RakimSockem
RakimSockem
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I have literally only used Ruin on Trapper, Hag, and Michael. I get 3-4ks most games with Huntress, Doc, and Wraith with no Ruin in purple ranks.
Honestly just switch up your builds and go for it. Contrary to popular belief, you don't NEED Ruin.
The teams who are devastated by Ruin are teams you can mop up without it tbh.
I don't think it needed to be nerfed THAT badly, but it was more of an annoyance than anything else to me when I play survivor.
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"I'm salty about something in a game, so I'm going to ruin the gaming experience of other people who had nothing to do with the change. I'm an adult"
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@FreshPrince said:
https://forum.deadbydaylight.com/en/discussion/116300/the-truth-about-swf
Tell that to your tiny pool of killers who play. There's a reason survivors are experiencing significantly longer que times than killers. Which is counter intuitive since you can only have one killer per match.
This is not the case anymore, at least in my experience. My killer queues are less than 2 minutes around rank 8. Some as quick as 30 seconds. My survivor queues recently have been around 3 minutes solo, and like 5-10 minutes for SWF.
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In a true competitive game, the matchmaking and the ranks would actually mean something. This game can be considered competitive when rank matchmaking gets fixed, and when there's rewards for actually being in the higher ranks.
Until then, it's casual and I will treat it as such.
If I were to care about every match I went into and try hard all the time, I would end up very tilted and angry and I refuse to do that to myself. Everything from trash teammates, to BS hitboxes, to face campy killers.... this game is impossible to take seriously and NOT be angry. So it's a joke that I will play with friends for fun, unless I'm playing killer (which is where I have the more relaxing time anyway because I actually feel some control over the flow of the game)
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- It's a thing called "fun".
- If there's Ruin and you blow a gen (or don't hit a great) you can't make progress anyway AND it's possible to get more skill checks during that time where you're not making progress anyway.
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Are you asking if this feature can be added or if this is a thing already in the game?
As far as I know, you can only see your own.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/113979/cucked-grabs
Best thing to do - tier 1 myers, and scratched mirror if you have it. Hook someone, camp around a corner and wait.
Didn't have to camp fortunately. Just ran Ruin and Thrill so anytime someone jumped on either totem, I went to it., I got like 3 grabs
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@FriendlyGuy said:
I went for a farming round because they're bugged.
i see. time to switch to survivor challenges XD
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Literally had a killer complain about crutch and meta perks while running crutch and meta perks.
But I don't go to the forum and paint them all with a wide brush and say "oMg ALL kIlLeRs aRe HYpoCrITeS"
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Procrastinate - The ability to put off doing the objective as long as possible and clutching the win at the last possible moment.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/926063#Comment_926063
Then don't make stupid plays.
https://forum.deadbydaylight.com/en/discussion/comment/925994#Comment_925994
There is plenty wrong with them. They allow for survivors to get away with bad plays.
What do you mean bad plays? If I used my borrowed time to save a teammate from a camping killer, how is that a bad play?
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@premiumRICE said:
https://forum.deadbydaylight.com/en/discussion/comment/926038#Comment_926038
Except for the bugs DH is the best exhaustion perk, you dont use it to dodge hits, its just a safe minidash if you wanna try that greedy pallet or to reach that pallet at last second.
btw which exh perk would you use?
I run Lithe.
And I understand how to use Dead Hard, I just think it's too unreliable and there's not many situation where Dead Hard would've helped me reach a pallet I couldn't already reach on my own
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I feel like most of them can be done in non-toxic ways. Like the NOED challenge took me maybe two games. I made sure everyone was on death hook by the time gens were done. Let someone open a door while I had one slugged and was chasing a second one. Got the two required kills easily.
Also the Spine Chill challenge. People keep talking about playing immersed and just waiting for hatch, but I'm not a dick so I can't play that way. I did gens and I just waited until I got a match where I could get out unhooked.
So a lot of times, it's more about the people than the challenges themselves
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We literally just got a new killer less than a month ago...
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There's a lot wrong with dead hard which is why I've never used it. It's unreliable and I've seen people Dead Hard, get exhausted, and still get hit.
Dead hard is situationally good, but for the most part, once a killer knows you have it, it's trash
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This happens on PC also.
A skill check will pop up the INSTANT I let go of the gen for whatever reason and it just blows (literally).
