NuclearBurrito
NuclearBurrito
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Definitely not. This defeats the point of a ranking system
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@Milo said:
@NuclearBurrito i thought that Brand New Part is a counterpart to moris
@Milo no. You could say that keys are but not BNP.
And either way that's now how it works. It's when the mechanics interact with each other that it matters.
So for example Changing Moris potentially could imply a change to DS. And changing freddy could lead to a change to Adrenaline.
Same with all hex perks and small game, Infectious fright or spies from the shadows and calm spirit, aura reading perks and distortion, ect.
It's not perks/mechanics of similar power or effect that need to be changed together. But rather perks/mechanics that effect each other that need to be changed together.
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@Kiskashi said:
I agree some are taking it overboard but you have to admit though the legion bug was near immediately taken action on, this has been on the forums for about a week (if not more) now and the devs still haven't made in game changes/news etc or even just locking the perk until the hotfix.
I argued against the legion ban saying they should put up warnings in game and they actually did do that within days. This is just too slow of a response and people are just showing how they are angry in a different way this time.
Sure but that's on the devs. There are people crying double standard at fellow forum users.
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Question 1: As a Killer how do I stop an unhook with this mechanic when I'm not camping (and thus am not already there for the initial 50%)?
Question 2: Whats to stop me from waiting anyways in order to time it perfectly when I AM camping (and thus AM there for the initial 50%)?
Question 3: What's to stop me from downing you anyways with Bubba's chainsaw.
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@Rivyn said:
Just lock the thread already. Tek has clearly made up their mind about this, and no amount of logical arguments is going to change it. Don't feed the troll.
What about illogical arguments!? HMMM!??? DIDN'T THINK ABOUT THAT NOW DID YOU!???????!??!?!!?!!?!!?!??!?
Also I want to make sure my pet troll is healthy, so I need to be sure to feed him regularly and take them for walks.
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@LordGlint said:
@NuclearBurrito How does Adrenaline reward good play while NOED rewards bad play since BOTH can just as easily activate with 0 gens done when the killer closes the hatch? These 2 perks are 2sides to the same coin, 1 GIVING a health state while the other DENIES a health state.
@LordGlint I guess in the specific situation of the hatch closing it's not.
But either way Adrenaline isn't going to help you all that much if it triggers that way, nor will NOED. Since if the Killer can find the Survivor before he opens the gate, then that survivor is almost certainly going to die no matter what perks they are running.
Meanwhile in the standard activation method, Adrenaline activates because of the Survivors completing almost all of their objectives successfully, and is a big help there.
Even so, I'm not one of the people who complains about NOED. That perk can be countered by doing totems. Adrenaline can be countered by just doing your objective in time (which in theory should be a reasonable task).
They do counter each other perfectly though. So I guess there is that.
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@tekstdok said:
https://forum.deadbydaylight.com/en/discussion/comment/547088#Comment_547088
mY pRoBleM WiTh NoEd IS tHaT i ThINk IT ReWaRDs KiLleRs fOr bEiNg bAd i diD nOt mAkE mY ThReAd sO pEobLE cOuLd tElL mE hOw tO pLaY AgAinST iT
Hold on. You're supposed to use that text when you are making fun of what someone else said.
Are you making fun of yourself?
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@darktrix said:
Well sure, can survivors get an emblem bonus for completing all the gens and opening the exits in under five minutes?
@darktrix Yes please
Both Killers and Survivors should be rewarded if they complete their objective with little resistance from the other side. Winning like that is a big sign that you are in the wrong rank and should be moved up to a more appropriate one and vice versa for the Killer/Survivor.
It's silly to have both sides want longer games in order to pip.
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@thrawn3054 said:
But I want to cry about Noed.
I agree. Crying is fun
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@ATOMIC_ACE_PUGG said:
Noed is a crutch perk. You get a insta down and your killer is faster. What is not crutch about this?
All of what you just said is not crutch since neither of those effects inherently make a perk a crutch perk.
