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Onyx_Blue

Onyx_Blue

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Onyx_Blue
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  • Yeah, his base-kit needs nerfing to balance out his add-ons. I'd say 2 charges with a Charge Recovery Speed of 6/7 seconds per charge.

    Currently it is literally just pallet break simulator against him. I love that he can actually do unique power outplays now and has potential to learn unique techs, but as he is, he is way too stupid to vs in chase. If you drop the pallet he insta-breaks it, if you run through you go down, if you try to stun him you run the risk of either going down or just giving him the pallet break anyway. Vs windows he can catch up very quickly, and can recover himself quickly even if you fake the vault. Obviously steering and keeping tabs on the charges is tricky to do, but that doesn't take away from the point that played well, New Bubba is busted.

  • Here we go again. Alright, here's some advice:

    - don't commit to the first person you find in a match.

    - rotate/juggle your pressure to get multiple injuries.

    - gens will pop because the game isn't designed for killers to be able to guarantee that they can defend them all 100% of the time.

    - know when to be near a gen and when to put on heavy chase pressure.

    - don't commit to areas you do not need to be in.

    - prioritise the survivors that are actually getting things done.

    - don't worry about rescues or heals when you have people pumping away at gens.

    - sometimes just making sure a pallet gets dropped and broken is the best you can hope for in a chase before switching targets again. (Makes it a deadzone later for others)

    And lastly, learn the outplays and techs that individual killer powers have. Those will help you destroy chases very quickly saving a lot of time.

  • I've been getting this too. 7 bloodwebs on Meg and no Gateau...

  • Nah, I guess the killer is in a different post? Well, the killer and survivor don't usually balance out, most of the time the next chapter introduces the balance to the opponents new perks from the previous chapter.

    Yeah you could paste that in :)

  • Third Eye - you could buff it and make it cure all abnormal afflictions on the survivor, not just killer unique conditions.

    Reiki Master - what would be the reason to make it cleanse slower at Tier1? Also, only 1 second faster isn't really worth it. Comsidering Thrill Of The Hunt slows cleanse speed down by 30% with all 5 still in play.

    Healing Aura - I would say make it Self-Care speed and not effected by buffs or debuffs in-play. That way it wouldn't be abusable if multiple people on a team had it and used it with Bottany Knowledge. Also, I'd say make it an action that doesn't offer skill-checks, since hitting greats would hurt the killer so much. And also doesn't stack with physical healing too. That way if the person wants to use a medkit on themselves, it would interrupt the Healing Aura user and kick them off the heal, also stopping them using until the physical heal is paused. Making it so you cannot be healed by a yourself or a teammate and also from a distance co-opperatively

  • @anarchy753 let me see if I can shift your perspective of the power overall:

    The power isn't restricted by distance, which means she can afflict Blindness and Oblivious onto a survivor without any intention of approaching them just yet. This would help her prevent cross map-saves since that survivor would be less-aware of her presence, and also not see where the hooked survivor is unless they had a clear los. This would help her in chase too, since she doesn't need to attack right away, catching survivors off guard and out of position. Also, the fact her TR is 50% smaller while stalking, it would be harder for the survivors to pinpoint her location and add a paranoia to her gameplay which always helps the killer.

    Her Haunting Image ability allows her free intel which is always valuable. As well as free map navigation in and out of chase, like Freddy. The ability to remove the power is a requirement, but I don't feel would hurt her much, since she is a stealth killer, meaning if a survivor is Oblivious while unpegging it, they're taking a massive risk. As well as her being able to get a free approach after the unpeg happens too.

    Serpent's Mark - I wouldn't necessarily say it encourages tunneling, it can certainly be used in that way, but it'd be one of those perks that hurts a survivor that is careless and doesn't pay attention to telltale signs of a killer perk in-play. It also helps a killer have passive intel knowing where to be, since most likely, if a survivor gets unhooked, healed and then jumps on a gen, most likely they're doing a co-op repair. It also encourages the killer to let them heal if they're already focusing someone else when the rescue happens.

    Crooked Mile - Would the Hex or cooldown effect be absolutely necessary? Maybe a visual timer on the bottom of the HUD beside the perks showing a survivor the Crooked Mile icon filling up would be all that it needs? Like when Thanat or DL is in effect.

