Rezblaze
Rezblaze
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@bjorksnas said:
Id rather just see it changed to you can pick up traps disarmed by survivors other than that I think the addons in a good spot because its not meant to be overly strong at what it does its just an addon to change how you play
The way the addon changes the game is boring and unfun. It encourages trapping everything in one place.
A Trapper who is good will move their traps about throughout the match. The purple addon straight up removes your ability to be a good Trapper.
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@Gay Myers (Luzi) said:
I quite like these! The Nea one made me laugh a bit... Ah yes, Nea. The Deathslinger to survivor comments are my favorites though.
Thanks. I wanted to include bits from his lore if I could. The Lawman comment for Tapp (Referring to both the Warden and the Arizonian Lawman they killed) was my favorite while brainstorming.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2534041#Comment_2534041
If a Killer is no longer fun to play. People will just play other killers that are fun to play.
Lack of fluidity in a killers actions does hurt the fun of playing a killer.
We saw this happen with Billy who had his addons gutted, updated animations that people complained about, and the overheat mechanic. It's going to happen to Deathslinger as well because there are other range killers people can play.
Ok but you understand that you're not the only one who has to have fun, right?
Instantly shooting was stupid, and the only thing Slingers did to compensate for good aim.
I mean you want to talk about feel? I've played Plague and Pig and mained both since release and those killers feel horrible to play at times. And you're going to complain because you have to wait less than half a second to shoot?
Grow some damn balls man.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2534041#Comment_2534041
Animations and the feel of how a character plays are a huge part of the game. Remember when they updated survivor animations and there was mass complaints and a boycot because of it? Yeah.. same thing here for slinger and Billy.
Yeah, I remember. And they were ######### stupid.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2533972#Comment_2533972
If no one is playing him with the change than he is effectively dead. It's exactly like how Billy is technically still fine but is practically dead because most of the people who played him stopped.
Sounds like a personal decision rather than one that actually has merit.
"Damn you behavior for forcing me to drop a killer over a barely-half-second shooting delay!"
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Yall really be acting like 0.4 second delay before shooting makes him dead.
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@Mr_K said:
Clearly killers have too much time on their hands.
You could just... play normally.
They have a literal sound que for Boon Totems, idk how it'll be so hard to find.
Your choice how you distribute pressure; nothing has changed.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2527013#Comment_2527013
Lol dont call me uncreative. I wasnt one of those babies wanting her nerfed. Directional audio didnt work in the ptb so I doubt this will either
It did tho, ######### you talking about?
It worked way better than her base kit.
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@EntitySpawn said:
Her nerf makes her phase directional now meaning zero mindgame when phasing and shes a 110% default
There's literally two directions for every pallet.
Even if they hear your directional phase, we don't know how accurate the sound will be. You may hear it in your left ear, but it doesn't tell you;
- How close she is
- If she is doubling back
- If she's even moving
The Red Stain tells you far more about the direction and position of the killer than the Spirit, so I'm not sure what you mean she has "zero mindgame". Its not the game's fault you're uncreative.
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@IsJustMe said:
https://forum.deadbydaylight.com/en/discussion/comment/2526981#Comment_2526981
aha and because otz can play in this way means for you every killerplayer is able to do this?
Yes.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2526250#Comment_2526250
Can't see OR hear them if they've got Iron Will.
Scratch Marks
Footsteps
Grass tufts
For gods sake, Otz played the Spirit with NO AUDIO and he still managed to 4k. So I don't believe you for a second that Iron Will actually matters on Spirit.
Its not easy, but its far from impossible, especially if you understand the survivor's patterns at tiles.
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@Mistakesweremade said:
https://forum.deadbydaylight.com/en/discussion/comment/2524165#Comment_2524165
HOW IS HIS CHASE NOT GOING TO CHANGE
HIS WHOLE POINT WAS YOU BEING ABLE TO PREDICT SURVIVOR MOVEMENT AND QUICKSCOPE AT THE RIGHT MOMENT.
This completely removes that and gives him a power that is just a massive downgrade from Huntress.
No, that's not his whole point. That's just how people decided to play him.
Stop pissing your pants just because you actually have to aim now. Not like its something every other ranged killer has to deal with.