For example, Devour Hope and PWYF are both definitely not crutch perks.
In fact Devour Hope is a perk that has both of the effects you listed at once AND lets you Mori people. But no one in their right mind would call it a crutch perk.
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5 seconds is far longer than you think. It's already somewhat hard to knock him out if he know's what he is doing (not THAT hard but still).
If we are going to increase the time to knock him out then it should be more like 0.2 second (for a total of 2 seconds), not 3.3 seconds.
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The only time this would cause a standoff is if a key is involved
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@Tizzle said:
Do you guys not understand why they changed this?
With the End Game Collapse and being able to grab there is no way to escape with or without a key before the timer runs out if both Killer and Survivor are at the hatch. There is a stand off for 2 minutes and then the Survivor just dies.
Hatch grabs will just create another standoff at the hatch with the EGC.
@Tizzle actually in that situation there would be no standoff. Since the Killer would just close the hatch and down the survivor normally if he doesn't immediately jump in.
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@Nobu said:
I understand the attention to detail but I made that thing in like 5 mins.
It's a bit of both.
It's a definite drawback that we can't see the timer because we used to be able to see it. It used to be an advantage but now it's only purpose is to know whether they are in deep wounds or not. I get your point though.
I guess I would put the timer and changes to vault + feral frenzy speed as debuffs to Legion.
It's a bit of both. Movement/vault speed is a literal buff in itself but compared to previous stats it's a debuff.
Yea my post isn't 100% clear but you get the idea :)
@Nobu I guess.
My point is that your post is invalid due to not comparing the same thing.
You were putting things that were nerfed on ghostface as buffs but also didn't put helpful mechanics on legion as buffs.
For example the power drain on legion. That's actually a BUFF, since it used to drain the whole power instead of just half.
If you were comparing Legion to a base killer then it would be valid (since that IS a drawback)
However if your comparing New Legion to old Legion then it would NOT be valid (since it used to be worse)
You need to keep your comparison method consistent or you won't be comparing things that can be compared.
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@Nobu said:
I probably worded it wrong, but what I meant is buff vs drawback as far as abilities goes. Legion has TONS of drawbacks to his power whereas Ghost Face's powers are almost all buffs.
@Nobu Why are you listing the movement and vault speed on legion then? Those would be buffs under the definition you just established since he doesn't have either of those while not using his power.
Also not being able to see the bleedout timer is null (the lack of an advantage is not the same thing as a drawback) and Killer instinct is a buff (if you are judging the ability's in absolute terms then the fact that it used to be even better is irrelevant, it's still useful now).
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@Nobu said:
https://us.v-cdn.net/6030815/uploads/393/8XE3O5KTM9D0.png
Just listing these things really shows how much Legion is hated by the developers.
Anyone with common sense would understand how crippled Legion is right now, so much so, that hte devs must be doing it deliberately.
The only use I found for the buttons is to use them with Save the Best for Last. Taking the unfortunate 3 hits to down somebody so that they might be blind for 30 secs while on the hook. You get 3 tokens and temporary blind per survivor. Takes forever but I mean what can you do with Legion other than work around his ability instead of actually working with it? But would much much MUCH rather have the buttons affect anyone hit of course.
(I say 30 secs even though it's a 60 second timer because the 4 sec fatigue after second hit, catching up, avoiding loops/pallets, actually downing them, picking them up, finding a hook; all that probably takes 30 secs or more idk)
@Nobu question:
What are these buffs/nerfs relative to?
For example most of what you listed for ghostface was already part of his kit before any buffs.
And his stalk time was actually nerfed not buffed, its 5 seconds up from 4.
Also your list is wrong. Ghostface is taken out of his power by missed or successful attacks.
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@TheBean Its percentage of players not lobby's. Anyways that's still potentially more than 50% SWF.
In fact you could have 50% Solos and 50% Duos and be matched with a Duo every game.
