Onyx_Blue
Onyx_Blue
About
- Username
- Onyx_Blue
- Joined
- Visits
- 2,435
- Last Active
Comments
-
@Hoodied it makes zero sense. If you're doing a token based perk with hooking as the critetia, then the perk must cap at something sensible, like 5, 6 or 7 tokens. Especially when it's a slowdown perk
-
Just gonna point out, 12 tokens for a perk related to hooking. Why would you need that many tokens, the team is dead already by that point.
I think Monstrous Shrine should boost pick up speed, drop speed and hooking speed by something like 10/15/20%
-
No official release date. But gotta assume March 10th since Peanits said that in a reply to someone in a similar post. Best to just wait until the Chapter Trailer drops and then you'll know it's soon from that point.
-
@TTVfbYTigTW You clearly didn't read what I said. You pretty much just said what I said in a different way
-
Sorry to say it, but it looks like you just exposed yourself as being one of those players that got hard carried by Old Ruin.
There is such a thing as pressure. It really isn't hard to do. I only see one type of survivor play as genrushing, when they don't do anything but gens, and then farm their points when the doors are pretty much open. As killer, if you aren't pressuring multiple people, then what do you expect the survivor's who have no pressure on them to do?
-
Dumb question, but are you sure the gen hasn't been fully repaired already?
Or a survivor is on the oher side of it still repairing while you're trying to kick it.
Only other gameplay mechanic it can be is Ruin is active or Surge is already regressing it; if you're using them.
Otherwise, yes, this is a bug you're experiencing. Can you give more details on it?
-
@Happy_trapper010 alrighty, I had to know because there are a lot of people posting on the forums talking about changes when they have little experience and haven't really explored the game at a good level to understand if they are talking sense or not.
When it comes to breaking pallets, a killer is in control of what way around the loop the survivor is pushed in; meaning they can force the survivor onto the dead-zone side of it before breaking it, allowing minimal distance to be gained in the chase. They can also fake out breaks in order to catch a survivor off balance, and then there are certain pallets that should be broken asap. It all comes down to the circumstance of the chase; adjusting BL in the way you suggested would definitely be abusable by killers. Whereas currently it's a function that grants a pity boost of speed to help a struggling killer. This is why I believe the change I suggested is a healthier one: extend how much time it takes to achieve bloodlust level 1 and make that the only level of it. Because killer's cannot hope to chase one survivor for so long and gain rewards for it; something needs to be in place to restrict the strength of hand-outs for losing players - ultimately encouraging players to learn how to be play better. Is that not a fair request to implement instead?
-
The audio cue Demo gives off when they Traverse a Portal is something that should stay. Their portals aren't just for quick distance navigation; they can be used often as a means of a mindgame and also as a bait.
I do think the Waxcap and Webcap add-ons should be a tiny bit more extended than they currently offer. Atm they are pretty crappy for a Rare and Very Rare.
The Thorny Vines change would be broken; Demo already has a field day in chases, becoming Injured as they pop up in front of you is ridiculously too strong.
The Lighter is fine as it is, Blindness for 45 seconds can be invaluable at certain points of the match.
Leprose Lichen is fine as it is. Demo's Shred is a very strong power, using this add-on just for more range is pointless; the fact you'd have to be locked into it removes any mindgame or fakeout potential from it making it weaker. Not to mention Demo is locked into his Shred and is stiff while leaping - limited to only slight readjustment mid-pounce.
Finally, the way his portals work currently are fine as they are. The cooldown effect is fair, no issues from me. I think the main problem people have with his Portals and Traversing is they think that they have to use them for easy navigation across great distances, not always best to do so, especially when shorter Traverses can make pressure rotation more effective. Plus, if you're Traversing the Portals then you clearly have something in mind (gen defence, hook pressure etc) so being able to Traverse to however many you have open and unblocked is kinds silly. It's a function that isn't needed and allows unpunished spamming, meaning mistakes/miscalculations on the killer's part are just blips and won't hurt the killers momentum/pressure. Portals should not be touched, if only to add maybe 0.2ish more seconds onto current Seal time.
