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RakimSockem

RakimSockem

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RakimSockem
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  • If I go into 2nd stage on first hook and I'm not being camped, I either intentionally miss the skill checks or if I get saved, i won't let them heal me because I no longer want to be in that game and don't care about dying

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723721#Comment_2723721

    I'd rather have a power that works over a power that's original. Who cares of Plague and Freddy have something like it; his power is trash at the moment because it gives players a free speed boost with 0 real damage. They're not even Broken when infected, so you're just adding a 3rd hit when you can down them with 2 punches.

    And his zombies are trash. They get stuck on rocks and walls, and don't work 99% of the time. It's common knowledge he was supposed to have more than 2 broken trashbag-AI zombies, but the game could not handle this. So they were scaled back with 0 change made to his power.

    Look at how it works; it's obvious the zombies were supposed to be the main infectors, not Nemesis himself. No Killer wants a Killer that extends chases by an extra hit, each. A hit, ight I add, that can be removed with a vaccine. There goes that tentacle you applied to a Survivor! They got a free chase extender AND removed the infection so you can do it all over again! Confetti!

    So I don't get what you mean by 'already strong' when relying on his whopping 2 braindead zombies means watching 2 AI wander aimlessly on 80% of the maps and maybe sometimes, possibly, if the stars align, they walk towards a Survivor...Who walks away. Because there were supposed to be more than 2, to make dodging them difficult.

    I already mentioned the built in cross map pressure (which idk about your matches but in mine, the zombies always end up in my way on loops or near critical gens.

    On top of that, Nemesis can constantly see the zombies and when zombies are chasing someone, Nemesis can see the change in the zombies walking animation which also means he has built in tracking 2nd to the Doc.

    His tentacle destroys pallets AND can hit over obstacles which makes looping him very difficult

  • That's actually one of the most interesting and reasonable ideas I've seen on the forum in like 2 years.

    I can't think of the downside besides maybe the screen being a bit cluttered and how it would work with the layout. It also helps with crossplay since console people can't type in chat pre-game to discuss who has borrowed and should get saves in a hairy situation

  • @AngyKiller said:

    The problem with Nemesis is that using his tentacle on a healthy, non-infected Survivor is basically like telling the Survivors 'No, I don't want to win.' because it extends chases without injuring anyone; Survivors get the speed boost, they stay healthy, and now the chase is extended by an extra 30+ seconds as they get to another loop.

    Nemesis has to hit them THREE times, if he wants to infect them. Or he has to hope the zombies bite someone, which, and let's be honest, is rarely going to happen.

    This means Nemesis's power is yet another that favors Survivors, because of course it does. But worry not; I have 2 ways to fix it:

    Way #1:

    The T-Virus is supposed to be contagious. So why not make it so someone infected can spread it to other Survivors if they work on the same generator, get healed & one of the person is infected, or get unhooked while infected/unhook someone infected? Also; no one but you, the Killer, and other infected Survivors see if you're infected or not. To avoid Survivors just not grouping up.

    Or

    Way #2:

    Again; the T-Virus is supposed to be contagious & airborne. Why not make it so Survivors slowly become infected over time? This way, if they don't cure it, Nemesis will be able to injure them at range (5 meters, or whatever his tentacle is) without giving them a get-away-free dash.

    Either one of those is a good way to make Nemesis not suck.

    So you want to either steal the Plague's gimmick of spreading infection

    Or Freddy's gimmick of everyone slowly going to sleep overtime (or for the OGs, the original Doc mechanic where madness built overtime without you being shocked if you were in his terror radius)

    How..... original.

    Counter proposal, Nemesis is already strong and a pain in the ass to go against due to him having cross map built in pressure from stupid zombies patrolling areas which is ESPECIALLY strong on indoor maps with narrow hallways

  • If 99ing exit gates is an issue and people think there should be regression, I'm assuming you all also support Myers and Ghostface stalk regression so they can't just pop their power at will. You also should support Doc madness regression because if I'm not being shocked, why should my madness stay at a certain level. totally unfair.

    Yes my counter argument is dumb because the original argument is dumb as well.

