Polychrome_Baku
Polychrome_Baku
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The simple fact is that the game has been around long enough for people to point out the flaws: survivor objectives are static, killer objectives are not. What does this mean? Survivor objectives don't require any interaction with the killer whereas every killer objective requires survivor interaction. That aspect will never change, so the (killer) community will not ever be happy. Especially since the devs balance with the worst survivor players in mind, so god tier survivors are almost never affected.
Oh and saying "just pressure gens mate" is a copout. Optimal survivor teams will always pressure you faster than you can pressure their gens. Its rare, but when every survivor can loop/land skill checks then you're ######### out of luck unless you're playing one of the big three killers. The only weak survivors are solos.
So while gen rush isn't exactly real, it represents a fundamental flaw in this game. Survivor objectives are too easy.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/924932#Comment_924932
Nurse Demo and Oni are all powerful Killers on their own that can handle those Survivors you are talking about. Having super amazing ultra rares on top of that would be too much.
True but their UA add-ons shouldnt be meme tier either. Ultra rares should either be transformative or powerful. Not a joke. Here's looking at you iridescent family crest.
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At this rate survivors are going to want every killer to have a police siren glued to their heads whenever they equip an ultra rare add-on.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/943290#Comment_943290
You realize that some of the highest-ranking Killer mains agreed that Nurse lacks counterplay? Good Nurse players can accurately predict where you are and where you will go most of the time. And even if they don't guess correctly the first time, you'd only have a few seconds before they're ready to blink again, and they're not going to fall for the same trick twice.
To paraphrase one such Nurse player: "A decent Nurse main has counterplay. A great Nurse main doesn't."
EDIT: Actually, here's the full quote: "Survivors can beat a bad Nurse almost every time. Survivors can beat a mediocre Nurse almost every time. Survivors can generally beat a good Nurse. Survivors will never beat a god Nurse".
I feel like people will never be satisfied with nurse. Either she is clunky to play but easier for survivors, or smooth but nigh impossible.
Here's how I feel about it: https://youtu.be/olT9kj1VFeg
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Legion and Kate. Legion will never be balanced, and every Kate main I play with (or against) tends to be toxic for no reason.
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I love clutching a win at the end. People have a bad habit of getting over confident when the gates are powered.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/942680#Comment_942680
fun being "ez wins making me feel like im a god which I need because of my insecurity irl"
Now she requires a tad bit more skill to play, leveling the playing field a bit, its better for everyone.
Wrong. God Nurses before are still God Nurses now. That hasn't changed and they will still wreck your ######### with no effort. However. The point is, she feels like ######### to play. She's clunky and ######### gross to control especially during map traversal. Do you understand now? I don't care how strong she is if playing her feels #########. Why do people not care how a killer feels to play? Game feel > strength. Nobody will play a strong character if playing them is like pulling teeth.
God. I'm so sick of every nurse discussion boiling down to "killers want easy wins" when the ######### character isn't easy to play.
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@Almo said:
The Killer Instinct addons aren't "useless". Maybe you don't like them, and that's totally cool! But some people do like them. :)
The people who like them probably don't know any better. Killer Instinct range sucks. Hard. It gives you info you can't act upon. Which is pointless information. I'd rather run faster or reduce my stun time. +Killer instinct range is the most pointless add-on in the game next to Oni's iridescent family crest or Billy's speed limiter. At least the latter gives blood points.
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@Johnny_XMan said:
Don't call Ruin OP, most killers on these parts will try to tell you it's not simply because it can get cleansed.
Even though you know... it's a 50/50 gamble with this perk, and it's not meant to do anything but slow down the gens.
If a hex isn't strong then why run it over a normal perk? I don't understand you people. Are we playing the same game?
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@ZoneDymo said:
ruin should be nerfed and the game should have extra objectives for survivors, like finding and bringing a gas can to a generator before you can start reparing it, that would, I think improve things.
Sadly the devs of this game arnt really down with the whole.... just doing it, throwing into a ptb and seeing what the community thinks type of approach
(also when do the devs just give us a dedicateds PTB download instead of having to download over the original game the entire time >:L)
The original hallowed blight event proved that a secondary objective won't work. Survivor mains claim they want more objectives but they really just want Ruin nerfed. At this point, I honestly don't care. I don't use it anymore. But I'm tired of people acting like a secondary objective would instantly fix this game. Because it won't.
