Avatar

NuclearBurrito

NuclearBurrito

About

Username
NuclearBurrito
Joined
Visits
5,343
Last Active

Comments

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/194474/new-trail-of-torment-dragons-grip-now-pair-quite-well

    yeah, but hard choices aren't great balance design when the survivor has no input on it happening in the first place. If a killer tricks a survivor into being in a bad position and then forcing the survivor to make one of two bad choices, that's awesome! When it's a passive that gets applied to the survivors' only objective that they have to do to escape, that's not awesome.

    So, I'm annoyed that the developers are designing things to be that way. It also is the source of major balance issues down the line (see Pop, DS, etc. which all punish the other side for doing something they have to do. With Pop, it's preventing gens from regressing / doing gens. With DS, it's picking up survivors). Haven't you noticed that these "hard choice[s]" when applied to objectives are the source of a lot of the community's anger and stress right now?

    This intersection of the two perks is 100% a bad thing.

    Pop does not punish Survivor for doing their objective. It punishes them for being hooked, which is something they can prevent by being really good in a chase.

    As for the combo, in addition to just waiting it out, you can also just tap the gen and immediately hide for the 60 seconds.

    And remember, if the Killer is kicking the gen it means you probably already left the area anyways and will have another gen to work on while you wait.

  • That would completely remove the entire dynamic Plague has.

    The whole idea behind Vile purges infection is that infecting someone puts them in a no win scenario where they either cleanse and give you corrupt or don't cleanse and are 1 hit down.

    This just completely removes that, making vile purge much weaker due to Survivors always instant cleansing because they have literally no reason not to do so.

  • Here's the idea:

    Dream Snares are currently freddies bread and butter in a chase. But the thing about them is that because you can easily set them up for free and they are so effective, there is basically no decision making during a chase. You just place snares down willy nilly and win.

    That said, a slowdown effect means a self-slow defeats the point, and without his snares he sucks.

    So, instead of giving some kind of self-slowdown when placing the snares, I gave him simultaneous access to dream pallets so that I could take power out of the snares. And then make traps in general a semi-limited resource so you can't just throw them around willy nilly.

    The teleport changes mean he teleports less often but buffs it's usage as a chase mixup tool, and nerfing it as a gen pressure tool. Not that it's now weak as a gen pressure tool, because you can totally still use it like that.

  • @ALostPuppy said:

    Trail of torment might be good now but honestly every other perk they buffed are still gonna be terrible and will never shift the meta. Cruel limits now 32 instead of 24m? Damn...such an insane change, literally better than ruin and undying. Technician now stops all gen noises when they blow up? Actually this one's decent for new players, despite it being a DLC perk on pc, meaning new players likely won't have it right away and when they buy extra content they'll no longer need it...but ok.

    I already run Forced Penance so a 20 second increase is a big deal. Blood pact is now 3 times as good (and is also a perk I already use). WGLF was already ran for the BP alone, making the mechanical change important even if it sucks. And the thana change could easily make the perk good on more Killers so long as the numbers are high enough. If it's at least 6% then the perk was buffed and at least 8% means the perk no longer requires synergy effects to be good.

  • Whether your conclusion is true or not. Your argument is a strawman at best

  • @BigTimeGamer said:

    You are scared of flashlights? You know you can look at a wall...right?

    I'm more scared of flashlight savers as a Survivor than as a Killer tbh

  • "The goal of these changes is to move Pyramid Head’s gameplay in a more skill based direction which rewards aiming your attacks well rather than canceling your power or using it only in situations where you’re guaranteed a hit. We are not aiming to make The Executioner stronger or weaker overall, but rather to address some of the frustrations of both sides."

    You are asking the wrong question. If you actually walked up to a dev and asked why they nerfed PH they would say "we didn't".

    At most what you would want to ask is why they concluded that these specific changes were such that they cancel out, in-spite of whatever reasoning leads you to believe otherwise.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643007#Comment_1643007

    Then this is a strange understanding of "lose-lose situation". What would they say about Sloppy Butcher? Basically the same isn't it? If you don't heal, you go down instantly, if you heal, you waste more time than necessary. Just exchange "insta down" with "slower gen progress". I think it is totally ok if a perk is "always punishing".

    Because, as I said: A full injured team on Thana Tier 3, meaning max value, causes ("only") the first heal done by a single survivor or medkit to take 2.5 seconds longer. Several ways to counter that, subsequent heals slowed down less. I know that every second can make the difference in certain situations. But just as comparison: a brown toolbox saving 5.33 seconds on a gen is regarded useless. I think survivors waste more time crouching around than this perk can waste on healing.

