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Onyx_Blue

Onyx_Blue

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Onyx_Blue
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  • I read the initial post, and it just doesn't make logical sense. The killer is tasked with hooking them all, culminating in their death, 12 later, ideally. That doesn't mean the survivors can go into a match knowing exactly how the killer will approach it, with their strategy etc.

    You're attitude is almost like "killer is hard", am I wrong in guessing that? It really feels like you think that. Nothing about what you said makes sense.

    DBD doesn't punish scummy play, but it doesn't encourage it either. There are a wide variety of killers, a wider variety of perks and maps too. There's not a direct correlation between the two things; just a common theme between them when players choose to abuse boring playstyles because they aren't punished all the time for doing them.

  • Yeah the map is pretty terrible.

  • What about the game encourages camping and tunnelling?

    Not really the case for DBD though, what with every killer being different and there being 69 perks to choose from. Nothing about dbd encourages camping, tunnelling and slugging.

  • @Milo funny you mention that, a Spirit refused to interact with me the entire game because of STBFL, and what that led to was everyone else being refocused again once someone else had been hooked. She only went after me once one person died. It's that aspect that is promoted by a perk that 'punishes' the killer for attacking one of the 4. I really cannot be shifted away from seeing how that design of the perk is good for the game.

    Ideally i'd like to see a chase meta. Revolving around outplays, skill with the killer, knowing the tiles, the jukes etc that is the best thing about dbd. Being fully interactive with all survivors. Currently it is possible to do that style, the only draw back is the mentality that the killer 'needs' the down from the chase. Rather than realising a hit into break into rotation of focus is a highly intimidating style of play to go against as a survivor.

    Yeah Endurance could be abusable, maybe your idea for it is a perfect change to it.

    The deactivation when a second survivor is hooked would be terrible, since the killer could hunt down the unhooked survhvor straight after the next hook consequence free. Deactivating once healed would also fail to achieve the desired effect, since the killer could be an insta-down killer or a Nurse/Spirit/Huntress/Plague and immediately get the down in quick time off the next hook. I think that DS needs to be an anti-momentum perk as well as anti-tunnel, but Obsession gameplay could use a general buff, by making someone be an Obsession even if no Obsession perks are used by either role. Thatt would also make killers second guess tunnelling in general.

    In some degree, yes, Plunderers does offer counter to Franklin's. However, the main purpose of that perk is to find rare items without the need to bring one in. I doubt a killer would run Franklin's if no one brought an item in lobby.

    Well, that's me quoting what they said lol whether they do or not we'll have to see. But ideally for me, I'd want no more stacking of perks and add-ons for either role. That would mean current Thanat and Sloppy do not stack on heal debuff. Medkits do not stack on heal speed/charges. That would be ideal for me, no synergisisation between stackables. Meaning slowdown builds are no longer a thing.

    In that 30 second chase, the survivor could go down near someone else on a gen withing the (typical 40m) range. Meaning that is the 3rd slug casuallty of the perk. That was my reasoning behind it having a heavy cooldown of 90-120s. That way, slug meta is crippled and restricted.

  • @JustCats this game isn't meant to be perceived as a crazily competitive game like people like to think it is.

    And no, this isn't merely a response saying "git gud" but the way you're talking about tunneling and camping needing to be done is ludicrous and could sway someone to think that response. A killer never needs to camp and tunnel, those two strategies do not offer any pressure on the other survivors or gen progression. I vs'd a Trapper yesterday who said he slugged and camped for gen pressure...that did not stop them getting done at all...it's a delusion to think that camping, slugging amd tunnelling are forced onto players. Just like people are delusional thinking slowdown meta is needed as killer. There are so many thing wrong with the attitudes and mentalities of the playerbase, the game is fine the way it is. If anything needs changing, it's the matchmaking and ranks reset. Playstyles are not a biproduct of the game, they are mentalities of the players.

