Onyx_Blue
Onyx_Blue
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1941439#Comment_1941439
oh i forgot you make troll reworks lol
i don't have to explain why it's bad since you will just disagree anyway.
kinda smart to hide the troll part by having a actual common and good rework idea with it i'll give you props
Lol still pushing that weird line I see. I guess you're just a little forum slave. You exist here, this is your 'home', as you said. Shouldn't expect anything else from you really XD you'll hust ve that weird little thorn in my posts, because that's just your weird attitude lol
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@AChaoticKiller said:
why nerf pop by literally reducing it's uses by 8?
pop is fine it's one of the most balanced perks especially when you consider how fast survivors can do gens.
Coz most of the times PGTW is used, you don't see the full 25% of it. Going from a potential 10 to 4 isn't too crazy when you think that most of the time, PGTW is only usable post hooking. This allows that cushion to use it as and when. While also not borderlining on the abusable - rehooking someone recently unhooked to gain another use out of it; removes the less polite aspect of the perk. I also will add that there needs to be changes to survivor gameplay when it comes to gens, namely the way skill-checks work and co-op speed.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1940398#Comment_1940398
idk about nerf, more of sidework? Sure its less pops, but if you save your tokens you could certainly go to town on a generator crippling it, especially the last one.
Yeah you get it, it removes the time constraint which can feel like you've wasted it. And also removes the feeling that the killer is getting it TOO much. While also giving the killer full control over it.
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The only thing they need to adjust with it is make it so it has an active ability function to it. Press X while lunging to consume a token.
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I won't be surprised if this gets removed, they usually delete posts that outline the flaws of the game and anything critical of their decisions etc
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This feels a bit excessive, all Myers needs is few of his add-ons changed, buffed, tweaked and then some of his core power mechanics altered a little bit.
But the creativity is to be admired and I can see some of these ideas were created with the movie(s) in mind which is always fun to see and imagine :)
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In the meantime, Whispers exists. And also, try not to kill the survivors actually doing things if you notice the crappier players not pulling their weight.
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@Mileena_Kahn said:
The main reason for that is because even if you do not interact with an objective for the timer to reset, the killer can immediately chase you off hook and then just slug you and set their 1 minute timer until it goes off. Object needed to be changed but it’s completely gutted along with DS. I’m not trying to prove a point or anything just saying it’s basically useless kind of like how undying got gutted too. If long time survivor mains are not happy about the changes they’ll either:
A.) Run Unbreakable/DS every match which means a high spike in Unbreakable
B.) Leave the game
Hopefully the Devs will fix something about being slugged immediately after the hook with DS up not needing Unbreakable for it, because it’s in the killer’s favor if they decide to be an A**hole and just slug you after hook immediately or not. You shouldn’t be forced to let Unbreakable or maybe even tenacity to take up a slot in your perks in situations like this. Not everyone would like to run those perks in conjunction with DS. We’ll see what happens in the future.
EDIT: I’m all for the changes as DS is now balanced but I’m making a scenario that can MAYBE, POSSIBLY make DS useless no matter the outcome. I appreciate the kind comments and thoughts.
Honestly, the true way to balance DS is to keep the deactivation parameters like the devs have introduced, but also add that if the survivor is placed into the Dying State during the 60 seconds the DS timer is paused until they are healed back to Injured by a teammate. That way the killer cannot slug an unhooked survivor with no intention to pick them up to guarentee they're no threat to objectives. Considering DS is an anti-momentum perk, this feels like a fair addition to the perk - the momentum a killer can get from the mere threat of potentially picking someone unhooked up will encourage survivors to save their DS by not performing deactivating actions, while also making survivors feel they can actually regain momentum and punish the killer while extending their survival if their DS is actually triggered without worrying about being slugged until the perk deactivates overtime. (BECAUSE DOWNING AN UNHOOKED SURVIVOR REGARDLESS OF PICKING THEM UP IS STILL A FORM OF TUNNELING IF THE KILLER FOCUSES THEM ON PURPOSE)
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Which vault(s) is it? I'll see if I can recreate it myself to back up the report.
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@Pipefish said:
Make it spawn two basements on the map instead of one. Quite the simplest of fixes. What you all think?
Keeping the theme of the perk, fair enough. But the only thing that's bad about that idea is that the Basement shouldn't exist in DBD anymore. Just like Bloodlust and completely safe god pallets, it's an outdated mechanic in the game.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1919802#Comment_1919802
In fairness we never ever see survivors go “oh, 3 gens just popped really early in the match. Let’s not touch gens for a while”
Not true. A lot of survivors abandon gens for a while to body block, flashlight/pallet save, find and cleanse totems etc. So saying survivors only do gens is a very incorrect statement.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1919802#Comment_1919802
"Lol you absolutely choose to slug multiple people."
You're missing the point. The point is that whether or not the killer is slugging is up to the survivors to decide. If y'all play correctly the killer doesn't get good chances to slug.
"Just because the 'oppertunity arises' for a 3/4 man slug, do you have to take it that early in a match? No! Does it always mean the survivors played badly? No!"
Yes, yes it does! If you are getting 3/4 man slugged that early in the game y'all are playing extremely bad. You're complaining that a killer slugs at literally the best time to slug when he has the least pressure in the game.
"Because there may be situations where they are deliberately staying out the way but the killer insists on never picking up regardless and rotates to you anyway."
If they are actually playing this way and the killer still slugs he is making a misplay and you should be capitalizing. AKA no reason you should be complaining about this.
"1 survivor slugged is no pressure on the team at all, 2 people is, 3 people is overkill and 4 is 'gg'."
If that many of you are getting slugged all at once y'all are playing ridiculously bad or you are simply way outmatched and need to go down in rank. That scenario is not happening against good survivors.
"Running perks to avoid situations is a terrible mentality/state of play to have. I do not use builds to avoid crappy playstyles that I hate to vs, I use builds that I find fun and interactive to use with both my teammates and the killer."
This is a bad mind set to have. You think you should only ever have to run what you find fun and never have to run what is needed. Keep in mind this is not a need, it's subjectively something you just personally dislike. If it bothers you that much you should be running it. By running those perks you are avoiding a situation you don't find fun, aka increasing your fun. Even though as I pointed out earlier, finding slugging non fun is irrational since the alternative is hooking.
"I do not vs Twins and Nurse every match, so of course i'm not on the floor for 2+mins often. But when i do vs Twins and Nurse you are guaranteed to have one teammate on the floor for ages...guaranteed! Whether it be me or a random."