    A couple of reasons to not fully open a gate

    1. Killer may have Blood Warden
    2. You want to search for a possible or confirmed NOED totem before going to save someone on hook
    3. You want to save a teammate and want to make sure there's enough time to heal everyone and coordinate
  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722721#Comment_2722721

    Wut does any of that have to do with hitting shots

    I'm so lost idk if your not reading my post or your purposefully trolling me and ignoring the parts that matter

    Either way whatever helps you sleep at night bud

    I too could go on 50 winstreaks before mmr was a thing

    Try winning 20 games in a row with deathslinger nowadays

    I'd make a safe bet only the top 10% of killer players could

    Idk what you're on about. You literally made a statement claiming I never played killer and then followed up by saying I've never played Deathslinger. I was simply proving you wrong on both accounts. Clearly you aren't reading your own posts. Did you not make those statements?

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722715#Comment_2722715

    I mean I can claim I've won 9000 games in a row on the internet as well it doesn't make it true

    If you played a single game of deathslinger you'd realize how hard it actually was to hit a quickscope but you've clearly never played the character your talking about so why give a opinion on something you know nothing about?

    Bruh2.png Bruh.png

    It's literally easily provable. I don't have to make up things and even though i don't owe you proof, I can ALSO show you that I've got the adept achievement on the killer you claim I've never played (and every killed aside from the newest 2) which any killer main can tell you that getting that double pip isn't always easy for a number of reasons.

    Got anything else?

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722709#Comment_2722709

    I love seeing posts like this because you can immediately tell when someone's never played a single killer game at all

    I love comments like this because you're dead wrong and I have the rank 1 killer achievement to prove that I played killer. And this was back when reaching red rank actually meant something.

    Pretty sure I wouldn't be able to get that without playing a single killer game as you say XD Try again

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722358#Comment_2722358

    he has huntress move speed bruh...did you even read his skill set?

    Someone has already corrected me on that and we've moved on. That's was still too fast imo and he should've been nurse speed with that quickscope and next to no terror radius crap.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722400#Comment_2722400

    Trickster is easy to deal with, just zigzag when he'a throwing knife, holy #########, it's like Pyramid Head all over again

    1. He has like 70 knives so zigzagging only helps so much.
    2. Pyramid head's issue wasn't his power. It was the fact that he could use it to zone you and then had NO delay (or a very small one) between dragging his sword on the ground and picking it up and using his m1 so he didn't have to commit to anything
  • She doesn't bother me honestly. Her power doesn't feel super oppressive and it's dodgeable. She can sorta guard hooks from a distance but you just have to remember to move away from hook before healing and you're good. Most of my good matches lately have been against Artists

  • Yeah, you can't get 31k points on survivor in 5 minutes. That match went a lot longer than you think

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722378#Comment_2722378

    ....you realize that Nurse is slower than Survivors, right?

    Perfectly aware. If he keeps the quickscoping, that's how slow he should be imo

    And then someone mentioned Trickster and that's another killer who I think has a power that's way too oppressive in chase and who deserves to be slower because his power needs little to no skill to down someone with like 10 knives (or whatever the number is, i don't care enough to know the exact numbers)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722362#Comment_2722362

    Respectfully, it doesn't matter.

    He moves at 110% movement speed or 4.4 m/s. That's the same as Hag, Spirit, Huntress and Trickster.

    For further context, I believe Plague moves at 110% when holding her vomit, Pyramid Head also moves at 4.4 when laying down his Torment Trails and Billy has an add-on that makes him move at 110% (for some reason).

    I misspoke when I said "normal" movement speed so let me rephrase.

    He should move Nurse speed if he's going to have a terror radius that small or be able to quick scope. Moving at Spirits speed is still too fast for him having a small terror radius and a ranged attack.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720120#Comment_2720120

    There no such thing as balance with this game. Its survivor sided or have you missed the 3 million posts about how much the game is in survivors favour. It needs to be skewed in the way of killers see how survivors deal with there crap get battered regularly

    that's your opinion. That's also called an ECHO chamber. Just because you see a bunch of people with similar opinions complaining, doesn't mean that it's actually an issue across the whole community. The majority of the people on the forums just happen to be killer sided complainers. The game is relatively balanced

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720251#Comment_2720251

    Survivor is easy mode. What are you going on about. I play both sides… Lol…

    Good survivors do gens and leave in less than 5 minutes. This isn’t fun for killers. So they tunnel/camp all the time, or when it’s most convenient. As Altruism can extend the game. We see this in EGC. Clearly.

    Good killers down survivors in less than 30 seconds. Like an expert Nurse with Infectious Starstruck Distressing BBQ. There’s no counter. She hits/slugs everyone, and then you sit there on the floor. Survivors basically don’t get to play. So an adept player probably like you would complain about that. If you experienced it too much in a single day or succession. You’d inevitably d/c, or die on hook. Take a break.