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"The trapper is actually trapping people, so he's overperforming. We've decided to attach lights to his traps. This should make him more fun to play for both sides and less oppressive."
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/940269#Comment_940269
well yeah, it better have those to balance it out a bit.
Myers takes time to stalk, it does not take time to vomit on someone and then just M1ing them down. thats the trade off, thats the balance.
Vomit can be dodged and LOS'd. Stalking can only be LOS'd. I can tell from the way you talk that A. You have never played Plague to begin with and B. You know nothing about balance. This I'd just another baseless whine post. The plague is fine, but some of her "increased vile purge effectiveness" addons may be overtuned.
You people won't rest until every killer is a loopable bot. Good luck keeping the game populated with killers if everyone gets nerfed into the ground.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/932419#Comment_932419
I respect your opinion but disagree with some of it. I think it does take skill to stay out of a killers LOS and do objectives. The immersive player will have to face the killer sooner or later once more and more gens are complete. It’s even harder for an immersive player to stay immersive when they go up against stealth killers like Michael or Ghostface. Heck, Legion is a pain because their ability reveals my location even though I’m not in LOS. And lots of people like to play these killers.
Also, I’m not complaining about emblems, but would like to get more blood points for completing the objectives that will help us escape in the end. I could cleanse all totems, prevent NOED from appearing, wipe out Ruin within the first minute of a match and complete 3 gens while unhooking and healing survivors throughout the whole match and still make less bloodpoints and a good looper who loops and does gens. Loopers get rewarded for doing what they’re good at, immersive players that aren’t just hiding in a corner should too.
As for time and place for actions, that comes down to lack of information. Solo survivors aren’t able to communicate with each other, so it’s difficult to make the decision of taking a chance to sprint across the map and risk exposing myself only to find someone else got there first. It would have been better to stay on the gen. SWFs completely nullify that difficulty, which is why the new Kindred is nice.
If the red stain didn't exist, maybe I'd agree with you. Unless you're facing a stealth killer, you have so much advanced warning that it doesn't take much skill to stay out of sight.
Looping and pallet management take far more skill. And when I'm playing survivor, I'll take a good looper over some immersed Blendette with a key any day. At least I know the looper isn't going to just wait for me to die while they urban evade around for the hatch.
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Hardest: Nurse
Easiest: Trapper / Hag. I always run small game.
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Nancy is boring. I leveled her up to get inner strength and never touched her again.
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Oni: Despite his nerfs, I love surprising survivors in the open with his power.
Myers: Jump scare Myers never gets old.
Ghostface: Finding weird angles to stalk from can be fun.
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They would need to reset survivor evil levels if you regressed to Tier 1, because as it stands now doing it would cripple you.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/927526#Comment_927526
I would say git gud.
But I know, this is only allowed from Killers if Survivors complain. If Survivors are free to do Gens, they do Gens. Simple as that.
Oh spare me. Ever since they released those stats, anytime a killer player has a legit complaint the peanut gallery comes out to tell them how "gud" they need to git. That mentality is pervasive in this community. Which is hilarious because this game isn't ######### hard.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/927254#Comment_927254
the amount of time that Ruin stalls for, even if you succeed in every single great skill check, is more than almost any other perk could even come close to.
also, most is a horrible overstatement.
Bold of you to assume that Ruin lasts for any length of time. I don't even take it anymore.
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I always let Jane go. Everyone else can die (unless they were fun to chase).
Blendette players always get an express ticket to hell, no exceptions.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/929489#Comment_929489
I suspect WoW also has more stable servers and less frequent crashes.
Given that its a decade old game developed by a mega corporation? Probably.
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Here's why. Instead of being one power role versus numerous weaker roles that must unite against you (like Evolve or F13), it is one power role versus four other power roles because some survivor mains think they should be able to 1 vs 1 the killer in every situation. That's why killer is stressful. Its something that can't be fixed because it is baked into the game at this point, and we all know how well this community reacts to change.
