RainehDaze
RainehDaze
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2654045#Comment_2654045
Having played F13 for over 1k hours, I can attest that while it does happen, not every lobby is that way.
DBD could easily just add optional voice for those who want to voice, and a mute option for those who don't.
Any feature declared optional that gives an advantage de facto isn't, because you'll be bullied and shamed into using it if you just want to play. Not using VC? Team'll throw.
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But if you want to play around the perk, you have to do it.
And the claim the perk is balanced rests on such things as being circumvented.
Ergo, the perk is only balanced if you want everyone to walk like a crab.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2654875#Comment_2654875
It separates the good killers from the master killers. And if you play it correctly, having spine chill is actually a downgrade since it makes those who use it lazy at detection.
Walking sideways, so difficult. If only I had a dedicated key for strafing... /s
Enforcing bizarre and awkward ways of moving around is not good perk design.
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Honestly, you could probably sum it up as "Any perk that triggers off doing something else that takes time shouldn't have a cooldown and isn't an exhaustion perk". Then you can exclude things like Saboteur as it's simply adding a new ability entirely.
It's more "what should have a cooldown" than "what shouldn't have a cooldown".
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2654859#Comment_2654859
I don't think anyone is (seriously)complaining about not getting 4k's and its more along the lines of wanting to feel like you can actually be in a match for more than 5 mins because gens got done so fast. Despite what people keep saying I don't think soloq is all that bad.
If people aren't being hyper efficient on gens that's not a problem. They could be doing daily challenges, archive challenges, playing with friends, messing around, or new to the game wanting to scratch that horror experience itch.
The important thing to remember is that the game was designed around solo q. You can't look at all the advantages swf has since the idea of grouping with communication wasn't the initial premise. There's a such thing as too much coordination or synergy since somethings become broken when combined.
The current balance seems to be aiming for 2k... but then that means having to try your hardest in order to get any outs. In a game that moves so fast that chases are almost automatically a bad thing to be caught in.
People say that chases and looping are the only fun interaction a survivor has, but from my point of view they're something to break off and avoid ASAP because I'm not going to redefine victory as a slasher villain to "spent a lot of time playing Tom and Jerry". This isn't a game of tag.
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@Shroompy said:
Saboteur
A 60 second cooldown is pretty rough, but what makes it even worst is it starts at the initial input, meaning if you let go early on accident or get interrupted, the perk still goes on cooldown
Less fun if it had no CD and two players with Saboteur could make themselves basically unhookable by sabotaging everything within a mile of the killer when one goes down, though.
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@throwaway79465468797 said:
I dont see any problems with proximity chat either... because the killer can hear you and that can be used as another form of information.
The only problem proximity voice chat has going against it is the childish demeanor most people have while sitting comfortably at home.
oh boy, having to listen to voice comms as killer when I play killer to not have to ever possibly deal with voice chat. How fun. /s
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/296106/nerf-spine-chill-with-same-logic-as-ooo
You can easily counter spine chill by looking at a 90 degree angle which won't light up a survivor's spine chill. In fact, in that case it is actually a good thing for a survivor to have spine chill because most survivors with spine chill don't even look around for a killer until their spine chill lights up, which means that you can completely catch them off-guard if you are good enough.
If you think it's a particularly fun or desirable side effect of a perk to have to walk everywhere going sideways.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2654038#Comment_2654038
Then turn voice chat off and let us solo q players delegate who will go forthe Lament Configuration.
Swf is how DVD should be played, it's not breaking the game. What's breaking the game is BHVR Not accommodating that with solo q
My box... :(
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2652611#Comment_2652611
Can you explain which nerfs were "begged" for lately besides the spirit one?
Deathslinger, Wraith, Pinhead?
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No, no, I think you've accurately grasped the killer zeitgeist around boons.
They're easy to find for people that have memorised totem spots or if you literally walk right up to one, but most of the time it's just "Well I guess one is somewhere on the map" and then you realise it's three floors up or something when walking through a structure and too far away to get.
They're a whack-a-mole hassle that punishes any attritional approaches.