-
You people do realise there's multiple ways to play as Legion right? I'm not speaking about builds, i'm talking about the strategies Legion's power allows the player to employ. If survivor's play one way, you match their style; if they play another way, you switch up to match them again. I do think Legion could benefit from add-on changes, since there are a lot of useless ones now - because of the Deep Wound changes implemented.
But yeah, Legion is a killer that really doesn't struggle if people don't heal; I have no idea how you'd even think that. I play Legion at red ranks and when survivors don't heal vs me, they soon realise they just made a terrible mistake. Legion knows where people are, so he knows if they are bulling gens injured, meaning easy prey. Even if you guys call him an M1 killer, it doesn't detract from the point of his power allowing him the tools to keep everyone on their toes and slowed enough on objectives for him to keep up. Legion's a saucy killer; just needs add-on touch ups and they're fine from there.
-
I see why you suggest this, but when you think about it, the generator is only regressing because of the effects of a perk. Once the perk is cleansed, it no longer has an impact on the match; thus no longer applies the regression effect. It's a Hex perk, so you should strategise the match around it. While it is up, play a certain way, when it's gone, alter your approach.
-
@immortalls96 why don't you just play as Clown and try out the techniques and strategies I described? Since, most likely, the Clown's you'll vs will play him badly; most do, which is why most people think Clown sucks
-
Know that i'm not asking this from a negative position, how much experience do you have at this game?
Chases as killer are not hard; yeah there are certain rng tiles that can be a menace to deal with if the survivor runs them and rotates them well; but chases are not unfair for killer. If a killer is chasing one survivor while gen after gen pops, that killer is playing terribly. It's nothing to do with pallets or bloodlust, simply the killer's skill or how they are playing for that round (since everyone has times when they have bad matches). Bloodlust needs a nerf if anything, so many bot killers abuse BL just because they cannot outplay a survivor or are too bad to know when to abandon a chase and switch focus. Should take more time to gain and/or only give one level of speed buff to the killer while in chase.
-
@immortalls96 well, why wait until you see otners do it, when you can try out playing Clown in the manner I have detailed in this thread? Then see if that changes your mind about him.
-
Not a Main but I love playing as her:
BBQ&Chili - Ruin - Knockout - Thrilling Tremors
with: Haematite Seal and Rubbing Oil
The object of the build is to puke soley on gens until Ruin is cleansed. That way, if they aren't cocky, they will not want to get infected and instead waste their time searching for Ruin or rotating gens/waiting for the infection to wear off. It slows gen time down a lot. But if someone does start repairing whilst it's infected, then you head back to the gen that you now know they're on and cause max infection on them. Once cleansing begins you infect gens you wish not to be done yet, and then claim your Corrupt Purge and start destroying people lol
-
@immortalls96 so, it's clear you're convinced every killer NEEDS a secondary power to have pressure. Well, you're wrong. Every single killer in DBD has pressure tools, it's all a matter of playing that killer the way their power requires you to play. For example, you can't play as Plague and then change to Ghostface and play the same way. There needs to be specific strategies and styles you employ for each killer. Clown is a brilliant chaser, and his pressure tools are tied in with that. Being able to end chases quickly, push people around by your dictation, shut down areas with ease, it's an invaluable tool to have as killer.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1128519#Comment_1128519
This is what I’ve said for ages. Clown achieves gen pressure by proxy because of how quickly he can end chases.
