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NoShinyPony

NoShinyPony

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NoShinyPony
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  • @Boss said:
    Okay, i got a great one...

    • Hex: Devour Hope
    • Get it to 4 Tokens
    • Hook someone
    • Down someone else
    • Stand near them
    • Make it look like you're hyper from excitement by moving in random directions and flipping your camera since you know someone else will save the hooked one, granting you your 5th Token, allowing you to kill
    • Let the hooked Survivor get unhooked
    • Gain your 5th Token
    • Kill them

    Surprisingly, this behaviour has not granted me a disconnect in 2 years.

    A lot of killers with Rancor do that as well. Leave the guy on the ground and wait for the last gen to be done... :)

  • @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    Maybe stop twisting my words if you want to have a discussion.

    Where did I twist your words?

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    When I mentioned offerings, I specifically was referring to the ebony mori, which cuts the number of objectives for killer in half with no gameplay-downside. How do you figure that?

    So everytime somebody wants to discuss an unbalanced survivor perk/item, you'll say " but killers have moris"? Did I get that right? And when somebody wants to discuss an unbalanced killer mechanic, you can say "but survivors have insta-heals and DS"?

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    Besides, instadowns are stronger for a killer than an instaheal for a survivor.

    All insta-downs require some skill and a lot of killers don't have insta-downs. Insta-heals don't require skill, they are freebies.

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    And there are also a direct counter to ANY item add-on, which is Franklin's.

    Why do you think it's balanced to counter an add-on with a perk slot?

    @perotx said:

    @NoShinyPony said:

    @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

    Also, not all offerings/add-ons need to have an exact opposite on the opposing team's side, it makes gameplay 2 dimensional and boring.

    Was that your reply to my question if you would be fine with my suggestion in version 2, giving the killer a similar add-on? It would be "boring"?

  • @NuclearBurrito2 said:
    I'd say make you exposed for 15 seconds. I say 15 because that is about how long you would have spent to heal yourself in the first place so it effectively is a passive heal. Maybe we could just make it that? You use it and it gradually heals you over the next few seconds stacking with other sources of healing and lets you do other stuff while this is happening

    Thanks for the input! I have a slight problem with only 15 seconds and I'll explain why:
    Insta-heals are super strong but don't follow the risk/reward principle.

    To not get hit for only 15 seconds doesn't require skill and isn't a risk. I believe with only 15 secs, insta-heals would still be a freebie.

    Concerning your suggestion with the gradually healing while the surv can do other stuff: If that process would take like 30 seconds, then this would work as well.

  • @NuclearBurrito2 said:

    @NoShinyPony said:
    It's not a good game design.

    If you are the killer, just hit the survivor. If you're the surv, do a gen.

    Remember: The time that you waste on a hatch standoff could be spent on another match instead.

    I'm not going to lose my win just because I got slightly impatient

    If that's what feels best for you, then you do it that way. :) I just think that some hatch standoffs take really long and I'd rather use this time for another match.

    And anyway: If you got a 3k, you won already. :)

  • @perotx said:
    There are downsides, it consumes the med-kit upon use. It also reduces the charges by 25% and 50% for the styptic agent and the anti-hemorrhagic syringe, respectively.

    These aren't real downsides gameplay-wise and it has definitely nothing to do with the principle of risk/reward.

    @perotx said:
    There are already strong killer add-ons and offerings, some of which do give you an insta-down.

    There aren't any offerings that give you insta-down. Only Clown and Huntress have insta-down add-ons. On top, the huge majority of strong killer add-ons are still balanced.

    If you think that the current insta-heal is fine and balanced, what would you have against a similar add-on for killers (as described in version 2)?

  • @Marvett said:
    What's the point of using an instaheal if i can get downed in one hit anyway.
    is this a bait or..?!

    The point is: For the current version of insta-heals, the surv doesn't need any skill. It's just a free heal up during a chase without downside and unbalanced.