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Imagine looking at the two most boring killers in the game and thinking "Oh yeah, they only made these changes because they're bad not because people have been asking for these specific things for months."
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Honestly? The perks I want buffed the most isn't the garbage perks, but its the perks that are -almost- good.
Perks like Dragon's Grip are so ######### dragged down by the fact that it has twelve different conditions that make it not function. Its cooldowns especially.
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@blankfaced said:
https://forum.deadbydaylight.com/en/discussion/comment/2522603#Comment_2522603
I'd argue Spirit is as unfun to play against as flashlights are to face. Especially when you're up against a flashlight squad. At that point, you either put on a perk or look at a wall each time you pick up but only after you circle the area looking for the croucher ready to save each time. Such exciting gameplay!😂🤣
Yeah I mean, you should be doing this all the time anyway.
Like, situational awareness? Oh lord how boring as opposed to... pressing one button uncontested?
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2522603#Comment_2522603
Run into 2 in a swf when you don't have Lightborne.
DIsclaimer: When i see 2 in a lobby i use Lightborne, but not 1, however rng from chests = meh.
I play without Lightborne all the time.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2522554#Comment_2522554
Much like keys and flashlights.
Keys, yes.
Flashlights, eh. They're annoying, I wouldn't go as far as to say they were UNfun.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2514491#Comment_2514491
You believe Spirit was overpowered?
Even if she wasn't, she was terribly unfun to play against.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2522318#Comment_2522318
Its actually detrimental as it punishes you for using your trap for blocking off paths.
As it will reset if you go for them and they escape the trap will reset forcing you to either waste time picking it back up or have it stun you.
Its a good in theory but the moment you put it into practice it will actively hurt you.
Also would you need a trap to reset within 2 seconds of a survivor escaping it?
I disagree.
As a Trapper you want to avoid trapping narrow paths. Its much less predictable to do it in the paths of loops.
And even if you do, it only works if a survivor escapes. By then your usually too far to exploit or too close for it to affect you. The scenario you describe will happen seldom.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2521969#Comment_2521969
Eh I'd say Demo's was mixed due to having multiple unneeded nerfs to things like rat's tail's effect being halfed(Btw even with its buffIts still now back to prenerf).
Along with deer lung losing 25% of its effectiveness(from 40% bonus portal travel movement speed to 30%) while also being given its 2 less portal downside.
However for me I am concerned for the add-on pass.
The main thing that makes me this way is the preview which had a total of 0 good add-ons in it including 2 detrimental purples to trapper with one being a massive nerf to a good add-on(Trapper sack aka stitched bag).
Trapper Spring is a marked improvement above any of the spring family's current itetration.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2521667#Comment_2521667
if enough people say something persistently then it's true obv, ya goof
https://forum.deadbydaylight.com/en/discussion/comment/2521277#Comment_2521277
bolting towards the next pallet but preferably window tile tends to trump going for a 50/50, it's not like a 110% can catch up quickly
"Its not like a 110% killer can catch up quickly."
Thats... literally what her power does.
You're actually trolling.
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@Kurri said:
Not even a little bit
You're a fun guy
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Local killer main:
Nice bait.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2521053#Comment_2521053
Outrunning someone shortens the amount of times you can loop, but doesn't mean you WIN at the loop. Survivors still have the pallet, and their reaction trumps any other factor. There is literally data to show she can't, because it happened before and the survivors beat her consistently.
Its almost like she had counterplay or something. 🤔
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I think the bad Spirit players will phase out, and those who are willing to adapt and be creative with the power will continue.
Maybe less picks in high ranks.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/2520668#Comment_2520668
Invisible part pretty much goes to waste with directional sound imo. Her phasing speed is not that insane without an add-on.
And tell me more about your open loop mind game skills. Killer moves, survivor sees and counter moves. Hearing her change direction is exactly like that. How is that mind gameable? Enlighten me please.
This is just a lie; spirit can outrun any survivor at any loop. Acting like this, along with the extended lunge, doesn't affect your hits is just bullshit.
Let me play you a scenario.
You're at a long wall tile. Survivor predrops and camps pallet. You start phasing and you start going one way. Since they can only see puffs of dust they vault, but you predict this and begin going that direction before they even begin vaulting. By the time they can even vault back you've already lunged and hit them.
