Rokku_Rorru
Rokku_Rorru
About
- Username
- Rokku_Rorru
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109951#Comment_4109951
The hit negating effect is still powerful (much more so than the haste you get from SB/Lithe/BL), so it should be somewhat limited by exhaustion.
I think the only buff to DH I could get behind would be starting with it, so you get up to three uses.
The OG version where you could get essentially unlimited uses was just stupidly unhealthy.I was more on about the dodge version, that every deems "dead hard for distance" which btw, Sprint burst and Dramaturgy exist. Oh wow it gave you enough distance to get to a pallet. Oh no it countered trappers traps, everything does.
Dead hard wasn't an issue to me until it became endurance based, killers people play were always suffering, all the old Dead Hard would do is make you last a bit longer against strong killers.
Current Dead Hard is useless versus anyone who can do deep wounds also, or tunnels off hook.
IDK I just have always found the dead hard for distance arguement so stupid. -
@Slurp_Ramen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109855#Comment_4109855
I mean it IS a 1v4 asymmetrical game.
Shouldn’t the 1, be a power fantasy? Thats kinda the whole point of the genre.
they always have been in a 1v1 if you choose it to be but the point is 4 working together are supposed to be able to overcome the 1 if they work hard enough, it's called survivor not victim.
We have such resourceful characters on survivor side and barely any of the perk choices enable them to feel powerful in their niche now with all the recent changes, perks are the closest thing we have to entirely change our gameplay.
We aren't supposed to just roll over and take it. -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109860#Comment_4109860
I disagree. I get a lot of value out of that perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109863#Comment_4109863
I don’t miss old dead hard. Being used every time your exhaustion meter was cleared wasn’t healthy in my opinion.
When they changed dead hard to what it is today, I said this back then, it should be so you can start with it too. So 3 dead hards total, per survivor.
I just don't understand that kind of perk design, at that point just make it a non exhaustion, exhaustion is the limit? tune the exhaustion timer?
crazy especially with the vigil nerf. -
@Massquwatt said:
I can't say that I'm too particularly sad over it. After all it gave you 66% faster recovery for nearly every single status effect in the game passively, in an AoE which is pretty silly when you really think about it. I believe it's still decent-ish since exhaustion recovery is always a good thing no matter what, could it have been handled better? Probably, but I feel like in order to keep vigil currently you'd have to rework a lot of killer powers to include very special, very specific status effects and making those special exemptions would possibly mess with the diminishing returns system on top. It's far too complicated to tweak so many different powers like that when it's just easier to remove all the extra baggage from vigil.
except it was 40 percent at that value not 66 percent lol that's referring to the tick rate which was 1.66c/s
It's not the value that was the problem it's how it affected every status affect + Exhaustion, I don't think there is anything wrong with something that helps with status effects of specific kinds, but we have nothing of the sort rn and that's what I'm guessing is coming next with perk designs/item designs.
It would just help if they were clear about that. -
@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109864#Comment_4109864
If you mean change it to rummaging action that gives the medkit so you can get two items from the chest? Then I am all for it as I never liked that it basically prevents you from getting any other items.
That could be one or like the buffs medkits to do something else like how residual manifest buffs flashlights
-
Yeah all 3 of his perks a garbo, buff pharmacy to do a residual manifest medkit effect.
-
@MechWarrior3 said:
Dead hard isn’t “gutted” or useless considering I see it in almost every lobby I have as killer. I quite like using the perk, and think it works well.
Yeah but it's not really casual friendly anymore is it, now it's just as strong but is latency dependant and it can only be used one way, boring
I prefer'd old Dead Hard any day over current. At least it was unique and had lots of ways to use it for skill expression/interaction. -
@MashedBroccoli said:
i jokingly call him tall strong pig for a reason.
I used to play him a lot, but i don’t want to use him without fragrant tuft of hair, but because of how crap the blood web is i don’t want to invest thousands of bp to play him a single time.mso now i don’t play him at all.
His dash is too simple to use, there is no skill required so it isn’t rewarding at all for me. I also don’t think it was a good idea to make him able to shred pallets.
I do like being able to switch between t1 and t2 though.
Thats the parts I like about the rework too, from the sounds of it he could easily remain strong but be made a bit more fun to play against also.
Some of my friends just call him better Chuckie lol
The t1/2 switching is so funny for being jumpscared too, that's the bit I like the most -
@AliceNull said:
Not even talking about the actual effect of the additional nerf removing other statuses but can you please at least stop confusing everybody by changing the description back and forth without explaining to people what it means? Now a lot of people think its having its exhaustion effect cut in half, and it is ENTIRELY your fault BHVR.