Thank you for the backup lol. I honestly don't know how no one else can see this. If chases are dominated so much, it is so easy to rotate and pressure other people doing the objectives. I wish more people knew how to play Clown at an advanced level, I really do. Such a fun killer
-
@immortalls96 Seriously, you aren't even arguing with what I am speaking about. I'm talking Clown's audio manipulation: ie his grunts when he vaults and grunts when he throws a bottle. You can use those audio cues in LOS blocked loops to trick a survivor into thinking you vaulted the window when you actually tossed a bottle high up in the sky. It really isn't a valid point, you're on about the Red Stain, nothing to do with audio cue manipulation. And I called you pig-headed because you're going into this discussion with stubborness and a narrow mind, refusing to even give what i'm saying the light of day
-
I find it funny, but I hate it when survivors refuse to play properly because all they wanna do is stand/crouch there and boop me. No attempt to run, loop or play at all when i'm nearby. That makes me hate it, but if they do it at the exit gate I find it funny. Just like when I jiggle for survivors, as Clown, who are at the exit or are last alive and slugged in case of DS; i'll jiggle for them to give them last minute entertainment. But when a meme consumes the gameplay I hate it and just eliminate them with no mercy at all
-
Sounds like a good perk. It sounds similiar to my exhaustion perk idea, I called it 'Moxie':
Stunning a killer with a pallet grants you Haste for 3 seconds - triggers exhaustion for 60/50/40 seconds.
Maybe if the two combined it would be better? Well, it would certainly make my 'Moxie' idea better lol it would also give the perk an even stronger place; the killer, suspecting they've wasted so much time on you already, would be tempted to hard respect pallets wasting even more time, and then if they leave you alone, it's not like it's a wasted perk slot, since the killer is still punished for wasting so much time on a chase they possibly didn't even get a hit out of and you aren't exhausted either.
It should also have criteria for how long the perk is active for once the chase has ended. So, how about, the perk has a usage timer of 30/40/50 seconds activate after the chase has been lost for more than 10 seconds?
But if the killer just keeps chasing you non-stop the timer never activates, meaning the next time you get a stun during that long chase you gain Haste for the amount of seconds settled on (3/4)
-
@immortalls96 What are you on about? Clown's ability to mindgame with his audio cues is something that works at strong tiles, namely: shack, building loops and vault infinites; AND this has been working against legit Red Ranks - so don't go trying to shove my arguments away with soft digs and pig-headedness. And how the hell does Ghostface have audio cue manipulation mindgames?
-
@trouble2x that is actually a really good idea. Especially when you actually look at the films and know that the whole premise of the film is the killer possess the doll knowing he is dying, to then seek to possess a new livinb body in the form of the child, whom is the main character. If DBD made lore explaining that the entity lured Chucky into this realm under the promise of gaining a human body in exchange for serving them - the new human body happening to resemble the doll's form but human size and alive - then i'd be fully onboard with it.
-
@immortalls96 The Devs stats aren't really reliable. Let's be frank, they have so many factors that are warped by inconsistent elements. And do you honestly think that people play Clown the strongest/most fun way? I mean, Clown has been out for almost 2 years, and I only recently discovered his audio manipulation mindgame. The only reason I did was because of people on forums and my friend talking about what they could do to buff Clown. A lot of people said "remove his vault sound"; so I went into matches experimenting with it, and what do ya know, his vault sounds exactly the same as his bottle toss. So I go experimenting more and more, and find, it is a very good mindgame that only Clown can do with reliable results of it working. Now, if that's something that slipped under the radar from players; imagine what else has, and imagine what that says for how people play Clown. If there is stuff they aren't knowing about and stuff they don't implement into their Clown gameplay, most likely they aren't playing Clown to the strongest ability, correct?
-
@immortalls96 i'm gonna ask again, what stats are these? No vague responses, what stats are you on about?
-
@immortalls96 his stats are typical for most killers. And his ability has got very good value for usage if used properly.
-
@CornHub I get to Rank 1 every month - have done since the 2nd month of getting this game, back in June 2017. My current Clown build is: BBQ, Shadowborn, Surge, Discordance. But typically I run BBQ, Knockout, Ruin, Fire-Up.
