NuclearBurrito
NuclearBurrito
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Of course Nurse has the massive advantages of multiple Blinks (which completely change the numbers I just gave in her favor) and being able to down the Survivor after her charge. But she IS the best Killer in the game so it's to be expected.
Point is Legion is hardly the worse Killer or even close to being one.
He's much better than Killers like Trapper, Wraith or Leatherface. Even if he isn't nearly as good as he should be.
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@bubbascal said:
https://forum.deadbydaylight.com/en/discussion/comment/665444#Comment_665444
And then you get stuck with a gigantic stun that gives Survivors plenty of time to run. So if you raced to a Survivor on a gen, they can start running.
The 10 meters gained is also rendered null by the stun. As the stun duration is enough for Legion to make those 10 meters without Frenzy.
Frenzy is still trash, I'm disgusted with what it has become. I want my fast boi back. I wanna catch Sprint Burst megheads. I wanna deep frenzy everyone again.
Spirit also has the advantage of not being stuck with any form of stun. So Spirit can make basically the same amount of meters and not have to worry about a stun. Sure, she has to wait a second before being able to actually move, but that's not the same as arriving at the destination and being powerless to actually DO anything. Even worse, Survivors finish a gen right in front of your face, THEN start running.
The huge tier difference is also some proof for my claims. 0.8 more meters is worthless if you can't actually capitalize on it.
I didn't say Legion was good. Just that the 10 meter range is one of his biggest pro's and not one of his cons.
While we are talking about the stun though here's a fun fact. After the stun at the end of the ability:
Leatherface loses 3 meters
Pig loses 0.6 meters
Nurse gains 3.4 meters
Legion gains 4.8 meters
Spirit is the only one with absolutely no stun what so ever. Of the other Killers that have a stun Legion gains the most ground afterwards.
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@bubbascal said:
https://forum.deadbydaylight.com/en/discussion/comment/665381#Comment_665381
Here's a question: What perks do you use?
If you use Ruin, then that explains why you're doing so well.
I personally use his ability to try and spread damage and land the first hit. And that's it.
I then try to chase down the closest Survivor, preferably whoever is injured.
WARNING: Wordwall, I get passionate when it comes to Legion. Who was one of my favorite Killers. First CHARACTER I P3'd (for the trophies) because of how I loved playing them.
Legion is bad at anything above green ranks (and is still typically bad at green ranks) because Legion gets genrushed into oblivion. Their power is only good for landing that first hit. Old Legion could run around really fast. New Legion can't.
Their power cannot be used for map travel as it doesn't move around as fast anymore.
Someone did the math on the DBD GameFAQs board. You only gain around 10 extra meters if you do a Frenzy sprint instead of a normal walk. And the stun makes you lose all of that extra distance.
And in Frenzy, you can't see scratch marks or bloodstains. Meaning that you can't see Survivors sprinting around, running from gens or not healing.
You have a power that provides you no benefit in map traversal, and actively disadvantages you by not letting you track Survivors without Killer Instinct. Which is easy to escape detection from because...
… Legion's power has always had the same easy, OP counterplay: Split up. Legion's power requires people get into groups. And the moment Survivors see you, they are gonna scram. I had even said in the past concerning old Legion that their power could be beaten by running in a straight line.
This is still true.
The poor speed also makes it hard to catch up to Survivors and hit them to keep the chain going, or start it, and Sprint Burst lets Survivors easily outrun Legion.
Deep Wound also never downs Survivors. In fact, I've heard of Survivors deliberately going down in corners of the map with the purpose of drawing Legion to them.
Not only that, but someone on GameFAQs told them how they deal with Deep Wounds. They get hit by Legion, and if Legion switches targets, they mend to 99% and then hop on a gen.
They can get 1/3rd of that gen done before they can complete the mend. Because they're still in DW, they can't show up on Frenzy. The only way for Legion to catch them is to go back to the gen. But by that point, they can just crawl away.
I tried it, and it is VERY strong. It's the perfect example of how DW is laughable and doesn't stop anything whatsoever.
If DW is going to get so much counterplay and weaknesses because it CAN down Survivors, then they need to change the DW effect for something else. Preferably something that stops gens from being rushed.
The Frenzy movement and vaulting speeds needs to be reverted, even if Legion got a Frenzy duration buff to compensate (for some stupid reason) and the devs need to stop listening to rank 20s. And stop listening to themselves. (The devs are rank 20s as well.) They need to listen to the playerbase instead. But that will never happen.