  • Nothing about the current state of the game encourages tunneling and camping. Having interactive chases with all the survivors is the best and most fun way to play dbd. If people tunnel and camp then that's just them being trash at killer. Pressure isn't hard, and the killer gameplay is far from boring with it's repetitiveness. These changes wouldn't be good, and your reasoning behind them leads me to assume certain things about your level of play at killer. A killer that has active pressure on the map, currently, IS doing progress towards their objective of hooking and killing the survivors, since the longer the match goes on, the more it favours them achieving that objective. Why would you think that it doesn't?

  • @CheersTC // @Milo

    I mean, it is strong, and I used to use it a fair bit, then streamers popularised it and everyone started to use it, then I started to see how boring it is to go against in mass. Killers actively leaving people alone because "can't lose stacks". It just isn't a healthy perk for interaction between the roles. // I think some perks being given to you because of survivors is what a certain function of the perk requires sometimes. Spirit Fury is survivor dependent, and people rave about how great that is.

    I wouldn't say PGTW is a fair reward perk. It can actually be abusable in a lot of situations. And the gameplay it often promotes is not good to experience. The slowdown meta needs changing, and ultimately, that means nerfing PGTW.

    Adrenaline, yeah I could get behind that alteration as well. Seems fair // Endurance only applies in the Injured state. So, technically it would give the survivor 2 chances at end game. But, it has a 20 second duration, so not op in a stretch. But, you're idea to give it the Haste when healthy and a heal when Dying and Injured is also a good change too.

    DS does need a health tweak, atm it's far too abusable. What would be a better alteration?

    Franklin's is one of those perks where I always arc back to the view that all perks should have an opposite on the other role. So far there's no opposite for survivor, however, survivors have Streetwise (I know Overwhelming is the opposite of that) but it feels like survivors either need the counter part to Franklin's or Franklin's needs changing. // yeah, but the attitude it promotes from the players is not a good one. Anyone seeing items as 'toxic' and resorts to being an annoyance, and a perk being at hand to allow that seems unhealthy for gameplay in my eyes, am I wrong to have that persepective?

    Yeah, I could get behind just buffing the percentage debuff if it only effects repair time. Maybe 20% - 5% per injured survivor. That would add 16 seconds of repair onto a solo gen. And the fact the devs are peeling away from synergised slowdowns, buffing the debuff is fine by me.

    Infectious being restricted means it can't combo with Monitor. Yeah, it would be usable on lower TR killers, but it would also restrict abusability on killers like Myers, Hillbilly, Oni, Nurse. I'd take the slower killers getting a biff out of it, if it means the scarier killers get a nerf out of it. That's my outlook of it. // my view of that cooldown suggestion is that by the time the second person is downed, that cooldown is about to end, so the third person messing up still allows 4k slug potential. If there was a cooldown attached to it, i'd say at least 90-120 seconds is needed.

  • @GeordieKiller I didn't call your skill/experience at the game into questiom at all with what I said. And to counter your point, you're actually telling me that taking a brief moment to stop running/looping to tap a door/gen, doesn't lose that survivor ground in the chase? Of course it does. Maybe it doesn't always get them downed/killed because of it, but that doesn't outright mean it won't sometimes get them caught. Which is what my argument was saying. The increased requirements in a chase for a survivor to perform, will always benefit the killers pursuit of them.

    I'm not a fan of camping and slugging either, but at endgame, it's just something i've accepted. However, again, this isn't always needed either; due to circumstances not always calling for it. Which arcs to my original response to the OP, make a perk that physically blocks the doors from being interacted with

  • @Milo this is the sort of criticism I was hoping for.

    You're right about my STBFL, maybe it isn't the best form for it; however, would you not agree that it's at least a step in a better direction for it. Making it so the perk is applicable all the time, in chase vs all survivors?

    Franklin's does have that requirement to it, however most people who use it, do have the attitude of "damn item users trying to troll me, let's troll them instead." It breeds this negative perception that item gamers are' toxic' instead of "hey, we have interactive players here, lads."