For those worried, Vigil's exhaustion reduction is still only getting nerfed by 10% total exhaustion time like it was going to be originally during CoS anyways, they just keep flip-flopping between referencing it as a total reduction and referencing the way it works in the code, which are two different numbers even at the same effective value, and it has always been stupid that they changed it in the first place.
To explain, the way its coded is rather than reducing the timer itself, it just increases the ticks on your default recovery. (So, at its current value, it increases 1 second of recovery to 1.66 seconds of recovery, thus the 66%) Before 8.5 buffed it, they had the description (reasonably) list it as what the player would actually SEE, which was their statuses losing 30% duration. During 8.5, for some idiotic reason, they decided 'hey, lets completely change what we're listing in a way that isn't in line with other descriptions and is incredibly confusing', and we've had people thinking it cut statuses by over half ever since, even though its just been a 40% total reduction this entire time.Yeah it is really confusing, that's the issue. They never elaborate when they flip flop and everyone suddenly thinks the status effect is halved.
-
@Mandy said:
With Vigil, one of the main areas we identified was that it did too much against so many things - new statuses get added, Vigil works against them. Keeping it to exhaustion only can help us to balance the perk more, yes the percentage also increased and we're monitoring that, it can yet be changed after release. But having it work on so many statuses was becoming a balancing nightmare for the perk.
Well that I understand, but will we ever get a healer dispel of some sort of perk in future? I don't want to be able to stop every debuff, all I want is to be able to help against specific debuffs with an item or resource (perk).
Thank you for the clarification. -
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109760#Comment_4109760
I don't even use Vigil and can see that this is a really bad move. The whole point of a perk is to get a benefit from it, to feel like it gives you an edge in some situations. Yes, a "haha I have Vigil" moment (as was mentioned on the stream). I totally understand about the base killer powers, like Freddy's hinder. Fair enough, it should not be affected.
Perks like Vigil make for some unpredictability and variety. Maybe the killer has Dragon's Grip and the person with Vigil recovered quicker, so it was countered or meant there was a chase instead of an insta-down.
I agree that Vigil is (was) strong and needed adjustment, but basically making this licensed perk worthless is short-sighted and smacks of further pandering to the vocal minority.
I would have been fine with earnable tokens or even like WHILE healing a survivor they recover from status effects faster or something.
Not whatever this is.
Like now we have no answers to soften the blows of status effects on survivor, yippee. -
@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109769#Comment_4109769
It’s not even comparable comparing a tier S perk to a F tier item that does nothing.
I’m sorry both are not comparable.
We literally just compared them LMAO
-
@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109760#Comment_4109760
Did you casually compare Lightborn to Vigil?
Vigil countered a bunch of killer perks, killer addons and even killer powers, Vigil did to much for a perk and the worst part is only a single survivor could use this perk and affect the whole team.
Lightborn just counters a single item, a useless item, that's it.
"Lightborn counters a single item" and perks.
You answered it yourself. it's the same reason. -
So I don't understand why Lightborn is okay if it's literally the same reason as to why Vigil has been nerfed.
I think this is the one time I'm really upset with this change, I do agree it shouldnt affect killer powers, but there was a better way to deal with its nerf. Now it's only good for exhaustion users and not supportive players who were using it to help people with exposed etc.
Are we going to have any kind of perk tailored to this kind of playstyle? A boon maybe? I've used vigil to help others with Botany etc since it's introduction. I just don't understand the double standards, I never will, it's always moving goalposts. Could we just not bugfix what was wrong with it thats not intended????
You're doing a great job at making more and more survivors not want to play the game, it's like everyone who used to like old Dead Hard, you've went after sprint burst.
Lithe etc is next, mark my words, I'm so tired of this. -
@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109715#Comment_4109715
I don't think that play while you wait does anything, most killer mains don't use it, I use it rarely but if I do I am actually much better than majority of my teammates, I do loop well and I do the gens but my teammates are actually so bad most of the time.
with lobby dodging and not very many survivor players it's deffo a factor, I've had people literally I see as the killer I'm against in my survivor queue then rage quit on first down very often since its introduction lol
-
What's wrong with the game is it's just really unforgiving for casual players, and the community belittles and scares away anyone who is having a tough time.
I don't think any kind of chat well or information will help that for solo Q, or the information to tell you how a killer works, if you make a mistake in DBD it usually costs a whole match on both sides against competent players. -
It's play while you wait as well, a lot of killer players who dont care how well they do on survivor side.
