so his ability is almost impossible to control with sticks.
Imo it's not that hard to use with controller.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470375#Comment_3470375
But if those killers see two injured Survivors in the distance after a recent unhook, none of their powers are actively promoting going for one of the survivors over the other.
That is not true, All Killers play by hook stages so they all can benefit from tunneling. Huntress can and will tunnel, and its not because of just hook stages. a hatchet to the back really helps with tunneling and Killing. They are all actively being promoted to tunnel.
You cant just say you are right on a technicality because Hook stages are not part of the Killer Power, every Killer plays with those. You have to make a better argument than that imo.
All Killers have powers that are designed to help them Kill Survivors.
Tunneling is a way to Kill Survivors by pressuring their hook stages early.
Any Killer that has a power that kills is going to be helped with tunneling with their Power.
Your idea that Wesker's Power somehow "Promotes" tunneling instead of like all Killers, a Killer Power which is useful for Killing & also useful for tunneling seems nothing more than being against Powers that help with Killing, when that Killing is used for tunneling.
If we took that idea seriously, recently unhooked Survivors should be immune to hatchets / traps and all sorts of things when tunneled. But you don't seem to want to do that because of a technicality?
Either way you slice this, I don't think I'm in for meddling with Killer Power on the pretence it promotes tunneling, when almost everything in the game on the Killer's side can be argued to be help tunneling, I mean promotes tunneling.
It could be fine if bHVR made Killers with a Power that could never help them with tunneling, but that would make that Power useless when tunneling was the right choice. So that might be a bad power.
Guess we don't see eye to eye on the topic bit I'm glad for the debate regardless.
@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470284#Comment_3470284
Then obviously PyH also needs a nerf since he is the best tunneler ever. But I guess you don't complain about him because you obly get one PyH in 30 matches.
Actually I've always been behind perks like Decisive, Borrowed and the like, as well as the current anti-tunneling mechanics to be introduced to his cages (on the condition perks be added for him that work with his cages too). On top of that I'd argue Wesker is still better at tunneling due to the 8% speed debuff.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470289#Comment_3470289
Yeah people act like the 10% haste isn’t much but then complain about MFT’s 3%
It’s very powerful and allows clown to play nearly any loop even when the pallet is down
Exactly, he's one of the few killers that can actually make shack somewhat dangerous, and like you said most loops with dropped pallets become dangerous even if they previously looked easy to play on.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470305#Comment_3470305
No other killer really has this.
No other Killer has a Power that makes it easier to down an Survivor by tunneling them?
Bubba, Trapper, Hag, Nurse, Trickster, Huntress comes to mind real fast.
Sure their Power might not slow the Survivor by 20%, but their powers r equally or sometime better to tunnel with than full infection.
Huntress can eliminate you with a single hatchet at range, You wanna tell me how that cant be used to tunnel a Survivor easier too?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469876#Comment_3469876
Cant many Killers end chase really quickly? If that is the logic, then all Killers are problematic.
None of those actively promote tunneling a survivor though. Yes a Huntress may be able to get a down from range, or a Trapper can try force a survivor to run into his trap, or a Nurse can not give a care in the world about the endurance status effect knowing she can catch up instantly, but if those killers see two injured Survivors in the distance after a recent unhook, none of their powers are actively promoting going for one of the survivors over the other. If it's close to the end of the game you might be inclined to take a kill where you can, while if it's early game it really depends on your morales in DBD and if you care about the other side having a fun game or not.
Wesker's power, as mentioned before, does promote going for the unhooked survivor given they're infected and the other injured survivor isn't, which is a plausible situation.
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@Mat_Sella said:
If you actually wanted to reduce tunneling, youd make the spray not produce the Killer Instinct effect. Removing infection gain during chase makes him garbo.
@JustAShadow made a better suggestion of it not going up on unhooked survivors up until the take a Conspicuous Action which I think is much better than my idea.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470284#Comment_3470284
Wesker's power promotes tunneling. Need I say more?
Yes, actually you do. When I ask for the base of the claim, and you just state the claim again to me. It makes your claim look very baseless. Many Killers tunnel in this game, what makes this merit a nerf then? last I heard tunneling was not illegal?