There are competitor games coming (Predator and Resistance) so we will see. Because if they can pull off a fun feeling asyemmtrical game, maybe getting knocked off the throne will be good for this game. Since DBD has no real competition right now, and that always leads to stagnation.
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@oxygen said:
I see your point but I gotta disagree, to me it's in the category as a killer hiding their red light and stuff like that. It's a trick that makes chases more interesting, and it only takes a moment to check if they did it to you if you're unsure (I guess on consoles doing the turn might not be as instant as on PC though?).
It's really not something that should work consistently against a killer, if a survivor does it once the killer should be on the lookout for it and it inherently makes the survivor gain less distance than if they just ran normally after vaulting.
Hiding your red stain =/= abusing a collision glitch. I don't want to see techs removed, but I'm tired of false equivalency arguments like this.
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Your post shows that you know absolutely nothing about balance or the killer himself. His power is extremely difficult to hit with, against survivors that actually realize how easy it is to juke him. With all of the warnings you get about his power: when the meter fills, a global tone is heard, his roar is global, and he's a giant fireball. You have absolutely no excuse to get caught out by him. He is literally a slave to loops and can't "backrev" you like Billy can.
The only thing this thread tells me is that you dislike any killer that can gain momentum, snowball, and capitalize on survivor mistakes. Just because you personally dislike something, doesn't make it imbalanced. It means you personally dislike it. Get over yourself and stop whining. Every killer in the game can slug, and many others can do it without a 40 second time limit.
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@Usui said:
They didn't nerf her hard enough at all. There's still nothing you can do without iron will.
Game sounds are broken in half right now. You don't need Iron Will. #########
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This is why as the killer I force the EGC. Once the last generator is powered I want you all out of my map.
I honestly think the EGC should start when the fifth generator is complete. I realize they will just "99 the generator" to stop it but at least I can still use PGTW on it and stall the game a bit.
When I'm playing survivor, I don't 99 gates. Ever. People 99'ing gates has gotten me killed. I don't think the off chance of denying a niche perk like blood warden or breaking totems is worth not having a gate open, but that's just me. If everyone is safe, I see no reason to dick around in the map for a few extra points.
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@dooces said:
75% killer win rate, and you want more buffs to what? take the survivors 25% down to 10%? 5%? talking about any killer needing a buff is hilarious.
Freddy is the only killer with a 75% win rate and he just got nerfed. Learn. To. Read. People like you are why the devs don't like to release killrate data. You're an absolute joke, and every thread /comment you make is ignorant nonsense.
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@Hex_KillerMainBTW said:
People who are giving props to last year, that's fine. But their company has had many huge scandals and let's be honest, it came out last year (see what I did there?) and only released one new killer. And has worse reviews than dead by daylight. Sorry, the game is a huge dumpster fire.
Last Year has a spider killer. Checkmate, DBD. /s
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@StrodeWins said:
https://forum.deadbydaylight.com/en/discussion/comment/921940#Comment_921940
are you sure? because i’ve tested it with a friend and he seems a tad faster.
why, i don’t know...
His walk cycle clips when he's carrying a survivor so it looks off and ######### with your head. He is not faster. At all. God.
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@Blueberry said:
For the sake of time they re-use and re-skin a lot of abilities and powers since it takes them a lot of work to do a brand new one from the ground up.
I also think people have been somewhat dissapointed with the killers lately because they require no learning to adapt. The recent killers have had their "counters" literally built into their kit so the survivors have nothing to learn.
Rather than the opposite which would be just making a unique, fun and strong killer and then letting the survivors figure out what works and doesn't work against him. A lot of hand holding in other words.
This right here is the truth. The devs are so concerned with hand holding the survivor population that it seems like they forgot how to make a killer fun.
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No. Killer attack cooldowns are long enough as it is. They are working on fixing and altering the game to fix the problems you mentioned. Nerfing killer lunge range and attack cooldowns won't make the game "more enjoyable". It will make killer players stop playing. There's already a lack of killers at my rank as it is.
So no.
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Killer is a stress simulator. You're constantly pressed for time. You're basically playing a game with a sword hanging above your head and that sword gets closer every time you hear that "gen complete!" noise. You don't relax until the results screen.