In any case, if 50% of survivors are solo then that's only a 12.5% chance (0.5^3) of all 4 survivors being solo in a game (the 4th survivors guaranteed solo given 3 solos). With the remaining 87.5% being mostly duo's with some 3 man games (which are 25% solos remember) and 4 man games.
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Wait no. With a Key there would be a standoff. Since you can't close the hatch before it's opened, the Survivor just waits for you to hit them before opening the hatch, and thus a standoff occurs.
If it had a short channel before the hatch actually opened then that would be better. You could just have time to hit them twice if you got to them at the same time as them (and if they got there ahead of time then they would still get out if the channel was short enough)
Say for example a 4 second channel. Not long enough to stop them if you see them having already started doing it, but long enough to stop them if you are already there.
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I still think that just having more steps to completing generators will fail to address the actual problem of gen rush. Since ultimately the issue is that Survivors have no other strategies but to optimize for speed.
Take hook sabotogeing for example, back before hooks respawned that is.
Taking the time to remove all of the hooks was an effective strategy, and executing it is NOT an example of gen rushing, the Killer has enough time to go after survivors doing this strategy, however a successful execution of the strat would make it really hard for him to capitalize of the extra time making the strategy a very good idea.
Here is an example of what I mean for a secondary objective:
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Camping isn't effective. I don't get why people say that camping is something bad Killers use as a crutch, because I wouldn't expect those Killers to actually benefit from it.
Tunneling on the otherhand IS effective. I still don't get why people say that bad Killers tunnel, because you would expect good Killers to use good strategies. And thus that Good Killers are also the Killers that tunnel. And thus that tunneling is a sign of a good killer (instead of a Killer that doesn't understand the importance of getting an early kill.
Specifically, once you get a Kill it is very easy to stop all generator progress so long as you don't camp. All you need to do is hook a survivor and then chase someone, 1 survivor is being chased, 1 survivor is on a hook and 1 survivor is rescuing for 0 survivors on gens.
In any case. Bringing up the thing about Tunneling being unfun for the tunneled player is completely useless unless it's to establish the importance of a mechanics change in order to curb it.
So to those who say Tunneling is unfun answer this question. As a Killer what change do you propose implementing in order to make me not want to tunnel? Keep in mind that I don't give a ######### about bloodpoints and emblems and am just trying to optimize my kill rate as much as I possibly can at all costs.
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I think that in terms of design Adrenaline is the most healthy second chance perk in the game by far, since it explicitly encourages smart play rather than just mitigating or rewarding dumb play.
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That was totally fine I don't know what you're talking about, btw nerf Survivors pls
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I know right
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@Mänzel said:
I always go try hard mode then. Ebony mory etc. Actually I'm getting used to nurse because of this groups.
Swf can be balanced... Just remove some pallets or windows for every swf member and easy...
I'm always reading "people shouldn't get punished for playing with their friends. Y not?
@Mänzel You shouldn't punish people for playing with their friends because its an inherently flawed approach.
It's not a matter of if it's worth it, because it simply doesn't solve the problem in the first place.
Hardcore players who want to take advantage of VC will just lobby dodge until they que with their friends anyways.
Casual players who just want to play with their friends will just play a different game that doesn't punish them for trying to have fun.
Even if you stop lobby dodging somehow it is entirely possible for genuinely solo survivors to get VC by posting a Discord link in the pregame chat.
And even if you remove the pregame chat they can send the link directly through steam
Right now no one does these things because there is no point. However back before SWF was a thing in the first place people used all of these techniques in order to use VC or play with friends.
No to mention. Why create a feature on the main menu and then explicitly discourage people from using it?