    I know that the pure definition of lose-lose might fit here, I just think that, regarding this minor effect, this is a "got nothing else" reason. Like "new players struggle with Ruin skilllchecks" while new players barely faced that perk due to the stats they gave and the fact that this is a DLC perk, that needs to be bought, unlocked and then found in others' bloodwebs.

    But regardless, this wasn't even my main point on the Thana change. Good we talked about it anyway ^^

    Not true. With the Sloppy Butcher thing I mean. Because you are counting the innate punishment for being injured as part of the perks effect, which it isn't.

    Whenever you are EVER injured you can either heal or not heal.

    If you heal you lose some time that would otherwise be spent on gens

    If you do not heal you are a 1 hit down

    The entire game is balanced with the specifics of healing in mind, as such this is less a lose lose as it is simply the baseline for which a lose lose would even be established.

    So looking at sloppy, the perks effect makes healing take longer thus punishing the first option, but has a negligible impact on the "I'll just be a 1 down" scenario.

    However, this is not the case for thanataphobia.

    Thana both reduces healing speed AND punishes not healing. Meaning it punishes both options.

    You bring up magnitude as a counterargument, but that isn't really valid here. The only thing magnitude shows is that the perk is not currently OP, to which I say duh, this isn't a thana nerf. The issue isn't that thana is right now OP, but that with the healing speed being one of the perks factors, a buff would MAKE it OP, or at least overbearing in the non-balance sense.

    2.5 seconds may not be an issue, but a bigger number like 4 or 5 seconds very easily could be when combined with the gen speed slowdown, and we do want that larger gen slowdown effect because 4% is just not enough.

    Btw if you increase the slowdown to 6% then it would in fact be an over 5 second slowdown. And they could very easily be increasing it by more than that given that they are removing the healing modifier to counterbalance.

  • When they said Thana is a lose lose, they mean the effect is inherently always punishing. Not that it is currently a huge deal with it's current numbers to all playstyles.

    Their solution to this is a small magnitude, which makes the issue negligible but causes a balance issue in return. In other words, the perk effecting healing speed forces them to make the perk underpowered.

    Thus, by removing the heal speed decrease, they can make the perk actually balanced without making it overbearing.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642964#Comment_1642964

    Probably even more so because you can make the gen you kicked very undesirable for someone not sick to touch too.

    Idk tho there's just something so satisfying about being right behind a wall undectable and then blinking through it for a grab or hit, very few feelings as powerful as that lol.

    Sure but Nurse is much louder and also doesn't have an instant down.

    Plague doesn't strictly speaking have an instant down, but she does have a 1 down combo, and more importantly, unlike with Bubba or Billy, her combo is much quieter while charging.

    Billy with Apex Muffler is of course the absolute best Trail of Torment user, but that requires an iri addon.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642948#Comment_1642948

    Yes hopefully they'll change that too but at the very least I won't feel so agonizingly slow after each attempt. Progress.

    https://forum.deadbydaylight.com/en/discussion/comment/1642951#Comment_1642951

    I'm trying to imagine if it has a place on Nurse or not. Would it be terrifying knowing she could be anywhere while you see a yellow gen and you can't tell if that screech was behind the wall or across the map?

    I'd honestly be more scared of a Plague using it.

    She gets a lot of use out of undetectable perks. Moreso than Nurse.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642925#Comment_1642925

    Yes that was also my favorite perk change and for the same reason. Before it was just counter-intuitive and better to just avoid the area for a few seconds. Now it's actually risky to survivors and offers them the choice to risking an ambush or cancelling the perk early. So much better imo.

    And I absolutely love the PH changes. Instead of being a dumb animation punisher now it will hopefully function more like an actual ranged attack more akin to Huntress.

    While the PH changes are overall the right direction, he's going to be forced to be an animation punisher so long as the attack width and speed stays what it is.

    Right now you can dodge the attack on reaction, so unless you are in an animation a good Survivor will never ever be hit by it no matter how good the PH is.

  • The trail of torment was the EXACT change I wanted them to do to the perk. The only difference being that I had suggested a hard limit while the devs had it deactivate on down, which fills the same purpose.

    "BC otherwise survivors can just instantly tap the gen to remove your perk."