Survivor? Unless I'm in a chase (or the killer played a mori) I'm stress-free holding M1. Because unless you're new to the game, skill checks are a joke.
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@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/918689#Comment_918689
Bloodlust was implemented back in the day as a bandaid for to infinites. Once maps get reworked to be balanced, there isn't a need for it. The killer should mind game not just run around the loop waiting to get fast for 45 seconds.
You can't mindgame every loop. Infinites are gone but god loops exist. Get over this. Bloodlust got nerfed already, it isn't getting removed.
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@badster said:
https://forum.deadbydaylight.com/en/discussion/comment/918689#Comment_918689
Majority of maps do not need bloodlust. Especially on maps like hawkins and springwood it completely breaks the maps, and takes away any skill needed to counter loops. If they drop a pallet you can just bloodlust it till you get a free hit.
Chases aren't meant to last forever, which is something the devs have said themselves. This might be hard for you to understand but that's how it is. I remember what this game was like before bloodlust. I refuse to go back to that. Thank you for you unbiased opinion, though.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/916084#Comment_916084
I also get annoyed when all the high rank killers start to moonwalk so I can't tell which way their are going but hey I guess we have to wait for this one a bit more
Whatever you're smoking, I want some.
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Shhh. This doesn't follow the narrative of "every killer must be a loopable #########" that this community has.
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@MissKitty95 said:
Still to this day I have never been moried in this game how you ask ? Oh that’s leave button is my best friend you try and r1 me il leave .... idc I love seeing them stand over you and then poof nothing and now there daily hasn’t been completed :) I no very toxic but explain to me why you should get to murder me after my first hook pfff you shan’t and won’t and never will ohh bring a Mori hook tunnel kill ... how about hook me tunnel me and I leave... this is the only time il blatantly disconnect.. but you can’t say you ruin other people’s game by leaving well no because I would of been dead so my d/c don’t matter only effects the killer and tbh idc you want to be toxic and bring that in il be toxic back remember you need survivors to kill and get points il deny you of all of that on principle
Look out, we got a badass over here.
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@Timmylaw said:
Pretty simple solution, mori becomes usable after all survivors have been hooked once. Voila, no more tunneling first survivor off hook.
This is the only nerf to mori offerings that makes sense. Survivors have to do generators to get their hatch escapes, killers should have to hook everyone once to use their mori.
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@ASpazNamedSteve said:
Both that and Ivory should be death hook only.
Some people think Ivory's fine, but I honestly don't think so. Removing 1 person from the game is incredibly strong and slows the game down tremendously. Both should be nerfed.
If a survivor is on death hook there is no point to using a mori. I don't know why people keep saying this. If you're on death hook I'd rather just hook you again and get more points.
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@supersonic853 said:
Kinda annoying how i can stare right at him and all of a sudden "exposed" and im just like... "okay bs" and of course i get one hit downed thanks to a faulty feature.
GF can "bank" stalk on you as long as he doesn't hit you. Learn the killer before you call something faulty.
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@DwightOP said:
Ghostface is basically wraith+pig on steroids + the ability to expose someone.
Imo his shroud/stealth needs to be toned down, it has literally 0 drawback besides a powerbar (which can get filled very quick with addons).
The drawback is that he can get spotted which removes his power. A weakness that wraith, pig and myers don't share. Get over yourself and learn how to use that third person camera you have.
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@ChiTenshi said:
I want his Reveal mechanic to be looked into. So many times, a situation occurred that felt unfair;
- Him able to Expose you but you can't reveal him
- You accidentally Reveal him (and your location) despite the fact there's a tree/rock blocking your direct vision of seeing him
- Ending the Reveal process early means you have to start the whole process from scratch, giving him more time to charge Expose on you
- And several more annoying issues
People have often not realized that I stalked them earlier (to 99%) and ran into their obvious field of view to finish the stalk and stab them. In that instance you would never be able to reveal me before I finished stalking you. And if stalking kept progress, it would ruin him. Full stop.
While I agree that his reveal mechanic should be looked into, your ideas aren't very killer friendly. It should be easier to reveal him when hes standing right in front of you, but you also shouldnt be able to reveal him from halfway across the map... Behind a wall.