No, you are not guaranteed. I play against them regularly and don't have any of these issues. This sounds like a you issue, not a game issue.
You are contradicting yourself soooo badly XD
You cannot say that staying out the way and being rotated to while 2 teammates are slugged is them playing badly. And then say that you're playing bad for all going down, because they weren't. You're proving my point that slugging that early is unnecessary. I guess you're guilty of this yourself which is why you defend is so desperately XD
Killer spawns in "F*** i have no pressure and i've been playing for 5 seconds already! Let's slug everyone I see right away!" Lol it's a pathetic playstyle and only terrible players utilise it XD
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1919744#Comment_1919744
"Slugging multiple people at 5/4 gens is really unnecesary. That's where the hate for slugging is directed."
You don't choose when you get to slug, you slug when the survivors give the opportunity. Also, slugging at 4/5 gens is literally the best time to slug anyway. That is when you have the least pressure of the entire match.
"But let's be real, the intention for multiple slugs is always to end the match as early as possible"
No it isn't. Most slugs are literally for pressure. It's to force the other survivors off gens and slow them down.
"So yeah, sluggers -namely Twins and Nurses are boring af to go against. I don't load into a match to spend 2+ mins bleeding out vs a killer who has no intention of picking me up."
As I said before, being on the ground is no different than being on the hook except now you get more second chances at living and you have multiple anti-slug perks you could run but refuse to.
Honestly now, how often are you realistically slugged for an entire 2+min of a match? That is ridiculously rare. If you want to sit here and say it is very common, then why aren't you running anti-slug perks? If it's really happening that often then you would be getting tons of value out of them and not having to deal with being slugged.
Lol you absolutely choose to slug multiple people. XD Just because the 'oppertunity arises' for a 3/4 man slug, do you have to take it that early in a match? No! Does it always mean the survivors played badly? No! Because there may be situations where they are deliberately staying out the way but the killer insists on never picking up regardless and rotates to you anyway.
1 survivor slugged is no pressure on the team at all, 2 people is, 3 people is overkill and 4 is 'gg'.
Running perks to avoid situations is a terrible mentality/state of play to have. I do not use builds to avoid crappy playstyles that I hate to vs, I use builds that I find fun and interactive to use with both my teammates and the killer.
I do not vs Twins and Nurse every match, so of course i'm not on the floor for 2+mins often. But when i do vs Twins and Nurse you are guarenteed to have one teammate on the floor for ages...guarenteed! Whether it be me or a random.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1919308#Comment_1919308
What's the issue with slugging? Against good survivors you are required to slug.
There are also literally multiple anti-slug perks.
I would always rather be slugged as then I have a chance of not losing a hook state. There's no difference between you sitting on the hook or sitting on the ground from a game play perspective other than at least on the ground you aren't spamming space bar and you can try to crawl away.
Literally the hate towards slugging in this game is so irrational.
Slugging multiple people at 5/4 gens is really unnecesary. That's where the hate for slugging is directed. I ain't got a problem with chaining multiple downs to get momentum and getting hooks and rotational pressure off of it. But let's be real, the intention for multiple slugs is always to end the match as early as possible, otherwise the killer would always pick up after the 2nd down or 1st if the second chase was a potential time waster. So yeah, sluggers -namely Twins and Nurses are boring af to go against. I don't load into a match to spend 2+ mins bleeding out vs a killer who has no intention of picking me up.
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@TheClownIsKing said:
Particularly, what I want to know is what I should be doing with them at loops, particularly Victor.
It feels like survivors are untouchable at some loops when controlling Victor, and I should just give up and let them crush Victor.
Just please don't become another slugging Twins player. Twins and Nurse are the least fun killers to vs in this current period of dbd because of slugging constantly - and I used to love vsing Nurse.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1910324#Comment_1910324
I don't care about the addons or portals since they are way less important then his chase tool let me explain why it's a nerf.
a decent part of the extra width doesn't collide with objects that is how you can hit survivors right next to you especially survivors that don't drop the pallet. you can also glide along walls you just can't do it at a large angle so that combined with the extra width already does what you ar3e talking about but better.
since you obviously didn't know this maybe don't rework skill based characters, his shred is fine and this is a nerf because we can already use the extra width+wall gliding to get hits. here is a guide and it is very evident you can do this at long wall loops.
https://www.youtube.com/watch?v=-WoemxN7B18
as you can see in the hit at the 1 minute mark demo gets hits just fine.
s for the roaring again that does nothing, the survivors will still just be working on gens like normal the only time they are worried is during the traversal not when they hear roars because it's not affecting them.
Honestly, anyone who thinks Rat Liver should be base-kit doesn't know how Demo should be adjusted.
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When people say the only counter to Clown is drop pallets early.
The amount of idiots I see say this is staggering. Yeah because manipulating your movement when a gas cloud obscures the Clowns LOS is beyond comprehendable; as well as hiding in a gas cloud near a vault or to the edge of a tile and exiting it just before screaming a 2nd time is also out of the question. And the kicker, understanding distance in the tile so you can get a rotation back to a pallet stun even while intoxicated is also too much effort to learn.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1912523#Comment_1912523
bruh go look around feed back is my home and i do this in between matches mostly or if im simply bored.
like i comment on most of the posts in feed back not just yours.
You need to reel in your dodgey arse attitude. You go on and on about your ideas, but when someone has an idea that doesn't fit into your little perspective you're very quick to ridicule and divert focus off of it. You think because you're just words on a screen you can be wherever and say whatever, nah mate, reel it in and learn to respect other peoples approach to things. A lot of your ideas are are actually unbalanced anyway, so you can hardly sit there spouting off at other peoples ideas.
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@AChaoticKiller said:
Heads up this guy makes troll reworks but i will respond anyway so players who don't have a knack at how balance work understand why these are either not good, unneeded/unrealistic, or good. overall i would say this rework is so bad and anyone who plays a decent amount of plague knows the only two issues with her are getting corrupt purge and the hit consistency.
The problem with plague has never been infecting survivors and in that regard she is very balanced, your changes to how her charge rate works is both unnecessary and a nerf since it will take more time to break survivors. also nerfs her in corrupt purge since it's attack wont last as long.
broken status MEANS THEY ARE INJURED AND CAN'T HEAL this is another dumb change, this nerfs it it DOES nothing if its changed to this. what's the point of infecting survivors if it does nothing other than make them loud. the point of being infected is you will become injured so yeah awful.
cleansing is also fine if they cleanse before max infection so what you get your power.
hooks and survivors on a hook have always been infectable.
all your perk changes are unneeded nerfs all these perks are fine.
i don't care about addons they all seem meh but the blindness one sucks.
all plague needs is another way to get corrupt purge easier, i have a secondary ability idea called solicit chant that allows you to use pools within 20 meters but it slows you tremendously lasts for 3 seconds, and halves the duration CP lasts. in ALL other aspects plague is a very balanced killer.