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@Jacoby2041 said:
My only real problem with SWF is they often use external communication (voice chat), basically getting like 10+ free perks that solo survivors have to use a perk slot for. Such as:
Bond, Empathy, Deja Vu, Alert, Aftercare, Kindred, Detective's Hunch, Spine Chill, Premonition, Object of Obsession, Open-Handed (they don't get the exact same effects as the perks but people can tell each other where gens/chests/totems/traps/each other/the killer are) and it can also counter Knock Out and Blindness
That is undeniably an advantage without a doubt. Even if voice chat doesn't have the same level of power as the perks listed, it is still more information than solo survivors would get without using those perks
@Jacoby2041 I shouldn't have to say this. But why are you listing Killer tracking perks? Voice chat doesn't give your team information that no one has. And that means that on your list:
- Alert
- Dejavu
- Detectives Hunch
- Spine chill
- Premonition
- Object of obsession
Are in no way replaced by VC
This cannot be understated and is a BIG deal. In fact one of the big problems with object of obsession was using it in combination WITH SWF in order to get a ton of information. This is precisely because VC needs you to get the initial information in the first place in order for it to work.
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Can we at least let him see drain progress again? So at the very least it has use as an unreliable Psudo-whispers?
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/71651/eboni-mori-unbalanced-af
i think mori shouldn't design for balance currently
not even similar each killers performances so i think wm1 mori and camping is legit
even i don't play wm1 killers,cause i know their underpowered feeling
and personally im judging its same as instaheal
if one of them goes other one should go
@prettyf Instant heals and Mori's don't interact with each other. There is no reason why one of them justifies the other's existence.
That being said they should both be nerfed.
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The stalk addon changes and mark extending removal are things that I wish they wouldn't do.
The Killer Instinct and Detection QoL changes are fine.
The Pallet stun = Kicked out of stealth, while it is a nerf it's not hard to break him out of he's already been stunned anyways so it's not a very big nerf given competent survivors (yes I know that most survivors aren't very good. But in terms of red rank viability they tend to be). So it's fine too.
The other 2 changes however I feel should be counterbalanced with a buff of some kind. For example a 5 second lower cooldown on night shroud, or maybe the total removal of the sound he makes at 8 meters when moving, or maybe something else, it doesn't really matter so long as it's roughly equivalent to the nerfs.
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@Knight8 said:
Oh killer mains crying about a Nerf but just weeks ago were rejoicing because MoM was getting nerfed into the ground because it was "op" because survivors got one extra hit after having to take 3...killers won't be happy with anything till survivors start on hooks and have Kobe to even start the game. Cry some more ghostface changes are needed because it's not that he's op it's he's a very inconsistent killer
As an actual Killer main, while I'm happy MoM got nerfed I do think that it was overcompensated.
2 protection hits is enough.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/544918#Comment_544918
I'd like for the data to attest to that.
Tbh me too. I only have anecdotes.
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I agree with the OP.
Throne of lies just did something like this (taking a break from balancing and content to fix the back-end stuff and bugs) and it did the game wonders.
To be fair that's sort of what the mid-chapter updates are supposed to be. So it's good that they do that.
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I'd rather just blatantly nerf it to the ground. It's far FAR more powerful than offerings are designed to be.
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Sure. I just don't think it's fair to dismiss an argument just because of who said it.
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/545119#Comment_545119
Rare things are still real, yes - but you're using them as a basis for your narrative, and because of their extreme rarity, your basis is as thin as a sheet of paper. That's like blaming an entire room of people for the actions of one. It's ridiculous and a broken argument. A total logical fallacy. Just stop. You are wrong, your argument is paper thin. You just need to get better at the game, learn to deal with it, and stop trying to turn the game into a boring snoozefest. Thank GOD you're not a developer. You can NOT overbalance a game to boredom. It would kill it. A few rare OP things in a game is FINE.
"I have formal training in logic". Yes, good thing you told us that. Saying that over the internet to conveniently attempt to strengthendefinitely boosts your credibility /sarcasm
All it really boosts is your ego.
Even if you did - that doesn't magically make you knowledgeable on video game design, and why people play them. If YOU designed DBD, we'd all be playing Hide or Die right now.
Is this the part where I conveniently tell you I have formal training in game design? Nah, too cliche. I don't. Everyone does that here in Montreal. I'm just a graphic designer.