    Remember Me already slows opening down, I do see why you're drawing on that, but i'd say the idea I gave puts them apart, purely on the basis of it physically prevents escape and forces a new kind of end game stealth play and freedom to chase in killers eyes. Remember Me doesn't quite offer that completely. But I do like what RM does so i'd say they both could work well together.

    So your Adrenline wouldn't pick them from Dying? What about providing Endurance for 20 seconds when the user gets injured if the survivor is Healthy when the Exit Gates are powered?

    How long would your cooldown be for it? Because i'm running scenarios over in my head and i'm seeing a cooldown doing minimal to nothing in terms of restricting how dull it can be to go against.

  • @GeordieKiller of course endgame is a good way for a killer to get points. In your example, they played like garbage and it's now endgame, they literally get free hits and hooks via trading. Plus, slug pressure draws people back in. Not to mention that even that hiccup of 1-tapping a door to open it does still hinder the survivors escape run, they literally have to pause fractionally to open it. So, if we're using explicit examples here, then if the lever is on the side that involves them running past the main door to get to it, of course it is gonna slow their escape; as opposed to just hugging the corner and into the exit.

    Of course endgame in it's current state is repetitive, it's the way it's gonna stay for a good long while, so gotta get used to it and understand that it is a good way for killers to draw on some pressure, get points and more kills via camping and slugging. And in the case of "no-gen-pressure-gamers" NOED comes in godly for them lol

  • @APoipleTurtle STBFL does need changing since it encourages a dull mechanic of play - leaving one survivor alone. Any perk that encourages zero, or negative interaction between the two roles needs looking at. The old STBFL did a good job at keeping the interaction there, however it sucked due to it rewarding a killer for being bad in a chase (longer than 20 seconds it activated).

    Franklin's is just a boring perk. Items like Flashlights, Sabo Toolboxes and fast heal Medkits encourage interaction between the two roles. Franklin's removes that fun interaction, thus, I feel for that reason it should be changed. Well, considering the Hatch spawns should change to only be when 5 gens are done and/or when one survivor is left alive, countering a key isn't something to be concerned with.

    Thanatophobia is an unnecessary perk for what it does; the slowdown meta needs changing desperately. Like I said, for a perk with that name, you'd expect it to do something else.

    Adrenline isn't a high risk perk. People can sacrifice healing by choice in hopes of the gen doing all the work for them, however, that doesn't directly correlate to it being high risk. If anything, it allows more abusable playstyles than it does, rewarding. (Adrenaline was more the outlier in this list of changes; however, the change would be nice).

    Infectious Fright does have counterplay, indeed, however, it is undoubtabley an easily abusable perk which piggybacks off of the boring playstyle of 'slugging'. Like I said, things that encourage negative interaction and playstyles should be looked at and changed to limit how dull they are or flat-out improved into something interesting and new.

    @OhHelloThere no, these perks are far from fine. If you'd like to see niche or weaker perks buffed, then i'd love to see your ideas for that.

  • @GeordieKiller because end game is a good time for a killer to get points and kills via hook trades, baiting people back into the map in via slugging and generally trying to get multiple kills. In those scenarios where the doors aren't open, you can actually catch survivors out by having them rushing to a door injured but still having to pause to open it. It can be the difference between a free escape and the whole hook trading, baiting them back in situation starting all over again. An open door does put more pressure on the killer, so a mechanic in play (regressing Opening progress) that encourages survivors to open it asap does have a negative impact on killers that know how to play the end-game scenario.

  • @BaroneMaximus Killers can open doors, plus, end-game is a nice part of the match for a killer to get some more points, and kills, if they struggled earlier in the match. It shouldn't be base-kit for that very reason. EGC makes survivors rush to the exits too early and harder to bait them back in for rescues. This is why 99ing doors most of the time benefits the killer. If they are encouraged to open them asap, the killer is pressured too much for making on the spot decisions as to go for hits and commiting to a possible down instead of potentially being strategic with it all.