    This is the extreme state of DBD where people who don’t play the game for thousands of hours have a bad experience most of the time. Only the small % of players are actually good “enjoy” dbd, and the game caters to that mostly believe it or not. That, and the fear of killer players becoming too good. Warranting nerfs. Like you fear/hate good Nurses/Blights, but the skill cap is so vast its balanced out.

    I also play both sides and get consistent 3ks as killer in the majority of my games. The game is balanced and easily playable on BOTH sides if you're actually good at the game.

  • He never felt like he moved slower than any other killer when he chased me *shrug*

  • @emodeshort said:

    First things first, Deathslinger wasn't even that strong, he was middle od the road at best, I don't see why this is enough for a nerf. And to top it off, they buffed a nurse addon to be extremely powerful in the same patch, i mean, nurse didn't need another buff but here we are.

    The nerf was extremely heavy and he did not receive compensation in return. The nerf on the terror radious was probably the worst offender, why even do that? At least increase his speed to 4.5 to compensate.

    They nerfed that jerk? Finally.

    Of all the killer terror radiuses, his made the least amount of sense. How you gonna have a ranged killer with normal movement speed and have a terror radius that's practically non existent until he's in range to shoot you. Hated him since launch so whatever nerf he got, he deserved it

  • Basically what they said. It was initially put in to counter people dropping racist, sexist, etc things in chat.

    Unfortunately, they overboard with it and it blocks even some basic insults and random things that make no sense to block

  • MMR system is broken = true statement.

    Pretty much everything else..... bias or just flat out untrue.

    Dead is not the best perk. CoH can be stepped on in a second and snuffed out, not to mention countered by Thrill of the Hunt, any perk or killer that leaves you Broken, etc.

    Borrowed is fine. Decisive got nerfed into the ground, all these things you mentioned are fine if you don't play like a jerk

  • @Smuk said:

    I honestly with this balancing do not underastand how much effort, stress, sweating or any other term is BHVR expecting from players to invest into the match - especially with the MMR.

    As if we look at “equal” matches with state of the art plays on both sides, the killer has to really sweat a lot to achieve the balanced 2K/2E.

    I am not saying that playing survivor does not take any sweat or pressure. It does, you can really have bad luck on skill checks where you regress more then progress, you do have to be able to held chases for more then 10secs, saves can be cruical etc.

    But survivor is much more “chilled” role as the pressure has its peak moments in specific scenarios and once you are hooked or escaped the chase, your stress level goes back to normal. But “100 people 100 miracles” I do believe there are alot of veterans, who dont even flinch while being chased.

    Kinda think this is the main reason, why a lot of players decide to take a break from rageus quitus and join the other side.

    I'm sorry, but you lost me at "killers have to sweat for a 2k"

    What? if you have to sweat for 2 kills, there's no way around saying that you're just REALLY bad at the game. Like really really bad. Playing at my worst and making multiple mistakes, I still leave a game with 2 kills

    The only other scenario is that you got put against a team of survivors that are way above your skill level as killer which is totally possible because the MMR system is trash

  • So now survivors are automatically assumed to be SWF if they complete gens??????

  • To paraphrase:

    I want easy mode for killers and unwinnable survivor games

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719607#Comment_2719607

    But he is right since when is someone else deciding what part of the game. I paid for has to be the fun part for me

    Am I wrong in saying that the fun part of the game is when the survivors and killers get to interact (i.e the chase, the mind games, the jukes, etc)?

    Is staring at someone on a hook more fun somehow?

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719169#Comment_2719169

    Don't you tell me how I have fun. And don't you try to shame me if I want to try killing them instead of giving them lollipops when they twerk out the exit gates.

    The chase is fun FOR YOU. You have no damn right to tell me what's fun for me, or what I should or should not do.

    your name fits you well I see because you have an attitude for no reason. take a chill pill

  • @AngyKiller said:

    Then you have to alter gen speeds in the same patch. Not before (this is unfair to Survivors), not after (this would render Killer unplayable), but the SAME. EXACT. PATCH.

    This is not an us/them, or give-and-take demand.

    Think about it: If hooks teleport, or whatever other idea, and Killers are now consistently forced to 12-hook, and gen-speeds are STILL sub-5-minutes? Killers will never get more than 1.5-2 kills, ever. ANd that's if they are GOOD.