Regarding distance. I'd actually like to point out that 10 meters is more than you would think. It's actually more range than any other similar ability.
- Old Legion - 7.68 Meters
- Spirit - 9.2 Meters
- Leatherface - 1 Meter
- Pig - 2 Meters
- Nurse - 6 Meters
New Legion is 10 meters, or 0.8 meters longer than the Spirit who has the next longest.
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Wait a sec. Can you do the exploit with Shadowborn?
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@Predator3174PL said:
https://forum.deadbydaylight.com/en/discussion/comment/665198#Comment_665198
Some killers and survivors say Legion's point in the game is to "slow" down a game. But to be honest I've never seen his DW to slow down a game. Every time I finished chase, everyone I hit during FF were already mended and ending healing.
His mending isn't even slowing game in 20-15 rank so…
You can't even down someone with DW... Through my entire time with Legion I downed only 2 people that somehow didn't thought about mending (started playing game after Legion nerf)
https://forum.deadbydaylight.com/en/discussion/84827/please-buff-legion
Isn't GhostFace losing his power after missed attack too?
With rest I can 100% agree. Less cooldown and more dangerous DW effect would be neat. I would also buff his duration, because it's a joke too
Yeah but Legion loses his power when he's NOT using his power.
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@HatCreature said:
Meta Perks are the best perks everyone uses most of the time, basically the Top 5.
Survivor--Adrenaline, Decisive Strike, Dead Hard, some people say Self-Care but those people sit in a corner while their friend dies on a hook so maybe not.
Killer--To be honest I have no idea what is considered a meta perk for Killers besides BBQ & Chili. Hex: Ruin is said to be mandatory by a lot of players, not me, so I can't see something mandatory as a meta.
The main difference between Survivor meta and Killer meta perks are that Survivor perks are 99% useful while a lot of Killer perks are either situational or just badly designed so they can't be meta.
If a perk is so good that most people consider it mandatory then it's Meta.
The best Killers perks are:
BBQ, Ruin, PGTW
Survivors have Exhaustion perks (which make up 4 different perks), Adrenaline, DS, BT
They used to also have MoM but.... now they don't.
Survivors have more great and amazing perks but also have more perks that are just bad. Don't get me wrong, both sides have terrible perks, but Survivors have more of them. Things like buckle up, stake out, tenacity, boil over ect just aren't worth using.
Meanwhile Killer's have more perks like Whispers, Corrupt intervention, ect which aren't Amazing but also aren't useless or nearly useless. But rather they are simply balanced.
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@Locker_Monster said:
Anyone who calls others 'tryhards' and 'sweaty'is actually saying something else. Allow me to translate.
Tryhard/Sweaty Name-Calling Translation:
'I'm too egotistical to believe anyone can be better than ME. I'm also too good to ever make a mistake. Therefor it was not YOUR skill that beat me. It also was not MY lack of skill that made me lose. Thus, it had to be your OP perks/gun/build/items/loadout and nothing else, ever. Anything else would mean I'm not the utter god of <insert game being played here>.'
This means you can safely ignore, and even laugh at, people who call you 'sweaty', 'tryhard' or other variations. Because they lack the introspection to look at themselves & improve, and thus will always suck, and always make excuses.
This has been a production of Salt Chat Translation Studios, make possible by the salt of angry PvP players in games the world over.
If someone calls you a tryhard then the correct response is "thanks for the compliment"
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I'd like to point out that it is possible to Tunnel a Survivor without hooking them. It doesn't come up often but your definition shouldn't exclude situations where you aren't hooking people for whatever reason.
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Oh yeah, and it's a 4 second stun because they should have already done that after the enduring change
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So this is 2 nerfs to the perk and 2 buffs
Nerfs:
* Grabs bypass
* Can be instantly deactivated
Buffs:
* No timer
* Slugging doesn't work.
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@Kwanghyun said:
It would make the tier 1 version useless. But removing the time limit, or at least increasing it wouldn't be a bad idea if the perk deactivates after someone else gets hooked.
I mean it's the only Number in the perk.
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The wording is such that grabs will bypass the perk but slugging will not.
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And simply hitting the same Survivor twice in a row is not necessarily tunneling.
If I hook someone. Leave and then they get unhooked. If the next person I run into happens to be the unhooked Survivor then hitting them isn't tunneling, it's just normal play.