Like.... if I didn't even see the thing pop up, the skill check should not register. Or at least do what Overchage does where you can hit it while you're running
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The Spine chill challenge took me like 10-15 matches, but I refused to be useless while doing it so I always did gens and totems. The frustrating part was that I would make it through like half of those games unscathed and then get hooked with the last gen popped and I was SO pissed off. XD Especially because during those game, I had changed my profile name to SpineChillNoHookPls lol
Like come on, you went this whole game without hooking me, why you do this :(
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Literally nothing wrong with Borrowed Time or DS so yeah.... Iri Head nerf would be a priority if anything gets nerfed
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So I've noticed the primary reason people are stating is this "3 gens can be done in 80 seconds if all survivors not in chase hop on a gen".
In an ideal world, that's absolutely true. However, just like people are saying with the kill rate data, this is not a 100% valid statement because there are other factors.
- Just because a survivor is in a chase, doesn't mean it's safe for me to be on a gen. If the chase is happening close enough to me, I have to move or hide in order to not become a target. It's it's a Michael, I have to hide so I don't get stalked. etc
- Let's say every survivor hops on the closest gen when they start and gets in the full 80 seconds while always hitting great skill checks through Ruin (which I've even seen some of the best players miss because no one is perfect). This would mean all 3 gens in the same area are done and the game is probably going to end up in a 3 gen strat situation. So while on paper, sure it's fine to talk about 80 second gen times, what that does later in the game VASTLY slows down the speed that gens will get done because the killer will have an easier time patrolling and applying pressure.
- People talk about how long it takes to down survivors. Idk how yall games go, but I almost always have someone down and on a hook before a gen pops. Rarely do gens start popping before I end my first chase. Use Whispers, find people early, and start the ball rolling.
Are there any points I didn't address? If so let me know.
Also holy crap, I left this thread alone for like a day and came back to a lot of notifications
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/924247#Comment_924247
If survivors die in two minutes, it's due to their own mistakes completely.
Again, 3 generators can pop before the killer even has the chance to do anything. Killers do not magically spawn next to the survivors. It can take 30 seconds to walk across the map, and the survivor can run in a straight line and by the time the killer catches the survivor to hit them twice, three generators have already popped by the time they get on the hook.
Survivors can be separated on the map and it would take killer more than two minutes to walk to and down everyone even if they stood still and didn't try to flee. A group of survivors who all go down in two minutes would have literally threw the game so hard it would have to be practically intentional or a massive throw.
Also why not Youtube or Twitch? Why does those platforms matter? Video is video. May as well just say "post me evidence except you're not allowed to post evidence".
You know gen rush happens and yet you want to sit here and act gullible to suit your own personal bias. Quit being a biased survivor main and try playing killer without Ruin for a month. Since you claim it's a non-existent issue, there shouldn't be any problem.
I would just like to point out that I've had multiple matches where I've started and been in the terror radius of the killer (Huntress humming within two seconds on the match starting). Hell one match I even started on top of a hill looking at Michael less than 15 seconds walking distance away. So it doesn't always take long to find people.
Plus when I play killer, I always run Whispers so I'm usually in a chase within the first 20 seconds of a match, sometimes sooner depending on spawns.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/921324#Comment_921324
So you leave the survivor, spend more time looking for another one, only for the other survivor to do the exact same thing?
I don't know about you, but that seems like a recipe for disaster. Not being greedy with pallets and just tossing them down at semi-safe loops isn't exactly hard. Neither is holding M1.
A group of survivors who wants to make the killer lose, will make the killer lose. There's nothing the killer can do to stop it. Killers do not have the tools to provide that much pressure at the start of the game and survivors do, and they can do it fairly easily.
I don't agree with that in all cases. I run Whispers on every killer, non-negotiable as long as I have it. I find survivors quickly and get things rolling
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@Herman_CMH said:
https://forum.deadbydaylight.com/en/discussion/comment/921283#Comment_921283
Grading day? How’s the statistic of the class then?
Grading day as in the day I sit and grade papers. Also gotta plan lessons (Elementary teacher)
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@[Deleted User] said:
The math on paper, if we're talking about each side playing efficiently, of course.
Survivors only need to equip brown tool boxes, a brown add-on and a yellow add-on, and they can repair at +40% speed. This isn't even with perks, just basic common tool boxes and add-ons.