-
@Arcturus said:
Old Myers was problematic because of Tombstone Piece which was unfair and unfun, but without it he was usually considered C tier. New Myers is problematic because it takes extremely little to get Tier 3 so he's almost always in power, and he has an easier to charge Pig Ambush that one shots and eats through pallets, creating a boring counterplay of just feeding him pallets until you run out of resources. He's definitely better than before, but it's just boring. I was taking a long break from the game when the rework came out so I'm not sure what the turn changes were, but I think for how lazy his rework was he needs another one unfortunately T_T and that's probably not going to happen for a long time.
Basically he has really good control over his lunge now that it basically forces a pallet drop.
I feel like his t3 could be made harder to get or like, faster to deplete just to tune him. Because it's really not healthy. I'm pretty sure he has better control than pig and chuckie as well -
@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109614#Comment_4109614
It's true that many perks get less value on some maps versus others, or that certain killers get less value on some maps versus others, but they are all usable. I can't think of a single perk or killer that just straight up becomes unusable on certain maps. Balanced Landing and All Shaking Thunder both get a lot more value on two-story maps or maps with a two-story main building, but every single other map in the game has something for them to work, even if it's just a single hill. If I loaded into a map and realized that because of bad luck my perk is now just a dead slot, it would be incredibly frustrating.
Yeah you literally cannot use the perks if basement spawns in main as well, it's outright impossible as far as I'm aware
-
@SpyUA said:
There's actually one elevation on that map but not everyone knows you can go that way. But all shake and thunders does need some buff (the cooldown is not needed imo) and balanced landing is fine as it does give haste like lithe does but also there's an additional buff that actually helps wast more time than using lithe.
Also are you on about basement stairs? coz if its in main, they aren't usable, maybe I've missed something, could you show me
-
@Elan said:
Well, the map is already insanely survivor-sided. While it's only map where you can't use BL out of shack I think perks should not guarantee value every game, at least not on survivor side. Killer is 1v4 so their perks should have full value every match.
Edit: Shaking Thunder can't be used there either so it's more than fair.
But all shaking thunder can be really useful for confirming hits in more difficult loops that the map has with just out of reach windows etc. since you'd pass through mid it's a great place to place the elevation.
Like I feel a good map should be designed with everything in mind, even if its not plenty elevation here and there, at least one should in an accessible place to proc it.
as for @NeverSolus I'm not disagreeing with your point, I'm just saying your example doesn't outright stop her power, yes its more difficult but you literally cannot use All Shaking Thunder or Balanced Landing in Tricksters Delusion, only basement stairs.
Also, whose to say they can't make changes to Tricksters Delusion while adding an elevation to do with other feedback for it? -
@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109612#Comment_4109612
Much as, in fairness, I want to agree I find myself in opposition.
Some maps as the dev's explained are supposed to be more or less valid for specific perks and kits. Much like Huntress players just sigh in misery when they get Lery's, verticality on Tricksters Delusion is similar. That's the risk with using perks like BL and AST. Sometimes you'll get a map where they are less useful or outright not useful at all.
Granted I think this shouldn't be the case and maps should be built to make all perks, kits, and killers equally valid, but I don't see that happening unfortunately.That's not the case at all because I just want to point you towards shelter woods rework where they put a main building specifically for that reason and hills.
This used to be a very commonly complained flaw of that one map, yes we could use the tree's roots but it was not intended.
Trickster's delusion feels like an accidental oversight in that regard coz I think it's literally the only map you can't.
Lery's has middle to use, and Huntress can still long range shot in corridors, she can still use her power.
Balanced Landing only has basement stairs in Delusion.
Sorry for so many edits. -
@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109055#Comment_4109055
personally it’d be funny if we could bring snowballs into the trial. Even if they didn’t do anything, having a snowball that recharges over time so you can just throw it at the killer or your teammates for laughs would be funny
Stuff like that would be really fun even, I just want more fun items. Something to throw and hit off the killer even if it did nothing but it made the killer make a shorter version of their stun noise would be hillarious.
-
I agree! Billy from 0 (I'd love to be able to Billy duo with my friends who play Rebecca) and Ashley would be cool too
-
A lot of people I know forget this is even possible when I watch them play, so I can see where OP is coming from honestly.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109055#Comment_4109055
I would only agree if they would make Items the Power of Survivors like they did in Chaos Shuffle. Because then they could reduce Bloodweb-Clutter.
But if Survivors have 3 times the stuff that Killers have in Bloodwebs, we dont need more unplayable Junk which does make the useful things only more rare. And something like Fog Vials is unplayable Junk which does exactly that.
We have:
-Residual Manifest for flashlights
-Pharmacy for Medkits (which I argue should give a buff to medkits also)
-Scavenger for Toolboxes
-Maps and Keys are nice finds if you didn't bring an item/dont have aura reading, though I'd argue maps should reveal totems by default.