Clown can pressure gens by bullying chases and forcing his pressure around. You all seem to acknowledge Clown's chase strength, so you simply apply that with rotation strategy - having anti-routing, areas that have audio-mindgame potential spotted and worked out as/before chased initiate. You then gain injuries, and use map knowledge and what rng you have to determine how long you stick to people in what areas (obvious and common high level knowledge, but very invaluable with Clown). For example, I make sure to bull the chases that are in strong areas such as a large T-junction pallet (typically seen on Macmillan and Haddonfield) leading into a jungle gym; in order to get that drop, the break and abandon the chase. It widdles down time wasting loops early and makes rotation easier. I do this often in Clown matches and it always reaps good rewards. Commiting once I have people pushed off objectives and into areas where bottles grant guarenteed hits. So toss one into a strong route to deter, and force them to make on the fly decisions; if they mess up a route, and the survivor has no back-up route, they're dead. This is where having forced abusable pallets down early and broken, the Clown strives even more. Remember, you'll always lose gens vs good survivors, it's making sure the ones that pop are in areas that offer no rewarding play towards the middle portion of the round. The idea being, survivors are constantly looking to heal away from your chases, that way they aren't braving doubling up on a gen, and when they do, your rotations quickly break those down. As survivor, always heal vs a competent Clown, this is why I don't use SB or any other braindead slowdown perk, I encourage healing because I know it hurts them either way - once they feel my pressure and want to get the gen done first (makes sense) but since chases end very quickly with Clown, they cannot all afford to bull gens, because if they all stay injured, chases end even more dangerously quickly. Forgot to speak about how to best play with his reloads, you shoud be aiming for only one bottle per chase, sometimes certain areas call for two, in those instances, on your second chase, only use a bottle once you have them injured, that way you aren't reloading in a chase. Wasting bottles is a massive mistake people make - so having 1 extra is a great add-on to use, in case of human errors in the match. Never be in a position where you're reloading in a chase. The survivors gain too much time. If you must reload, hide yourself from them so they don't see you. A good survivor knowing they have that amount of time to get space is very punishing, so fake a mindgamey movement and then reinitiate pressure in that chase. I very sincerely believe Clown is not as weak as people say he is; purely from my own experiences.
-
@immortalls96 What numbers and what results are you on about?
-
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1127063#Comment_1127063
I wouldnt expect much agreement though as results have shown hes painfully mediocre
What results? Lol if people think Clown is a bad as they say he is, then it's a reflection of those players. From personal experience, Clown is not a bad killer. Forget tier lists - tier lists don't prove anything, they are comparisons from one killer to the next, and are all opinions and subjective. Me personally, can play Clown without slowdowns and have insanely fun, interactive, hard fought matches with the good type of survivor players. Whereas the Clowns i'm vsing and seeing on streams play ultra sweat, ultra slowdown, ultra obnoxious, without any real knowledge just what to do with Clown. They waste bottles - forcing them to reload in chase; they don't use his gas clouds efficiently; they don't use Clown's unique mindgame capability; they chase for too long; they don't throw their weight around (no pun intended). And call Clown bad/weak as a result - it's not a valid point in my eyes; playing a killer badly and not knowing their true strength does not make them right in their opinion, just because streamers and the masses say so. It's silly. I really hope people see this and actually learn to see Clown's potential in this game as an intimidating killer
-
@Kai6864 I'd hate Clown to have a slugging function. Slugging is the laziest form of play in this game, on killer side. I do see your point, and maybe it has some validity to it on some level; I just disagree Clown needs a buff. To me, he is fun and fine.
-
@Kai6864 yeah, this is why I say there's no seperation between chase and gen pressure. Pressure is pressure as long as you use it well and do it right.
But all of that aside, these killers doing this, that and the other thing, that does not make Clown weak. What he has going for him is very fun, and very cool.
You can say drop pallets and run ruins Clowns day, but that ruins a lot of killers. If you come across those survivors, juggle them. If they all play like that, then they can have fun getting rid of every pallet really early. Never stick to drop and run survivors for long.