    The thing is that this unintuitively buffs the perk. Right now the perk reveals where NOT to go, because the gen is highlighting where the Killer is which ruins the point of the perk. Now it's highlighting where you HAVE to go. So a Survivor goes in to tap the gen and then you ambush them. Or they don't and you have plenty of time to make distance and actually make use of the undetectable status.

  • Wait so does luck mean MORE skill checks or LESS skill checks?

  • @NursesBootie said:

    Try running it without other totems. It's big brain trust me.

    When I first started playing this game my build used only ToTH and Haunted grounds as hex perks. This worked

  • You thought it was the blight but it was me! Dio!

  • Also, calm spirit counters his tracking, but does NOT counter his stall or anti-loop. So if this is the aspect of doctor that you hate then calm spirit doesn't remove that.

  • That's the only thing he can do in a chase. Without that his power would be pure utility, and pure utility powers are insanely weak. Even slight chase potential with lots of utility isn't good, Legion for example.

    Doctor having medium anti-loop and really good utility is why he's a good Killer. If you removed one of those, which you are suggesting we do, then you end up with a weak Killer.

  • I could very easily reframe this Killer idea I made awhile ago as using the Spirit World:

    @NuclearBurrito said:

    The Mistwalker

    Movement Speed - 4.6 M/S (115%)

    Terror Radius - 32 meters

    Power: Reality Tears -

    You have the ability to place portals to the dark world anywhere on the map, that allow the Killer AND the Survivors to enter and exit the dark world. Placing or removing a portal takes 2 seconds and you may have up to 9 placed portals by default. There is one portal in the center of the map at the start of the trial that cannot be removed. (Note: this is to ensure that Survivors ALWAYS have a way to enter an exit the dark world. Also the starting portal doesn't count towards your 9 portals meaning you can have a total of 10 portals).

    The Killer may see the aura of all portals at all times.

    Placing a portal has a distinctive auto que that can be heard by Survivors within 12 meters.

    You may utilize portals any time you are standing on them, even if you are carrying a Survivor. Using the secondary power button. Using a portal is instantaneous.

    Survivors may use a portal by holding M1 and preforming a 3 second channel. When this channel ends the portals aura will turn yellow for the Killer signifying it's use. Survivor portraits will also indicate if a Survivor is in the Dark World or not.

    The Dark world:

    In the Dark World, the walls, windows and generators are simply illusions. They have no collision and may be walked through freely but cannot be interacted with. Pallets do not exist in the dark world. Players in the dark world and players outside of the dark world cannot see or hear each other. Hooks however are fully functional.

    While the Killer is in the Dark World he moves at 5 M/S (125%) and is undetectable. The Killer can still place portals while in the Dark world.

    While a Survivor is in the Dark World they do not leave scratchmarks.

    The Killer starts the trial in the Dark World.

    Perks

    • Binding Chains - Whenever a Survivor stops working on a generator they receive the Hindered status effect, reducing their movement speed by 10% for 2/3/4 seconds
    • Curtain's Call - After the last generator is powered, all Survivor action progress will regress at 1/2/3 charges per second while not being preformed for the remainder of the trial. (ex: Healing, wiggling, exit gate switches ect)
    • Loners Demise - After downing a Survivor, any Survivors that work on a generator within the next 15 seconds will scream and gain the Blindness and Oblivious status effect for 45 seconds once the 15 seconds is up. Has a 80/70/60 second cooldown.

    Currently I have it say he's using the "dark world", but I didn't HAVE to do that.

  • While I could see the perk being buffed. This doesn't feel like the way to go.

  • Ok, so wanting to nerf Nurse isn't too crazy of an idea, however these specific idea's are all a problem.

    Basically here is the thing about Nurse:

    1. She's really hard to get good with
    2. If you aren't really good at her, she feels horrible to play
    3. If you aren't good at her, then she's #########
    4. If you ARE good with her, then she just feels alright to play as
    5. If you are good with her then she's insanely strong

    If we are going to start making changes to her we should be addressing all 5 problems at once.

    So here's the thing, problems 1-4 are all problems that would be solved through buffs, however problem 5 means that buffing the Nurse would cause an unhealthy effect on the meta, for example: pre-nerf omega blink Nurse. And at the same time, Nerfing her to solve problem 5 like you are suggesting would just kill the Killer since problem 4 means the people that are good at her won't stick around without her insane powerspike on mastery.

    Luckily, we are not limited to making changes 1 at a time. In one way or another, the solution here is sidegrading. Take away a power in a way that disproportionately effect good Nurses, and then re-add power in a way that disproportionately effects bad Nurses.