@Paladin_Goo actually in your analogy this is me looking at the one guy in that room of people and saying "get out". I'm not claiming that this happens every game and if it was that would be preferable to what we have now.
So the only logical fallacy being committed here is the strawman fallacy.
The bottom line is that both Instant heals and Ebony moris are bad for the game when they appear.
When they don't appear it doesn't matter, they didn't appear so who cares. That doesn't matter since we aren't trying to "fix" the games where Instant heals don't exist. So there is no blaming everyone for an uncommon occurrence.
This is blaming an uncommon occurrence for being the cause of an uncommon problem with a solution that won't come up very often anyways outside of the specific situation where the problem exists in the first place.
The games where instant heals and Mori's are not being used won't be effected by a rebalance to instant heals and Moris.
Like let's talk specifics:
Is there anything wrong with the specific change of making Instant heals a heal over time (which goes on it's own after the initial activation) and making Mori's require 2 hooks?
Yes it makes both the Mori and Instant heal less enticing but it also puts them in line with other offerings and high tier survivor addons and removes the feeling of BS when they are used against you. Like look at other offerings:
- Bloodpoint offerings that have 0 impact on balance
- Map offerings that just reduce randomness
- Luck offerings that literally only effect jumping off the hook and only slightly
- Mist offerings which effect the fog in barely noticable ways
- Chest offerings which are the most impactful but ultimately don't usually amount to much anyways
- Hook offerings which only matter if there is a sabo squad and maybe make them have to sabo 1 less hook in order to create a safe zone
Meanwhile Mori's completely change the flow of the game in the Killer's favor, almost like a 5th perk which is also way more powerful than any perk or addon.
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Btw. The original hypothetical of "if everyone had an instantheal" I don't mean:
"If there is a team of 4 survivors who all are running instantheals one game"
that happens right now and is kinda the whole problem (or rather that instant heals are so strong in the first place, not just 4 man teams)
The hypothetical was if instantheals were basekit, then it would't be as much of an issue since it would be very simple to just adjust killer numbers to match.
However since that isn't actually the case we don't have that guarantee.
Here let me lay out the argument in proper form:
Premise 1: All other things being equal balanced games are better than unbalanced games
Premise 2: If a game contains swing then it will be less balanced
Conclusion 1: Eliminating or Mitigating swing whenever possible is good (P1 + P2)
Premise 3: Instant heals and Ebony Moris are strong examples of swing (due to not being in every game and increasing the power of the survivor or killer who uses it)
Conclusion 2: Mitigating the swing caused by Instant heals and Ebony Moris is good (C1+P3)
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/545027#Comment_545027
The argument of "4 instaheals in a match" is a hypothetical argument. Even worse cause the rarity of it is ridiculous.
https://forum.deadbydaylight.com/en/discussion/comment/545082#Comment_545082
That tends to be what you say when you don't actually have a counter argument. Pipe down, sonny.
@Paladin_Goo they exist. Rare things are still real, so it's not just a hypothetical.
And again even if it was, Hypothetical arguments are valid so long as they are used properly. I have formal training in logic (for a computer science major) so I know what I'm talking about. There are mathematical proofs behind their use and I even linked you a detailed explanation.
And yes @AetherBytes, the other person not having a good track record is no excuse not to reply (and using it to try to refute their arguments is ad-hominem fallacy)! Plus this fun for me too <3
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@AetherBytes said:
@NuclearBurrito Just ignore Paladin, he's just here to argue. I've seen him in other threads arguing for the sake of it, and he doesn't listen to other people.
Anyway, No-one here's taking in the fact that a 2 man SWF can bully the killer if they're good at looping ,at the other one uses a syringe. Boom, 4 health state chase. At least MoM can't make that 5.
And yes, This example is from personal exprience.
@AetherBytes actually it's worse. There is a trick where if you use an insta-heal at the same time as getting hit you will be set to full health AFTER the Killer hits you. Meaning you don't even need a SWF team in order to do it.
