ReikoMori
ReikoMori
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- ReikoMori
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@Blueberry said:
@ReikoMori said:
The perk is fine. 25% is a huge regression already and combine with other generator affecting perks that number goes up.If it was fine people would use it. They don't. There's a reason.
There are plenty of perks that a perfectly fine that don't get used. Just cause people aren't running it en masse doesn't mean the perk isn't fine. Pop is a good balance of strong gen regression without being abusable. Things that are in balance aren't exact what people in DBD want. Hook a survivor and then have a reasonable time limit to pop a gen? That isn't what people want. What people want is took kick a gen into space. As a killer main, I'd love to do that, but I'm not gonna say Pop needs a buff when it doesn't.
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@Naiad said:
@ReikoMori said:
If I dodge a lobby it is because A) the pings are all outside of my comfort zone or B ) I don't feel like dealing with certain potential scenarios. SWF isn't a big concern to me yet as I'm not at a rank where it matters just yet, but I don't like trying to find Claudette as she's hard to see. I also don't like Bills cause I don't enjoy BT and Unbreakable. My go to when the pressure is on is start slugging. I'm old school like that, but some days you just don't want the extra headache.Dodging bad ping is fine. 4 toolboxes? Fine doges. 4 flashlight? Go ahead. I can somewhat understand those. Too many immersed Claudette's are a problem but 1 or 2? But Bills? You know any survivor can run Unbreakable and/or BT? In fact I don't even play Bill and have run them on several occasions. That's like saying every David runs Dead Hard or every Laurie runs DS. So I just don't see the point in dodging particular survivors. I don't like the idea of killers dodging survs based on the skins they choose to run because that's all survivors are, especially at red/purple ranks. Skins. Most survs by that point will have a build they like running and will have it on their main no matter who that main is.
I see one bill, I'm fine. Two I'll deal. 3? Nah, fam I know this trick. BT into my BT into my BT into my Unbreakable, Into my adrenaline. It has happened to me too much for my taste.
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If I dodge a lobby it is because A) the pings are all outside of my comfort zone or B ) I don't feel like dealing with certain potential scenarios. SWF isn't a big concern to me yet as I'm not at a rank where it matters just yet, but I don't like trying to find Claudette as she's hard to see. I also don't like Bills cause I don't enjoy BT and Unbreakable. My go to when the pressure is on is start slugging. I'm old school like that, but some days you just don't want the extra headache.
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You're pretty much struck with the crowd healing. Freddy isn't built to fend of group swarm tactics so he's easy to bully.
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@VolantConch1719 said:
Freddy is underrated, but it doesn't mean he's even mid-tier.
I should know, I had his daily non-stop for a few weeks, so I had too much time to learn him. He needs a rework, but he can manage on his own.
Now, Leatherface... he needs a rework just as badly, so why do not as many people talk about him?Leatherface is built for hook baiting. The only reason he isn't stronger is because his saw run is slower than Hillybilly's map crossing dash. To make up for it Bubba's ability to down multiple survivors ridiculously strong and when combined with his perks he can stack bodies pretty well. Freddy on the other hand is super conditional with his need to put people to sleep first. Then he is designed perk wise to draw the game out, but since Killers really can't dictate the pace of a game he has a hard time. The best thing about him is his perks, but honestly they are good for him just other killers.
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You then run into an immediate balancing issue.
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The population is boosted, but they are all playing survivor because survivor gains event points more efficiently than killer.
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@Blueberry said:
@ReikoMori said:
@Blueberry said:
You got some good points I'd agree with but I think you over complicated it some. The devs have very little resources and are very slow on changes. They need something that is very quick and easy to implement.Just get rid of the cheese nonsense of following blood backwards. Then give him normal 115% move speed like you said, followed by a longer base duration Feral Frenzy.
This moves his Feral Frenzy to being used to apply pressure and slow down the survivors. They will also now waste time healing against him because he has 115% move speed and can just M1 them if they stay injured.
It's the easiest changes for them to implement without a lot of work.
You can moonwalk blood trails with every killer. Why would Legion a chase oriented killer not be able to do that?
Because it's not an issue with any other killer. Against any other killer the survivor isn't forced to stop and Mend. He shouldn't be able to because it results in a zero skill match that's boring for both sides. There's zero counter play.