  • Yes, survivors should be able to 99% an Exit Gate. But there should be a perk introduced that regresses it if left unopened.

  • @Rydog the skillcheck would be just slightly bigger than Overcharge currently is, and skill-check size related perks won't impact on it. Maybe a mechanic to help that function would be that a survivor experiencing the gen-tapped skill-check suffers from Oblivious until the skill-check is over with. And with the new Overcharge design, Oblivious would apply to all of them, making it so it doesn't combo with the tiny skill-check builds. Maybe that would work better?

  • - Look down.

    - Moonwalk.

    - Strafe.

    These are all tactics to use when approaching a survivor that's using Spine Chill. Plus, it makes sense why it works vs Undetectable - the survivor has a higher sense of an ominous danger, they get goosebumps when they feel eyes on them. So, regardless of being Undetectable, they will still feel your eyes on them, because of that hightened sense. Wouldn't you agree, lore, and logic, wise it makes sense?

  • @Rydog well, you learn something new evetyday. But you understand my general point, right? The idea is to give gameplay a more refreshing feel to it.

    @APoipleTurtle the idea to make madness cause frequency of reverse skill-checks was to compensate for reverse skill-checks becoming common place for all killers. It was to make Doc feel like he has something still relatively unique to him in that regard, as well as the rest of him remaining untouched. But yeah, if it made them more frequent, that would be a step in a less 'nerfy' direction, I suppose.

  • @Rydog this is an idea to help with an issue that begrudges a lot of players. I struggle to see how it isn't a QOL change, enlighten me?

    @APoipleTurtle still gotta contend with the crazy placements on screen. But what would you have Tier2 do to skill-checks instead/differently, since the reverse function has been extended out to base-gameplay in this scenario?

  • @OniWantsYourMacaroni I mean, the low rank players will have to get better eventually. And if they're playing casually, never ever cater to the casual playerbase in regards to QOL improvements.

    Now, maybe they could make this a rank thing. Where, Greens upwards experience the gen changes; but honestly, I see no issue with this at lower ranks.

  • @gungle but beginners struggle with every aspect of the game. I don't think catering to noobs is healthy when considering changes to refresh and improve gameplay for the playerbase.

  • @SquillDBD unmindgamable? Wow ok, sure thing.

    All this post and your reply tells me is that you're not that good at killer. The play I told you in my comment is literally a mindgame/outplay.

    You can also mindgame long wall tile by faking a vault and then vaulting to catch them out. You can also not give them the fast vault from pallet by chasing through the interior and getting the pallet dropped asap by not respecting it to get that tile weakened quickly. Moonwalking is a thing too. But yeah, you keep thinking it's unmindgamable

  • @MonsterInMyMind it isn't hard to catch people in Traps on indoor maps. And most of the time, trapping a pallet gets you a down anyway since they have to change pathing on the fly. Plus, there are areas that traps blend naturally, due to some areas being lit up brighter than others or being darker than others. I think grass indoors looks crappy, Lery's is an example, those grassy areas just look out of place. The Trap Tech, which I assume is either Dead Harding over it or someone disarming while they run through to then cancel the disarm? Both are valid tactics which need to be accounted for as the Trapper player. Both are fair and offer outplay to a killer that can devastate in a chase if set-up properly.

    Let's be honest, Iridescent Stone is hardly worthy of Ultra-Rare. My suggestion was more an addition, than an alteration.

    Well, most attempt to do this. You see it with Corrupt Intervention and PGTW along side STBFL. But my point isn't invalid just because of the current appication by some players, since my point was stating it would most likely sky rocket that styles popularity. Which would be terrible for his QOL, since that's very uninteractive and dull to go against. People should want healthier interactions, not be encouraged with negative styles of play. Which that ultimately do.

  • First of all, Honing Stone should never be base-kit. All they need to do is make escaping Traps slightly slower and the first attempt is never an escape.

    They could change the Iridescent Stone to make it so that survivors who rescue someone from a trap have their aura revealed for 5 seconds.