Stop commenting on my posts. You're actually getting obsessed with me, it's cringey and creepy af.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/223394/plague-rework-idea
You already can infect survivors on hooks
Having to hit a survivor once fully infected to inflict broken just make her more of a m1 killer than she currently is with vile purge which is just terrible
Infectious fright doesn't need a cooldown its in a good spot as it is no need to nerf it
Corrupt intervention should block the gens closest to where survivors spawned and affect the other gens closes to them until it reaches 3 gens blocked
Black Incense does too much should just be some of it, Probably just Start with corrupt purge and slightly increase duration (10%~)
Exorcism amulet should just be fully infected survivors suffer from permanent blindness
Limestone seal should just do something else like deep would instead of downing with corrupt purge but also getting hit by corrupt purge lowers the deep wound timer while giving more points and multiple hits
Those are cool alterations to the add-ons
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@Lexilogo said:
The Plague changes on the whole seems to be nerfs that I don't understand the necessity of or reasoning behind. Infected hooks are especially confusing to me. (Wouldn't it just allow Plagues to vomit on a nearby hook after downing a Survivor, then impale them on the hook in order to skip the usual infection warmup they do in chases?)
I don't agree with nerfing Infectious Fright, I think it's hit a Nurse's Calling-esque spot of being powerful, but not out of control. Allowing Killers to snowball is the entire point of the Perk, and yeah, if the Survivor team's god looper manages to stop a 4K slug, but the Killer downs them with Infectious to reveal the others again... I think that's okay. Those are the scenarios where Infectious is supposed to excel and give the Survivors a hard time in stopping a slugfest.
Corrupt has little to nothing to do with 3-genning. If a Killer REALLY wants to 3-gen, and the map has spawned Generators close enough to allow for a 3-gen... A Killer can make that happen. Unless the Survivors have used a Shroud of Binding to spawn in a group, have brought multiple Brand New Parts, AND the 3-gen spot also happens to be the 3 gens furthest from the Killer, Corrupt Intervention really does not help a 3-gen strategy. Killers just need to defend the gens with map pressure and they can reach their 3-gen destination quickly enough with or without Corrupt. I highly disagree with nerfing it as right now it's an important and reasonably powerful gen delay perk that helps provide some solid diversity in its category.
Black Incense being reworked is reasonable, but making it an addon all about Corrupt Purge feels a bit silly when Iri Seal is supposed to be the Corrupt Purge-centric Addon while Black Incense is more the Vile Purge side of the Plague's power. That aside your suggestion feels a bit lame for an UR addon especially with its extra downside, even though the idea of a survivor starting the trial infected IS a cool thing a Plague addon could do.
I'm not sure why you feel Vile Emetic really needs a change at all. The effect isn't super appealing to me, even though I can understand why it might be worth running, but mostly I'm just confused as to why it's replacing what's generally considered a solid but not out of control addon.
You'll have to tell me what you're trying to achieve with Exorcism Amulet because it's flying over my head. Blindness is considered a status effect that isn't very useful already, so why would I want to blind someone when I've downed them of all times?
Limestone Seal could absolutely use a change (I really don't like it when addons have 3 clones of each other between rarities that have a stacking identical effect, especially when one of them is Common) and giving Plague a Bloodpoint-earning Addon makes sense for consistency. BP addons are unfortunately godawful but that's a seperate issue.
Your description of Rubbing Oil is confusing. I assume you are just alluding to nerfing its effect slightly? If so, why?
I don't mean to come off as hostile or anything. I think above all else you should try to talk about your reasoning/intents behind your suggested changes to help other people understand why you think this would put Plague in a better spot for the game.
Those are all fair points, i'll gladly explain :)
So, the contagious score event affecting hooks is to allow Plague to infect Sabo gamers passively, something they previously could not do. This brings more interaction/punishment between the two roles. Like you mentioned, it also saves time puking on the hooked survivor after hooking them.
Infectious Fright being given the cooldown, it's all to do with restricting abusability. The fact a killer has the potential to 4-man slug as early as the start of the trial is insane. Not that it always happens or killers feel the value of putting it on every game, but the potential for that to happen is there. It's an intel perk without limits on it's frequency of application atm.
Corrupt Intervention as it is I call it Corrupt Viability, for the obvious reasons of people rely on it for early game relief. The downside to it is that it can make the early game mostly slow going, and the end game tedious due to the potential application of it. My altered version of it, in my mind, would make set-up killers feel like they can play offensive in the early game due to the fact a gen near their spawn is blocked, limiting how many can be done on both ends of the map.
You have a point, but me making it another Corrupted Purge related add-on was to emphasise that her Corruption was the strongest part of her power. Plus it differes from Iridescent Seal due to it affecting a whole manner of power related aspects, something a lot of URs do. I think if you're giving a killer a universal buff add-on then it needs to have a negative to it. It's a common theme with URs. Also, I dislike aura reading add-ons lol.
The Vile Emmetic change is to give Plague some effect add-ons to mix up her gameplay a little bit. With the changes, max infection can be reached a lot quicker naturally so having a VR that considerably increases the rate of infection felt overkill to me. She still has Moderately and Slightly though.
Ok, so the Exorcism Amulet change was to replace a very strong Vile Purge add-on with an status add-on that allowed the Plague to feel a bit of relief upon hooking a survivor, since i've made changes to her core power, and taken her in a direction away from her current relying on hook/gen rotation and slugging whilst in Corrupt. Gives thm a little sense of "at least the hooked survivor can't coordinate for 30ish seconds on hook.
Yeah, rubbing oil is a nerf, purely to make it feel less unavoidable from a survivors perspective (unavoidable in the sense that the bar is reduced meaning Plague can release a 'max' stream of Corruption quicker than normal, so the whole hit into hit mechanic is slightly less "ugh" inducing when using the add-on.)
And in general, the changes to Plague's base-kit make it so she feels rewarded with emblems and bloodpoints, while also not being so completely busted in situations where puking is all it takes to cause an injury granting no speed increase to a survivor and straight down. That in turn is balanced if a survivor cleanses outside of max infection not recieving a heal. As well as the heal not taking immediate effect after cleansing balances the choice out for Plague, she can gain a down if close-by.