Tunneling is actively going after the same Survivor to the exclusion of the others. So if someone was unhooked in my face then there are 2 Survivors and I can chose which one to face.
Downing the unhooker or trying to down both is not tunneling.
Downing the unhooked if the unhooker runs to a strong loop but the unhooked does not is not tunneling.
Downing the Unhooked if he goes to a strong loop when the Unhooker does not is tunneling.
Downing the Unhooked when they both run to equally strong loops is a gray area. But if done multiple times to the same Survivor it is tunneling.
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If I'm hooking people really fast but the Survivors are unhooking really fast (ex: Hook trades in the basement) as well then it is plausible for all 4 Survivors to have DS active at once.
Is going after literally anyone tunneling here?
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/664499#Comment_664499
https://forum.deadbydaylight.com/en/discussion/comment/664499#Comment_664499
The survivor can still loop him for more than 15 seconds, especially on open maps where you see white face coming from miles away.
It's the minimum time, not the average time. Hence why I went on to say that in addition to that he has stuff against windows.
Like the initial distance is about 15 seconds worth compared to most Killers who they would have much more than that (up to 60 but usually a bit less).
This can and will be greatly increased be Pallets and Windows or decreased if he can cut the Survivor off. But it's still a significant advantage over most Killers.
For reference Legion after his stun gives a head start of double that.
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Like it's not that new Perks or BP events is a problem. But in the meantime just do gens
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Do gens
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/664011#Comment_664011
How a lower terror radius grants you a 15 seconds chase ? That doesn't make any sense.
The Survivor has a shorter head start.
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@Cymer said:
Did you ever play as a hag? Or mint rag hag? Or are you just posting because monto made a hag video?
Mint Rag and Shackles can be powerful, but you give up your ability to "trap". With Mint Rag you need to be extra careful where to place your traps, so that you don't teleport to the wrong one. Shackles removes the camera yank too, so you cannot longer misguide survivors away from loops and teleport hits are almost impossible unless the survivor stands still at the trap.
These add-ons gives hag the power to protect a hook, gen and area better. And beside cutting of a loop, there is not much she can do during a chase.
Mostly you proxy camp your hooks with MYC to synergies well with the add-on.
Still, crouching don't trigger a trap, flashlights and firecrackers disable traps.
DS and BT guarantee almost a successful unhook or at least wastes her time.
She is loopable. Just don't let her decide in what direction to run.
With Mint Rag, look behind you while in a chase, the moment she teleports, change direction.
If she is in a chase you can run around and clear the area of traps.
There are a lot of options.
I really advice you to playtest her for a while before mindlessly post and whine in the forum.
She is a strong killer in the right hands, but has clear weaknesses to exploit.
oh yeah I forgot about Firecrackers.
Throw one into the center of your triangle of traps and it should clear all of them
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For the record I put new Freddy at the same Level of the Huntress at the bottom of A tier.
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He's good. I'd say high B tier, just behind Ghostface due to him having a much faster stalk and better stealth (and more importantly both stealth and 1 shot downs simultaneously) and on par with the Plague (who has similar strengths but the details make them side grades)
I'd say Myers is the most basic Killer. His power doesn't give him some extra ability, but instead makes his baseline stats better.
Better (lower) terror radius, better vault speed and with tier 3 a better lunge, even better vaulting and double damage.
And of course Tier 1 can get Gen grabs sometimes with M&A's 0 meter terror radius.
It's nothing too fancy (unless you are using Addons of course) but it gives him an edge that many other Killers lack.
Tier 2 + M&A is only an 8 meter terror radius which means chases of under 15 seconds by default, which is MUCH faster than with most Killers (other top tiers being obvious exceptions). And things like vaults aren't quite as punishing for Myers so he can avoid long chases a bit better that way.
And then you have his Tier 3. Yeah it takes a bit to work up towards but is worth it for the instadown and extra lunge range.
Compare that to something like trapper who has:
- Long set up times like Myers
- No power before setup
- Easily disabled power after setup
- Payoff that may not even happen when setup is finished and uncountered.
The only thing he's missing is mobility, which pretty much everyone but Wraith and Legion outside of the top tiers are Missing
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Or just treat it like camping and do gens
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Solution: More flashlights. Have 2 people with flashlights go in and destroy all the traps.
Or wait until the Hag isn't looking when you do it.