    If the surv lasts 30 seconds without getting hit after the insta-heal has been used on them, then it took some skill and wasn't a total freebie. If the surv doesn't last 30 seconds and gets downed due to the exposed status, then that's just the downside. I mean, survivors also use DS while there is the risk of not hitting the skill check.

  • @LCGaster said:

    @NoShinyPony said:

    @e8Lattice said:

    @NoShinyPony said:
    DbD is already easy for survivors killers. Why make it even more easy? Who likes to play a game that isn't the slightest bit challenging?

    ^fixed that for you

    You are either new to the game or trolling. If you are new: Play both killer and surv for a couple more months.

    He's clearly trolling

    Yup, most likely.

  • @e8Lattice said:

    @NoShinyPony said:
    DbD is already easy for survivors killers. Why make it even more easy? Who likes to play a game that isn't the slightest bit challenging?

    ^fixed that for you

    You are either new to the game or trolling. If you are new: Play both killer and surv for a couple more months.

  • Depending on some things (window/pallet spawn, which killer do you play, has the surv Balanced Landing), there are some buildings in DbD where you should simply quit the chase as a killer since it consumes too much of your time.

    Grim Pantry can be such a case. If you can upload the video on youtube, sure, that could help.

    Let the survs repair the gen on the buildings and put your focus on other parts of the maps.

  • Survs would have to destroy the 2 correct totems before they could start working on gens. Your suggestion is way too overpowered.

  • DbD is already easy for survivors. Why make it even more easy? Who likes to play a game that isn't the slightest bit challenging?

  • That would just lead to even less people playing killer and therefore longer lobby waiting times for survivors.

    Killers don't dodge items to annoy survivors but because the game isn't balanced and certain items are too powerful.

    To help with lobby waiting times, the devs would need to make some changes so that playing killer becomes more appealing.

    Meanwhile, you could not bring items to increase your changes in not getting dodged. I usually don't bring items, it works for me.

    And you could play killer, of course. That would help other players with the waiting times.

  • I believe the current 9% speed bonus is fine. Always keep in mind that there are other perks and items that also help with action speed and how strong several things combined would be.

    @Nickenzie said:
    How about this? We change the perk to grant an increased generator repair speed depending on how many generators are NOT completed. Resilience

    You always fight for freedom in dire situations. Start the trial with 5 tokens while every token grants a 3% repair speed increase. Whenever a generator is completed, you'll lose a single token. Additionally, whenever you're injured, you drop pallets, vault windows, and vault pallets 10%/15%/20% faster than normal.

    Way too strong. 15% bonus speed on gen repair in the beginning of the match would worsen gen rush. It's fine the way it is at the moment.
    I also don't see the need for increasing vaulting speed etc.

  • Make pipping bloodpoint-related again. For that, remove the 8k cap per category (but keep the overall cap of 32k bloodpoints per match).

  • I played a match today with Spies on Wreckers' Yard. Did not get one single notification from the perk. (No survivor had Calm Spirit.) Either there are way to few crows or the perk is buggy sometimes.

  • @GraviteaUK said:

    @NoShinyPony said:

    @Navydivea said:
    It's SUPPOSED to favor the killer as it's the power roll. It doesn't, not even close.

    Nah, it should not favor killers, it should be balanced. That's all I'm asking for.

    @Master said:

    @Orion said:
    Killer queues are instantaneous whereas survivor queues are long and painful, which would indicate that there are too many survivors for not enough killers.

    @CrowFoxy said:
    nobody is playing killer right now due to the event and unbalance. Devs do not act on swf, killers slowly quit.

    I really hope that killers continue this trend after the event such taht the devs finally have to take action

    A couple weeks ago, lots of players still thought the matchmaking was buggy, now they realize that there aren't enough killers and that something has to change. That was the first step.

    That the devs increased event points for killers (whereas only slightly) is a sign that they are watching the situation. They will have to make more changes besides the event to solve the problem and I'm hopeful that they are going to do that. In the end, they tend to listen to the community, it often just takes quite long.

    They increased it by 1 which is laughable and will change nothing.

    You are correct, it's not a big difference and it is probably not going to change much for this event.