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@Exar said:
I don't really like the idea with Infectious Fright. The cooldown of 100/80/60 sec would make this perk terrible. The cooldown of it would be to long.
Corrupt Intervention change is not needed. This perk is fine. If it would block one closest Generator and two furthest Generators, the Gen patrolling would be slow. If you go to patrol the closest generator from your spawn, the survivors can just go on a gen and complete it before you go back. But if you decide to patrol only the two furthest Generators, the closest Generator would be completed by survivors.
Infectious Fright needs to have a cooldown of that size to make it so killers cannot snowball instantly off the bat of a game. 40/35/30 is way too short because it allows killers to instantly see multiple people again if the slug for the 4k gets halted by a good looper.
Corrupt Intervention change is due to the fact that currently it's a 3-gen players wet dream. The fact that it blocks the closest as well as two furthest makes it so the killer only has to worry about gens near to the middle for the beginning on certain maps, as well as survivors. It stops a lazy strat while also still successfully zoning survivors too.
What do you think of the add-on and base-kit changes?
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@AChaoticKiller said:
pretty sure you are making these reworks as a troll but as new players or people with poor perception of balance will see and agree i must point out obvious reasons why this isn't that good
- the foot steps being quieter is a common suggestion and one i agree with so that is good.
- roar audio wont do anything to him, the roar only tells survivors that it is demo and that he is chasing so this really doesn't do much at all.
- why nerf his ONLY chase mechanic? it is already considered bad by players not good at him and one reason it is good is because of the extra width, horrible suggestion that alone results in this whole thing being a nerf to him.
- portals only being 1.5 seconds longer is meh, they by default take 12 seconds to cleanse i don't see this being that good, still a buff tho.
- portals being unsealable is also meh, the only situation i see this being useful in is if they cleanse a portal you just used and you are too far to get back. that is pretty rare so this won't do much also.
- 30 seconds is nothing, there are better reworks and since perks don't relate directly to a killers balance this isn't part of his rework because it's optional and their are better slowdown perks like corrupt intervention.
- red moss, sure that seems fun
- rat liver, no unless rat liver becomes baskit it should stay as a zoning addon
- he already has addons that extends his undetectable status effect but im pretty sure it last longer.
- that last addon is HORRIBLE, killers should only be 4.4 m/s if they need their power to DOWN survivors and it should be strong otherwise if it is for a free hit by stealth like wraith and such they remain as 4.6 m/s. if all it did was remove the traversal sound sure it would be nice to have.
- quieter footsteps, yeah needed.
-roar audio only for successful attack, also needed because otherwise people are clued in on the fact Demo is doing other things outside of pressuring Survivors for free, map wide.
- slightly reduced Shred width, allow Demo to get edge/corner wall strafe Shreds off without colliding with a wall that isn't even on your screen anymore. It also allows Demo to not be worried about aiming to far away from a survivor to avoid hitting the obstacle they are hugging to get behind. Needed.
- portals, is a nice buff regardless of time already, yeah.
- unsealable recently opened portals, could be problematic for portal bouncing, but could also be nice to make Demo not feel like his time is being wasted by using his power.
- Red Moss, yeah he needs more Shred related add-ons.
- Rat Liver, being merged into Red Moss. And no, it shouldn't be base-kit, Demogorgon is drastically altered in chase by that Rat Liver that is should not be base-kit. It is way too easy to land Shreds with it and takes a lot of options away from a survivor that plays the tile really well. The new one makes reaching max charge easier allowing more distance without losing as much ground initially.
- Wax/Webcap are currently terrible and offer a very short amount of stealth time after emerging. Red Moss currently outshines both of these but has a harsh negative to it. My new ones make the Webcap do what current Red Moss does, and the new Waxcap do what the current Wax and Webcap currently do but combined together + 1 second.
- Barb's Glasses, bear in mind this is an Uncommon add-on and grants Demo silent map traversal, that is ridiculously strong when used traversing to closed portals. The fact he is slower definitely fits as a fair negative to it.
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@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/223237/demogorgon-rework-idea
It’s things like this you wish you could directly forward to the dbd creator and force him to read it lmao. The response team sucks here I’m sorry if it gets brushed over. Although I do disagree with the portals being under this 6 second protection after being opened because it would create an infinite boomerang where he can just keep coming back to that portal. On top of wanting an extended seal time, it would be pretty drastic to get rid of any portals
Yeah, I can see that being a thing. However, the fact they can be instantly destroyed hurts his gameplay so much. It's a tough call for that change I think. If they were to use all these changes then I wouldn't be heart broken if this was the only change they ignored, since it can end up like how you said.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1908227#Comment_1908227
Early peels?
I feel it's actually better to not use it or else you risk being too reliant on it.
As in early peel aways.
It's to help learn how survivors that have the intelligence and awareness sneak away and get distance before allowing Clown to get close and initiate a chase. Whether it's seeing them or their scratch marks, it helps grow that awareness. I wouldn't say you depend on it, I haven't used Shadowborn on Clown in a long time, but I can tell you now that it helped a lot.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1908059#Comment_1908059
Shadowborn is awful.The only killer you would want to use it on is nurse tbh
Shadowborn allows you to see potential early peel aways and thus not waste your bottle or your time by continuing on to the tile/gen. That and Monitor are both good on Clown, but I opt to avoid Monitor, especially when giving advice for first learning him because it provides false analysis on your part as to what you're doing right/wrong with him.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1908092#Comment_1908092
I have all those teachables except for Discordance, but just not on Clown yet.
Ah ok :) you'll really enjoy playing Clown when you realise how devasting he is when Survivors struggle hard to juke and ghost you and find it hard to keep tiles safe/linked for more than 8 seconds lol
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@hmeekins said:
I'm genuinely curious, recently it has gone from everyone calling him the most balanced killer in the game to one of the bottom tier. I'm a rank one demo main and I see him as a top tier killer. I have no trouble winning with him and I cant really find a flaw in his kit.
- His shred makes for amazing anti loop that can destroy many different types of loops as well as easily capitalize on survivor mistakes. It is also really good at zoning to get free hits.
- His portals make for great map traversal especially in the late game. Just don't focus to much on the set up early game and place as you go and they will pay off without you wasting to much time.
- His tracking makes his portals even stronger allowing him to have excellent late game pressure
- Best user of STBFL in the game which again like I've said before will make him incredibly powerful in chase in the late game. Combine great chase with pop and mobility to instantly pressure gens and it makes him pretty formidable.