    I Know Your Name - it is 30 seconds individually, afterall, that's a lot of chase time; with 3mins of cooldown too. Most likely, a survivor will use it twice in a match at maximum. Although, perhaps 90/60/45 would be a tad more managable from the killers side. What do you think? Since any less than 2 seconds on the stun increase feels like it wouldn't be worth it. Enduring would still affect pallet stuns. It would just be Head-On, DS and general Grasp Escapes/Rescues that have no perk counter from the killer side.

  • @HEXSLAYER999 what's the title of the post? I'll give it a read :)

  • @bjorksnas yeah, atm all that happens is the struggle bar glows and pauses. Most of the time no one even notices it lol especially since if they're close enough to trigger it, they usually get a free rescue or a farm (or BT rescue). However, if they got told via a score event something like "Comrade +250" then they'd be like "oh, nice he has Cameraderie." And then wouldn't worry about insta-saving vs a camper etc

  • @HEXSLAYER999 thanks :) lol what were the perks you're biased to?

  • Once again, it's another rework plaster fix while the devs can come up with a healthy change for the overall issue. We saw it with Repressed Alliance in Silent Hill chapter as the plaster fix for everyones annoyance with PGTW. We see it every chapter release: a plaster fix followed by an actual issue addressing change many months later.

    This new Franklin's is definitely a nod from the devs saying "yeah we hear you moaning about keys"...even though the majority of people get the issue all wrong. It isn't Keys that are the issue, it's the Hatch. If the Hatch only spawned when all 5 gens are done or when 1 survivor is left alive, then keys wouldn't be an issue to anyone. Mori's will be shadow nerfed most likely, can you imagine how even more common a mori would be if the devs announced a nerf to them? Pretty much every ahole would put one on just because "no point having them in my inventory post change."

  • Good riddance to them then. I'm utterly bored of vsing a killer who swings five times in one loop because their latency to me is garbage. Hit through a pallet stun 2 seconds after the drop, hit though vaults 3 steps away from the window etc. This is a step towards removing the distant region pairings terrible killer sided bs. It's like 6/10 games as survivor I vs a killer from a far off region like America, Asia, Russia etc it is so unfun to go against. Rage inducing lol

  • There's your miatake right there. You commit to a down right from the start of the game. How about hitting them and leaving them alone to go patrol gens? Pressure really isn't as bad as people say it is. It literally is a case of just changing the way you play.

  • @PrinceAshitaka honestly, my idea for a Billy tweak was to make it a power gauge that decreases upon use, and enters a full cooldown and recharge when depleted. This change is very close to my idea, so i'm all in favour for it, and yes I do play Billy and enjoy him as he is, however, I am also with the belief that all killers need a fair, yet noticable punishment mechanic for misuse. Atm all Billy has is a stun for crashing and a tiny bit of cooldown when missing. So, i'm not against this new gauge system for him

  • Going by the teaser/test footage, yes, I can see why you are hating the overheat of revving up. However, the PTB exists for a reason, and most likely the overheat will be reduced to make it so the chainsaw rev and sprint have, either equally 'slow' heat rate or just a tiny bit slower overheat for revving than what was shown. Otherwise the new purple add-on may well be all you see new Billy use XD

    But, yeah, wait until the ptb comes out to voice concern/relief; and then wait again for live release to voice annoyance/praise.

    Edit: and to cover the issue of Insta-Saw, I still hold out for the day when add-ons don't stack. That's all that needs said about that.

  • They said in a Q&A that they will only be adding chase music to killers when they give them a rework/or add-on change, as opposed to just going through the list and bringinb out an update soley for music additions. So yeah, i'd bet they are giving them both unique TR and chase music with the upcoming reworks

  • Been an issues for so long now. I get paired with far off region players so much too, mainly when I plah survivor and they're killer. The matches are never fun, always containing bs hits. I did complain about this before but no one from the devs responded to it

  • Hopefully this is the last straw that leads to OoO being reworked.