    The idea about rubble and debris on indoor maps to help him out, nah, that's like saying make them have no ceiling so Huntress can cross-map snipe people. Some maps just aren't prefereable to some killers. However, saying that, I find Hawkins to be a god map for Trapper, if you're mobile enough and keep alternating their spots, you will catch so many people out.

    I think at most, he should have 2 at hand and leave the spawns as they are. If you give him loads at base kit and make traps easy access for him, he'll be able to just abuse that and shut down areas instantly, prepping for a 3-gen etc. Most already do this anyway, so, yawn to that happening.

  • Edit: the drawing is wrong too. The wall on the left near pallet doesn't extend longer than the corner. And there is also a detached wall parrallel to that pallet

  • Nooooo. Just no. That variation of the jubgle gym is actuall the easier one to mindgame. Just give the survivor the pallet, and then approach from the extended wall near pallet while moonwalking = easy shutdown. We don't need any more breakable walls that make tiles easy mode for killers

  • @ShrekIsHot lol how is what my original comment stating, me not "getting to the point" I literally said:

    "Hatch doesn't until spawn in until either of these criteria are met: all gens are done and 1 survivor left alive"

    Lol get outta here with the attitude XD

  • @ShrekIsHot man, how are you not getting this? What OniWantsYourMacceroni said is exactly the same as what I said.

  • @ShrekIsHot all gens need to be done in my redesign of the Hatch. You cannot complain against that as killer, plus, at end game, if you aren't chasing anyone and they all get hatch, what the actual hell were you playing at? Closing it still exists. So, no, just having the key isn't a given win to the survivors. So what are you on about?

  • Ok, so listen to this, Keys are not overpowered or broken, the Hatch mechanic is the issue. If the Hatch didn't spawn in until these two alternate criteria are met: all gens are done and if 1 survivor was left alive, that would make keys completely fine.

    Mori's on the other hand, Ebony and Ivory are completely abusable in their current state. Now, you could change them to make it so it only works on death hook or when everyone has been hooked once, but the latter still feels undeserved 4/12 hooks and now everyone dies...nah. Maybe removing them and only having Cypress is the way to go.

  • When you start a match, do you go to common survivor spawn points right away? Losing 3 gens in 2 mins is insanely weak on your end. Yeah, gens have the potential to go fast, but there is a thing as having map pressure. Do you only chase the first person you see until down or something? Like, how are you getting 'genrushed' so often?

    You don't need slowdowns to have pressure, slowdowns encourage relying on them to get easy momentum. I bet the people who are saying "use this build on this killer" have no idea what good pressure is, really. Just learn how to play well with a killer(s) you really enjoy, that suit your favoured playstyle, learn their unique mindgames and voila, now you're good at having pressure on teams.

  • Trapper - start with 2 traps.

    Wraith - reduce the range of the whoosh audio heard by survivors to 36m.

    Hillbilly - his chainsaw power becomes gauge related. Only starts to recharge when fully depleted.

    Nurse - fix her reapearance issues. (Getting hit by a Nurse that hasn't finished her blink is annoying af.)

    Hag - start with 7 traps but they can no longer be destroyed by flashlights.

    Doctor - Static Blast has a fixed range of 28m instead of TR related.

    Shape - remove Tombstone Piece and replace with an upgraded version of an already existing add-on, like Dead Rabbit.

    Huntress - remove Iri heads from the game.

    Cannibal - change the function of his chainsaw charge to prevent the abusable camping aspect it currently has.

    Nightmare - Snares no longer stack the Hinderance effect.

    Pig - remove the ability to see Jigsaw Boxes.

    Clown - a fully charged bottle toss is hurled much faster.

    Spirit - her whoosh noise is audible even within the TR.

    Legion - Frenzy recharges 2 seconds faster.

    Plague - survivors puke while max-infected spaced further apart.

    Ghostface - time taken to recover power is 2 seconds faster.