Saying she can't mind game because you aren't creative is dishonest.
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You travel at insane speed, you're invisible, and you're telling me you won't be able to mind game with that even if your phase can be heard in a direction?
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2520659#Comment_2520659
Nothing in DBD is, will be, or was stronger than Omega Blink Nurse. Not even close. She is NOTHING compared to what she used to be and she is still the uncontested strongest Killer in the game, with Spirit and Blight closely behind.
Thats what I'm saying. Even after the nerfs Nurse is still the strongest.
The Spirit will be much the same. People saying they'll quit because they can't play overpowered killers as they once were are massively overreacting.
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@MrCalac123 said:
MANY Killers would quit. We don't need nerfs besides Spirit, every Killer nearly needs some form of buffs.
>Minimal players actually play Nurse.
>Spirit nerf will only drive away braindead players.
The only nerf I would find problematic is Blight.
But like... this post makes no sense, because Nurse WAS nerves. And she was barely affected in terms of her effectiveness.
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Imo Trapper was never the worst. But he was the most outdated.
This will help him some with not being entirely reliant on addons. But I dont think this will bump him any higher than a tier.
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@FFirebrandd said:
Picture this.
Trapper runs Iron Grasp, Agitation, Basement in Shack offering, and Trapper Bag.
Trapper catches a Survivor and carts him off to the basement almost regardless of where they went down because Agi + IG. He then proceeds to drop all 8 of his traps in and around the Shack. That survivor he caught is probably dead and so is anybody who tries to get them out. Against any team that's not a SWF and can warn each other... that's looking like easy 4k territory as the Survivors' altruism leads them into a massive trap that'll probably get them killed.
In short... starting with 8 traps on your hand allows Trapper to set up some really nasty situations if one were so inclined. That's why it's got such a nasty drawback. You could be right that that's too much of a drawback and letting him cart around just 1 trap afterwards would be better... but I'm pretty sure the above situation is why it's got such a massive downside.
Sure, you may be right.
But... This drawback doesn't prevent this from happening. In fact, all it does is encourage it EVEN MORE because that's the ONLY way you can viably play now if you have this addon, because you -won't be able to move your traps to better positions-.
And because of that, the only people who will use this perk and not care about its downside, is the very people you've just described.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2514875#Comment_2514875
Even if Corrupt or Ruin didn’t require skill, don’t act like Iron Will does either. Also, what downside does Iron Will have that warrants being a strong perk when Corrupt and Ruin have risks? I’ll wait.
>It only affects you when you're injured.
>It doesn't affect things like scratch marks and blood which can be tracked.
>Its useless if your caught in the open.
>It only affects you. So if there's a weak link on the team you can't carey them.
>Its only useful at things like large walled tiles, which can still be mind gamed.
You're acting like its giving survivors free wins, when it sounds like you're just getting outplayed by a strategy that is signaled to you as soon as you injure someone.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2514814#Comment_2514814
Is Agitation a super strong perk?
Does Corrupt Intervention not allow strategies that the killer has to think ahead and does it not deactivate after two minutes?
Does it not take thought to know when to pressure a specific gen with Ruin and does it have a risk of being broken the first two seconds of a match?
Deadlock is a weird one but it’s not super busted like Iron Will is.
You act as though survivors don't use their brain when using Iron Will. As though the perk is strong even if the survivor holds W. Which isn't the case.
Your claim that Iron Will requires no skill is wrong. Its useless if you don't make good plays with it, and if they make a good play... their perk worked as intended and you're upset that you got punked and didn't predict an Iron Will play from a user that you know is running it.
And your notes on Ruin and Corrupt are just wrong. You'd be performing those strategies ANYWAY even if you didn't have those perks. So why you're acting like these somehow fundamentally change how you play is pretty funny.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2514799#Comment_2514799
It’s insanely powerful with no downsides and takes no skill or thought from the survivors like a lot of other survivor perks do. It needs changes.
Agitation takes no skill or thought.
Corrupt Intervention takes no skill or thought.
Ruin takes no skill or thought.
Deadlock takes no skill or thought.