  • I never like the idea of aura reading being in a killers base-kit. It was my issue with old Freddy too. Same with aura reading add-ons. They make for lazy gameplay. I would say to alter it to make it do this: when a survivor enters within the cameras range, Amalgamation gains a noise notification (the sound of a cctv camera rotating) indicating someone is in range of a camera. Also, the idea that the killer needs to go to a terminal on map to observe the cameras would hurt the gameplay a lot. I would suggest making it so he has the terminal on him and just uses the power button to bring the cameras onto his screen when he uses it, it then enters the cooldown after he has finished with it, just as you designed it. I would also add the Undetectable effect to Almagamation while he's observing the camera. Just to make it so survivors aren't tipped off to an afk killers location observing cameras by hearing a stationary TR.

    Now, the perks, A Killers Addiction - as it is, is pretty pointless, you get the best out of it when there is 1 survivor left alive in the trial. I would say make it a Hex, and change the criteria. Slightly/Moderately/Considerabely increased action speed to Pick-up, Drop, Missed Attacks, and Successful attacks after a survivor has been killed or sacrificed. Something like that. But also, what would the number values be for the action buffs?

    Security Measures - what would the percentage debuff be to repair speed? And what would each tier of the perk be?

    Springtrap - i'd say that would be quite useless on lower TR killers; it would also be a waste on killers that people don't prioritise healing against. So, I would maybe suggest changing it to a 32m range, and adding that it also makes injured survivors that completed the gen suffer from the Oblivious status effect. Cooldown of 120/100/80 seconds.

    As for the map, adding a new function (vents) that only survivors can navigate in would be broken. But yeah, the map would need to be the resturant, otherwise what's the point? lol

  • Ignore everyone in these comments XD

    You bait as much as he does. Never overcommit to pallets or vaults, instead, try to make him cancel his power and see if you can get the drop or vault then. At pallets, you should run through it, wait out of sight to see if he gets within stun range, then hit the drop prompt to glide back to it and stun him. At a vault, wait for him to be at a position where he is not head on with the vault and los is blocked, then try a slow vault to try and mind f him. If he is head on with the vault, fake it twice with wiggly movement to try and bait the attack, then if he doesn't go for it, vault anyway because at least that way there is distance and a wall between you and him if he hits you. Or try running around the vault to circle back to it if you have enough distance.

  • Yeah they are. A very fun killer to play as, easy to get a high amount of points with too.

  • @Devil_hit11 Trapper can fake out placing a Trap, he can set traps in god locations and 2000iq areas mid-chase and out of chase. He can place a trap at a pallet to bait a drop and save himself time regaining ground. Wraith can body block vaults and pallets while faster in cloak to get a free hit/down. He also has a very cool lunge post-uncloak that can be used as a saucy outplay on 50/50 tiles and get god pallets dropped quickly.

    Face it, Bubba sucks and is far from underrated. He is rated completely accurately. Bottom of the barrel with minimum going for him. You're still insisting that i'm branching out to other killers in my arguments, i'm not lol Billy has nothing to do with this topic. Bubba is straight up basic af. I don't know how else to phrase it really. His gameplay sucks.

  • @Devil_hit11 you missed my point. What I said was you see who the stronger killers in the game are by examining them at pure base kit and seeing how dominating their performance is consistantly. Obviously I would never encourage or expect to see perkless/add-onless killers be commonplace, thus, that's clearly not what my point was angling towards.

    I never once implied all killer gameplay is braindead. I heavily outright stated Bubbas is. You literally just backed me up by agreeing Bubba has no techs to his gameplay and all he has is 'catch up up to a survivor then rev up the chainsaw.' Every other of the 19 killers has a multitude of techs and outplays and playstyles they can utilise to have a variety in their gameplay. That to me is a terribly weak killer. Obviously all killers have builds that bring out the best in them; however, eating a pallet, relying on speed stacks is braindead. "If they drop it I go fast. If they don't they go down"...yeah, way to use all your brainpower with that one, lad. It's just a boring experience to vs. It is criminally dull. You would never catch me dead using a build like that. The fact that it's now become his meta makes me lose braincells just witnessing it.

  • @EuphoricBliss35 I know there are people that have played PWYF on Bubba for a long time before it became his meta. But my point is, a build that compliments the killer does not do anything to show that they're underrated. Every killer has a build that brings out the best in them. My point is that Bubbas best build happens to be the most braindead thing you can do. Let's be honest here, Bubbas power sucks so badly. It has pretty much only one tech to it 'look down to extend the range'. Other than that, he is highly dependent on getting right up the survivors butt to utilise it. There really is no question about it. Now, that doesn't mean people can't play good with him and be intimidating, but what it does mean is, that in comparison to all other 19 killers in the game, he falls shorts horrendously. Not even the instadown aspect makes up for the rest of his lackluster gameplay.