This literally allows survivors to do all five generators in 3 minutes even if one of them is being chased, as long as they repair somewhat efficiently. This is not an exaggeration.
Let's say it takes the killer 30 seconds from the match start to find a survivor (pretty common). All the survivor has to do is hold the chase for 2 minutes which at the start of the match where every single pallet up, shouldn't be that difficult as long as the survivor is not greedy with looping and has Dead Hard at their disposal to extend the chase. Even if after 2 minutes, The survivors gets downed and then the time it takes to get hooked a few seconds later, all 5 generators will be done.
This exact scenario has happened to me when I played killer as Huntress once (they used commodious toolboxes and one engineer's toolbox with a BNP). Everyone de-pipped. The game lasted just under 4 minutes in total. They were a SWF group trying to see how fast they could speed run, which isn't too difficult to do against a Huntress on Lery's who was trying a build without Ruin (was trying out PGTW, lmao).
Boy, did they ever speed run alright.
That's fair. In a situation where everyone is just pumping out gens with toolboxes and hitting every Ruin skill check, games can be very survivor sided. (I would die playing like that, it's too boring but I get your point)
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@JC316 said:
Pipping for one. It's stupid easy for survivors to rank up, yet high rank killer takes perfect play and people can't gen rush. Bug fixes is another. Oni was barely released and his "bugged" flick was removed, yet you have survivors spawning right in front of hex totems for a long time and not a peep out of the devs... Unless you count Peanits and his "You have my permission to not run it" line, which to me is as insulting as the "play something else" line.
How I see it, at low ranks, killer wins a lot. Medium ranks is fairly balanced, and high rank survivors destroy killers. The question is how do you balance higher ranks without completely screwing over the lower ranks?
I agree that's a problem, but that's an issue with the pipping system. It's trash and needs to be changed.
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@leslie4445 said:
https://forum.deadbydaylight.com/en/discussion/comment/921229#Comment_921229
How is he/she being childish? Dont come on here trying to encourage toxicity outside the game. Its simply a discussion.
You can't have a discussion starting with what can be summarized as "My opinion is already set in stone and I don't care about anything you're going to say"
There's no discussion to be had at that point.
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I think I'm around tier 45. Completed 1-3 all challenges.
I'm a teacher so I only get to play on weekends, and mainly Saturdays because Sundays, is my grading day :(
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Also no. SWF balances the game. It this game was solos only, the survivors would need major buffs to compete with killers
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"you can argue with me but you will accomplish nothing"
I didn't realize children were allowed to have their own accounts here
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@BeanieBoyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/921152#Comment_921152
No, because taking the stealth part of their power away makes them useless over other killers, i.e. why play Wraith, GF, etc. They would be pointless because an easily equippable perk (which is absolutely amazing as is btw) takes their power away. That is not balanced at all.
Punish the Killer for poor gameplay by gen rushing and forcing them to depip on the 1K if you can't save the hooked Survivor. Playing hero gets you killed for no reason.
They would not be pointless because kindred has a radius. If the killer is not camping, kindred won't affect their stealth. Your argument that kindred showing undetectable people in a certain range of the hook makes their power useless is simply not true. Walk away from the hook and do something else. Easy
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Feng because she's a gamer, and short. I have all the perks at tier 3 for her so I can play with my builds whenever and however I want
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It's actually the least stressful aspect of this game to me. I just finished saying the same thing in my killer games I streamed. I never felt stressed throughout any of those game. There were times I felt pressured, but never stressed or tilted.
I get WAY more stressed and tilted when I play survivor and have crappy teammates, killers that play like dicks, crappy maps, and lots of other things.
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My solo survivor lobbies today were 5 minute wait times. My killer lobbies at rank 9 were less than 2 minutes consistently. Some in 15 seconds.
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My survivor lobbies on the other hand have been taking like 5 minutes solo
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After the rank reset, I've been getting matches in less than 2 minutes consistently at rank 9 (I'm back at 8 now). Some of them were damn near instant
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When do survivors get more BP so everyone doesn't switch to Killer during Double BP weekends XD
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Evidence means nothing when people get stomped by a really good team like 5 out of every 100 matches and use that as their anecdotal evidence that survivors are too strong XD
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/918325#Comment_918325
I'm just going off of your post you said here:
"Another bait thread with a massive hint of whining killer mains."