-
@Cancan71 I don't think no failed skill-checks is too powerful. I said new players who suck at skill-checks could get more use out of a Technician with tokens, as opposed to a randomised chance perk.
And tbh, seeing Technician at high ranks would be very suprising lol as you said, high rank killers don't need notifications to know what gens are being done. But, that being said, Technician already has a secondary function of shorter gen repair audio range by 8m. So giving Technician some love and keeping that second function to it, it'll be used way more, I think.
Current Technician is too unreliable, but it is a good perk and I do like the general idea of it.
-
@Kai6864 Well, Clown has more to him than just blurred vision and hinderance. He has audio manipulation and anti-routing too.
No killer truly has gen pressure in this period of dbd. They can throw their weight around and be a menace in areas, but ultimately, if survivors want gens done, they'll get done. That being said, Clown can hang with good teams, just like any killer can, the rush teams, however, who just want gens done, are never a reliable argument to fall back on.
As killer, how you spend your time is a determination of whether or not you win. If you can put all aspects of pressure onto the survivors: injuries, downs, chases, hooks, (slugging too, but I find this cheap and lazy so never would use this as an example of good play) then you'll be playing in a very efficient way and more often come out on top. Nothing cheap, just good pressure. Every killer can achieve this. So yeah, Clown isn't weak and he does have gen pressure potential. He has cabilities for every kind of pressure; just like every killer does. I play Clown fairly often, and love playing as him. I only really struggle with gen pressure when i'm having an off day, struggling with chases etc but this is all just experiences right? From my experience, and from my time learning Clown, and my knowledge to date, I feel Clown is the most underrated killer in DBD, and people calling for him being buffed have no idea how to unleash his devastating potential.
-
I'm seeing you power rework threads popping up a lot, i'm curious to know why you want to change powers so much?
This would destroy Huntress. And Hag's changes would make her a completely different killer. What got you thinking of these things?
-
If you feel like Static Blast is currently too strong, I think you're ignoring the key aspect of it's heavy cooldown period. And since you know Doc has that power, why not get inside a locker when you feel he may use his Blast.
If someone is hovering for an insta-rescue vs Doc, I think it is very good that Doc can Blast and find them. Insta-rescues are so annoying to play against as killer, since they nullify all the time that chase took. Doc is fine as he is now, not only actually fun to play as, but relatively strong too
-
I dunno, I would say just make Technician work on a token system like Distortion with a 100% effectiveness for missed skill-checks. Say, 3 tokens, making it so you consume 1 token per missed repair skill-check. That way it would be useful vs Lullaby, Doctor's Madness effect, Unnerving Presence. And also be good for new players who struggle with skill-checks, but not hard carry them for too long. Since, currently, although it's only 30/40/50% success rate, you can have matches where every missed skill-check makes no noise.
-
This would be too punishing. Stick this mechanic on a map like Red Forest or any other huge map with Tampered Timer, she's guarenteed a head pop, pretty much. You have to waste time running to the other side of the map, knowing that box is very likely not going to be the right one, so you've just eaten about 45 seconds of the timer already and now have 3, possibly 4, left to search.
All they need to do is these two things:
- Make it so that the 1st box has a decreased chance of it being the correct one. That way it still has a chance to be the right box, but more often than not won't be.
- Make it so Pig cannot see Jigsaw Boxes as base kit (the purple add-on can still exist to make it so she can, but in reality, Pig players who know how to play her do not need to know where boxes are. It's a lethal slowdown mechanic, after all. A Pig wanting to know where boxes are ultimately relinquish pressure on survivors actually doing the objectives.)
Making it be anything more conveluded than that will make people hate vsing a very fun killer.
-
Clown. It seems the majority of people sheep that he's terribly weak. He isn't; he has very unique mindgames; techs; chase tools at his disposal, so that once you master him, he is a very scary killer to vs and a very fun killer to play as.