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@NAERUUU said:
https://forum.deadbydaylight.com/en/discussion/comment/2647135#Comment_2647135
Yup, I compare 2 meta perk, where is the problem, just wait for the dead hard, I recommand to you to see good killer main and survivor can go in a locker … balanced
Are you okay? That word salad is concerning.
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You can self heal.
Someone wanted this earlier but I couldn't work out why they were standing in front of me at full HP (I'd basically just sat out the game rather than try to navigate RCPD). Whoops...
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@Hannacia said:
the one who loved getting tunneled was just being sarcastic. Other than that doesnt seem all that bad. :D
Encapsulates it all in a few lines, though!
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/2652827#Comment_2652827
To be honest i've met a lot of wonderful people since they came to my stream after the match both killlers and survivors. Some of them have become friends. Thats why most ttvs do it. Especially smaller ones like me. It's hard to make a name with all them big boys and girls running around. I get why people dodge lobbies with TTVS in them but sometimes we do play soloQ too :D. I have multiple times been playing with random people.
Well, if it works for you, that's good, at least!
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Have you thought that if they play how you want, they won't have fun?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2652197#Comment_2652197
Lmao, immediately insulting someone by calling them 'strange' for having TTV in their name but getting upset you might lose a video game in front of a couple of a people and refer to is as "public humiliation" what a joke.
No, I'm saying that putting ttv in your name is strange, because I can't imagine "random people I'm playing the game with" are ever the ideal people to advertise that you're a streamer to, between stream sniping and the fact that, being in the game with you, they're a bit preoccupied to watch.
The latter part isn't because of losing, it's because of people who're definitely playing at the wrong MMR, or who take advantage of any poor matchmaking to start teabagging and constantly being clicky and dragging it out, because they want to play up their awful behaviour for an audience. And if they do lose, commence the accusations.
People who advertise they're streamers do not, in my experience, tend to make for enjoyable game experiences.
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Because being able to run out of his power by people dying in the wrong order is potato? Being stuck at M2 is reduced terror radius and sliiiiiightly faster vaults.
That's kind of... nothing at all?
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nice to see there are apparently only four killers and that counts as "nerfs across the board"
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/2652197#Comment_2652197
Sometimes. Sometimes not. Depends on my mood.
I dont humilate anyone. I'm the person that will stand up to if another survivor is being an ass towards the killer. I'm sorry if you have dodged my lobby i try to be a decent human being and my friends are awesome people too. Also we are crappy survivors so you'd kill us very easily :D
The last time I stuck around a lobby with TTV in the name, they accused me of cheating because they didn't understand how Plaything worked, and later on I got curious and they didn't even have a twitch channel.
People confuse me.
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@Hannacia said:
I'm a ttv but in my games theres a simple rule. No toxicity. If i see any from any of my friends they are banned from my games.
I play a killer as well and i will never allow anyone i play with to be toxic towards the killer EVEN if the killer is toxic. We say GG and we move along.
I do agree going against SWFS is painful and usually ends up having few to no hooks. I think this needs to be addressed there is a big problem.
When i play killer i dodge lobbies where everyone loads in at the same time or has 4 flashlights. Still i get BMers and loopers and trashtalkers.
SoloQ doesnt mean bad players you find them from there too. This game is just broken right now and i do hope they fix it. Being killer is not fun and im playing less and less killer nowdays because i burn out after few matches.
Are you one of the strange people who has ttv in their username?
I always bolt at the sight of that. Advertising public humiliation to me in a SWF lobby? I'll just go take more time waiting for a game, thanks...
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2652104#Comment_2652104
Each to their own I guess. I don't mind it.
https://forum.deadbydaylight.com/en/discussion/comment/2652112#Comment_2652112
That is very good news. Although I can't see myself playing him as much post patch, one of the major reasons I enjoy him is his addons which provide totally different playstyles and most of these are gonzo.
The bursts are specifically chains interrupting survivors whilst they're solving.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2652083#Comment_2652083
Again, if someone has decided to hold the box - that's your power working perfectly. You've totally nullified one survivor. Boom, unless you are on like 1 gen remaining with 4 survivors up, you've probably won the game.