    However, the fact that the devs listened to the community and started to make changes instead of ignoring the players - that counts as well.

  • I think self-care is now fine as it is (since the base healing time got increased to 16s).

    As a killer, I'm fine with a survivor self-caring without items instead of doing gens. When I play surv, I usually don't use SC anymore since it consumes too much time and I go for something else instead, for example Bond.

    There are some survivor toys I'd like to have a talk about but I don't consider SC one of them.

  • If you find both the survivor and the killer role hard to play, then you just need some more practice. Which is a perfectly normal thing when you are new to the game.

  • @Navydivea said:
    It's SUPPOSED to favor the killer as it's the power roll. It doesn't, not even close.

    Nah, it should not favor killers, it should be balanced. That's all I'm asking for.

    @Master said:

    @Orion said:
    Killer queues are instantaneous whereas survivor queues are long and painful, which would indicate that there are too many survivors for not enough killers.

    @CrowFoxy said:
    nobody is playing killer right now due to the event and unbalance. Devs do not act on swf, killers slowly quit.

    I really hope that killers continue this trend after the event such taht the devs finally have to take action

    A couple weeks ago, lots of players still thought the matchmaking was buggy, now they realize that there aren't enough killers and that something has to change. That was the first step.

    That the devs increased event points for killers (whereas only slightly) is a sign that they are watching the situation. They will have to make more changes besides the event to solve the problem and I'm hopeful that they are going to do that. In the end, they tend to listen to the community, it often just takes quite long.

  • I only watched the first 5 minutes and was like "Why are only 3 gens done?"

  • @Slayer said:
    NoShinyPony said:

    @Slayer said:

    @NoShinyPony said:

    @Slayer said:

    For example how about not rewarding them for unhooking since that is simple and doesnt take any skill.

    Then repairing gens should also give no pip points. And running out of the exit gate. Basically, the Evader category is the only thing that really requires kill if you put it that way.

    I'd prefer the pipping system to be bloodpoint-related again. And for that, remove the 8k bloodpoint cap per category (keep the total limit of 32k).

    What do you think about that?

    Yeah okay but gens are different the more you do the more closer you to win. I mean you do something that progress the game ( you take risk etc) while unhooking is something that can be given for free

    Doing gens and saving teammates is not that different. Both help the survs winning the game. Both can be risky for the surv, depending on the circumstances. Both can be easy points, depending on the circumstances.

    The Evader category really is the only one that requires skill. But it can't be the only category to give survivor pip points. If it was, everyone (who wants to rank up) would just run around the killer and ignore the other tasks.

    Rewarding survs with points in every category is supposed to encourage them to play the game how it should be played.

    Let them progress less when they do gens etc and more when they chasing. Even if people going to progress only in Evade emblem and another emblem that progress for surviving that still is a better idea. People still going to play normally

    As I wrote some posts above, I'd prefer to remove the emblem system and make the pipping system bloodpoint-related again. And for that, the 8k bloodpoint cap per category should be removed (while keeping the total limit of 32k).

  • @Troman said:

    If survivor receives a hit during "Deep Shock" phase, effects of "Borrowed Time" are applied to him, he doesn't get downed immediately.

    Free borrowed time would encourage bad play for the survivors. Yolo saves!

    @Troman said:
    The second phase of Pain Shock status lasts 2-3 minutes. During this time the speed of your survivor actions is reduced by 15-30%, because you are shocked and can't perform actions effectively.

    Some matches last 3-4 minutes.
    If 3 gens are done when the first survivor gets hooked: Do you think it would make more sense for the killer to chase another survivor at this point of the match instead of tunneling from a strategic point of view?

  • Alternative: Don't make Iridescent Stone base kit, but at the start of the trial let all traps spawn already set.

  • But when it works, it's so great! Better than the 96% when Lithe is working. :)

  • Quite the revolutionary idea. I'd say: Let survivors start the match hooked!

  • As I wrote in another thread, let's not show any offerings from other players at all. This way, we should get rid of intentional dc's during loading screen.