Which thread did I say that?
Chances are it was one of those dramatic threads complaining about keys
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/918310#Comment_918310
How about you read the post as I said "change", instead of going on your "I hate killer mains" fury.
LOL woah calm down there buddy.
I literally said half the things you listed were just QoL changes. What part of that would lead you to the conclusion that I am on a "I hate killer mains" fury.
Shall I show you one of my recent streams where I play killer at purple ranks and show you that I'm like a 60/40 player and play both sides?
Nah that's crazy talk. Everyone has to be one or the other right? .....
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@Usui said:
They aren't going to change anything, there's not enough players there would be ridiculous que times, so you guys can stop making these threads already.
Seriously, all these threads trying to make a separate queue for SWF are just dumb. Please stop.
If you think lobby times are shite now, you'll be waiting forever if you separated SWF from the rest of the player base.
SWF is not OP and nothing is wrong with it. Most of the time, I'm the rank 1 playing with my trash friends who get killer in like 3 minutes. We're just there to have fun
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/912344#Comment_912344
Just a list of some Killer changes:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
Trapper:
- removed the ability to be able to trap hooks
- increased the minimal distance at which the trapper can place a trap next to another one
- changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap
- shadownerfed the size of the hit box of the trapper's traps several times
- changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*
- removed the trapper's ability to be able to place traps on the hatch
- decreased the time it takes to disable a trap from 5 seconds to 2 seconds
- removed the ability to be able to set traps through staircases and certain floors*
- changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*
Hillbilly:
- increased the duration of the stun when bumping into an object
- removed the ability to flick*
- removed bloodlust from when using his chainsaw*
- reduced the effectiveness of the addons which reduce the volume of the chainsaw
- increased the cooldown on the hillbilly's chainsaw
- removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*
- removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*
Wraith:
- added an increased cloaking time on the windstorm addons (white and blood)
- increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities
- removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*
- removed the ability to be able to appear as cloaked for survivors while not being cloaked*
Nurse:
- reduced the ammount of default blinks from 3 to 2
- reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)
- nerfed every single addon she has
- nerfed the range of her lunge after a blink (three times)
- removed the ability to be able to look up during her fatigue*
- removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*
- added an attack slowdown when swinging while carrying a survivor*
- removed the nurse's ability to be able to blink on top of the shack
- added the ability to be able to lightburn the nurse while she is charging up a blink
- changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*
- added the weapon swipe animation after hitting someone after a blink before going into fatigue*
- added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)
- Nurse blink attacks no longer bypass mettle of man*
Shape:
- removed the ability to be able to stalk multiple survivors at once
- reduced the movement speed on the vanity mirror
- reduced the point generation on the vanity mirror and the scratched mirror
- removed bloodlust from evil within 1*
- added the vulnerable indicator for survivors when the shape goes into evil within 3
- reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking
- removed the shape's hitbox while stalking
- removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*
- removed the ability to be able to stalk survivors in lockers*
- removed the ability to be able to stalk survivors who have left the level*
Hag:
- added the ability to not trigger any traps when crouching over them
- removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*
- added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon
- removed the terror radius from the hag phantasms*
- removed bloodlust from using the scarred hand
- changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*
- removed the ability to be able to have traps triggered by dying survivors
- changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards
- removed the outline of the hag phantasm when a trap is triggered*
Doctor:
- added an attack slowdown when swinging while carrying a survivor*
- removed the doctor's ability to be able to shock injured survivors from a massive distance*
- snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)
Huntress:
- changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory
- removed the ability to be able to throw hatchets without losing any tokens on play with your food*
- added that the huntress slows down massively when she puts away her hatchet after she pulled it out*
- Reduced the effectiveness of the addons which reduce the huntress' windup time.
Cannibal:
- removed bloodlust from when using his chainsaw*
- when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*
Nightmare:
- added an indicator to tell survivors when someone is asleep
- increased the size of the nightmare's terror radius from 16m to 24m
- added a 3 second slowdown after putting someone to sleep
- added that you wake up when you recover from the dying state
- removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*
- changed adrenaline to make it wake up the survivor who is using it when it activates
- removed the ability to be able to put survivors to sleep who are in lockers*
Pig:
- Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*
- Traps that have not been used up by the time the exit gates are powered become inactive.