    Also think about this: If Killers are forced to 12 hook, or punished for camping, or the hooks teleport (etc. etc.) and this prevents the Killer from getting a kill in the EGC? You know; EGC; The time when camping that hooked person is literally all a Killer has left, since exit gates are open?

    Killers will leave in droves.

    You will have rendered Killer all but impossible to ever enjoy again.

    Ever Killer I've ever talked too has said this about camping:

    1. 'I camp because I feel pressured after 2-3 gens pop in the first chase'. This about that; a Killer has hooked 1 Survivor once; a 1/4 or 1/12th of his objective. While Survivors have completed 2/6th aka 1/3rd (If you count 'open gates as an obective) to 3/6th, or 1/2, of their objectives.

    Again; The Killer has achieved 1/12th to, at best, 1/4 of his objectives (If every Survivor dies on 1st hook). To the Survivors 1/3rd to ONE HALF of theirs.

    Killers: 1/12 or 1/4

    Survivors: 1/3 or 1/2

    That's the 'time crunch' that makes Killers feel forced to camp first hook.

    It's boring for us, too. I know I'd rather be chasing, but if I chase, and get 3 hooks total, and then Survivors twerk and insult me? I just feel more pressured to GET THAT KILL ASAP next match. To prevent that steamroll from happening again.

    So please; If/when you fix 'camping', just keep in mind that most of camping is because gens are TOO DAMN FAST.

    Sure; Survivors feed campers, but we have no way of knowing that when we first camp in a new match. We start doing it because of time crunch.

    So when you fix 'camping', just fix gen speeds along with it, or there probably won't be many Killers left who enjoy getting 1 kill & insulted every match.

    Yeah, if you HAVE to camp to get kills, that's just a lack of skill. It's simply untrue that you have to camp at ANY point in time during a match, INCLUDING EGC. You literally never HAVE to camp. If they escape, they escape. The fun of the game (on both sides) is the chase.

    If you aren't chasing, you're making the game boring just to get a kill.

  • No. The perk is fine. Stop making a million threads whining about it

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2718469#Comment_2718469

    Please explain me, if you are at main building, and you notice that friend got wounded. So according to your build - you can intervene (hypothetically).

    How do you know, that killer is chasing around shack - without comms?

    Id like to learn that technique for soloq

    Easy. It's call "situational awareness".

    1. I run saboteur so I can get hook sabos or body blocks easily. (some people also run Aftercare or the Claudette perk I can't remember to see injured people)
    2. If I haven't been hooked yet and I see a killer is tunneling someone on last hook, I will intentionally follow the action to make sure I'm in a place to be helpful.
    3. Most killers have this thing called a terror radius and you can use your own character and run in different directions to figure out when you're getting closer or farther away

    It's really not as hard to coordinate something as yall pretend it is.

  • @dspaceman20 said:

    You act like comms make up for survivors skill. All the comms and communication in the world won't mean much if you can't run the killer for multiple gens

    Also this. About half of my friends who play DBD are ass at the game so even when we're in voice comms, it doesn't help because they don't look behind them when the killer is chasing, or they insta drop pallets against a demo instead of looping and waste every pallet on the map. Having comms has never compensated for raw skill.

  • @[Deleted User] said:

    You don't even need comms in swf. Rarely use them unless drinking. Killers still rage when any player has even an ounce of game sense.

    Literally had this happen the other day. My friend was streaming and we were in a SWF. I think 3 of us escaped that match and then they came to my friend's stream to complain and realized we weren't even using comms. -_-

    Every SWF doesn't use comms or need comms to work well together

  • Like you said, survivors killing themselves usually hurts the rest of the survivor team more than it hurts the killer (unless they're going for the adept double pip)

    If you really want to end a game quickly as killer, go stand in a corner and face a wall. The survivors will spend a little time looking for you but once they realize they can't interact with you, they'll just do gens and leave.

  • If this is about facing hackers and cheaters, why make the title about killers. ANYONE should be able to leave the game without penalty versus hackers and cheaters on any side of the game.

    I've gone against my share of speed hacking Wraiths and Trappers both on console and PC. it's a two sided issue

  • Lithe is the best exhaustion perk

    You can (and I consistently do) get 2 guaranteed kills with no tunneling or slugging every match. 3 kills is still pretty easy and 4 should be rare if the game is balanced properly.