    For example:

    • Replace the fixed blink charges with a power bar
    • While charging the power bar drains (but not while held at max charge), chain blinking takes 100% more charge per blink and still has all of the same limitations as the current chain blink (half max range, only 1 chain blink)
    • Charging a blink takes 50% of the power bar by default (no addons)
    • Recharging the power bar takes 10 seconds from 0% and starts immediately on fatigue like now
    • Base MS increased to 4.0
    • Plad Flannel is made basekit

    If you are a bad or just alright Nurse this is a buff, since more MS means less power reliance (tho still not fast enough to chase) and the power bar system named here is more forgiving to split second mistakes. However for a Great Nurse this is a nerf, since blinking has a much longer cooldown even if you don't chain blink meaning they can't snowball as hard.

    It doesn't have to be these specific changes, but the point is that no one change is going to cut it here, since the Nurse both needs buffs (for non-balance reasons) AND is overpowered.

  • @Cerebral_Harlot said:

    Hi everyone, I read the tweet today about the 4.2.1 bug-fix patch that came out today. I know things have been weird on the forum and communication is kind of fuzzy today, although the tweet here says that it lists all of the changes made, it seems that there are actually a few things that were changed that are also missing, most prominently nerfs to compound-21.

    I was wondering, are there any other changes that have been made? I heard generators got an audio rework, but that also doesn't appear on the list.

    What are these changes exactly?

  • Forced Penance:

    • Hits within 5 meters of a healthy or dying Survivor count as protection hits. Note that for injured Survivors it's 10 meters. This is also a buff to MoM and WGLF, which isn't a problem.
    • Duration increased by 30 seconds at max rank, new distribution is 60/75/90 seconds

    Trail of torment

    • Grants the undetectable status effect while the generator is regressing, up to a maximum of 60 seconds. A Survivor tapping the gen, or the gen fully regressing to 0% will end the perk early but the Killer will know that this has happened.
    • The Killer kicking a gen below a minimum threshold of progress will neither trigger the perk nor it's cooldown. This threshold is checked after the kick and thus if PGTW fully regresses the gen you aren't putting ToT on cooldown for nothing. This threshold is a minimum of 5% (which is 20 seconds of use)
    • The cooldown is changed to overlap with the duration (and thus the perk will have no cooldown at T3 if the gen is never tapped)

    Death bound

    • Both Survivors gain the oblivious effect instead of just the healer
    • The perk can trigger several times at once. Aka the duration is no longer a cooldown.


  • Not saying this isn't an issue of some kind. But this definitely isn't a CORE issue, instead this would be a BALANCE issue. The difference being that balance issues are generally due to poor numbers rather than poor mechanics.

    For proof:

    If breaking a pallet took 1 second while pallet stuns lasted 4 seconds then looping would obviously be much better than pre-dropping the pallet.

    Obviously those specific numbers aren't the ones we want. But my point is that by manipulating those 2 numbers together you can resolve the issue of pre-throwing being stronger than looping, if we do agree that this is in fact an issue. Meaning no core mechanics need to be reworked to solve the problem, just numbers changes and thus it isn't a core issue.

    An example of a Core issue would be that scratchmarks turn the goal of a chase for the Survivor into stalling for as long as possible instead of escaping the chase, since it makes escaping the chase impractical. Regardless of if you actually agree that this is an issue, the point is that solving it would require a rework to at least 1 system or for new systems to be added.

  • @Ichorious said:

    I know that they said in the past that they want two ultra rares for each killer in the Billy &. Bubba Rework. There are some that very obviously synergize, some that aren’t so obvious, even ones that have anti-synergy.There are some that seem bad on paper but are good and vice versa. There are some that are just strong. Most of the killers have at least one that involves tracking. There are some that just are considered bad in practice and paper. And the huntress has only one add on that is considered to be overpowered. I just am curious if there is a common goal for all the ultra rares to have.

    They have only explicitly stated that they want 2 iris per killer. They have not specified any specific goal regarding the quality of the addons.

  • @aEONoHM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614359#Comment_1614359

    Did you even read the OP? Take a second and think about what their proposed changes would mean and how it would potentially shift killer motivations. Or not. You seem like a post farmer.

    If anything it would DIScourage camping.