    @Lateral said:
    As soon as I wake up in the dream world I'm like "screw this" and leave.

    Whereas other players laugh "hey, it's Freddy, gg".

  • @malloymk said:
    Most of these 6 dodges were insta. I'm not running any items. I'm running Ace with casual clothing on. It's just nuts how wimpy a lot of these killers are.

    They most likely dodged because of the other guys in the lobby. Don't forget that killers dodge for a reason and not because they want to play lobby simulator.

  • The idea isn't bad. You can take the "every 60 seconds" as base line and use an add-on to decrease the timer to "every 30 seconds".

    However, I would not change Hangman's Trick.

    @OGlilSPOOK20 said:
    Why does everyone want killers best add-ons as their base kit? It's stupid! Those add-ons are their best for a reason... It's to make a killer strong in certain games but not all the time.

    Trapper isn't strong, he needs a serious buff. And this buff wouldn't be too strong. It's not as if the op is suggesting to make Iridescent Heads base kit.

  • On second thought, players should not be able to see any other offerings at all except for their own.

    People not only dc in the loading screen because of moris. They dc because of black ward, map offerings...

  • @Master said:

    @NoShinyPony said:

    @Master said:

    @NoShinyPony said:

    @Master said:

    @Gonzalo said:
    I've had so many 3v1s and even some 2v1s because people disconnect during loading screen or right after game begins.
    Please make this a quality of life update.
    Game is supposed to be 4v1 and it shouldn't even be a match if it is 3v1 or even less survivors.

    Hell no and I waste all addons/offerings?

    That should be changed as well, of course. Someone dc's during loading screen = the match doesn't start and everybody keeps their offerings etc.

    Ah so that can be easily abused by SWF

    I get your point. If they see a mori offering, only one of the SWF group would need to dc. In the end, none of them would reach the critical rate of disconnects to get banned.

    So don't show "secret" offerings anymore in the loading screen. The same goes for mist, map offerings and black ward. Then people would have no "reason" to dc during the loading screen. The only dc's remaining would be legit dc's.

    I had survivors DC if I throw in good exp offerings too, they suggested a sweaty tryhard I guess.....

    Then let's just quit showing any other player's offerings in the loading screen at all.

  • @MissJules said:
    I just played 4 killer rounds in a row and I recieved no Moonrise points at all. Does anyone know if there is a glitch for Killers? I'm missing a lot of points from those rounds. 

    Did you bring the offering into the game yourself? You don't get bonus BP when you don't bring the offering.

    Or are you referring to the event points, not the bonus bloodpoints?

  • @Jplanas98 said:

    @NoShinyPony said:
    You also get bonus BP for pickung up a vessel and holding onto the vessel. I agree that the amount of bonus BP is a bit low.

    Concerning the event points: It's much easier to get event points as surv. So yes, killers should get more points. That would encourage more people to play killer and help with lobby times.

    Really? I've picked up a bunch of vessels and haven't gotten any bonus BP for it. I only get bonus BP if I escape with one.

    As long as you bring the event offering, you should get 1000 BP each time when you pick up a vessel.

  • @Telli_Fury said:
    NoShinyPony said:

    @Telli_Fury said:

    NoShinyPony said:

    @Telli_Fury said:
    
    NoShinyPony said:
    

    You just want to press a button to activate sprint burst? That would be way too powerful and unbalanced. There is a reason why Lithe and Balanced Landing have a condition for the burst to activate. You can't compare the burst effect to the small dash you get from Dead Hard. These are two different worlds. On top, you have to be already injured in order to use DH.

    It would literally do the exact thing it already does, the only difference is it allows you to control it.
    
    
    
    That is a major difference. Dead Hard requires the surv to be injured and allows him to gain only a few meters.
    
    To randomly Sprint Burst away to safety, not only a few meters, whenever the survivor wants to - that doesn't require skill.
    
    I suggest that you play killer for a while so that you can get a better feeling for what is balanced and what would be broken.
    