If they buff chests item builds could be more enticing, especially paired with the likes of streetwise etc. I often run item builds with a coin offering to adapt on the fly. I personally miss old streetwise.
They could also alleviate it by allowing us to buy base items with bloodpoints, with the recode of the game, anything is possible.
I do agree the RNG is the problem but now is the time for us to voice it with them mentioning the progression rework for the new version of the game. -
@Aven_Fallen said:
No, we dont need more Bloodweb-Clutter. Survivors already have more than 3 times the Bloodweb Items than Killers (might be even more with the addition of Fog Vials and their Add Ons), so more Items would just bloat this up even more and you get useful Add Ons or Offerings way less than currently.
Plus, as you said, the last item added were the Fog Vials and they were destroyed after one week on Live. So either new Items would be weak to be point that they would not be used anyway or would be complained about and then changed so that they are weak to the point that they would not be used anyway. So why even bother with implementing anything new?
If the Devs would not have catered towards Killers so hard when Fog Vials were released and they would have just waited a bit until new toy syndrome is gone, I might think different about it. But as it stands, I am highly against adding any more Items for Survivor considering what happened with the last new Item.
I disagree, Survivor items are basically our powers. If they buff chests and the like, there is no reason we can't have more cool items.
They've already mentioned they are looking at add-ons, I'm not letting one bad apple spoi the bunch. fog vials with 4 charges now help, I love using them to help other survivors in chase atm if I find one, or in 2v8 they are really good coz of the amount of reveals.
I'd love a throwable, something we could hit the killer with or use as a distraction, doesn't even need addons, or a melee weapon (plank of wood) that lets you use Head on/Last Stand and make you exhausted. Or maybe even a syringe rework that lets you use Sprint Burst without the perk so long as you're not exhausted.
There is so much they could do. -
What's not fun is Oni ruining the mode, you want MORE survivors playing, not LESS.
I really enjoy 2v8 but the terrible netcode and Oni's easy instadowns ruin it for me rn -
What would you buff about him?
That's really annoying people leave lol imagine queueing up for 40 mins just to quit out, I like playing with P.Head. -
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108902#Comment_4108902
Trust me, sound hasn't helped since version 4.0.0. The new chase music certainly didn't help.
Animation quirks should be fixed as bugs. I agree that what the survivor sees on their end must reflect the state the killer is in.
I'm not understanding the headon bit. Maybe it's something to do with the animation syncing?
Don't agree with the map curated thing. Sure the offerrings are useless and should go to make room in the bloodweb.
And Head on suffers from the same pallets too but it puts you into exhaustion when you attempt to stun during fatigue (and when she lags out of it, she just eats the stun.) Basically -
@AliceNull said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108855#Comment_4108855
The difference is that Vigil isn't JUST an insurance perk, its also incredibly good on its own due to enabling some of the stronger survivor perks we have available. Lightborn relies on survivors bringing flashlights/bangs to get any value, which can be annoying yes, but it doesn't also enable regression perks on top of it or something. There aren't a slate of strong killer perks that blind the killer as a downside.
Also, who the heck is saying nurse or blight are fine? Blight is STILL overpowered even after the nerfs, and even a lot of killer-focused players are annoyed at BHVR just giving those two the mandate of heaven for their entire lifespan (excepting PTB blight).See that's the issue, Lightborn needs a single perk to be useful, Vigil generally to most people requires an exhaustion also. Vigil didn't outright DENY killer debuffs, it just shortened them. I don't think arguing it's unhealthy is a reach at all. If you removed the Exhaustion component no one would use it.
The comparison is the line has been made, let's follow that logic instead of cherrypicking, we want more survivors playing right? Playing more altruistically, lightborn reverted could help with that, much like how people wanted vigil tuned down to make status effect builds more enticing.
Also this isn't me saying Lightborn is OP, I think it's just had it's time in the sun, it being nerfed would make Lightborn and rampage more enticing. It could even have synergy with them coz of the shorter blind.
Also just because you say Nurse and Blight aren't okay doesn't speak for others, I've seen it a few times on here where people defend them. -
@Mr_K said:
Look, when it comes to pallet count and how many are strong or week, bringing up Nurse as an example doesn't do anything. You could make every pallet god tier, have to break, and Nurse will blink over it.
So stop bringing up Nurse in pallet balancing discussions.
You have killers like Leatherbilly and Billy who can chew through pallets easily. Then you have killers with no ability to harm survivors that pre-drop every pallet. These two constraints are the true measurement for pallet density.
Nurse just needs more sight blockers, but that ultimately also hurts ranged killers, I do think the new sound system might make her more balanced if sounds are masked better when through walls etc.