    Less unsafe hook BP = less unsafe hooks

    Less unsafe hooks = less Survivors feeding campers

    Less Survivors feeding campers = less kills for Killers that camp

    Less kills for Killers that camp = camping isn't as effective

    Camping isn't as effective = Camping is nerfed

    Thus less unsafe hook BP = Camping is nerfed

  • @aEONoHM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1614359#Comment_1614359

    Did you even read the OP? Take a second and think about what their proposed changes would mean and how it would potentially shift killer motivations. Or not. You seem like a post farmer.

    Not one bit. Killer BP isn't being affected here, let alone the actual pros and cons of camping.

  • @Buttercake said:

    Yeah, unsafe unhooks should be1,500 to the hooked guy. People won't go rushing in to farm if they will be giving their precious BP away...

    Ok but then we are rewarding the Survivor for being downed.

  • @aEONoHM said:

    So buff camping? Got it.

    He never said anything about buffing camping.

    Bloodpoint gains/losses/whatever are balance neutral.

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1607749#Comment_1607749

    Nope. But that doesn't mean blight is legion with extra steps, because it is.

    Blights power assists with lethality and patrol speed

    Legions power assists with stall, anti-grouping and tracking

    The powers are diametrically opposed in terms of their functions with almost no overlap.

  • Let me rephrase:

    Legion can down people with his power?

  • @sad_killer_main said:

    No need to play him to know what he's about.

    Legion with extra steps.

    Legion can down people?

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1605400#Comment_1605400

    Hm, maybe they could make it base kit, but increase the time it takes to break it with the slam.

    Indeed they could

  • I like the addon changes, much better than the original or even the leaked German version

  • Given the 1.5 second stun time after a pallet break, I'd say no.

    Remember, unlike Demogorgon on the Chainsaw brothers, the Blight doesn't have a startup time. So he would take 1.5 seconds to break a pallet like this in total, whereas demo, bubba and billy go through a startup time and THEN break the pallet and THEN have a stun, which always totals to longer than a normal pallet break.

    This however just reduces the 2.7 second pallet break time to a 1.5 second pallet break time

  • Thanks! I put a lot of thought into it

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1605083#Comment_1605083

    In which case allow me to correct my earlier comment, it's possible to hit 257% not 221%

    Sprint burst + Adrenaline + On-Hit + Hope

    wow what a downgrade

  • I would much rather have the current Forced Penance than the one you just listed. Blindness is kinda irrelevant and Exhausted isn't very strong as an on-hit effect.

    So the thing is that protection hits aren't nearly as situational as people give it credit for, since it's not just body blocking, but people simply being in the general area of an injured Survivor. So if someone goes for an unsafe rescue or is healing someone else it will proc. And because the condition of injured nearby Survivor is paired with a keep them injured effect, the perk snowballs with itself as the more injured people there are the more likely a hit is to break someone again thus keeping them injured even longer.

    To contrast this, an on-hit within a window after a heal is much more situational, since it'd only work on heals and not on body blocks, completing gens while grouped, unhooks or even interrupted heals. And it also doesn't snowball, since broken Survivors can't be healed and thus the more Survivors it effects the harder it is for the perk to trigger.

  • @SpasticLlama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601865#Comment_1601865

    I guess you are right cause at low ranks that perk would be broken and unfair. It was an interesting idea at first lol. I will come back later and revisit these perks and come up with more ideas. Thank you for your thoughts! You helped me a lot!

    That's good <3

    Your presentation is excellent btw.

  • @SpasticLlama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601585#Comment_1601585

    Thank you for the quick and honest criticism NuclearBurrito!

    I understand your concern for "Breakdown" as I had the same thoughts. So, how about a few more changes such as you have to be hooked 2 times. So if you get hooked and reach the Struggle Phase the perk wont activate. Also, when I mean by "tremendous" I mean "Overcharge" with "Unnerving Presence" kind of difficulty.

    As for the 10% turning reduction for "Boil Over", I can see what you are saying. I didn't think of it in that way lmao. So replacing it with reduced movement speed when the killer is carrying you is a great idea. Maybe like 3/4/5% perhaps.

    For "Hangman's Trick" the 4/5/6 aura range helps you reveal survivors who are walking past them like you mentioned. It is indeed a specialized perk much like many others. Nothing is wrong with such perks as they add interesting and different perk builds. Not every perk has to be game changing like BT or BBQ.

    For "Zashin Tactics" I can see your point with the issue of RNG. So your idea of the Pallet breaking when a survivor vaults over it 4/3/2 times is a good idea! :3

    In general, I understand what you are saying about the scaling and specification of cool-downs, effects and etc of the perks. You seem to have a good amount of knowledge for balance. Thank you! I will try to do better next time.