Ok, my claim isn't that tunneling is illegal. They've done things to counter it (haste + enduring status effect after unhook) and there are perks to counter it such as Decisive Strike (which while doesn't do a great job at it, it still helps).
Still, it's undeniable that Weskers power promotes it. After your first hook, the only survivor that will have been infected majority of the time will be the hooked survivor. While this isn't always the case, when it is the case it makes tunneling the hooked survivor quite easily when they do get unhooked. This is due to the fact that if the Wesker player does decide to tunnel, the survivor will eventually be fully infected and will be much easier to catch.
No other killer really has this. Yes, it is often easier to go for the rescued survivor as they're already injured, but no killer actively promotes going for that survivor (other than wanting to get a survivor out early to make the rest of the game easier, which every killer has).
I'm under the belief he needs a nerf due to this, while also needing a buff to compensate it as this isn't a nerf because he's too strong, but rather a nerf cause he's frustrating to go against, something they did wrong when they nerfed Freddy without compensating him with buffs to try and promote a more fun playstyle.
While my changes might have been a bit much, @JustAShadow made a good suggestion of infection not passively going up after being unhooked until you take a Conspicuous Action. This limits his ability to tunnel while not nerfing his ability to chase other survivors, and on top of this he believes two of Weskers stronger uncommon Add Ons could be made base kit as a result (which would be nice but I would like more on top of that).
TL/DR: Tunneling is fine but his power promoting tunneling is problematic, therefore warrants a nerf while also receiving a buff as compensation.
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Idk how controversial these are but here we go.
- Nurse shouldn't exist in her current state.
- Killer is infinitely more fun than survivor.
- The game, for the most part, is more balanced than most of the community is willing to admit.
- Clown's yellow bottle is actually extremely good and turns him into a strong enough killer when used right.
- SWF is balanced. You play against more swf than you realise and lose to more solos than you realise.
- Pain resonance is the most annoying perk to use and to play against. (Feels useless when using but amazing when playing against idk why).
- DS needs to be reverted to 5 second stun.
- Coup de Grâce is slept on.
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@Emeal said:
How is Wesker tunneling more than any other Killer? Why does this merit a nerf on Wesker?
Wesker's power promotes tunneling. Need I say more?
@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468722#Comment_3468722
It doesn't, most in this community are just scrubs.
Other than the fact that his power promotes tunneling but whatever you say.
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Yes because extreme killers don't do the exact same thing and complain about meh perks and SWF being the only reason they lost.
@chloéfromage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468677#Comment_3468677
i see survivor and killer posts here but calling it a killer hivemind goes too far.
Killer hivemind definitely might be a hyperbole from them, but the forums is absolutely more killer sided from my few years here.
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@omelette said:
https://forums.bhvr.com/dead-by-daylight/discussion/381497/please-rework-trickster
Once a chapter is released, they only release 1 or 2 nerf or buff hotfixes and ignore it for the rest of their lives. Same thing happened with Forged in Fog and A Binding of Kin.
Trickster is pretty much stuck where he is and you'll probably never see any changes made to him for years.
Not justifying the devs here, but even when they decide to do huge changes it feels like everyone complains. Doc, Spirit, Bubba, Billy (sorta justified for killing his add ons), the list goes on. Its hard to win with this community.
Also I thought the twins were actually in a decent place at high level due to their ability to slug, or did that change?
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Depends on what you mean by the title. Do we mean perks that are needed to win or perks that are generally good for a killer?
If we are talking about the former, literally no perk is needed. If you think this way, for either side may I add, you either have a poor mentality, you're too reliant on a perk or you're playing in a tournament where perks do actually matter.
If we are talking about the latter, a generally good build is Pain Resonance/Pop, Deadlock, Corrupt Intervention and then the last perk should be something that tailors towards your killer.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468160#Comment_3468160
Overzealous + Inner Healing can be a really good combo I agree.
Personally atm I am trying to learn Flashlight saves, so I go with Background Player + Inner Focus, as I always have trouble discerning where the killer will turn to and I pair it with Residual Manifest (I don't bring Flashlights in the lobby, to avoid Lightborn) and also bring Plunderer's Instinct to find chests. It's definitely not efficient, but I would consider it a training wheels build for learning flashlights, unfortunately Inner Focus doesn't last that much, if only it lasted 2 more seconds.