-
Demogorgon's portals are fine as it is. You should only be activating portals when you need to use them, and the ones you are placing should all serve a purpose - so many people just place one so they can quickly traverse to somewhere quickly, forgetting that the portal they just used has no use and now if not sealed is a wasted portal.
Most of your portals should be inactive for most of the game and then traversed only when you feel you need to be in the area your portal is in. And some of them should be used as either baits to get survivors away from gens and sealing them, or as distractions so when you traverse, you can use that one as a mindgame and instead appear from a direction not expected
-
People don't get the same daily's. Yesterday I got a Huntress one and my friend got a survivor.
If they are gonna consider changing anything about daily rituals, i'd want to see a daily for killer and survivor. Double chance for extra bp. Or just bring back the high reward ones, I loved those. Eg Trap 13 survivors for 150k, well worth it!
-
Well, my point for the alternate was simply to emphasise that it makes more sense to just make a brand new perk instead of slapping new functions on perks that don't need it. Yeah, Bamboozle exists, but so does Fire Up. Obviously with the one I suggested it is lacking stuff to make it even remotely worth making lol I just stuck it there on the fly while typing my reply
-
@Kai6864 Don't start all that. Clown has very good pressure. It's just popular opinion to sheep that he's weak. I play Clown and have learned techniques and styles of play with him that makes him very scary to go against. Just because a killer requires a different mentality towards chase, doesn't mean they are weak. In comparison within tier lists, of course when you stack them all up with each other then obviously one killer will be lower down. It does not reflect their strength by comparison. I love Clown, he is very fun and I find him to be strong. All this talk of buffing him/reworking him is naive opinions of people who haven't learned his true play potential
-
@MegaWaffle @immortalls96 Why do people think Gen pressure and Chase pressure are seperate? Yes they are classified and spoke of seperately to make it clearer to players which individual strength individual killer's have more of at a base level, but every killer's advanced level has so much going for them, not a single killer is pidgeon-holed into one aspect. You end a chase quickly, you redistribute pressure around with injuries and presence on the map, ie gens. DBD isn't designed for killers to be able to defend all generators every single match so losing gens isn't really reliable proof of any killer's strength; or lack thereof.
So, to respond to your doubts, Deathslinger has awesome chase pressure, this in turn allows him to redistribute pressure around the map as he sees fit. A 24m terror radius, a 15m Redeemer range, both combine to make approaching gens very scary. You made the point of having a survivor on the end of his chain making it so he loses potential to juggle efficiently, but you can break the chain at your own will. Adding, optimally playing, you'd most likely go for a hit first then Redeemer the runner later. Plus, juggling doesn't always involve having everyone injured. Sometimes having a healthy survivor out there helps you out. They're the one that most likely goes for the rescue, meaning pumping gens are usually either not being finished, or are being worked on by ballsy injured survivors - not a great idea vs a killer who can literally pull you away from objectives. Pressure's pressure, apply it as the match dictates. And also, he has very good pallet play, you can stop a survivor getting to one, and when they are looping it, you can pull them from an angle off the loop. Not to mention you can accept an injury/Deep Wound as a successful chase if it allows momentum to be gained.
-
So, your idea is to make it so every killer has chase pressure and gen pressure?
I find it to be that every killer can achieve both of these things well. They all have very different styles of play, and it just so happens that with these different styles of play, their unique tools and their unique application in matches allows them all to have both chase and gen pressure in effective ways. It's all about knowing what you intend on doing in the match and how you work with map and rng you get. Take Deathslinger for example, the newest killer to be released, he has very powerful chase pressure, he also has very good gen pressure too, all it takes is applying his unique style into the match effectively.
-
This is actually areally good idea. I see so many people just calling for a perk overhaul and new function. But this is actually good since there should always be perks in place to aid new players. This would be a great aid perk if it worked like this.