    Demogorgon - portal traverse speed is slightly faster.

    Oni - decrease range of orb detection by 1m.

    Deathslinger - reload speed is slightly slower by 0.2 seconds.


    Plus a change to all killers in general - remove status effect add-ons.

  • Or just make the current Breakable Walls actually grant additional gameplay to the map, as opposed to having certain ones that a killer should break, or has no incentive to break. As in, it should be like this: the wall unbroken is mindgamable as is, but broken, opens up additional mindgame and loop potential to it. Also, shack breakable wall should be on the side opposite the window, giving a drop down quarterway into the basement stairs, that way it's an alternate way into basement, but also gives additional play with shack that may be good interaction on both sides. Current shack breakable wall on Saloon should just be called "the boosted wall" any killer who breaks that just has zero intention of having fun chases and cleary just wants it on easy mode.

    Vaults should never be breakable, they are there as permanent safety (relative to the location) on the map, unlike pallets, which are a finite resource. Vaults are the only thing that are a constant in a map that has been bled dry by a highly active and threatening killer or by a scared survivor(s) that drops early in every situation. Vaults are good as is.

  • Lol maybe don't complain about stuff you have no idea how to counter. You CAN look at him without revealing him, you simply don't aim the camera at the sweet spot. You can still have him in your FOV and hide/run accordingly. Also, if you're good at running, not breaking him out is foolish; since you may let him go off in Shroud and he gets a grab or Mark on an unaware teammate.

    And yeah, you can hear him in shroud too.

  • @Yung_Slug Lightborn has 2 affects to it: resists blinds and boosts blindness recovery. Now, for a perk that outright blocks blinds in casual gameplay, what is the point of it boosting recovery? Clearly that function may as well not be there if Lightborn is supposed to be designed to hard counter Flashlights in the first place.

    And going on to what you said, the Empathy v Knockout comparison, I don't see how a random match-up can compare to a direct application in lobby. Killer sees the Flashlight(s) so switches Lightborn in. You don't go into match with Empathy soley to hard counter Knockout, the fact they counter each other is good, perks always (or at least soon will) have a counterpart on the opposite role. So, that point is really a non-factor in relevance.

  • @Yung_Slug there's countering and then there's completely shutting out certain mechanics. There is literally no chance to get a blind unless multiple beams are performed. It's like what I said in my response above ^ I just want more interaction and more availability to plays. I like that there are perks etc that counter the other role, but not when it outright restricts the interactions they can have together. There's a negative and positive way that gamers and devs approach the mechanics of the game. I want the devs to encourage positive gameplay from both sides, and that means making the frustrating aspects as minimal as possible. I mean, it's just an idea/suggestion at the end of the day. But ultimately, it's feeback on certain mechanics that lead to more ideas and creative solutions to bigger and better things. Hopefully good and healthy QOL changes come soon to dbd.

  • @APoipleTurtle The idea was mainly for situations where you go for saves or pallet blinds vs Lightborn/smaller killers. It would still require add-ons of higher rarity, as well as borderline perfect positioning to pull off, but if you could get a blind from it, it would be nice. Plus, Flashlights are the most fun thing in dbd for both sides. It's so fun to help your team out, and so fun to vs a team that interact with you so much.

    Yeah, it would be problematic vs Hag, but i've always felt that Flashlights should either do nothing to her traps or take longer to destroy them than currently.

    I'm just eager to see new functions in dbd that encourage and allow even more interaction and plays between the two roles

  • @Doddle28 weird thing is, my connection is always good, and it has only been happening like this since the update. It's just got me curious is all. If the devs say it's a latency issue, alright. If it's a bug, cool. Otherwise i'm here scratching my head lol first grab denial and now this, question mark lol

  • Yeah, could be latency. And it isn't something i'm bent over, more just confused by it happening more and more lately. It physically shows the close happening and then stops it. Like a grab denial.