I also tried to go for a Slippery Meat + renewal build (I don't have deliverance lol and renewal doesn't work with it anyway I believe), but it's quite hard to get renewal to activate, since you have to heal a complete health state alone, and if you double heal it's bad.
The first build sounds like a fun one to learn Flashlights with. Personally I'm rubbish with them so I'll consider trying this one out if I ever wanna practice ^^
The Second build definitely seems much more niche but I can see it working if everyone brings luck offerings ^^
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@Dream_Whisper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468115#Comment_3468115
I think slamming is more practical balance as the Survivors will be able to get the speed boost and make some distance while wesker needs to be slowdown and recover his ability for a bit. With the regular tossing and throwing, you can zone Survivors if you needed to in specific parts of the map. Especially in area with less to no pallets or safety. The ground slam is a optional, but also a quick time if the killer isn't quick enough to time their button before the tossing animation is done after a successful grab.
As for the slowdown, it pretty simple... if the Survivors with infection is far around from the terror radius; the infection will have the fastest (normal rate) of passively gaining infection. Once in the terror radius, the rate is significantly reduced in half; as the Survivors is hiding and keeping their distance. Once chase is active, the rate is stopped; and can last forever; until the Killer abandoned chase or.. if the Survivors is engaging in any form of interaction such as vaulting a window/pallet dropping/ etc. I don't know the rate in which the infection is gain, but it can be as simple as 1/8 of the bar per interaction. Being long chase, and using many pallet and windows will result in being completely infection and be hindered making it far easier for the killer to catch up.
If we need to add one more little buff; a Survivor carrying a first spray can spray and run at the same time; but also get slightly hinder or simply cannot perform any vaults/pallet drops while spraying. To make it easier for the survivor to cleansed themselves while in chase.
Oh that makes sense for the slamming. I was thinking about it a completely different way, however would be curious to see that as a buff. I can't see anyone complaining as his power has counterplay so this wouldn't make too big for a deal.
Didn't realise you meant being within the terror radius for when survivors gain less infection but that change also would go a long way into anti-tunneling. However I'd only be down for that if Wesker has the interaction infection added to him otherwise I fear it could at times be too much.
As for the last idea, I can't see why that would be problematic once survivors move slower and can't interact while spraying. It would also indirectly buff his Red Herb add on which I would like to see.
@JustAShadow said:
For the buff you can just make his Leather Gloves and maybe Loose Crank addons basekit, and then make the infection not go up after getting unhooked until the survivor makes the conspicuous action.
I feel like that wouldn't be enough for him. While both are up there with his best add ons, I would like it if they gave love to the infection side specifically if they were also taking away from it with the changes I suggested.
As for the conspicuous action idea, that'd probably work much more than my idea, although I do fear healing at hook could make it somewhat problematic.
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@JustAnotherNewbie said:
I was prepared to share my survivor builds :(
Share away, I want both survivor and killer builds, I'd love to try some of yours ^^
@EQWashu said:
For me, Smash Hit for Survivor (especially if you have a Stun the Killer-style Tome Challenge), and for Killer, not just a perk or build per se, but Zanshin Tactics on Artist is my go-to for aiming your power at chase breakers. Sometimes it'll be a perk spot sitter, and that's ok, because depending on the map, survivors playstyle, and if they have a heads up and run to safety areas early, its near-indispensable.
And when in doubt.... throw the pebble (Diversion).
Coincidently I already run smash hit quite often as I feel the distance I can gain from it is invaluable. Same with Zanshin on Clown. However I never thought of running it on Artist, seems like a fun idea plus a good reason to try learn her :3
Also I asked for underrated perks Pebble is S tier smh my head :p
@[Deleted User] said:
Inner Healing+Overzealous
Cleanse totem. Do gen fast. Self-heal in 8 seconds through Sloppy. Repeat.
Considering Overzealous gets very little love, I really want to try this combo now. Might bring along small game to brush up on my totem spots (I've no clue where they are on the last few maps) but definitely a combo I wanna see for myself ^^