    The killer has always and still does determine how much fun the match is going to be for both sides. They literally have the power to make the game interesting or make it insanely boring and campy

  • I have yet to change the way I play killer when I do play killer. If you don't go around dropping chases left and right, the healing won't matter.

    And I forgot how one sided these forums were. there's nothing OP about any of the Boon perks

  • The post escalated and derailed hella quickly. I remember why I stopped coming to the forums like a year ago XD

  • He said that the one shot clown bottles still give the effect if they hit someone in a snowman

  • @Laluzi said:

    That might be friendliness and acknowledgement without attacking. I would personally assume most players have their cosmetics at this point and don't need to be hit out of the snowmen - hitting them out stops whatever fun they were having in there. Now that the initial part of the event is over... as killer, it's difficult to tell if the survivor wants the bonus bloodpoints or if they want to goof off in a snowman costume.

    That would be a fair assumption for people who play nothing but DBD but I have other games to play and a full time teaching job during the week so I only play a couple of hours on the weekends. Plus if i see you coming down a hallway at Midwich, point at you, hop in a snowman and walk towards you, it's safe to assume I'm playing for the cosmetic LOL

  • @MrSlippery said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692626#Comment_2692626

    Speak for yourself. The event has been benefiting me on killer side. Good ol Nemesis can whip survivors and tier up, and they can't do anything about it. Plus the event has made Clown actually decent, with the Exposed bottles add on.

    I wonder if you were that sweaty one shot clown my friends and I played against earlier today LOL

  • Ah gotcha. Was hella confused for a second

  • @Tr1nity said:

    He's fishing just leave him be >:(

    Who is fishing? that's a weird conclusion to come to.

    I genuinely am curious why some people are such grouches during an event where people are trying to unlock cosmetics

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626706#Comment_2626706

    Ah yes victor (6.0 m/s) and billy (9.2 m/s) = same speed. Either way in your post above that... Did you realize a long range victor down is considered a slug since you have to go walk up to them and pick them up? Not to mention the almost 10 second fatigue since they thought a 5 second fatigue on top of the switch fatigue was a good idea. So the Unbreaka-boon literally just invalidated that down because you already sent victor out to hunt someone with charlotte next to a gen or other slug to down someone not even 32 meters away. So you get the down hook the first slug, get to the 2nd and they're already gone. Yeah lets punish a killer for playing optimally great idea.

    I'm always down for punishing boring gameplay (which is what slugging is) so.... meh. Couldn't care less

  • I've heard people (streamers) say they were Ddos'ed while playing the PTB and that there was some kinda data breach so may have something to do with the Pretty Good Job So Far that BHVR is doing XD

  • @PixelBush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626742#Comment_2626742

    They can recover from the dying state in 15 seconds.

    Because of your 8 second fatigue, you only actually have 7 seconds to get to them before they get up (since they can start recovering as soon as you down them).

    Charlotte can cover 32m in 7 seconds. If you're more than 32m away from Charlotte, that mean she can't pick you up before you pick yourself up.

    A Survivor gets 18m of distance for free when Charlotte hits them with an M1 and unbinds Victor, travelling 18m during the 3.5 seconds of animations (2.5 for wiping the weapon, 1 second for unbinding).

    This means when Victor is controlled, the Survivor has to cover 14m of distance to get to that 32m safe zone (Because they're 18m away from Charlotte and Victor already).

    A Survivor can travel 14m in 3.5 seconds, meaning that the Twins player has 3.5 seconds of Victor control to catch back up to the Survivor and down them before they get to that safe zone. If you wait any longer, they get 32m away from Charlotte and are therefore safe.

    Correct me if I'm wrong though but the typical way The Twins are used is:

    -Send Victor to jump on someone's back.

    -Chase with Charlotte while they pull Victor off.

    So if you down them with Charlotte, you don't have to catch up to their body because you're already standing over them.

    Now even if you do need to pull out Victor again for the 2nd hit on an injured survivor, they aren't going to get a speed boost from being hit so they're not going to be that far away.

  • Where are you getting 3.5 seconds from? Does the new perk allow them to fully recover from the Dying State in 3.5 seconds? Where's the math on that?

  • @PixelBush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626696#Comment_2626696

    "Just hook people"

    I've just described that a new perk means you cannot down a Survivor long enough to hook them. You can do literally everything in your power to pick them up and hook them and it won't do anything because they can get up before you get to them.