It has tight timing through so it's not too bad if it happens and resolves a bit like using DH. The real issue is when you combine it with MoM when the Killer is carrying a Survivor, Since unlike normal you can tell when you need to use the kit in order to do it more consistent, and then MoM will trigger too since it's protection hits.
Now I'm just picturing a bunch of SWF with Instaheals creating the dreaded 12 hit chase
(2 hits base + 8 from 4 instaheals + MoM + Adrenaline)
It wouldn't actually be practical, but still.
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@Paladin_Goo said:
It absolutely is a false argument. You're arguing hypotheticals, which isn't an argument at all. No TL;DR wall of text will change that. You're wrong, plain and simple.
Which hypothetical? Instant heals are real, teams that use 4 of them are real too (although they are rare), Killers using Ebony Mori's are real and so are both the Killer's who use them and the balance problems connected to them.
Either way though. Hypothetical arguments are valid as anyone who has taken a course in logic can tell you.
Source: https://www3.canyons.edu/faculty/jonesa/Hypothetical%20Arguments.htm
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@Paladin_Goo said:
https://forum.deadbydaylight.com/en/discussion/comment/544658#Comment_544658
Clearly you're relatively new to the game if you're complaining about insta's and mori's.
"If every player had an instaheal" - that's a false argument based on something that might happen say...3 or 4% of the time. It's EXTREMELY uncommon.
Thankfully, the devs likely won't listen to people like you. If they did, the game would be balls boring. You and the other baby survivors/killers need to adapt. I'm currently rank 1 killer, and insta's aren't even CLOSE to a huge problem that requires a discussion of balance. One out of every 30 games (and that's generous), I'll see an insta. You know what happens? It's used at the wrong time and I down that person again in 10 seconds flat.
Using hypothetical situations that will only happen at the most minute of times and are extremely rare, that doesn't help your argument. Again, get better.
Watch this:
https://www.youtube.com/watch?v=6xe6Enj-FoU
Devs, I'm going to implore you - ignore these threads. These people don't know what they are talking about. Listen to your veteran players on both the survivor and killer side. VETERAN players with a brain will all tell you, yes, these things are OP. NO, they aren't an issue. We can talk about this again when it's an "every game" situation. Until then, just stop.
@Paladin_Goo "if every player had an instant heal" isn't a false argument because that's not how truth values work. The condition is not met but the claim is still valid. The only way for a statement like that to be false is for every player to have an instant heal yet the proposed outcome (which is instant heals being easier to balance compared to now) not coming true.
And let me remind you that what I said was that every player having an instant heal is PREFERABLE to having like 4% of players having an instant heal. You don't want a small percentage of games to be tilted in favor of one side due to something that happens before the game even starts.
Other examples of this are:
Gate spawns, Perks that hard counter specific Killers, Addons that hardcounter specific perks (exhaustion addons), SWF as a whole, certain tile configurations (this one should be mitigated by the map reworks), all pink killer addons and hex spawn locations
The point here isn't that these things are OP, UP or whatever. But that they are swingy, which means that an Exhaustion addon for a Killer doesn't have a consistent amount of strength which can be then balanced around.
Some cases of these are worse than others, for example exhaustion addons in particular aren't that big of a deal since the perks they effect are strong and if the player wasn't running an exhaustion perk in the first place then there still is some small benefit to having used it anyways (information).
Things like hex spawn locations and SWF by comparison are much more problematic. Hex ruin for example is far stronger if it is found 5 minutes into the game compared to if it is found 20 seconds into the game.
Of course for hex totems there are a lot of things that reduce it's swing too. Such as:
- It's meta status making players likely to already check spots where totems spawn. Thus reducing the variance in the time to find it
- Line of sight checks preventing it from sometimes starting out right next to a Survivor increasing the minimum up time
- Perks such as Small game and Detectives Hunch making it even more consistent to find totems.