  • @immortalls96 you're a patronizing one ain't ya. How about pulling your head back into the daylight for a few seconds and realise where you're talking out of. A great Spirit player will get you 9/10 times in a close quarters loop, since all they need to do is have ears. The argument isn't about Spirit in general, imma say it again now that my words, hopefully, aren't being muffled by the insides of your cheeks; the discussion is about her from close range, she sees your movement in grass, she hears your direction, so to mindgame her from close-range, you have to make a godly prediction, and guess correctly all the time. Her perspective is simple patience and listening. (Yes, you can hear her footsteps, but again, hers is simple patience, listening, observation). I'm done with you now. :)

  • @Devil_hit11 my comment is unrealistic? XD me saying that a Bubba using PWYF+Nemesis combined with Ruin+Surveilance doesn't prove Bubbas underrated strength, instead proves how weak he is to depend on braindead builds to be an actual threat is the most true thing you'll hear said. Bubba is insanely weak! Name a tech that bubba has with his POWER. Now tell me that i'm wrong in saying using 2 gen perks that when combined, always tell you where to be and where to pressure, combined with 2 perks that make chases ultra easy, isn't a braindead build. You eat a pallet, you get a token, they get greedy, they go down. You scare them off a gen/they get off voluntarily, you now see that gen white all the time until touched (yellow then red) indicating to you to pressure it. Those 4 combined make that match insanely easy mode for killer. It does not prove Bubbas strength, it proves his lack of strength outside of the build. A strong killer can play equally as dominating without perks and add-ons, consistantly. Bubba cannot do that feat. To say he is a weaker Billy is laughable lol Bubba has zero going for him other than being up a survivors butt in the open (or just a step away from the vault/pallet) there is nothing great about his power. Hence why this experiment is a joke, and Tru3, once again, is saying something controversial, but entirely centred around bs. Leatherface is not underrated, he isn't strong - this build on him is just his new found meta because it actually make him a scary killer, still outplayable, but by far a scary killer than him at basekit. I don't think you can even say anything back to that really, unless you wanna talk bs too.

  • @SweetTerror you're exactly right! The stronger killers can perform well without perks or add-ons. Bubba really does suck without boosters, consistently

  • @immortalls96 lol you actually think Spirit is fine as she is?

    Mate, thinking Spirit is braindead doesn't immediately expose that someone as a bot player. I guess you didn't read my comment properly, no suprise there, because if you did, then you would have understood I was talking explicitly about the close range aspect of her gameplay; it is heavily in her favour if she has ears attached to her head. That and a basic understanding of killer (but that argumeny is niether here nor there since bots hold no validity over arguments). Yes, you can keep her running, you can mindgame and outplay her. But on the survivor side it takes a whole lot of luck on top of the necessary effort. That aspect is what my comment was arguing, so pretty much all of your reply to me is pointless.

    And another huge LOL for you, the Nurse changes have minimal impact on her gameplay, all it did was make it so survivors get a little tiny bit more of a chance to get a reprieve and escape a chase; before, she was an oppressive killer. As she is now, Nurse punishes bad players playing her and has zero impact on players that are actually good.

  • There is always gonna be players with bad attitudes, removing chat entirely (even as an optional thing) discourages postive community interaction too. I'd say just hide the chat from yourself if you don't like to see it and assume to get hate/insults. You could also do yourself a solid and get a thicker skin and not care so much about what others say to you. However, if they are right in what they say, eg complaining about your gameplay (camping, tunneling) maybe learn to understand that they have a right to be annoyed, since you made their match boring and miserable. Either way, there are things you can do about end-game chat.