Don't get frustrated if someone decides to have a pet box. It's ideal for you.
The practical consideration does not make "half my powerset is turned off" less disappointing to play through.
@jesterkind said:
I don't blame them. It's a pretty cool box, have you seen it? Who wouldn't want to keep a hold of that bad boy.
It is cool! Which is why they should play with it properly! Who gets a cool magic toybox and just glues it to their palm?
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If the maps were balanced, the offerings would be even more clutter. If they were balanced, it should just be a vote (or random pick from said votes).
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2652034#Comment_2652034
Heads up - This argument has been brought up multiple times to the user you're replying to (you can look at the previous posts in the topic).
I'd suggest saving your time and keystrokes.
I'm nothing if not stubborn.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/295914/the-box
I love it when survivors try this.
It's basically like having a dead survivor. They can't do anything but run around. Ignore them and pressure gens.
What bakes my potato is when survivors drop me into a jungle gym, or somehow solve it in very quick bursts so I'm never able to teleport to them. I have no idea how this is accomplished, I don't even get a 'heartbeat'.
Honestly, I just find it silly that most of Pinhead's power can effectively be held hostage to so little (actual) payoff from it. Like, if you're holding the box for too long and not solving it, the chains should get worse or something.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2652060#Comment_2652060
To imply that killers do not use busted map offerings in order to gain a competitive advantage but survivors do is silly. There are maps that are too strong for both sides and both sides use their offerings regardless of whether or not the match will be fun or fair for the other side.
Which ignores the mathematical reality of it, which is that survivors will overall acquire more map offerings than killers, and there are more survivor-sided maps, so if you assign equal weight to every map offering, not only do survivors have an even chance of winning every contest, they'd also win for sure all the times there is no viable map offering to play for the other side.
Of course, I'm on side "scrap them because they're just headaches".
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2651013#Comment_2651013
What? Also, it does use the missed attack animation if you land on a hit on a DH user.
When the perk is (completely) working as intended: killer uses Nemesis tentacle, survivor dead hards, tentacle breaks pallet. Or Victor pounches, survivor dead hards, victor goes clean through them.
If it happens during hit registration, the killer's client stops the power from breaking the pallet (it thinks the survivor was hit) or stops victor moving (it thinks victor is attached). When the server says that it wasn't, the killer's client doesn't say "oh, then this would have happened", it just leaves the power not working.
That's not working as intended, because it means that DH still behaves differently depending on when it's used relative to ping. That's not good.
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@Blueberry said:
No. Maps are an interesting part of the game.
What we need though is a more balanced offering. IE if a survivor throws a Haddonfield but the killer throws a Glenvale, then Glenvale should always win. There should be more weight attached to the killers offering when the survivors have the ability to throw multiple. It's a 1v4 and the offering weight should be treated as such.
That would be great if offerings weren't tied to each being one green spot on the Bloodweb and even that really, really wants to give you nothing but Haddonfield.
Or if Sac Ward didn't require mindreading powers to not be burnt for absolutely no purpose.
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Yes.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2651310#Comment_2651310
That would be impossible anyway, wouldn’t it? Each survivor can only bless one totem.
Oh, right, that's its supposed limiting restriction, right.
So, you'd need four boon totem perk survivors and one of the other totems occupied with a hex already or destroyed.
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Or they need to completely rework the game's reaction to hits to maintain a memory of what could have happened after every attack so when the server says "actually that wasn't a hit" the client can send the right information.
Which might wind up looking way more jank (and probably punish consoles even more in the CPU department)... but at least powers wouldn't disappear into the ether.
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Also, depending on where the VPN is in relation to the player and the server the protocol used, it's not going to make any appreciable difference in ping because you have to route through major traffic hubs anyway.