When you think of ways to "fix" a killer try to remember that there are people behind that mask trying to enjoy themselves too. Its not just about you.
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@yandere777 said:
As the title says, it really isn't needed for red ranks. Sure you'll have more time and in turn makes games more bearable but you can do fine without it.
Let's take both otz and tru3 into this. They both did a viability test. Tru3 had ruin and he went for specifically pipping or double pipping. That's precisely what he achieved but in a good portion of those games ruin went out relatively quickly.
In otz video he didn't use ruin and used a poor early game killer. He didn't depip once out of his 16 games and only used browns and yellows for addons. He didn't go for the 4k but he went for his personal idea of a win. In both sides neither one depipped once and they both felt like they "won" so this is why i feel ruin is not needed for highranks.
They play the game for a living. This is like saying "nah, you don't need fancy optics on a gun because this professional trick shooter doesn't need them". Unless you literally no life the game, you need ruin at red ranks.
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@Mr_K said:
Sounds like you are either playing an unfun killer or in an unfun way.
That or the survivors had real world things they had to take care of.
"Unfun". Okay. Would it be more fun if survivors got to pick my perks for me? Maybe we should implement that. Because disconnecting is totally okay if the killer is somebody you don't really like, so this way they won't disconnect anymore since they will get to pick my build! Sounds great!
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/112374/i-have-never-felt-this-scammed
Funny you think those survivor's have all bad perks.
Oni was mostly nerfed for both using Mouse and Keyboard in conjecture with Mouse to go beyond a regular approved flick. Wasn't a nerf it was correction of a oversight. Next will be the instadown charge most likely.
I'm sure you would love for them to remove his instadown charge, wouldn't you? He would literally be dead in the water without it. Nice bait.
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All you can honestly do is try to tunnel them out of the game. OoO is probably the most legit complaint a killer could have.
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Run DS. Next post.
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@Dwight_Fairfield said:
Some killers should not even be a threat to survivors. You trying to tell me the bunch of uppity teens that is the Legion would have the likes of David King, Jeff etc running for their lives?
Hell Laurie Strode and Quentin would kick their asses. They've gone toe to toe with Michael and Freddy and survived.
Clearly you've never worked with psych patients. I have, and you couldn't be more wrong if you tried.
Edit: Never mind, I read your second post. You're actually capable of being more wrong. Look. The best defense against a knife is your feet. And by that I mean outrunning them. I know people on the internet try to act tough, but I know for a fact that you've never dealt with an assailent wielding a knife. Because if you did, you wouldn't be so laissez faire about it. Safely disarming someone using a knife with an intent to kill you, with your bare hands no less, is nigh impossible. Regardless of size or skill. Period. And when it does happen? That's the exception, not the rule. For every successful disarming there are scores more people who were maimed or killed. Usually by people much, much smaller than them. So sod off with that fantasy Rambo shite.
And I personally think Legion's storyline is interesting for the reason you disliked it. They AREN'T special. That was the point. Anyone who made the wrong decisions, with the wrong people, could end up like them. Hence the title "Darkness Among Us". Just because you personally don't like them, doesn't make them less interesting.
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How about no. Survivors don't want to have to run a perk to counter a killer, killers shouldn't be forced to run a niche perk to counter flashlights. Lightborn exists as a buffer against being blinded during animation locks. You know, those times as a killer when you can't move your head? Also, looking up to avoid flashlights is the only way to keep from getting blinded when multiple survivors attempt to blind you. "Turning a 180" doesn't work, especially since survivors can blind you from outside of your FOV to begin with. You want to remove something? Then remove that.
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@Ohnoes said:
I would rather see either the amount of blood required increased or the duration lowered. Just an idea but maybe Oni could feed off a downed survivor once. This would extend his duration while also buying survivors a bit of time. That is basically four chances to extend the duration per trial.
All of those are bad ideas. He already can't get his power without injuring someone. Further handicapping it will make him an even more worse Billy than he already is. He loses duration when he downs someone and it instantly turns off when he grabs a survivor. The oni has solid counterplay. It just doesn't instantly turn off his power with no threat to survivors like they want it to.