- His stealth isn't that great but with decent portal placement I do get the occasional surprise hits on survivors
- Not map dependent
Can someone please explain to me their reasoning as to why they think he's bad.
I love Demo, and I agree that he is misunderstood a lot, but he is a killer that requires the player to play well with him to get solid results. Ignoring the lazy builds like STBFL, PGTW, Ruin? Rat Liver etc he can take a good 20+ games to properly work out, and then some more to work out what he can do that other killers can't etc etc
I'm gonna post my rework idea for Demo right now and you can see if you like the sound of what he could become
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/1908059#Comment_1908059
Sadly I don’t have any of those perks except BBQ but I’ll keep leveling him.
Do you have the perks I mentioned unlocked? Note, if unique perks aren't unlocked then they won't appear on future bloodwebs.
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That build doesn't help you learn Clown properly.
I'd say use: Shadowborn, Surge, BBQ/Thrilling Tremors and Whisper/Discordance.
These will help you constantly apply rotational pressure properly, waste as minimal time as possible and will also help you notice Survivor peel away from tiles more easily on your initial approach which helps you learnt where to throw bottles and not waste them as much too.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1906243#Comment_1906243
if she can only be on one survivor at once which this would turn her into there isn't a reason to not play a better killer at that like clown or deathslinger. yes im saying she would be weaker than clown.
Keep Clown out of your mouth if you think he is weak.
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1906243#Comment_1906243
she can remain as she is as she is balanced as said something not "fun" for only one side isn't a good enough reason to change something otherwise spirit and deathslinger would have been nerfed long ago.
I do think you should avoid talking about balance if you can't see how she would be weak, you are taking away her chase power AND mobility for a super weak effect. it shows you are either trolling or you have no idea what you are talking about.
Look at Trapper, the mere threat of the unknown can get you hits and downs in cetain areas. I refuse to agree with your bull-like natured opinion. The Suvivors will not know that the Trap is there and may not feel confident to commiting to actually safe areas due to it. 20m from the Trap not the trigger radius, so that 'flaw' you pointed out is not real. Maybe that could be improved upon slightly, but the general direction of the concept is the correct way to take her. There is honestly no point in continuing our argument, we both refuse to see eye to eye on this. And since you think Hag is fine as she is, that really makes me not wanna listen to you on a topic about a rework. In the future i'd suggest stay steer clear of typing on my posts, since you don't offer any pleasant dialogue. Like I said, constructive critisicm is welcome, anything like the way you interact isn't.
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@QwQw said:
I don't like these changes. This would just make her more annoying and far worse than she is right now. Hag doesn't need any changes in my opinion.
To each their own, but no way can she remain the way she is. Also, it's good to note that not every killer is made to be insanely strong, having something that increases fun and interaction is great for the game too. However, I do disagree that she would be weak in this concept.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1906190#Comment_1906190
Oh also the trap radius for placement for that idea would overlap each other meaning it is extremely unlikely you can effectively place traps 20 meters from each other in spots that would be useful.
so that entire thing just wouldn't work as circles would overlap each other and make large area's you just can't place traps. this has flaws upon flaws.
Areas that survivors constantly use would become deadzones quickly, not to mention the survivors won't know what tiles to avoid at the start of the game. And towards the middle part too due to them gettig rescues and commiting to gens. Maybe it can be polished a bit, but without in-game testing the idea is solid enough on paper.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1905960#Comment_1905960
As i have said in plenty of posts mainly on deathslinger fun doesn't factor into balance unless it is not enjoyable by both sides. This is a pvp game you will ruin other player's experiences by just doing good. That is all i'll say on the topic of "fun" because i don't care about it i care about balance and i won't respond on it from here on out i will only talk about balance.
your idea doesn't make hag have a similar power level it actually makes her laughably bad, it doesn't even keep the same feel as her power since you are basically trapper but with worse traps. 20 meters? that sooooooooo dumb dude your power is a TRAP your are basically saying that if a survivor doesn't go into one spot the entire area around it is safe, the very nature of the power you describe would never even make it into implementation because it doesn't do anything unless you are already chasing a survivor AS A TRAP BASED KILLER. lastly what if the survivor is good at controlling their character even in reverse? your power does nothing, also a lot of the addons you want don't actaully help you since you can't act on info as a killer without a power.
the idea is awful, it makes her a joke and i honestly think this is a joke as well. you might as well always play with water lodge shoe just to see how bad this idea would be in practice.
People do not like to play against game mechanics that reduce interaction and cause the game to be forced in a certain direction eg hook camping or hook bombing, hit and run or trap bullying. She is a boring killer and ignoring that to focus primarily on 'balance' isn't a healthy attitude to have. Since the mechanics of her gameplay remove all fun, regardless of winning or losing.
20m between Traps is fine, and i'll explain why: you Trap an area/tile that will be used a lot, you also Trap a nearby area for the same reasons. A survivor triggers the 1st Trap, you now have intel, you make your way over to them with a 24m TR (maybe 16m) and find them stumbling around because the controls caught them off guard, they run in a less efficient way to usual allowing you to capitalise on the chase, the fact you have no other Traps directly close to this tile allows you to not worry about having wasted your time with them stumbling across them and making you waste time resetting at the current or later period of the game. Also, because Traps cause such a nuisance to survivors movement, they may not want to purposefully trigger the trap to remove it from play. (If they are good at reverse controls, then yeah that will happen, but you know what it also does, it allows you to place a trap in an area different to that trap or in a more usueful area that was consumed by the 20m restriction. Also, there is such a thing as faking your power for mindgame purposes. Not to mention her Mint Rag add-ons apply a completely different effect as well as Scarred Hand giving her body block Traps back again.
I do not see on your level of this rework being lazy and laughably weak. Just coz you don't like the idea of it, does not mean it is a bad idea, admittedly we're all bias to our own ideas, however, constructive criticism is always welcome, mocking it isn't, so if that's your attitude, leave.
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@AChaoticKiller said:
Hag needs no changes, she is by nature not fun to go against but she isn't op but is strong enough to be kinda viable. However you don't just change killers for being unfun to go against that isn't how you balance a game.
https://forum.deadbydaylight.com/en/discussion/comment/1905022#Comment_1905022
yeah, as long as her traps work the way they do you can't improve hag without giving her a new power.