    I’ve been playing the game for more than a year since it came out on console my knowledge of the game is perfectly fine. It’s more so the people who are clueless on how to counter abilities and would rather it be easy than learn to adapt. I play rank 1 billy and have no issues 4k’ing and I’m constantly thinking about what the survivor has (waiting out Dead Hard) etc.

    Out of curiousity: How would you counter your buffed version of Sprint Burst? You told us the counter to DH (wait it out).

    This thread isn’t about countering it but it’s typical gameplay and like any other change people learn new things and adapt. 

    This thread is about your suggestion how Sprint Burst should be changed and whether this would be balanced. If we want to talk about whether your Sprint Burst would be balanced, we have to talk about counterplay.

    If you don't want to talk about counterplay, you don't want to talk about this perk's balance. And then the question would remain: Why don't you want to talk about it?

  • @Blueberry said:

    @NoShinyPony said:

    @Blueberry said:

    @NoShinyPony said:

    @Blueberry said:
    I'd like some small buffs for Pig but making the traps more lethal isn't the way imo. If anything let's make Rule Set #2 baseline or maybe a guarenteed no key always on the first box. (...)

    Her biggest issues aren't her traps though, it's her crouch and ambush. She needs a higher view point on crouching and the sound on her ambush needs to be removed. (...)

    Other things I'd like to see are the penalty on Amanda's Letter removed.

    These are all good points. I don't agree on the removal of the "warning sound" of the dash attack, but besides that, it's a very nice summary of what should be done.

    Why does it need the sound then? Survivors should have to open their eyes and be looking around just like against a Myers tier 1.

    Tier-1-Michael is way slower than a dashing Pig so the chance of escaping is different.

    Yes, survivors can keep their eyes open but that doesn't help in that kind of situation if they are on The Game, Lery's or on a gen surrounded by jungle gym walls.

    In these scenarios, the Pig can get so close to the survivor that despite the warning sound, they can still land a hit.

    If the Pig is close enough that you can't outrun the ambush then YOU really f'd up and weren't paying attention to begin with.

    Yes, that's the point of the ability. Get so close to the survs that they can't outrun the ambush.

    And a surv can't necessarily always see the Pig. If there are walls, there are walls. Survs don't have wall hacks. The Pig has to make use of these situations.

  • @fluffybunny said:

    @NoShinyPony said:
    Totally agree.

    Survivors see a secret offering in the loading screen? Probably a mori: dc!

    It would really help with this issue.

    I've never had a game where survivors dced in the loading screen because of a mori. Are you sure they just weren't able to connect? There's been a lot of issues with infinite loading screens, etc. recently.

    I'm sure. It happens on a regular enough basis.

  • @Telli_Fury said:
    NoShinyPony said:

    @Telli_Fury said:

    NoShinyPony said:

    You just want to press a button to activate sprint burst? That would be way too powerful and unbalanced. There is a reason why Lithe and Balanced Landing have a condition for the burst to activate.
    
    You can't compare the burst effect to the small dash you get from Dead Hard. These are two different worlds. On top, you have to be already injured in order to use DH.
    

    It would literally do the exact thing it already does, the only difference is it allows you to control it.

    That is a major difference. Dead Hard requires the surv to be injured and allows him to gain only a few meters.

    To randomly Sprint Burst away to safety, not only a few meters, whenever the survivor wants to - that doesn't require skill.

    I suggest that you play killer for a while so that you can get a better feeling for what is balanced and what would be broken.

    I’ve been playing the game for more than a year since it came out on console my knowledge of the game is perfectly fine. It’s more so the people who are clueless on how to counter abilities and would rather it be easy than learn to adapt. I play rank 1 billy and have no issues 4k’ing and I’m constantly thinking about what the survivor has (waiting out Dead Hard) etc.

    Out of curiousity: How would you counter your buffed version of Sprint Burst? You told us the counter to DH (wait it out).

  • @Master said:

    @NoShinyPony said:

    @Master said:

    @Gonzalo said:
    I've had so many 3v1s and even some 2v1s because people disconnect during loading screen or right after game begins.
    Please make this a quality of life update.
    Game is supposed to be 4v1 and it shouldn't even be a match if it is 3v1 or even less survivors.