Shall I go on?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2514571#Comment_2514571
I'm not uspet with Spirit having counterplay. I've been asking it for a while but it's the fact they didn't address Iron Will is blasphemy. If you don't think Iron Will needs a nerf, I don't know what to tell you.
Its never needed a nerf.
Its a strong perk that remove a whole ONE tool from the arsenal of the Spirit. I already named them above.
Its not the end of the world.
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@Blueberry said:
Well PTB Spirit was considered bad and these changes put her worse than she was in the PTB. She's gone from high tier viability. I don't think people realize how heavy these nerfs are because they're just clouded with hating Spirit and happy she's finally gutted.
They aren't that strong, you just have to play her a bit differently than how you used to.
She still goes basically double the speed of a survivor while phasing. She has an insane lunge... All you gotta do is use your brain a bit more.
People have said this exact ######### about the Nurse change. "Oh shes gonna be trash now, oh shes not gonna be viable anymore."
Guess what? She ended up just fine.
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@Myla said:
Yeah that was stupid af.
I think this is the only purple add on that screws the killer this badly lol. This kind of downside is only present in garbage tier ultra rare add ons.
I wouldn't say so. Waterlogged Shoe exists.
But yeah, there's no addon to this tier that ######### the Killer this hard. Sure, having all your traps is great, and it really makes the Trapper scary, but I really don't think it'll be as strong as the Devs and Community thinks. Especially not strong enough to justify basically removing his power after he's placed all his traps.
Maybe they were considering how this could be used with his pink addon that resets traps automatically, but the thing is... not letting us move the Traps just ENCOURAGES using that combination more... You'll see this with Basement Trappers for sure.
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@Friendly_Blendette said:
I dont even get why it needs a downside. Hag starts with all her traps I dont know why Trapper has to be crippled to do it.
I kinda get it; some addons have pretty big downsides that change how you have to play the Killer, such as Waterlogue Shoe, which change how the Hag's power works entirely, or Iridescent Head forcing you to land your one shot or get punished.
But... This isn't changing how you play the killer, this is just making the Killer unplayable after you place #########. Imagine you place a bad trap using this addon; you can't fix it now!
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Finally, Spirit Mains are put on the Copium machine, upset that their power actually has viable counterplay and needs -thinking- applied to it.
All this is, is a melodramatic attempt to make this nerf seem more impactful than it is. Just like with Nurse when EVERYONE was freaking out about her blinks having a cooldown.
Y'know what happened? She's ended up just fine. And so will Spirit, you just aren't as unpredictable anymore and you have to actually adapt. If you're a spirit that relies on -breathing- to figure out where a survivor is, rather than the several other indications of where survivors are going (dust from vaulting, vault sounds, brush, movement of grass, scratch marks) then sorry, you were never a good Spirit to begin with. Its not that spirits take no skill; you're probably just not as good as you think you are with Spirit.
I also like how you immediately separated the argument that any disagreement or indication that the "Spirit is OP" and "Didn't take skill" is a purely survivor-sided idea, even though people from both sides of the community have said this ######### since her buffs.
Cope and seethe.
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I wouldn't.
Iron Will is fine. Its a very strong perk and it has a very simple premise. And it throws killers off sometimes, but, whats the point of nerfing a perk that's... working as intended? Its only useful in a few situations, if you got constant eyes on scratch marks, the survivor, and can predict well, you get people with Iron Will just fine.
You don't need to nerf perks just because they're strong, that's silly.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2469434#Comment_2469434
Eh yeah you're right, just remove it entirely.
It wouldn't make a difference one way or another.
The effect is negligible and it doesn't change how people play Pinhead except if they want to make useless hits.
The only way I could see this being impacted is with Engineer's Fang.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2469431#Comment_2469431
If I was looking for something to complain about I would be going on about how the lament configuration punishment is extremely flawed or the fact that his gateway chains don't even prevent W-holding.
The issue here is that they went out of their way to remove something that was utterly harmless.
So now, you yourself are admitting that you are taking a non-issue and making an entire thread to complain about this non-issue even though there are actual things to discuss?
This doesn't make the case you think it does.