No one said she was op lol and yes, a mechanic that is not enjoyed by the vast majority should be changed, that's probably one of the best reasons to change something XD
@AChaoticKiller said:
Also from reading this rework it is pretty bad, 20 meters between traps? that is ridiculous and also im pretty sure people will hate reversed controls way more than how she works and also just that whole power idea is WAY more lazy than how she is because you place a trap and that is it. traps not recycling is also dumb it's your power and since this does nothing to help you in a chase really if survivors can play well with reversed controls then you just don't have a power.
this would make hag super unviable and as said you don't change killers because of dumb reasons that are not balance related otherwise you should probably instead just complain about the king of a lazy power that which is freddy.
In what way is a trap based power that requires chasing to capitalise off of them being triggered lazy?
Reverse controls would not be complained about nearly as much as current Hag who in your mind should stay the say she is. They may be frustrating if you cannot get used to them quickly? But people moan about Nurse ignoring the comventional loop game because they haven't bothered to get used to how to actually counter her. I've had experience with reverse controls in other games, and they are a very exciting mechanic.
20m for a Trap would be needed for a mechanic like this, it would be busted to allow Traps to be mear together like they are now, also, they need to be at so little resource and only be given back when triggered. If she could be like "oh, no one is using this tile here best recycle it" that would be way too leniant for a trap that makes their movement harder to manage as efficiently.
Freddy's one is coming soon :p
@matthewg64 said:
https://forum.deadbydaylight.com/en/discussion/222871/hag-rework-idea
I didn’t read that because you said you wanted to keep her identity, yet take away her transport ability? If that’s your idea rework her whole power, don’t allow to place traps and not teleport. The whole point of the killer is to pop up on the survivor instantly. You should think of a totally new thing instead of reworking her traps
You have to keep Hag's identity the same when reworking her power because otherwise her entire lore will need changing too. Her character is centred around charms and hexes.
I would say read the rework, you may like it.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1904586#Comment_1904586
and the devs won't do that which is why is said be realistic.
they are a free killer because you can buy them with shards and plenty of players do so, there is hardly any point in putting in that much effort for a free killer.
also if your referring to your OG idea as said that is too complex, you referred to the twins but they are really just 1 power which is a remote control ba- I mean adult and victor doesn't even have any cosmetics not even extra blood from prestiging.
The fact they can be purchased with Shards is definitely not a vaild reason to drastivally overhaul and improve the killers gameplay.
Being realistic, it is very possible. The twins demonstrate that the game can handle alternating between characters while in-game. My idea is just the next step from that; though the characters models aren't 'active' in the trial at the same time, but they are there to be switched between.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1904510#Comment_1904510
he also shouldn't be able to miss and then attack again, good players don't even miss.
as for the downing part i was like that too until i realized two things. one all survivors are basically injured at this point and are more than likely spread out, two you will get at most 2 downs because it only lasts 8 seconds and survivors more than likely won't be holding hands. also our idea makes it so your tokens are consumed every time frenzy ends so you have to hit 4 survivors not in deep wounds to be able to perform fatal frenzy which is pretty hard and luck based.
True, but the main reason I opted away from just a minor tweak and instead did this full redesign is to turn Legion into a properly fulfilling killer; atm they're a Killer that's just got a unique consmetic style. It's also for that very reason that makes my rework possible, right now altering the body's cosmetic changes not only the model, but the motion/animation, audio and appearance of the killer. That is what my rework does but applies it to in-game instead of just on the menu. It also grants a multiude of playstyles and add-on selections. I enjoy Legion as is, but this completes them in the game
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1904489#Comment_1904489
most players don't buy the chapters we have too many shards and a lot of players just save up shards before it is released.
As for the idea it is when you successfully hit survivor, i don't think 1 hit should be rewarded as it is always free I also think they should keep it how it is when missing a hit which is you enter fatigue we don't need skilless power spam that was nearly impossible to outlast. Also no point in it showing survivors in deep wounds during frenzy since you can't hit them without losing your power.
also you are unclear about the 4 tokens effect and if it damages survivors that is way too long that's twice the normal duration of frenzy and good players don't miss and missing should be heavily punished since frenzy makes hitting survivors very easy. I like our idea as it is since it is simple and more skill based with a hint of luck. still i like it when people try to do new things you just need to understand the game a little better to make realistic ideas.
Regardless, I like my idea better 😂 he doesn't need to down people in Frenzy, he's intel and rotation killer.
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@QwQw said:
I'm sorry, but whats the point in playing Frank? The way you describe it, his second stab sounds like bubba's tantrum where a survivor has to actively run into to be hit by hit. Like, if the survivor gets hit with lunge, why wouldn't they run away?
Here's my idea for a Legion rework.
The Legion’s power is called Darkness Within
Special Ability: Corrupted From Within
At any time The Legion may remove their mask. Upon doing so The Legion’s base speed will be decreased to that of a survivor and they will gain the undetectable status effect. Additionally The Legion will gain the posture and footsteps of survivors. When getting into grab range The Legion may instantly down the survivor. The Legion may exit Corrupted From Within at any time.
Special Attack: Feral Frenzy
Upon activating Feral Frenzy The Legion will sprint forward at a higher speed. The Legion gains the ability to vault over pallets and through windows. Missing an attack will decrease The Legions Feral Frenzy power gauge. Hitting a survivor while in Feral Frenzy will refill the power gauge and reveal other survivors nearby in killer instinct.
Hitting a second survivor will apply the deep wound status effect.
Hitting a third survivor will apply the deep wound status effect and apply the broken status effect.
Hitting a fourth survivor will instantly down them and remove The Legion from Feral Frenzy.
While The Legion is not currently chasing a survivor, Feral Frenzy’s speed, duration, and stun after leaving the power is increased.
Applying the deep wound status effect will critically injure the survivor. They must mend themselves or they will be put in the dying state, additionally their movements become rushed and clumsier and their movement speed is decreased by 7%.
It extends the lunge. Nothing like Bubbas tantrum. It allows to get a hit from a longer distance than usual. The Stab wouldn't allow him to 2-tap anyone due to the short amount of invulnerabilty a Survivor gains from being hit. Frank would be effective at short tiles and at vaults. He obviously has less going for him than the others, but he suffers no cooldowm with his unique skill.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1904358#Comment_1904358
he is free because of shards
True, but most players pay with money for chapters.
Your ideas are cool, but could be made polished by only granting token gains for each successful Killer Instinct attack:
- 1 token reduces the amount of the Feral Frenzy power gauge lost by 25% when missing an attack with FF active.
- 2 tokens reduces the amount of the Feral Frenzy power gauge lost by 50% when missing an attack with FF active.
- 3 tokens reduces the amount of the Feral Frenzy power gauge lost by 75 % when missing an attack with FF active; allows Killer Instinct to affect Survivors suffering from Deep Wound.