Legion:
- Nerfed the majority of the legion's addons
- Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit).
- Feral Frenzy can only be used when the meter is fully charged.
- Feral Frenzy move speed is now 5.0 m/s.
- Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.
- Increased the Legion's terror radius to 32 meters, from 24 meters.
- Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.
- Missed attacks will end Feral Frenzy.
- Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)
- The Legion cannot see pools of blood while in Feral Frenzy.
- Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).
- Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*
Plague:
- Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*
- Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*
Anything else?
Half the things you listed weren't even nerfs. Just QoL changes. You think survivors haven't been nerfed or changed that much?
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I've only seen a bit of the debate and this just kinda goes with what I've always thought which is basically that a person who puts enough time into ANY killer can make that killer viable and have success.
If you were to just look at forums and whatnot, Wraith is this awful bottom tier killer. But then you have someone out here who is like, nah I can 4k on any map, Ruin up or not, doesn't matter.
Same for the other guy using Trapper who again, the forums would have you believing is bottom tier trash. But this person is playing in rank 1 successfully with them.
So either A: The killer is bad and these players are gods, or B: The killer is fine and the people not having success just need to play more, practice more, and get better.
A truly trash killer would be trash no matter who played them. The fact that someone can do well with them is evidence that they are usable at least (if you don't think viable is the right word)
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I only use toolboxes for sabo so I know this struggle. I always have to sabo a mininum of like 4-5 hooks in order for it to matter at all because the second I drop one hook, there's one hook in every direction within walking distance.
Sabo-ing in this game is a joke and I only do it to meme and get the killer to tunnel me because I'm decent at running killers and half my friends suck at it
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No one 99's to avoid EGC. It's literally for avoiding Bloodwarden. The second the person gets put on hook, the gates typically open immediately afterward if someone is on it
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@Kaelum said:
@Might_Oakk playing as killer is pretty bad right now. There haven’t been any killer buffs, other than Freddy, and the implementation of Oblivious and Undetectable, which is more of a wash, so I don’t know why you think otherwise. I guess Scratched Mirror Myers is now way over the top, as he doesn’t have his stain anymore, but that would be it. People thought Legion was getting a major buff, but they changed Mend, so he actually got more of a nerf.
Survivors on the other hand, got A pretty significant buff to BT, due to the Mend changes. It’s pretty easy to bully any killer right now, due to some of the bugs that killers are seeing. Lunging around corners, or windows, is rarely working correctly now. The camera will lock onto some random object and it gets hit, instead of the survivor. And matches have been extending to 20+ minutes because of the issues. Not fun at all.
I'm sorry but you must be wearing blinders if you think killer have not been buffed to hell over the past year or so while survivors have been nerfed to hell at the same time (everything from pallets to healing) .
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The solution is to leave it alone because nothing is wrong with friends wanting to play a game together :)
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Good Halloween cosmetics for survivors (Bunny Feng lol)
Ways to un-board boarded up windows on different buildings. For survivors, it would take like 20-30 seconds and would make noise. Killers could break the board instantly if they wanted to open the window up for whatever reason.
Swimsuit/summer cosmetics for EVERYONE, not just some characters
Hallowed blight cosmetics for everyone, not the dumb tall survivors that I don't play.
And as much as many people are opposed to it, survivor specific abilities that can be activated like once every 6 minutes after the first use (so probably won't happen more than twice in a match). Nothing game breaking. Give Claudette a 3 seconds invisibility, give Nea a 3% speed boost for 3 seconds, Dwight can teleport to the nearest locker as long as he's not in a chase. Small things like that. I know people worry about a meta forming for survivors, but none of those things would make me change from my main
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If I get camped, it's whatever most of the time. I just always comment after the game about the lack of snacks, tents, and campfires.
If you're gonna camp me, at least be a good host. Don't be rude
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I've always run Lithe over Balanced Landing anyway. Everyone who needed the BL crutch just needs to update their gameplay and get wrecked like the rest of us
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Most killer rarely care about BP. They already earn the most in a match, then combine that with BBQ and a BP offering, they can easily rack up like 80-100k in a match
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@SleepyWillo said:
Don't think it matters. From what we've gotten in level 3 I imagine 4 will require you to until I 4 different survivors during EGC in one match (And you're the fourth) or to hook the killer in the basement...
That low key made me snort. lmao hook the killer in the basement. You get an upvote from me