Not all situations are supposed to have counters. Is it great till with? Not at all, and that comes from someone who is pretty much a killer main. Legion needs a rework that solves their problems, but not being able to follow blood isn't even close to solving the issue. If that were the case, No Mither would be a great perk to have against Legion, but its the opposite. Even if you get rid of seeing blood all Legion has to do to is just break chase by looking away and still walking you're general path. The player isn't gonna stop hearing you and it isn't hard for Legion to break chase because they're slow. You'd still need to stop and mend which allows them to catch up to you.
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I have the issue of being queued with people who have no desire to do the event and plus limited offerings means it is difficult to get points. Plus I got screwed over when the event started because event progress was bugged. I scored a hundred points that I never got a coin for do their mistakes. I actually want all the stuff so I will keep playing, but this could be better. I don't see why BHVR are seeming obsessed with unnecessary grinds during events.
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If you're watching a survivor getting dribbled then you can take from that the killer is concerned about a potential DS. At that point you have options such as bodyblocking and heal spamming. Eventually the caught survivor will either wiggle free or when they get dropped they will be healed to standing able to escape if blocked for. Though it requires a lot of risky movement and a good team.
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The perk is fine. 25% is a huge regression already and combine with other generator affecting perks that number goes up.
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@Blueberry said:
You got some good points I'd agree with but I think you over complicated it some. The devs have very little resources and are very slow on changes. They need something that is very quick and easy to implement.Just get rid of the cheese nonsense of following blood backwards. Then give him normal 115% move speed like you said, followed by a longer base duration Feral Frenzy.
This moves his Feral Frenzy to being used to apply pressure and slow down the survivors. They will also now waste time healing against him because he has 115% move speed and can just M1 them if they stay injured.
It's the easiest changes for them to implement without a lot of work.
You can moonwalk blood trails with every killer. Why would Legion a chase oriented killer not be able to do that?
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@Wolff_Bringer said:
Well...
I kinda like the way moris are handled at this moment. I would like to see another mori that is not THAT rare but still rare, that has the exact same effect like you tell. You have to be hooked TWICE. And then only for one person.
That would be cool.But i would like to have the Ebony just pushed up in rarity. That would make it fine then.
Ebony is at the highest Rarity tier already. It's ultra rare by default which is why it function the way it does. There is no reason to change mori offerings in the slightest as they are already very conditional and Ebony being the rarest one is hard to come by. Mori is supposed to have a heavy effect on the game when used as it is the killer's biggest trump card and unlike survivor gear you can't just black ward to get repeated uses.
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@AntiJelly said:
@jaerthebear said:
@AntiJelly you tell me ;3Okay. What's the counterplay to Legion's Feral Frenzy?
You have the option of pallet stunning. Legion also can be made to waste their frenzy is you're in an area where you can make them have to chain vaults. Though after that you can't really do too much else.
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DS isn't bugged. When multiple are running it in the same game instance the obsession is chosen at random from the eligible players. You don't need weighted priority as the perk still works anyway. The higher level of the perk just makes it more efficient.
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Instaheals, Distortion, Dead Hard, DS, Urban Evasion, Adrenaline, Sprint Burst, Pallets, and every event firework at your disposal and you still have the nerve to call out NOED? That is sad. You have such a high chance of escape that it is mind boggling. Even at red ranks you can watch people spend a ton of time just being nearly invisible due to proper stealth tactics and fly through gens. When a survivor does make a misplay they have far more time and chances to recover from them. NOED honestly isn't even that good when it isn't the perk getting you killed. It is survivors getting greedy for points or choosing to BM when they could have easily escaped in most cases. It used to be that solution for dealing a lot of stuff was to slug the crap outta survivors. Now you have perks to recover to full multiple times so slugging took hit. That crippled early and mid game. Ruin is still crap due to totems still being crap on top of buffs to survivors through Prove Thyself. That means killers don't really get a late game so now you build for the end game especially at lower ranks cause that is the best way to force downs.
If you getting worked over by NOED then ask yourself, "What am I doing wrong?". It's not as if NOED gives away your location it just makes you easier to down. Not even kill, just down. -
Faster games can often be low scoring, low inter action games. That's another story for a different thread. The need for a locked in action for unhooking is to cut out trapping people in animation cancel loops. You need to commit to helping someone or not. If you are so salty that you feel that is a correct way to play the game then just not even bother going to unhook them. If you're gonna touch them to unhook then you need to unhook. Also there are already system mechanics in place that make unhooking not such a risky thing to do. You get a generous amount of I-frames while taking someone down.