    @johnmwarner yeah, but in a situation where they use a key for a multiman escape and you are right on them when they do it, this could and most likely will happen and you'll be a chump forced to accept that 2/3/4 people escape in front of you.

  • Or just make a perk have that function. Endgame isn't that bad as you say. Most of the time, not opening the gates kills more people than the EGC does. It's all about reading the situation

  • Whispers/BBQ

    Nemesis

    Tinkerer

    M&A

    w/ J.Myers Memorial + Judith's Journal

    You can approach a gen that's triggered Tinkerer or anyone else while Undetectable in Tier2 and then Tier up on them to get a free insta-down as well as a solid jumpscare on them. Plus, Nemsis allows you to always get ultra fast stalks on the survivor by making them the obsession. Plus, Myers is always fun when you aren't slugging everyone whem you're in Tier3

  • You probably won't get grabs on The Game. Gens spawn too far from the entrance of rooms. What I recommend is Exposing (Marking) the people who trigger Discordance, and use Whispers to find someone on their lonesome. Sneak up from a ridiculously time draining angle from a portion of the map a survivor wouldn't even bother panning the camera too. And if you discover/suspect they have Spinechill, strafe or moonwalk towards the gen then turn and grab in a fluid motion. That's how I got it. I got mine on Father Campbell's Chapel doing exactly that style of play.

  • I mean, I do agree his power needs adjusting, since his is the only power that requires the killer to be right behind the survivor to use it. But I have vs'd a few Bubbas that can be very intimidating with very basic perks.

    But yeah, his power does need tweaking

  • @HPhoenix no worries :) glad to help out fellow Clown players

  • @Volfawott I don't use PGTW so I wouldn't know. All I know is that I get really good use out of Surge and I love it the way it is

  • This is clearly a bait, but on the off chance it isn't here goes:

    Rarity of the thing in question does not make the abusable functions it has fine. Just because Iri Hatchets are Pink, doesn't mean they are fine the way they are. Thus, moris will either be altered r removed, and the Hatch mechanic will need altering too - most likely reduce the spawn criteria. Your argument is completely void. End of topic

  • @Milo yeah, I was talking while I typed that (clearly, since I mentioned the speed reduction prior). But my point was, that you're much faster than you would be if you were stalking, combine that with wallhacks and you can see where i'm coming from. You could also combine Vanity with Jewelry Box and be just a tiny bit slower than the Vanity speed while still having wallhacks. I use that with Scratched for a smoother approach

  • @Calchexxiss Leatherface is hands down the worst killer in the game lol people make me laugh when they say outlandish stuff. Deathslinger worst killer? LOL! Either you're really bad with him, or the people you're seeing play as him are.

    Deathslinger can easily outplay a Jungle Gym, it's all about positioning and timing the shot. And to say he sucks at LOS blocked loops is a non-argument, since all range killers do when using their power. Like I said to the OP, in loops that are an ache to pull the power off, you get the pallet gone asap or leave it. That does not mean the killer sucks. Back to my original point, who are you watching that you're parroting "Deathslinger sucks" or is it you that plays him badly?

  • Love, look, if you're at a tile that you're power is no good at, as any killer, aim to get the pallet dropped as early as possible, or just leave the loop alone until you catch someone out of position at it.

    Deathslinger is a beast inside chases. Giving him faster speed while his Redeemer is empty is not only unnecessary, but would break him. Considering he reloads relatively quickly, making it so he can shut down an angle faster then reload and shoot you before you can recover your positioning would make him insanely oppressive to vs. A good Deathslinger already can dumpster anyone in chase.

  • @APoipleTurtle yeah, but Demo can't insta-down lol and Tinkerer is tied to gens being at 85%. This would allow Myers to be very sneaky and still an intimidating presence on the map at his own control, even more that currently.

    Or Fragrant Tuft Of Hair is still infinite, but you need a lot more stalk from survivors to hit Tier III, eg 3 survivors. Because, ultimately, Add-ons shouldn't stack. Which would make it still usable with Judith's Tombestone.

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