- The Killer seeing it's aura and thus likely setting traps and patrolling the totem thus making the interactions with the totem less random and more informed.
Things like that is how you make a swingy mechanic work, you try and have as many mechanics as you possibly can in order to make the difference between the best case scenario and worst case scenario as small as you can without ruining the point of what you were supposed to accomplish in the first place.
For example in the case of instant heals. Having it be a heal over time (that lets you keep doing stuff while it's going) would reduce the swing drastically. Since right now you both save the healing time AND extend chases to potentially silly lengths, but with this change it would't be able to stall chases on it's own since the Killer can just down you anyways. Thus closing the distance between the worst case scenario (not having a medkit) and the best case scenario (instant heal medkit).
It's not that the best case scenario can't be balanced. But that both scenario's can't be balanced simultaneously. Thus having it matter as little as possible is a good thing, and if it's really so rare then a change done to fix it won't be problematic either.
Same for Red Mori's, except those are worse because Mori's have a greater impact on the game per use AND don't take a slot. I would want them to be after the 2nd hook so it's benefits become somewhat useful instead of gamechanging.
You don't want things that are sometimes gamechanging, you want things that are ALWAYS gamechanging. All or nothing.
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You can bring up the reasoning behind these changes all day. But regardless a nerf is a nerf no matter why it's made
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Not being able to extend the mark is a straight nerf
Pallets breaking you out of stealth is a nerf
The changes to the stalk rate addons are a nerf
The detection size increase is a QoL change (since it makes it easier to do something that could be done anyways even without this change)
The Killer instinct duration increase is a QoL change (Since he is already getting the info anyways, it's just easier to see now)
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/544853#Comment_544853
It's interesting everyone and their mother claims to use it prior to the patch when it's regularly deemed as ######### tier when discussed on the forum.
@Visionmaker some people started using it for the EGC if the Hatch is closed.
The perk may be weak but it serves a purpose.
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By definition if you aren't running the perk for the bug then it isn't exploiting.
You can't accidentally exploit the game
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@Paladin_Goo said:
Jesus christ, all you baby survivors and killers need to leave the insta and mori alone. Games that a perfectly balanced are boring as #########, and you're going to make the game boring as ######### just to cope with you being bad at the game. It's OKAY to have rare, overpowered things in the game. Stop acting like it occurs EVERY GAME, because it doesn't. 99% of the time when someone instaheals, they go down again in 5 seconds, because it was used at the wrong time.
The mori is fine. It doesn't need to change. As are both iterations of the instaheal. Stop trying to nerf things you're too bad to adapt to. The baby players crying about these things are killers who don't know how to mind game and bodyblock, and survivors who can't last more than 10 seconds in a chase.
Please, go play something easier to play instead of coming here and trying to make this game boring.
Clearly you doesn't get how this sort of thing works.
In a discussion of the balance of a mechanic, it doesn't matter how likely it is to exist in the first place, just it's impact when it does.
If a perk said that 1 in every 1000 games you instantly escape and the other 999 times you would just be down a perk then that perk would be completely busted and OP. Even though it won't actually make you win as many games as other perks, that doesn't matter because when it does help it completely overshadows the entire rest of the game.
The issue here is swing. If everyone always had an instant heal then we could just design around Survivors having a free extra hit at some point in the game. And if they never have an instant heal then we can balance around them never getting a free extra hit.
A rare overpowered mechanic is WORSE than a common one, because inconsistent mechanics are hard to balance around. That's why mori's are problematic, not because they are unfair but because they (effectively) randomly mean that some games the Killer just has 33% less objective to do than others. That's like if Survivors randomly would have to do only 4 or 3 gens instead of 5 one game in order to open the exit gates, that would be completely BS.
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HEY GUYS! I'M IN STEALTH MODE NOW! PLEASE LOOK AWAY!
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TBH, make Mori's after 2 hooks
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wow
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Got it. So basically Deathguarden
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Considering all of the questionable decisions made in this game I'm going to say that this one in particular doesn't even make the top 10