Or do it anyways and keep doing it until she hits you and unhook during that time.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/663635#Comment_663635
I dunno how to leave messages to ppl on here besides leaving comments on their profile page. Is that what you meant?
Use discord. My username is the same as here and I'm on the DBD discord
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Oh yeah I almost forgot. You can unhook while the Killer is placing the traps and thus is looking straight down.
If you start the unhook when the Hag is placing the trap then she won't have time to grab you afterwards and you get proc BT and avoid MYC because she is right there.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/663591#Comment_663591
I dont wanna link this person's twitch video, because I dont want ppl to witch hunt these guys. Unfortunately, I dont have the software or know how to edit it into a short clip and remove their names.
Maybe you could DM me?
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/663420#Comment_663420
Had a 4 man SWF recently accuse me of camping and tunneling when I put a Dream snare infront of the basement stairs and teleported back to it after an injured and asleep teammate tried rushing basement for a rescue. They DCed right after and I got to watch it from their twitch video, lol.
I kinda want to see that. Link?
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Oh yeah, also running through the traps and then going back in during the cooldown if she leaves. Since mint rag can't be spammed.
And you don't need Rusty shackles for this btw. The terror radius from the husk doesn't count.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/663480#Comment_663480
So tell me one of them
Easiest is literally going around the Survivor before unhooking so they would have to first walk around the Survivor in order to grab you. Most of the time you take a hit but still get the Unhook off.
Then there is baiting the grab in order to force the Hag to hit you and unhook during the attack cooldown.
If you know they are doing this then you might be able to time it so the Unhook finishes immediately after they teleport but before they can grab, but that one is extremely tight. If you can pull it off then you don't even have to take a hit.
And if you use the strategy of crouching before unhooking then the Survivor is already unhooked and you can start running before the Hag knows to teleport. It only buys a second or 2 but since Hag is 110 that can often be enough time to get to a window or pallet or let you proc sprint burst if you have it.
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@Fab said:
https://forum.deadbydaylight.com/en/discussion/comment/663495#Comment_663495
Yeah, I also put Ghost Face in B tier. Although my tiers go from S, A, B, C then D. I don't use S+ or A+ tiers. I am a very skilled Ghost Face player and while I don't like to say 4K's mean a killer is good, this time, I have to say... man, I really do nearly 4K every game with Ghost Face at rank 1. The trick with Ghost Face isn't to use his power JUST for insta downs, but to find survivors by intentionally revealing yourself, or by mind gaming hiding your red stain.
tldr: I use Ghost Face at rank 1 to find survivors, down them and mind game them.
Yeah, that little extra bit of utility is what puts him above Myers and Plague (who I feel are tied for 2nd best B tiers)
S and A tiers are solid viable
B tier is almost viable or inconsistent but otherwise good Killers
C tier is meh Killers that have potential to do well but too much counterplay
D and F tier are plain old bad Killers
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@Fab said:
Ghost Face is a very underrated killer and is viable at rank 1. (from a rank 1 gamer) Thrilling Tremors is better than BBQ & Chilli, I'm All Ears is good on Nurse, but not on anyone else. And Furtive Chase? Ya, no, that perk just sucks. He's worth the money.
Eh I'd say Ghostface is borderline in terms of viability.
I put him at the top of B tier on my list, which is where I put Killers that can get results but aren't quite consistent enough for A tier.
For example Plague is great on small maps but if the map has a really good loop then she can get screwed over really easily. But otherwise she can 4k if you are good, hence B tier.
Huntress is where I draw the line FYI. She's amazing on maps where she's good at and just decent otherwise, but still better than most Killers even on her worst maps.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/663461#Comment_663461
This strategy doesn't work. The hag teleports and you are now face to face with her. If you try to unhook she will just grab you
There are ways around that. Sometimes literally.
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Trip the trap and wait for the Hag to teleport. Then unhook with borrowed time.
Or better yet, unhook from the side to avoid tripping the trap immediately. Yes you can still teleport to it but this way we get a head start and can avoid a free hit.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/663050#Comment_663050
Stupid idea. Survivor is dead after two hooks anyways. Moris are fine how they are now, maybe just make them less common in bloodwebs.