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@Cramps said:
https://forum.deadbydaylight.com/en/discussion/comment/2651289#Comment_2651289
Worked with is not the same as being forced to do something because it's stipulated in a contract. I'm not disputing that BHVR and Boss Protocol have worked together, that's public knowledge - they had to have worked together for BHVR to give them content. Boss Protocol do not own the rights to Hellraiser though, so how could they possibly have any say in the license contract between BHVR and Park Avenue in order to force BHVR to give them content to create NFT's?
None of this explains exactly what people are unhappy with or why they're unhappy with BHVR specifically in any case. Why aren't people angry at those creating the NFT's, if the NFT's themselves are the issue solely from an environmental standpoint? Why is all the hate aimed solely towards BHVR?
It would definitely not make it better if BHVR worked with a third party to make NFT's without being contractually obliged to. It would actually make it far worse, because it means they thought it was a good idea. It's actually preferable to think that they had to work with Boss Protocol for Park Avenue to agree to giving out the license (presumably expecting to make more from the NFT nonsense).
I'm sure people are unhappy at the NFT creators, too, but they're definitely angry at BHVR for effectively condoning this.
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I thought it was generally 2 gens, 1 kill? Because if you can't get a kill by 3 gens or have a lot of pressure rolling in (and hooks), you're in for a bad time.
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No.
But I don't think I've actually run into anyone who's booned five totems before I got a hook. and if they managed that I'm not sure I would get a hook, so it probably doesn't matter most of the time.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2651272#Comment_2651272
Weird you think people shouldn't play worse for others, but the OP is complaining killers tunnel and camp (play well) instead of playing poorly to help the survivors win.
Also everything is the fault of other people being bad. Can't be something you're doing, or something about the game.
No, it must be because other people aren't good enough.
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@Cramps said:
https://forum.deadbydaylight.com/en/discussion/comment/2651215#Comment_2651215
But, BHVR didn't have to work with anyone to create NFT's in order to get the license and there's no evidence to support this. Park Avenue currently own the license to Hellraiser and Boss Protocol created the NFT's. BHVR gave models and such to Boss Protocol who then used that content to create NFT's. As far as I can tell, there's no evidence to suggest that the content was given for this purpose or that there was any contractual obligation to do so in order to obtain the license.
It's worth bearing in mind, none of us have actually seen the contract. It seems silly to me to be angry at BHVR for something they potentially had absolutely no control over and to then take that out on DLC content which really had nothing to do with NFT's in the first place.
As for the environmental aspect, Boss Protocol are, at least, purchasing carbon offsets at twice the estimated carbon produced when their NFT's are created - something the majority who sell content as NFT's do not bother doing.
I... think it's pretty explicit BHVR did work with them:
Whether they had to do it or not for the license, and whether it was because Park Avenue demanded it or not, they clearly and explicitly said themselves that they worked to adapt in-game models for this explicit purpose. And BHVR then advertised this themselves. Thus, people are not happy.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2650427#Comment_2650427
This is a pretty good point. Why have idle crows appear on a dying survivor? Like, what's the point if you're already dying lol
Help finding them?
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@Beaburd said:
You know, I just realized, based off my first post here, that the grind really is nutty.
9.3 million BP to get all perks on a single survivor, and 6.3 million per killer (excluding prestige).
There's 30 survivors and 26 killers in this game, meaning you need 279 million to get all perks on all survivors and 164 million to get all perks on all killers. That's a total of 443 million to get all perks on everyone, excluding prestige.
If you assume you get 20k BP per match on average overall, it takes 13,950 games to do that for survivor and 8,200 BP to do it for killer, or 22,150 games total for both. At ~10 min per game that's 220,150 minutes or 3,691 hours to max out (excluding prestige).
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It gets worse too if you consider every new chapter.
Every time a new survivor is added, they come with 3 new perks with 3 tiers each (total 9 new perks in the web).
Each web gives 2 perks at 50+ and costs ~60k BP, meaning you'll need 270,000 more BP per survivor to get those remaining new perks. Since there would be 31 survivors in that scenario (30 + the new one), that new survivor is basically adding 9.3 million BP worth of grind for themselves, plus 8.37 million BP (31 * 270,000) to grind the new perks on every survivor including the new one, for a total of 17.67 million BP extra grind for a new survivor.