  • Look, what his experiments previously proved, was this: using particular perks and particular add-ons brings out the best in that killers gameplay. There is a huge difference between that and proving the killers strength. How much do you wanna bet, in Tru3's Bubba experiment, the perks he uses orientate around Nemesis, PWYF, Ruin, Surveilance, PGTW, Nurse's Calling and Corrupt Intervention; with fast charge, fast movement and fast cooldown add-ons. This would then back me up perfectly. Proving that a particular build on a killer will not prove anything about how underrated they are (Bubba). If anything, it'll show more proof to how lackluster the killer (Bubba) is. Bubba is the worst killer in the game. For the very reasons that his power is restricted by distance between you and the survivor, the tile you're in, and the lack of mindgames and outplays his power grants the killer. I hate to burst your bubble, but any killer player that relies on slowdowns, slugging and hand-holding perks/add-ons the majority of the time, is by far, not the best player in the game. Otz is the same, has great game knowledge, but the way he plays consistently just ruins it. Constantly slugging, using the brainless perks and add-ons etc.

  • @immortalls96 how would it make her the only blind one, she would be able to use her activating phase as a mindgame. And she'd also still have ears. She's a braindead killer atm, the only killer that holds the control in every tile she goes to. Yeah she can be outplayed, but it is all guess work for survivors. From guessing that she is actually phasing instead of just stood there (certain cosmetics don't show the very missable telltale), to actually trying to manipulate movement/scratch marks to avoid her - which can very easily be negated by Stridor, and a Spirit simply staying in phase for an extra half-second to gauge the accurate location. More changes do need to be made to this killer

  • Oh my god, these posts pop up all the time... it's not the keys that are broken, it's the HATCH. If the Hatch only spawned when all 5 gens are done or when one survivor is left alive, keys would not be an issue.

  • Yeah, that wouldn't hurt her gameplay at all. It would actually increase interaction and mindgame potential for both sides

  • That's not the issue with Spirit. The issue isn't 'not knowing where she is while she phases'; the issue is not always knowing that she has begun to phase. There are certain minor, very missable glitches that are nowhere near reliable to trust all the time that let you know she started phasing, and her glass shards glow on certain cosmetics. But you have to be almost next to her, other side of a vault etc, to see it most of the time. You could be hooked looking down at her, and you may not even see her shards glow from 1-2m away. So the thing that needs to change is either her Husk, or her phasing noises being heard even while in the TR.

    Her passive phasing is really cool, it can be the difference between a hit and whiff/stun. The thing about it is that she doesn't know when she is doing it (killer pov). There is no unique audio or visual hand animation to let the killer know when they just passive phased. So that may, and most likely can lead to a player thinking their movement was good and confusing, when really it just coincided with a passive phase. So maybe they could add more audio from a killer pov for her.

  • *whoosh*

  • Just watch a video of Julianna Vega XD *wink wink-hush hush*

  • @Erk

    - you don't use his bottles when you are up the survivors butt about to hit them. You reroute them with gas in order to gain ground, the application being, whichever they choose to do (reroute or balls the gas) they get hit/down. You do not throw bottles to deter or slow a survivor if you suspect they make the vault or drop regardless, where's the sense in that? Just wasting bottles.

    - you're using very specific examples of when reloading can be problematic, same with all your points, which makes me think you struggle to fine tune your gameplay to those situations/circumstances. If you have 0 bottles post hook and suspect a gen is close to being finished, go to the gen asap to scare them off of it, then reload when you have herded them or pinned them into a tile. You reload when you have the time to spare it and it won't lose you pressure. You do not reload when you have priorities elsewhere or the survivor is gaining distance. (The latter I would recommend refocusing your chase to someone else).

    - so why did you use the "they can just run to the other side of the map after being hit" argument if 'holding W isn't that strong'? You said it first, I disproved you. Yours is the non-argument, mate. Clown is one of the strongest chase killers in the game XD his power can do LITERALLY ANYTHING the player wants to with it: reroute, deter, slow, blur vision for a sneak attack. You seem to think his power is useless in chase? Which is completely wrong, it excels in chase.

    - he is lethal...what are you on about? And the fact he isn't mobile, you make up for that by playing chases well, rotating pressure, good time management, just like with every other M1 killer.

    - what would you have them do to reward a direct hit?

    - if they are injured, it damn well gets you that down lol what are you even barking up with this thinking? XD

    - you think like that because people play Clown poorly lol play a good Clown and you'll see how intimidating and fun he is to go against.

    Well, i'm not a salty survivor. And even if I was a god player, that has no swing on the validity of what i'm saying to you. Since if i'm telling you from a god Clown position (which I ain't, I just play him a lot and know a lot about his power and outplay and pressure potential) then you should take that as a basis founded on evidence and experience and explore it to see if it backed on your end. So, yeah, this post is just wrong on every level.