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@glitchboi said:
Yeahhh... I don't like it. I get that they don't want people to camp and tunnel, but his ability already sucked for camping, and campers would just play Bubba if they wanted to do so.
Hope that they revert this change, or at least increase the duration to like 30 seconds or something, 6 is too short.
Thirty seconds? What? 😐
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2469356#Comment_2469356
The Devs went out of their way to add a limitation to a killers power that doesn't impact undesirable behaviour (camping), only creative uses of the power. That seems like an awful precident for them to set, since they actually wasted time to impliment it and yet haven't done so with other killers whose powers actually pose a serious problem, with the example I gave being The Twins and their ridiculous ability to actually facecamp people having never been addressed.
They went out of their way to remove this... because it's stupid and nobody should be doing that with their power anyway because its counter productive.
You're LOOKING for something to complain about and it shows.
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Who gives a damn anyway.
Camping with a power isn't creative anyway. And six seconds doesn't remove camping.
I swear people find the stupidest non-issues to complain about.
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@NekoTorvic said:
https://forum.deadbydaylight.com/en/discussion/comment/2469276#Comment_2469276
His chain still breaks instantly, his power in the PTB was useless against W holding and he lacked lethality. My judgement is of what we've been shown and based of what we've been shown.
However, I do agree with you in that this is just my current opinion given what i've seen and played of him. I am genuinely hoping he is less lackluster when released, but I am frustrated with his current version. I am sincerely hoping that I am wrong on all accounts and that 3 weeks from now I start speaking of how good the Cenobite is after people have had a lil time with his live release.
Even if he is underwhelming at launch, this is his first buff.
You wear the Blight pfp, his PTB and Launch were atrocious. And he ended up becoming one of the best and most fun killers in DbD.
So we can all relax. Hes having an upward trajectory with these launch buffs. When his power starts stagnating or, god forbid, gets the Pig treatment, then we can be concerned.
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@NekoTorvic said:
Right now, I am honestly seeing no reason at all to spend money on this killer. A killer that looks flashy, but get's annihilated by the most simplistic things...oh and the mighty W. Here's your counter to the Cenobite, hold W, put on spotify and turn your brain off, by the time he catches you all gens will be done, tbag at the exit gates and pretend you actually outplayed someone.
I was excited for this killer, which I guess shows in how annoyed I may seem from what I said.
Can we relax, they announced these changes a couple hours ago.
You haven't even played it in that time
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@[Deleted User] said:
Added a maximum control time for gateways (6 seconds) – The Cenobite’s power is meant to be fast paced and used in a chase, not to be placed somewhere and wait"This is a... meh change. This feels like it can somewhat remove the "scouting" potential people were voicing their love for during the PTB. 6 seconds is basically nothing, and will make using his gateways as a method of long range surveillance much clunkier and much less fun. This is not a particularly good change as it dumbs down his power and removes a bit of the complexity that people were enjoying. If they plan to stick with this change, they should at least bump the amount of time to 10-15 seconds. 6 seconds is not a fun amount and can lead to some fringe case annoyances."
Haven't played Pinhead, but 100% agree with this. If he uses it as a surveillance tool, so what? He's standing still as well. You'll get just as much info from the 6s window on hotspots, and actually standing still while waiting is going to be detrimental. Only thing I could potentially see a Pinhead doing is Insidious + Make Your Choice with a portal at the ready to hinder a Survivor going for the Unhook. Even then, if it's not just a cursory spot-check you're wasting time.
This is also discounting meme clips from people using his portal as a literal camera and what-not.
Who scouts for 6 seconds? This literally doesn't affect scouting, it just hurts camping with the power.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2464240#Comment_2464240
Okay, let me stop this here. You're criticizing the OP but you quoted me, not them. And the 16% was implemented a long time ago
You addressed me. So I explained exactly what my posts were stating.
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@Tekno_Badger said:
Honestly the reduced escape odds add-ons would still be better. I'm really not sure what to do with these, but I love the QoL change. Perhaps more Status Effect traps? There's only so many add-ons to be made for bear traps lol
Well, the idea is, every few seconds for escape attempts is a few more seconds for the trapper to get to the trap before an escape.
Weak and not very scary at low levels but scary at higher levels because each attempt takes longer to perform.