*lose a token when missing an attack during Feral Frenzy with Killer Instinct not active*
- 4 tokens allows Legion to enter Fatal Frenzy the next time Killer Instinct is triggered. Fatal Frenzy has a duration of 20 seconds; successful attacks performed on Healthy Survivors grants no cooldown reduction, however the Fatal Frenzy gauge reduction is paused during the successful attack cooldown. Fatal Frenzy experiences a 50% slowed power consumption while carrying a survivor.
Lose all tokens when Fatal Frenzy ends.
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@AChaoticKiller said:
No, this is too complex and the devs won't consider changing them that drastically. However they would consider giving them a secondary power that fits them and again no it won't be having multiple of them in the trial. In not saying your idea is bad i'm just saying it won't be considered since it would be too much work for a free killer, that's just business.
I do have an idea for a secondary ability that only adds onto the legion and is just an extended part of their power.
Legion secondary ability: Takedown rush (i'm still thinking of a better name)
Each hit you get in feral frenzy charges Takedown rush, it will take 4 hits to fully charge Takedown rush. To activate Takedown you must be in feral frenzy, if you successfully hit a survivor they will get downed regardless of their health state and the charges are depleted. Missing Takedown puts you in fatigue but does not deplete your charges.
Takedown when activated slows you for 1 seconds then you can run at normal frenzy speed for 5 seconds before you go into fatigue, however you can't perform vaults. During this time you can perform takedown which will make you rush forward with decreased turning and instantly down a survivor.
Legion isn't free. Unless there's a special edition on console that includes him, that's not really meaning he is free though, unless i'm missing something else.
Well, the idea of Twins existing makes mechanics like this possible imo.
I would say the idea of missing the takedown and not having a solid punishment is a bad direction. I'd say missing a Takedown costs 1 token.
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@Aneurysm said:
I play her pretty often and she isn't weak at all. She's hard, because survivors don't heal in the conventional way so they don't waste time with that (only killer who can't make much use out of self care) and so gens fly, you can't afford to make mistakes and you have to snowball hard - which she's really good at
You're right that the emblem system doesn't work properly with her at all, but with new rank reset + mmr that'll be even less relevant. She has my favourite lore as well though and I want a tome with her pretty badly now as well
I would say she is one of the most boring killers to vs, probably the weakest killer in the game, but a good Plague is very exciting to see. The downside to her gameplay is her momentum relies on Corrupted Purge slugging or Corrupted Purge proxying/hook-gen rotation most of the time, due to her not having the luxury of survivors healing vs her. Overall they need to make it so Cleansing has a delay between the Infection cure and Health state heal. Maybe even only making it so Cleansing only grants a health state heal if Broken with Infection. And the only way to Break a survivor with infection is to max infect them and get them into injured state. So a Healthy survivor with max infection will not naturally enter injured+broken and will not infect the environment or people either
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Simple answer is because the game rewards immersion with pips. Hide and get safe rescues = benevelont emblems; hide and get gens done = lightbringer emblems; hold forward and drop pallets early/camp it without mindgames for the stun = evader emblems. Most survivors do not need to learn looping because hiding gets them results a lot.
Plus, I never understand how killer mains suck at looping and running as survivor, they vs a lot of good survivors yet never pick up any of their behaviour and decision making and adopt it into their gameplay XD
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Lol that would be brilliant XD imagine him with a wavy blonde wig on, lots of smeared make up/face paint like he's been crying, a sparkly black dress that's torn by his big gut and a high heel sharpened/converted into a blade for the weapon XD
I play Clown a lot, so I would definitely buy that skin and wear it lol
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1891586#Comment_1891586
My point still stands, that ability to wind up hatchets for long periods of time is what allows Huntress to be semi-competent in indoor maps and jungle gyms due to them having multiple LOS breakers and corners. If she somehow corners you in an indoor map while moving at 77% speed, I'm pretty sure you deserved it. Plus it would also punish skilled players who are great at sniping survivors across the map since they usually rely on survivors getting to specific spots. Your change just seems too punishing for newer players who are either indecisive or has not developed muscle memory and as I said, it would make the skill-floor higher on a killer with a high skill floor.
But in case you need an example for what your changes would do I'll use Billy as an example. Back then you could rev your chainsaw for as long as you want, either to pressure survivors into pre-dropping pallets or to make yourself look like an idiot. As a bonus, it also helped out newer players learn when to release the chainsaw and when to just go for an M1. Now that Billy has an overheat mechanic, it puts too much pressure on newer players while Billy mains are completely unaffected. Personally Billy only needed an add-on pass but then Behavior happened.
Your changes would ruin Huntress mostly for newer players while reducing her viability in jungle gyms and indoor maps. Also yeah as I said, walking Nurse exists so really can't see why making Huntress a 115% at the cost of not having her power available would be so bad. Worst case scenario, it becomes a crutch that you can insult people for using. The point of a crutch is to make hard things easier at the cost of not being able to perform better.
You must play Huntress in a very weird way if you think holding Hatchets for ages on indoor maps is a good playstyle. And as for Jungle Gyms where you hold it for ages staring at a window to anticipate the survivors run past it, having the limit of hold time makes it so the interaction on both ends is forced; meaning as Huntress you'll need to actually have to manipulate movement to get the throw rather than just stand and let the survivor do all the work, and as survivor, you need to predict in advance if she'll throw through the vault or if she'll move around to the outside.
Hillbilly is actually perfect now. The limit to his power if overused is great, just like with Nurses cjarge timer too. If you cannot see that certain killers need certain restrictions to their power then it's pointless to even debate with you.
@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1891586#Comment_1891586
Don't you see your changes will make her just a noob stomper killer? How huntress would play vs expirienced players then? It will remove her power at open areas. It will remove patient longshots which is already not that easy. It will remove her power at short wall loops. It will completely remove her zoning ability. Things that make her strong just for holding hatchet.
All she left is melee hatchets, window hatchets and pallet hatchets. Don't you want to remove this abilities too? Let huntress have only random hatchets, it will make her not that lazy.
People struggle with huntress only when they don't know about how powerful holding hatchet is. And holding hatchet is only thing that make huntress playable vs good survivors. She already has difficulties in form of 40-meter warning lullaby. Almost half of map pool has high ass walls only, some of them even indoor maps. A lot of maps are ######### huge. She is slow to control map and long shots most of the time are impossible even on open maps, because so much people aware about bbq, because of obstacles, and plus it's easy to miss. If you try to +24m longshot someone in chase, this hatchet will probably gonna be avoided if survivor see you charging, no matter how long you hold hatchet, on that distance survivor is capable to dodge.