  • You're wrong, your perspective about how his power plays in-chase is off by a mile. The gas doesn't need to intoxicate the survivor, re-routing them is often all it takes to get the hit. Plus, the reload speed is fine, it's a fair punishment for those who waste their bottles, and not much of an agonising time drainer for players that reload at the appropriate moments. If you're getting w-keyed against and using that as a reason why Clown sucks, then you're most likely pointing out a delusional analysis of your own bad play. Every killer can be w-keyed against, the very mobile killers can catch up faster, but that doesn't overlook the fact that they can still be 'outplayed' by holding W. You don't aimlessly track a w-key-gamer as killer. That point does nothing to serve your argument. Your argument to make him more mobile is so bizzare, since a faster/more mobile Clown would dumpster everyone with minimal effort. He already f's people up in chases.

    The intoxicstion is to help you get the hit, both hinderancweand blurred vision help achieve the hit. The effect of Hinderance does still slow movement after the hit if the intoxication duration lasts longer than the speed boost.

    The changes you want for Clown will make him an arseache to vs; he's already in an intimidating state. The changes you want would overkill him and make him braindead like Doc, Freddy and Spirit.

    The only opinion i'd say you're right about and that I agree with is Leatherface being the worst killer in the game.

  • Legion is nowhere near the worst killer. Having a built in 'wall-hack' with increased movement speed attached is anything but terrible. The mere idea that his power cannot be used to down survivors makes it a negative, is ridiculous. His power allows them to do a lot in a match. It gives intel which can easily be used to rotate pressure without a wasted moment. That's inside and outside of it, once you make a mental note of where people are, great, all up to the player then on how to play it from there. His power was busted before, his power now is still good and can be used in an intimidating way. Maybe they could use tiny buffs in certain areas, namely the add-on department, but no, Legion is fine. Your way of looking at their power is very narrow and kinda seems agitated and warped by your enjoyment of what it once was. It will never be similar to that again, because that version was bull and broken. I'd say just try to look at Frenzy as an intel and pressure tool, rather than with a "I can't use it to down anyone" mentality. You should be able to see Legions glory if you do that. Forget what others here said about "certain perks make him a beast" (paraphrased), Legion at basekit with nothing on is actually really decent. And that's the mark of a good killer; no add-ons or perks and still able to demonstrate their domination potential frequently. Nurse has it, Spirit, Freddy, GF, Plague, Huntress, Hillbilly, Legion, Myers, Hag, Pyramid Head, Demogorgon. They all have that insane potential to their gameplay. Forget 'optimal', these killers have 2000iq gameplay potential, have highly interactive and highly intimidating chases, find it easy to build momentum. So measure a killer by that when judging their strength. By my analysis and judgment, i'd conclude Leatherface is the worst killer. Minimal potential for power iq play, heavily build dependant, restricted use for chase interaction.

  • @EuphoricBliss35 the way they want it is an offline mode to vs bots match style. My way was just an extension of the tutorial, you select the thing you want to practice in a small arena and there you go. Imagine it like an arena creator where you select the tile, the killer, the item to spawn in. And once the practice ends in whatever way, you can retry it with the same variables or reset it and select new ones. So, yeah, different.

  • Or ya know, just expand the tutorial section to include all killers, all survivor items and all map tiles. To get practice at using items, looping and using all killer powers vs the AI level that currently exist. Being put into the Dying State or downing a survivor would cause an arena reset of sorts for you to try again at the tile loops and chases. That would make more sense than an 'offline' mode in my eyes.

  • It doesn't need it. I don't understand pushing the movement into everything, everywhere. It's fine, you'll find loads of support (and hate) anywhere you go, but that doesn't mean everywhere needs to have an opinion on it nor be active about it. DBD clearly shows support; it really doesn't need to be a poster for the cause in the way you want it to be. You have the support, just leave it at that.

  • Are you on console? Because fps drops caused by in-fame actions causing struggling survivors to die is commonplace on console. I play on PS4. Whether it be searching a chest, a perk being revealed on the HUD, revealinb GF etc

  • @BaroneMaximus I never suggested opening the door XD I said, that it exists for a killer to do if they choose to get the EGC going asap. And the way to play around BT at end-game is to hit the rescuer, not the unhooked survivor.