Yeah kinda the point. Goes from game breaking to mostly cosmetic with some occasional stretch case usage
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How about instead of the timer the mechanic is:
"After being hooked if you are downed before another Survivor is hooked then... bla bla bla stun"
Important things to note:
A - No timer. If the Killer does after you for 2 minutes then it still procs
B - Slugging doesn't work. Being downed is the trigger
C - Hooking someone instantly disables it like what the OP suggests
D - Grabs work due to skipping a phase thus preventing abuse. If the Killer finds you in a Locker or grabs you off a generator/vault then he isn't DSed
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But yeah the easiest way to balance mori's is to make it after 2 hooks.
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@Dr_Trauts said:
https://forum.deadbydaylight.com/en/discussion/comment/663006#Comment_663006
That may be so, but i was only talking about the game state rn, considering everything in it. if you nerfed the other side via insta heals, second chance perks etc. then yes, it would be a different situation entirely and be considered OP.
While that reasoning holds for perks, with addons it does not.
Addons/Offerings/Items aren't present every game. So the equivalent on the other side can't be brought in order to maintain balance since they won't even know in advance to do that.
If every game had both an instant heal and a mori or at least something equivalent in terms of extra power (thus not counting Perks and Basekit) then yeah we could compare the 2 directly and say that it evens out.
However since that isn't true we end up with the Survivors being sometimes super OP and the Killer being sometimes super OP.
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I think the bigger problem is the effect on emblems.
Survivors rage quitting shouldn't punish the Killer in terms of Devout emblems.
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/662222#Comment_662222
there isn't always a winner of everything.. there can also be a draw, a shut-out, a false start, etc.
as for billy @NuclearBurrito , as with literally every other killer in the game, it totally depends on the skills and actions of the survivors in the game. it depends on who gets caught in dead zones, what addons the killer played, if teammates let other teammates die, etc.
billy is a stronger killer in terms of map presence because he can close distance quickly and within seconds be on the opposite side of the map, and this makes him good, but not OP or UP or Balanced.. he is simply a strong killer due to speed at traversing the maps and also his ability to 1-hit down. he is also pretty fast just walking so it's easy to play him as an m1 killer if you are unskilled and still easily 3k or 4k, hence his easy rating.
perhaps "easy" would be the best term to describe billy, even tho he has a few aspects that require a more advanced mastery. that said, without the proper addons and situations, he can be fairly easy to avoid, especially if he's insisting on getting chainsaw hits for a daily or something.
The point in bringing up billy is that he will often not pip because of how the chainsaw works. Your chaser and malicious is cut in half due to using instant downs. This will often cause him to not pip.
Also, how would you go about winning if the Survivors are AFK? You can't get Chaser because they won't run thus preventing a chase from starting. You can't get much devout because you won't unhook. And you can't get much malicious because they won't get then off the hook still.
In otherwords, maximizing the skill gap prevents you from pipping.
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@Yamaoka said:
At everyone who says pipping means winning. Who won the match if nobody pipped? 🤔
Also is Billy OP, UP or Balanced?
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In real life this is the idea behind the phrase "winning the battle but not the war"
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/662063#Comment_662063
you know what's funny? you're trying to argue this point now about "goals" being "winning", when "goals" are actually just "milestones to complete".
first let's consult google for the definition of goal so we can make sure we're all on the same page:
the object of a person's ambition or effort; an aim or desired result."going to law school has become the most important goal in his life"
synonyms:aim, objective, object, grail, holy grail, end, target, design, desire, desired result, intention, intent, plan, purpose, idea, point, object of the exercise;
in the example sentence, someone decided going to law school was the most important goal in his life. if that guy finishes law school, he has obtained his "goal", but that doesn't make him a "winner". he still needs to now utilize what he learned there to make something out of himself.
if i set a goal to stop smoking and achieve it, that doesn't make me a "winner", it makes me someone who accomplished a "goal".
if i am a sports player who scores a "goal", that is only one tiny piece of an entire game. both sides are able to achieve the "goal" numerous times, and ultimately one of them will become a "winner", but not because they reached a "goal".
if you see a trainer or a doctor or someone of any professional sort who advises you to make a goal and work towards achieving it, once you achieve it you are not declared a "winner", you are given another "goal".
the fact of the matter is, we can all walk around as much as we want declaring ourselves "winners" for whatever reason we decide to, but, it takes other people to actually declare you a "winner".
please stop trying to use a general "goal" as a valid definition of "winning".
thanks.
The definition you just provided still has Goal be synonymous with win condition.
In otherwords asking what the goal of a trial in DBD is the same as asking what the win condition in a trial in DBD is.
Both are to escape.