    Now, I am surprised you are not talking about the "Monstrous Shrine" perk with the Entity coming to kill you 3 times at random lmao. I thought it would be a cool concept! What are your thoughts on that exactly and what was your favorite change out of all of them?

    Thank you once again for the response and have a nice day! :3

    It really doesn't matter how hard the skill check is. The only thing a skill check does is limit how many different players can use the perk, it does not impact the actual strength of the perk. As for hooking someone twice, that doesn't solve anything.

    Mostly because you want to encourage a quantity of hooks over keeping hooked Survivors on the hook (this is also a problem with current Monstrous Shrine btw), since otherwise you encourage camping, which isn't something that should be optimal ever outside of very specific situations. And to anyone that isn't camping, a 2 hook requirement is irrelevant.

  • @maderr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1585157#Comment_1585157

    It's not a strategy when it is the one that work the best...

    A strategy is when you have the choice to go A, B, C with the same odd of winning for each choices and when the opponent has a way to counter it.

    Camping and tunneling have no counterplay unless gen rushing.

    Everything in this game that have no counterplay = OP and bullshit

    This statement misses the entire point of strategy.

    You don't strategize to give your opponent a fair chance. You strategize to figure out how to tip the odds in your favor. The more OP and BS a strategy is, the better it is as a strategy, and a perfect strategy is one that guarantees a win every single time no matter what.

    If all options have the same odds of success then there is no point in attempting strategy, since you won't be able to improve your winrate through it.

  • Hey no leaking the new skins

  • Breakdown would be awful for the game with that text.

    Imagine all 4 Survivors running DS, BT, Unbreakable, Breakdown. Everyone would need to be downed like 5-6 times each. Insanely broken.

    Open handed needs to be reworded/nerfed as well. The current wording says it takes the effects of aura reading perks, but not all aura reading perk effects are aura reading. Blood pact and your buckle up perk for example both have a haste component, and Babysitter has an anti-scratchmark/anti-blood component. Not to mention it would let you use OoO for free.

    What the perk SHOULD do is show you any auras that are currently revealed to the other Survivor. So you'd only see the Killers aura with OoO if that Survivor is currently looking at the Killer. This would also enable revealing auras that didn't come from perks, such as Killer objects and items.

    Your boil over is still useless, Killers do not have a fixed turning rate so even if you set the number to 100 it would still do nothing because it's effecting a stat that doesn't exist.

    Even if the stat did exist however it still wouldn't matter. Killers don't HAVE to turn to navigate the environment.

    It would be more productive for it to either effect struggle speed, or to reduce the Killers speed.

    Your hangmans trick change is interesting, but also kinda misses the point. The issue with the perk is that it is overspecialized. Which is why it was only good when it's range was big enough to catch non-sabo players.

    As for Zanshin Tactics, you should always avoid the use of RNG whenever possible, which in this case it is. Simply have it trigger after a certain number of attempts instead of randomly. So in this case the text would be "If a Survivor vaults the same pallet 4/3/2 times it breaks". 2 vaults = 1 break still means 50% of vaults break a pallet, but this time there is no luck involved so it's more consistent for both sides.

    Monstrous shrine needs to specify the magnitude of the hindered effect

    Lastly, less important but you can improve on the perk scaling.

    For example:

    Buckle up should scale the cooldown instead of the effect 70/60/50

    Same for diversion

    Insidious shouldn't scale the exposed duration, leaving it at 8 seconds regardless of tier.

    Monstrous shrine should only scale the unhooking speeds

    Zanshin Tactics should scale the aura reading effect instead of the pallet breaking effect

    Open handed should only scale the effect duration and not the global range mod.

    Boil over should still be reworked but short of that only scale the struggle effectiveness.

    Basically, only scale 1 thing and have it be the least important number.

  • Survivor:

    Blood Pact - Really underrated perk. The way most obsession perks work makes this perk surprisingly reliable, and the speed boost is clutch.

    Autodidact- This perk sucks. Don't run it. Please help I'm addicted

    Killer:

    Surge and Forced Penance - But only on ghostface. He specifically synergieses really well with both perks, enough so to make up for them being usually poor picks.

  • Lack of a good competitor in the same genre to switch to

  • It's the only form of haste for Survivor that is both healthy and useful.

    Breakout and hope haste doesn't really matter that much, and exhaustion perks are get out of jail free cards.

    Blood pact can give you haste for a midgame chase but isn't just free distance.

1 2 3 4 5 6 … 115