    It really isn't a serious problem at all. I had a PH game earlier, played like crap, got to endgame and ended up getting 5 extra hooks/cages and 2 kills. That was me not face-camping the hook, baiting them in and herding them further away from the door to pressure the teammates. My mistake and a reason why I didn't get a 4k, which I very well could have got, was because I forgot Cheryl was on death hook, and instead of slugging her as bait, I killed her and the other two left.

  • @BaroneMaximus like Rank matters XD but i'll humour you anyway. I'm rank 1 and have been that way since August 2017, the reset after console debut.

    The strategy comes into play by knowing who to slug and who to hook. If you bait it well enough, you can pull somene back in who still has struggle on the hook, this then pressures people to heal up and save them. If you catch them out, you get more kills. It can be a risk-reward game at the end for killer. Not just face camp and try to grab etc.

    The EGC forces survivors to rush in early, or it can backfire and make them panic amd leave earlier too. The best a killer can hope for at end-game, is a closed Exit and multiple injured scrambling for it. You're guaranteed to get a bunch of points you failed to get earlier during gameplay. Your idea will make them do the latter of the two plays way more frequently. Overly altruistic teams will always lose the game vs a killer that can take advantage of their selflessness/greed.

    The perks they use can alter it a little, but at high level you can play around those perks, like anything else.

  • - You see Killer Instinct pulses after tagging someone. Using his power to get the first hit isn't exactly hard to do. Using his power to cross a large distance is the players choice and should not be rewarding a gamble by guaranteeing that they get a free track of someone that's in the area travelled to by showing blood/scratch marks.

    - It isn't hard to hit a survivor while in Frenzy, and making them have two or more attempts to tag someone will make him a nuisance to vs again.

    - The power is designed to gain intel on other survivors, if you misuse it and need to wait for it to recharge, then that's a fair punishment.

    - Ok, the cooldown could be a tad quicker, I agree on that one.

    - For what Deep Wound does now, it's required. What with Deathslinger having it attached to his power and BT becoming abusable by the killer if it did deplete while running. It makes sense that the timer pauses while Mending, since you are actively healing the effect away.

    For the two you really want changed:

    - Why would you want to hit a survivor already afflicted with Deep Wound? You give them the speed burst and distance from you instead of just entering the cooldown and chasing for the down. As for the power gauge depleting, that makes sense too. Because technically it is a misuse of it, in a stretch, you may as well have whiffed for all the good it does you. That one makes complete sense why it exists.

    - Hitting a survivor outside of Frenzy depleting the gauge by a percentage makes sense, because it prevents Legion from downing someone and immediately going off to tag someone else and get insane slug pressure. I would hate it if more killers were 'encouraged' to slug by the mechanics of their power.

  • They ain't gonna touch anything to do with Spirit again anytime soon. They will do eventually once she's the only killer left that needs her own unique TR; but until then, no way is she getting tweaked again. All I want about Spirit to change is that it becomes obvious when she has started phasing. Make it so you hear the whoosh noise even inside her TR. At least that would make Prayer Beads actually make sense with how it functions post adjustment; as well as removing the dominance she has in close quarters of "the no-mindgame-mindgame" that's a bunch of bull. The only killer that has zero to minimal tell-tale (with certain cosmetics and from a certain distance away) that she's using her power. Not to mention from close-range you are pressured into feeling that Iron Will is a must vs her. But even then, Stridor exists to make that counter pointless e xept on one survivor... Ace > Spirit lol

  • Lol the fact you say pallets and vaults are the only way to escape a chase says it all really. You're aware that jukes, mindgames, breaking LOS and sneaking away exist right? Plus, people have said it in response to you, you can fake vaults and pallet drops; and if PH whiffs his Punishment he is then in cooldown for like 3 seconds, giving you enough time to get distance, hide, and/or get to a safer loop etc chasing should not be a given to either side, PH's chases are highly interactive, full of baits, fakes, mindgames and jukes. He is far from needing a nerf lol

  • Because it's hilarious XD

    Nod back at them or no balls! lol

  • @Gorgonzola ah I see, well let's hope that it's top of the pile of "things that we'll fix sometime in the future" XD lol

  • @Gorgonzola has that been confirmed? 'Cause don't you go giving me false hope now lol

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