Edit: it would also be good if, as the scratch marks got more faded them they widen out
-
But they already get 60k from the ritual. Plus, those killers don't care about the fun of the people they're vsing. Hence why they mori off first hook with 5 gens left. They bring a mori in to be boring and toxic. Mori's should change in general to make it less obnoxious to vs. If they wanna add more bp to the challenge, I ain't complaining, but no way would survivors enjoy vsing mori's often lol it'd be like killers saying "bring a key every other match; I enjoy the challenge." It's not a broad image of the reality of mori's in the game
-
Iron Maiden is fine as it is. It's a perk designed to counter a particular kind of stealth play by notifying the killer where a survivor is when triggered, and also give an added punishment/advantage to the survivor/killer. With the bonus of search speed drastically increased.
It's fine as it is
-
If you want a perk altered slightly for very specific situational reasons then you should probably just make a new perk with the function you suggested, right?
-- (perk name)
The mere prospect of your prey escaping you fills you with a rush of desperation.
Hitting a survivor with your basic attack grants you a boost in your vault speed by 20% for 12 seconds.
Has a cooldown of 60/50/40 seconds --
How does that sound as a perk?
My reasoning is, Unrelenting is fine as it is for what it does - a niche perk used to help learning killers; and it also helps with mindgames. Trapper baiting people to route into a trap, Huntress can bait a pallet drop to allow her to better work the loop for a hatchet hit etc.
-
@Mo4ntus never compare gameplay to streamers. Just because they record themselves playing, does not mean they are the authority on everything. Most streamers use ultra slowdon builds or cheap easy momentum builds. They are not the authority opinion of dbd.
If you want to find out ways to defend gens then just practice juggling survivors. Learn their spawn points; learn to abandon chases that waste too much time - ie more than 20 seconds at the start, and more than 30 anytime else. Also learn to patrol gens strategically. So patrol clockwise or anti-clockwise and then cut back on yourself across the map to see if people snuck behind your movement to jump on a gen you left 10 seconds ago, if you hadn't found anyone yet. Survivors will most likely hide until they know who the killer is just in case it's a stealth killer, and when they've seen you, they'll be bolder. Meaning if you've lapped the map and not found anyone, check a gen you just recently checked to make sure they weren't hiding near it waiting for you to leave to the next one. All these are methods of rooting people out and pressuring areas swiftly and effectively.
-
@Mo4ntus I play killer a lot.
The match begins, you start off patrolling gens, heading to known spawn points first; you then find one survivor on a gen, you catch up to them and either hit them instantly or get looped a bit then get the hit. Now, depending on how long it takes you to get that first hit on them, we'll use my examples - you commit for a little bit longer to see if you can down them quickly or you leave them alone and quickly go to patrol the gens away from that area. This s because you cannot afford to only pressure one survivor. Yeah, 80 seconds for a gen is pretty damn quick and I do wish something changed, but until then, i'm not gonna throw my hands up and cry that it's impossible to protect gens, because it isn't. So many matches where i've played the way I just said has only seen 1 gen pop for 3 chases, 3 injuries and 1 hook. You're telling me it's near impossible unless you use specific perks? I only use Whispers on select few of my killers and Discordance on one or two. Majority of the time i'm not playing as those killers so i'm restricted to simply knowing spawns and patrolling efficiently. It is not hard to defend gens at the start of the match. It gets harder to defend them towards the middle when you're locked into chases and hooking etc. But by then you either have momentum or are in the process of gaining it
-
No Mither is fine as is, 50% is better than nothing and you leave zero blood. It's in the game for the challenge and tropheys mainly. Plus it has a very cool mindgame with Deliverance and is very strong with DS
Whispers is an amazing perk, your idea will just make it so you can camp with it. "Ooh look someone is within 32m of the hook, best not leave, just patrol around." Whispers is designed to make periods when you're looking for people not be a complete waste of your time.
Buckle Up is actually really reliable to use. I spammed it for a while and it comes in so clutch. Knowing if a slug on the floor is recovering or not and then both of you seeing the killer's aura when you heal them up is very cool.
-
Why is your idea centrered around the ritual aspect of Mori's? Just change them to require more hooks out of people in general