    "Just hook them" how, exactly? You deadass do not have time to pick them up before they pick themselves up with this new perk. That's not a choice.

    "The new perk means you cannot down a survivor long enough to hook them"

    What are you on about?

    1. They'd have to literally be across the map for you to not be able to reach them in time.
    2. They also have to be in range of a boon totem with the effect. If they aren't when they go down, the perk is useless.
    3. A majority of the time when a survivor goes down, the killer is within 8 seconds or less of that survivor.

    The situation you're describing is so circumstantial that it practically would never happen

  • You have a speedy gremlin who moves pretty much the same speed as Billy using a chainsaw who also acts as a tracking device on a survivor after you down them AND let's you know if another survivor is close. Literally one of the lowest skill ceiling killers in the game.

    On release, the majority of Twins players literally camped hooks and sent Victor to do the killing because they take no skill to use. And that was before BT got buffed to not care about Terror Radius

  • Slugging is boring. Just hook people and find more fun and better ways to play. Slugging is not a requirement because a killer isn't as strong as you want them to be

  • @Aurelle said:

    At first I was okay with Boon perks and thought they aren't that bad, but after going against multiple teams with Boon perks made me realize that I was really wrong. Here are the reasons why I think Boons are a problem:

    • They can be infinitely relit: I know it takes time to relight a totem, but for something that is really strong and basically gives the whole team a fifth (or sixth) perk, 14 seconds is nothing. There needs to be a limit on how many times a totem can be blessed or the totem should be destroyed when the killer snuffs it.
    • Boons stack: Boon effects can stack on one totem. If a survivor has Circle Of Healing and Shadowstep, both of those perks are applied to the blessed totem. Hex perks can only have one effect applied to each totem (Example: Ruin and Devour Hope apply to two different totems), so why do Boons have all effects applied to one totem?
    • They cause issues on smaller maps: Smaller maps like Wrecker's Yard, Midwich, Dead Dawg, etc. are an issue when it comes to Boons. If there are 3-4 Boons, they will take almost, if not all, of the map. This basically gives the whole team a fifth (or sixth) perk slot for the rest of the match.

    To your second point, Thrill of the Hunt affects all totems right, including other Hex Totems that already have their own effects

  • Yes and no?

    Mathematically, yeah it makes sense. Realistically, you're talking about all 3 of your teammates getting hooked 3 times, you being the gen jockey and not getting chased all the time, and then for some reason also still working on gens after that last person is dead (by the 9th hook, if all your teammates have been hooked 3 times, you would be looking for hatch at that point, not doing gens trying to hit great skill checks).

    Basically, it's just another boring perk to make gens go faster like Prove Thyself but i doubt it'll become meta. No one actually ENJOYS rushing gens.

  • Thank you for this.

    So it looks like we have another chapter with some eh perks and a really cool looking killer.

    Killer perks:

    Hex: Crowd Control seems like an alternative to Bamboozle but without you having to physically vault the window to block it. Good chase potential but it's tied to a totem so it can be taken away. I'd give it a C.

    No Way Out seems like it could be very powerful under the right conditions but i'm sure survivors will just play hide and seek until that 40 seconds (at tier 3) is up and then go to gates. A good killer can make use of that 40 seconds though, especially if NOED is up. I'd give it a B.

    Starstruck is good for stopping people from body blocking but with there being a hook literally every 10 steps in most maps now, that's honestly useless. If someone gets the exposed status, you'd assume they would get out the way and not try to take the hit anyway. D tier probably.

    Survivor Perks: (pretty much all trash for like the 4th chapter in a row but let's talk about them anyway)

    Fast Track: Oh yay.... a perk to make gens gens get done a whole 3% faster per hook at tier 3. That's riveting. C or D tier.

    Self Preservation: I guess this helps with some stealthy gameplay if you want to sneak in for a flashlight save? In most other situations, if you're 12 meters away from the person being hit, the chances are the killer already sees you or you aren't their target and they're going to chase whoever they hit making your scratch marks irrelevant. Still that being said, I guess there's potential for stealth which is severely lacking in the game so it's somewhere between C and B tier.

    Smash Hit: Great for breaking chases, does not need that hefty a cooldown on the exhaustion effect. Requires you to actually get the stun. B tier at best and that's being generous.

    Overall the perks probably won't get much use but the killer looks really cool from what I've seen and I like the new survivor as well aesthetically. We'll see how this plays out

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