For killer, you're adding the same 270,000 cost from perks and spreading it across 27 killers (26 + the new one) for an extra grind of 7.29 million BP from the new perks alone. Add the new killer's cost to get all perks (6.3 million) and the total becomes 13.59 million BP extra grind if they add another killer.
A chapter with both a new killer and one new survivor would therefore be a total extra grind of 31.26 million BP.
To put that into perspective, if you make ~20k BP on average per match again, that's 884 games for each new survivor and 680 games for each new killer needed to get the required BP to get all perks again. That's basically 150 hours worth of grinding each if games last ~10 minutes each on average, for a total of 300 hours worth of grinding per DLC with both a killer and survivor.
And these grind numbers will keep increasing with more content, since new perks will have to be obtained on more and more characters.
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TLDR:
Excluding prestige, offerings, x2 BP events (that no longer exist), tomes, and lobby/loading wait times, you need ~3,700 hours worth of dedicated gameplay if you average 20k BP per game to get all perks on all characters.
Each chapter with both a survivor and killer also adds ~300 hours worth of grinding.
This is kinda excessively gross, and I'm really hoping my math and/or assumptions are SIGNIFICANTLY wrong somewhere.
Yes, I think the problem is likely assuming 20k average.
If you're playing killer only with BBQ, you're going to exceed that, once you get BBQ. If you only play on characters with BBQ. And always run BBQ.
Survivors don't seem to have that luxury.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2650897#Comment_2650897
How do they ease up? Why should they have to intentionally play worse just because killers cant keep up with them?
Plus there's a lot of no brain killer builds that people use outside of high mmr anyways. Mmr makes it worse but it's not the sole reason people use them, just an incentive.
If you're always playing optimal SWF, you're always going to run into the same builds, just because those are the only builds outside of a very limited number of killer players that are likely to achieve anything at all. If you want to see more builds, you're going to have to play worse to find a point that other things are viable. I think that's the point they're making?
I don't know how you expect killers to magically "play better" and give more build variety. If everyone at your group's MMR is playing one way, there's probably a reason.
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@Cramps said:
https://forum.deadbydaylight.com/en/discussion/comment/2651192#Comment_2651192
Really, most of the more popular cryptocurrencies are just used to buy and sell illegal goods via the darknet - drugs, generally. Millions of dollars worth of cryptocurrency passes through darknet stores daily with a large amount now accepting Ethereum thanks to the anonymity it provides. This has far more of an impact on our environment than NFT's, yet, nobody seems to care about that.
I do agree that NFT's are stupid and the people paying millions for silly gifs of a cat going to space need their head examining. However, this DLC isn't tied to any NFT's in any way, so I don't really understand the issue people seem to have. It's as though one person has told everyone else that NFT's are bad because NFT's are bad and people have just kind of run with it.
You're speaking to the wrong people, then; the overlap between people I know who hate NFTs and people I know who hate crypto is near 100%.
The DLC is tied to NFTs because BHVR had to work with a company to make Hellraiser NFTs out of the game model (presumably had to, at least) in order to get the license. And then advertised said NFTs, some of which (at random) would come with a DLC key. Which is why everyone's mad at Pinhead.
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@Cramps said:
Can I ask those who have commented here; why do so many of you just say something vague like "because NFT's" without elaborating? I've yet to find a single person who plays this game who actually understands what NFT's are and/or can explain why they're against this DLC in regards to NFT's. Not one person I've spoken to has given a logical or rational reason, it's always simply "because NFT's". Steam reviews are exactly the same.
I'm not trying to stir anything up here, I'm genuinely curious. I've created NFT's, I understand the situation and the only logical reason I can think that anybody would be against NFT's is the energy consumption used as they're processed through the blockchain, but, even this hasn't been properly reviewed. I've never seen anyone cite it as a reason and nobody seems to have the same issues with Ethereum, despite Ethereum also having a high energy consumption rate.