You can also describe the goal of specific steps, but that isn't the goal of a trial, it's the goal of something within a trial. Just like how you can have a mini-game which has a win condition in of itself without that being the win condition of the main game.
For example you can win a chase as a survivor by escaping the chase and you lose the chase by getting hit.
That chase has a win condition separate from the win condition of the game as a whole. It's just a matter of scale.
In this case the scale was established to be the game as a whole with respect to the survivors. The next paragraph then establishes the goal of the game as a whole for the Killer.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/661981#Comment_661981
That simply isn't true. #2 maybe, but #3 would decrease how far from you they can hear the phase sounds, meaning they don't know you're phasing towards them until you're much closer. That's not a downgrade, it's what the add on originally was.
OOHHHHHHHHHHHHHH
I misunderstood. I thought you meant make it like in the initial patch where it was only silent within 8 meters.
So something like "Someone within 10 meters of the TR won't hear it" or something along those lines?
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/661861#Comment_661861
Of course they're downgrades, that's kind of the point of nerfing prayer beads.
I mean downgrades from base kit. Having the addon would be worse than not having the addon at all.
Like if you are trying to make a challange addon like speed limiter then fair enough, but that's what this is the equivalent of.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/661861#Comment_661861
Option 1 is different from base kit. A survivor can't tell if youre phasing near them or halfway across the map. Thats like saying the wraith bone clapper is no different from base kit.
I'm saying it's already like bone clapper.
The phasing sound isn't directional. It used to be but now it isn't.
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Just have the Fuming one without the downside.
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You mean grabbing someone DOESN'T normally give them stab wounds instantaneously?
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@anarchy753 said:
Yes, even worse than Iridescent Heads. At least a survivor against Huntress has a chance to dodge 3 hatchets.
Prayer Beads lacks any realistic form of counterplay besides crossing your fingers and hoping.
A survivor can be grabbed and hook instantly in a match without any chance to see it's the Spirit. Any other quick down is AT LEAST telegraphed by chainsaw noises or Nurse's blink sounds, but Prayer Beads has nothing.
I know it's been discussed a lot, but it's not something that should remain untouched until Spirit gets an overall look at. (After Nurse, Leatherface, Pig, and the 6 other killers that have been mentioned to be in line.) It's a single outlying issue that should be resolved.
From a survivor standpoint, it's blatantly anti-fun. You can't do you objective without the constant risk that if you don't have eyes (or SWF) on Spirit, she could skip your entire ability to run in a chase. That's not even considering the disgusting 5 totem protector build that usually comes hand in hand with it, because, again, there's no real counterplay. Sure if you're a 4 man SWF you can coordinate doing 2 totems at once, but solo survivors have no play except "gee I hope I get the hatch this match."
From a killer standpoint, I see why people enjoy it, but literally just being gamebreakingly overpowered isn't fun, nor competitive.
Please, rework this add on to something FAIR for both sides.
- All survivors can hear your phase noises outside your terror radius. A decent alternative which at least gives the ability to play around the phasing, while making it constantly uncertain like Wraith's global bell add on. The major downside of this would be SWF calling out "phasing" every time someone else is in a chase.
- All survivors hear your phase noises, full stop. Would remove the "mind games" from chases but similar to the point above, would constantly force players to second guess if they can continue gens or totems. Similar downsides exist for many other killer add ons.
- The original version, where phase sounds were in a dramatically lowered radius. Allows her the stealthy approach she gets already without the absolute cheese of easy grabs.
- Anything unrelated to phase sounds. Plenty of completely random add ons are popping up on other killers, maybe Spirit could get one to replace the beads effect entirely.
Spirit does NOT need a power rework, and basically every other add on she has is reasonable. All she needs is a prayer beads change to settle people down about her.
All 3 of these things are downgrades.
Right now with no addons Survivors outside of your terror radius will know you are phasing and Survivors inside of your terror radius will not.
This means option 1 is no different from base kit.
Option 2 and 3 are a straight downgrade
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Oh noes. The stealth Killer who's only ability is being stealth is good at being stealthy. Whatever shall we do
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@Fibijean said:
@NuclearBurrito I think we should quit while we're ahead, honestly. His argument boils down to such a firm belief that pipping ought to be the win condition that he's managed to genuinely convince himself that it's the reality of the game design, to the point of ignoring the game rules themselves. It's really quite impressive, on one level. But it's also pretty clear that no amount of actual reasoning is going to make a difference.
¯\_(ツ)_/¯