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The reason a lot of people dodge is because the game has gotten to a point where depending what you see in a survivor's hand you can kind of guess what will likely do. Like if you see 4 survivors spawn in with toolboxes you can take a reasonable guess you're about to get genrush extreme or sabo squad. Some days you want the extra work, some days you don't. People will dodge for ping, and personally if I see four Bills I dodge. I already know what they want to do. BT boyband can really get on my nerves so I pass that headache to someone else.
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The reason i want to see it gone is because people aren't making decisions based on game state. Instead they are trying to bother people who are A)Not in their SWF which they use as an excuse to treat another player badly or B)They use it as a revenge tactic on a player who killed them in a previous game.
I believe optimally you should be able to make a snap decision, but not at the cost of player experience. Also gameplay wise with all the perks that affect unhooking speed just making it a clean "Do it or Don't" action is perfectly fine.
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It would be interesting to have a survivor turn killer as that was stated as one of the outcomes of being trapped by the Entity is that you could rather than lose all hope and become a husk you could snap and become a murderer. A survivor turned murderer could be gifted a power from the Entity that speaks to the fact they used to have hope. Like being able to unhook a survivor during the trial in and then gain the ability to potentially kill them with their own hands or have the ability to disable or copy a perk from a survivor.
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I kill Bills as often as I can. Borrowed Time and Unbreakable are annoying to deal with, but really it is just because Bill players can be really smug acting and rude. Jeff is usually next on my list of survivors I want to deal with immediately. Left to his own devices he can become a huge aura reading dispenser with aftercare and I don't much care for Breakdown or distortion. So removing a jeff makes the game easier for me. After that it is usually just trying to kill whoever I can find. I will camp if the survivor count is low or if I know this will be the only kill I get that game. Yet, I get bored standing around so I usually end up doing a small patrol anyway and someone comes for the survivor only to get chased off.
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Hex totems are way too binary. You either have it or you don't, but when you lose it there is no way to regain it or have a diminished version of it instead of simply being on/off. Hexes have been an issue since Hag dropped and with new hex perks added it has only made the system stick out that much worse. Personally, I'd love to see the whole system reworked to be less dominating against survivors, but as less binary for the killer. Currently, losing a hex is a handicapping factor and if you're going for a full hex build you can end up perkless which is very severe handicap.
So when you lose them they can be cancerous on top of Dstrike which STILL needs to be sorted out. If not for the fact that Ruin is so powerful and so necessary at high level play I doubt killers would worry with hex perks. It would have been better to give both survivors and killers the ability to build their own totems as a resource rather than tie them to perks in the way they have.
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@Vietfox said:
Were you respecting pallets?
Depending on the killer i just eat them all and break them asap. This way you get rid of many pallets pretty quickly.
Also if pallets are an issue to you then just run spirit fury, enduring, brutal strenght...Not everyone has access to these teachable perks. If you play one or two killers then you're much less likely to have the teachable versions of Trapper's perks. You can't even reliably get The Spirit's perk if you can't afford to buy and play her. You have to wait for this stuff to show up in the shrine and have the shards to get them.
Breaking the pallets you when encounter them is a strong suggestion, but it also is a time waster. After a while a decent killer should know when to eat a pallet and when to dodge. I get a lot of hooks due to players mindgaming themselves with pallet drops. The swamp map has plenty of pallets for the sheer size of it and offers pretty good stealth to survivors. Autohaven is a bit more cluttered and full of walls and junk so you're gonna see closer pallet drops. You'll need to force survivors to play one pallet rather than chase them between pallets.
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That's a cute response, but I patrol the gens already. The game is progressing too fast and needs to an overall adjustment. This isn't a "survivor needs nerfs" or "killer needs buffs" thing. If the game is over superfast, scoring is hindered on both sides, killers are left feeling unable to get into the game, survivors actually stay bored because when you can end a game in just under six minutes it is hard to say you felt tested. A binary nerf or buff wouldn't solve this problem. An entire game adjustment is needed.