I've seen people who object to NFTs AND cryptocurrencies both, because they're environmentally destructive and are often pyramid schemes used for money laundering. NFTs are inherently ######### stupid as a way to create artificial scarcity of something that there is infinite supply for, entirely on the basis that this makes it "desirable". Even though a lot of them are godawful, ######### jpegs that morons then use as profile pictures. Because claiming you "own" something when you give a copy to anyone that loads your page is smart, right? /s
But Pinhead was the entire reason I wanted to play the game, so... meh. There's enough backlash as it is.
Speaking of Pinhead, stop sending me to Haddonfield you miserable creatures. This is depressing enough as it is against co-ordinated teams.
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@ThiccBudhha said:
I honestly do not believe the grind is too bad, if you are a killer main running BBQ consistently offering cakes and the like. The real problem is the lack of BP events, even during freaking Halloween. Doubt we get one for Christmas either.
I dunno, what do you consider an appropriate amount of time spent BP grinding to have access to meta perks and get them on one killer? Bearing in mind that getting BBQ also means having to spend extra.
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Or, to put it another way, the desire to give long-time players something to grind for with every release is really penalising new players.
And outright increasing the grind in a misguided attempt to increase build diversity is just going to exacerbate it. Why would I want to try and grind to a playable state in that case? I'd never be able to just... try things.
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As someone who only started playing recently, yes it is.
Forget having all meta perks levelled on everyone, how about just having them at all? Or being able to do anything in the current game environment with most killers without the additional benefit of perks?
Pretty sure this would also by far harm killers more than survivors, since "screw you, P3 everyone you might want to play to get free perk selection". Can't fall back to one character and get the same play experience.
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And both STBFL and LP are on licensed killers, which is not the greatest for access on another licensed killer. That's just my gripe, though, given the state of Myers...
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2650938#Comment_2650938
I don't know if I agree you know, he def needs perks in order to be able to win - I think that's a given. I haven't been running Ruin though, which is weird because you'd think that would be the obvious pick.
Lethal pursuer in particular isn't a dealbreaker but once you start using it - you realise just how important getting a good start/knowing where the box might be is key. His chain hunt is super oppressive and I feel like it's able to carry you if you can get it going
That + if you get really good with landing possessed chains, you stand a really good chance at winning - Personally I run STBFL as my staple perk because it synergizes extremely well with his power and helps deal with pesky medkits/COH gamers
I feel like half the problem isn't landing the chains, it's that there's a lot of situations where you land the chains... and then what? Too often it feels like you've only slightly shortened a chase due to not being enough of a delay around most loops, and other loops being nearby.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2649889#Comment_2649889
I understand that to a certain degree but a mori is still a shortcut that bypasses legitimate sacrifice.
A mori allows a killer to ignore things that flashlights, pallet stuns and DS. I just feel like it would be more fair if moris didn't give MMR because if in fact they do then there's no reason for killers not to run them every match for an easier time.
An obnoxiously lengthy animation and only the iri one can be used whenever you like. The others are more "win more" than anything.
You'd also be punishing PH for using his power.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2650662#Comment_2650662
His chains are the big problem with his kit, imho.
He could be pretty decent if chains took a little longer to break and you could walk through them without breaking them.
They're currently less of an anti-loop power and more of a "get away from this loop and back to the 115% speed vs hold w chase" one. Unless you grab a survivor somewhere you can really cut a corner.
Though I still think it would help if you could cancel after the chain has fired (even if it's going to go on in a straight line). It just discourages everything except aiming for ankles, which is silly.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2650362#Comment_2650362
I don't think strength is the problem. Sure it's part of it. People want stronger killers but people do play Nemesis a decent bit. He is mediocre but I think people like how smooth he is. The tentacle feels nice to use. Pinhead's chains don't feel too nice to use. Trickster feels like doodie with the recoil on his hands. Especially on console. Twins with that Victor nerf felt awful. I feel like they are played more when they feel good. Not because of the strength. No one would be playing these characters at all in my opinion if that was the case.
The part where a badly aimed miss with Pinhead will freeze you in place with no view for 3s or something and no way to cancel early is definitely not nice to use. Constantly aiming at the ground or obstacles just in case.