If you want to suggest so much nerfs, then suggest a buff to her another problems. She is not an S tier killer to be nerfed that bad. In my opinion she is balanced perfectly. Only thing that require rework is some of her add-ons, and Glowing Concoction is not the one.
Her 40m non-directional lullaby is not one of her weaknesses. Let's just get that out the way of the bat.
Are you really telling an ex-Huntress main that a 24m Hatchet is borderline impossible and will miss most of the time? Ok buddy.
I'll bite, what buffs does this very strong killer need?
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1890522#Comment_1890522
You do realize that Huntress gets slowed down to 77% movement speed while winding, right (I used a calculator. 3.08÷4=0.77)? That basically means that she is completely incapable of catching up with survivors while winding up unless they try to double back. Nobody achieves anything by winding up forever and soon the survivors will catch on if you try. There are only 2 scenarios where winding up for long periods of time helps and they are both very essential to Huntress.
1. Sniping a survivor either across the map or from a building
2. In indoor maps with lots of LOS breakers
As for aura reading add-ons, people love Jumpscare Myers and Bloody Glove Oni. It's way more fun than having to deal with Hair Bow and Scalped Topknot all the time. Besides, I don't think I've heard of anyone complaining about All-seeing Blood, Willow Wreath, Restraint, Amanda's Secret and Letter, or Tattoo Middle Finger. These are all the strongest aura reading add-ons and frankly, there's always better ones than them. I haven't even gotten to the terrible ones. Besides, that pungent vial could've been Iri Head since the former can be swapped with I'm All Ears.
Honestly, I would love Trapper to have an add-on that powers him up when he has no traps in hand but I guess I have to settle with Iri Stone. But either way, there are 2 add-on that kinda speeds up the killer at the cost of their power. There's Waterlogged Shoe which is famous on body-blocker Hag, and Matchbox on Nurse. In case you're wondering, Matchbox allows you to play the famous "Walking Nurse" build, that one build where Nurse equips Bamboozle and Brutal Strength. I can imagine an add-on that @kaeru explained looking like this.
Heavy Handle
Moderately reduces movement speed while carrying hatchets (-5%)
Moderately increases movement speed while not carrying hatchets (+5%)
Cooldown of successful attacks is increased by 20%
Basically it gives Huntress a small chance to catch up when she runs out of hatchets mid chase but only if the survivor is injured to begin with, meaning the Huntress still has to hit the survivor with a hatchet in the first place.
But either way, I think your changes would only increase the skill-floor of Huntress, thus scaring away newer players who want to play her. So I have a question, are you the person who was responsible for what happened to Nurse and Billy?
You really missed my point didn't you. I clearly was not saying hold the Hatchet forever, obviously I am talking about the fact that the longer she holds it for, the more it removes certain outplay potential in tiles and distance juking...more or less word for word what I said in initial post.
My changes would reduce scumminess and lazy play drastically, since the Huntress would have a solid punishment. So many Huntress' hold for ages until the get the angle they want...my new way makes them actually aware that the angle is only available for a certain time slot, it makes them get better, yeah, a higher ceiling, but that is only because her current one has too much room for error and way too leniant, it's lazy.
Huntress should not be sped up without Hatchets, at base or with add-ons, otherwise it gives rewards for spanking your power and gives way too much reward to a power that is already great at 2-tapping instantly
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@gibblywibblywoo said:
They didn't disable wake up when it gave a global 15% speed boost.
They didn't disable sloppy butcher + Wraith add ons when it was causing frame rates to tank and crash the game
They didn't disable infinite mend add ons on Legion and took a LONG ASS TIME to fix it.
They don't care.
It sure can seem that way. But I notice no one has mentioned doing this before (if they have I cannot find it). So I figured I would raise awareness to it and encourage it to happen
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@kaeru said:
So as former huntress main you really think she don't need holding charged hatchet ability?
It will be a huge downside to her. Sometimes I hold hatchet for 7-9 seconds while waiting for opportunity of 100% accurate shot. Most of the time I need less time, but 3 secons is not enough. In tiles I often hold hatchet while survivor don't show up. It works most of times. Having only 3 seconds on aiming would make me more nervious and I would make more mistakes.
If survivors knew your timings they would juke huntress effectively, so she become useless vs expirienced players. She already has learning ceiling, which is high, but there is absolutely no reason to lower it. Holding hatchet already has downside of being slower than survivor, so there no reason to "balance" it.
Also Glowing Concoction is my favorite add-on. Aura reading provide so much unexpected shots, I don't want it to be replaced with couple of useless status effects. You don't really need broken status effect because survivors healing right after hatchet hit was never a problem.
If something should be changed in Huntress is some of her add-ons. And I would be happy if she was 115% killer when she out of hatchets so you could choose between being m1 killer or get reload. Now chasing without hatchets is almost always a bad choice, unless survivor in dead zone, or it's a last survivor while egc.
Yeah I do, it is a very lazy playstyle that is more Huntress sided that borderlines on very annoying. If you wind up a Hatchet, you do so with the intention of either throwing it or baiting the survivor to stay on your side of the vault to get a free m1. By no means should she be rewarded fo holding it, holding it, holding it and then releasing it when the survivor has no more room to juke or has moved enough into confident hit range, it is very lazy and boring. If you wind up you should be forced to commit throwing at some point soon after.
Aura reading add-ons should not exist, on any killer. Again, it is a lazy perk, Huntress with it is ridiculous, and pretty much unplayable if the map favours her.
No, Huntress should never be 115%. All you'd see is crap Huntress' not reloading in order to get rid of stong pallets and only reloading when there are now unsafe tiles and minimal outplays. Again, that's very lazy gameplay. Plus, no one should ever be rewarded for not having access to their power XD that's a ludicrous idea. Almost like giving Trapper a speed boost when his traps get disabled lol
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@AetherBytes said:
Undetectable is useless on her as it doesnt affect the lullaby
Undetectable does more than remove the terror radius, it removes the red stain too
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Most people don't like Plague's gameplay. Imo she is actually the weakest killer in the game atm.
But yeah, they need to change the way Cleansing works in order to allow her to get Malicious and Chaser, not just either or. I would say make it so there is a few seconds, maybe 5, between finishing the Cleanse action and being healed from Injured to Healthy. As well as, making it so you need to be injured in order for the sickness to cause the Broken effect. That way it forces Plague to get teo hits for a down, regardless of being in Corrupted Purge or not