    Hell no and I waste all addons/offerings?

    That should be changed as well, of course. Someone dc's during loading screen = the match doesn't start and everybody keeps their offerings etc.

    Ah so that can be easily abused by SWF

    I get your point. If they see a mori offering, only one of the SWF group would need to dc. In the end, none of them would reach the critical rate of disconnects to get banned.

    So don't show "secret" offerings anymore in the loading screen. The same goes for mist, map offerings and black ward. Then people would have no "reason" to dc during the loading screen. The only dc's remaining would be legit dc's.

  • @Telli_Fury said:
    NoShinyPony said:

    You just want to press a button to activate sprint burst? That would be way too powerful and unbalanced. There is a reason why Lithe and Balanced Landing have a condition for the burst to activate.

    You can't compare the burst effect to the small dash you get from Dead Hard. These are two different worlds. On top, you have to be already injured in order to use DH.

    It would literally do the exact thing it already does, the only difference is it allows you to control it.

    That is a major difference. Dead Hard requires the surv to be injured and allows him to gain only a few meters.

    To randomly Sprint Burst away to safety, not only a few meters, whenever the survivor wants to - that doesn't require skill.

    I suggest that you play killer for a while so that you can get a better feeling for what is balanced and what would be broken.

  • Ruin and insta-heals? That's just the ordinary game when there's no event. You should be used to it.

    Be happy that you still can get event points way easier and faster as a survivor than as a killer.

  • I believe this special case is also a problem on PC.

    The devs should change this achievement so that you still get it when someone dc's.

  • You are not the only killer who is "super lucky".

    Totem spawns are getting changed step by step. I hope that these changes are coming soon, though. Some spawns are so bad that they equal a wasted perk slot.

  • If you can't reach them and they are not leaving the spot/match, record it and report them.

  • @Master said:

    @Gonzalo said:
    I've had so many 3v1s and even some 2v1s because people disconnect during loading screen or right after game begins.
    Please make this a quality of life update.
    Game is supposed to be 4v1 and it shouldn't even be a match if it is 3v1 or even less survivors.

    Hell no and I waste all addons/offerings?

    That should be changed as well, of course. Someone dc's during loading screen = the match doesn't start and everybody keeps their offerings etc.

  • Hillbilly is well balanced and Leatherface is even weak.

    If you think these killers are too strong, you should play both for a while. This will help you learn about their weaknesses and make you a better survivor.

  • It's not a good game design.

    If you are the killer, just hit the survivor. If you're the surv, do a gen.

    Remember: The time that you waste on a hatch standoff could be spent on another match instead.

  • @Master said:
    Survivor queues have been broken before the event already.

    Yes. It's just that it got worse with the event since survivors can get event points way easier and faster than killers.

  • You just want to press a button to activate sprint burst? That would be way too powerful and unbalanced. There is a reason why Lithe and Balanced Landing have a condition for the burst to activate.

    You can't compare the burst effect to the small dash you get from Dead Hard. These are two different worlds. On top, you have to be already injured in order to use DH.

  • You also get bonus BP for pickung up a vessel and holding onto the vessel. I agree that the amount of bonus BP is a bit low.

    Concerning the event points: It's much easier to get event points as surv. So yes, killers should get more points. That would encourage more people to play killer and help with lobby times.

  • @CreeRoyalty said:
    The rate at which you lose health now while hanging is BS.

    There hasn't been a change in the last months.

    @CreeRoyalty said:
    Also, my friends and I randomly die while strgglong and continuing to tap.

    If there is a lag, then yes, you'll die despite constantly tapping.

    @CreeRoyalty said:
    so we have a chance against OP killers

    I believe you are still new to the game. Play some more (surv and killer) und you'll realize soon enough that killers aren't OP at all.

  • It absolutely depends on the map. If there's enough grass or corn, great. Lery's or The Game? Won't work.

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