I don't want more pallets to deal with her (I thought I'd clarify on my end tho I know its aimed at OP) I just want to be able to interact with her, a laggy nurse especially is frustrating coz her fatigue immunity lingers after it ends, and it looks like she just eats the pallet while m1ing someone.
I feel just being able to interact with her more easily, this also applies to head on, would make her a lot funner to play against, even if it doesn't achieve a win anymore than we have now. It feels GOOD to stun a killer, it feels GOOD to interact with them. -
I'm really excited for Both Judgement and Aurora <3 It's nice to have something on both sides I'm excited for!
-
I'm gonna say the people saying it's okay are conditioned to think something like this is fine, similliar to how "Nurse is fine", or "blight was fine" etc.
It's not incredibly overpowered but it's really unhealthy for the game, if Vigil has that slapped on it for denying killers their mechanics, then Lightborn should be looked at also.
And for those parroting "I hate being blinded" add a dark mode which makes the screen go darker, problem solved. Lightborn will still be effective it just needs reverted to slowing it down -
I really really want more Claire and Chris outfits, a rift would be a great way to give them those.
I'd also love Ashley or Grace, I also wish BHVR would reduce the bulk on Carlos' vest.
And claire's hand is still broken!!! -
@RedCentipede said:
Seeing BBQ in literally every killer build gets old pretty quick. The old meta to hide in a locker before someone got hooked.
thats a thing with friends to the end rn anyways, no difference
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108630#Comment_4108630
I've noticed it often does that anyway, which makes me wonder how random it really is. I'll see the same person go in and out three times.
For me it's usually when its not peak hours, so like when not many are playing. Hard to tell when on survivor side coz you don't know if it's the same killer or not.
-
I'm gonna agree with Groovie Ashes, most people play with his strong addons, so he does fine. His problem is solely with his perkless and add on less gameplay.
He has builds that work, but I'm still looking forward to the changes. Hopefully he'll become less add on reliant or have better add ons. -
You terrible exploiter, how dare you get build value.
Honestly endgame builds are the ones which are the most hillarious for me as survivor, coz you're like awh yeah we've made it and then OH NO when it all starts falling apart so hillariously. I still got to play the match and interact with the killer, I've no reason to be mad their build got me. -
I honestly think we should be taking from the new unified version of looks we are getting in Legacy of Atlantis, more of Lara than just Survivor's timeline needs represented, including the Legend and Classic looks too but I imagine Crystal is more focused on Unified now.
When they've done that I'd be more than happy for more Survivor to be added, the sales alone of her iconic fit speak on that front, also we need a braid that goes down her back and a version of the legend/underworld ponytail.
She is a character with so much history to take from. -
I'm all for more Lara outfits, but this is just a recolour of:
So I think we could ask for more ambitious outfits and relevant ones like from the new Legacy of Atlantis game coming out in February's take on outfits, since this lara is based off Unified, like the Denim or the Underworld Swimsuit:
I'm sure there will be plenty more from those, but if we are going to get any recolours I'd personally want her shadow outfit in it's default colours.
it'd be a chance to give her different hairstyles too, including a braid that goes down her back -
@cogsturning said:
Lobby dodging would be a non-issue if they just pulled from the same MMR bracket.
I'd also like to try going back to something like the rank system. It's hard to gage skill based on just kills and gate escapes, but it's also hard to judge anything else too.
This would be a solution honestly, honestly would fix lobby dodging coz they'd keep getting the same lobby requeueing
-
We sort of had that with blood gens, its just the spawns which made them unpredictable. Which spawns would make what you suggested unpredictable too.
-
@Alen_Starkly said:
I agree, RIck's face should be given proper care. INCLUDING his P 25, 50, 75 & 100 badges. His face there looks waaaaay off.
Also, I'd like BHVR to hire Rick's actor to voice Rick's efforts too. Current Rick's efforts are voiced by another person, and they are weird. The sounds he makes when being hooked are bizarre, some sounding like he's a demon or an eldrich monster. I really don't understand why.
LMAO I always say he is possessed too hahaha
-
@SkeletalElite said:
Adrenaline's exhaustion really only makes it less usable with DH so I don't think it really matters much as a buff
Considering diminishing returns and the sprint burst nerf, I see zero reason exhaustion should exist personally on Adrenaline
-
I'm not too fussed as it can't be worse than the current one, it's continuous lobby dodging as everyone is mentioning that needs punished.
-
@SnuglyPortia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108571#Comment_4108571
More-so talking in the wide-scale sense of killers who are countered by pallets versus those who counter them. Yes you can pallet stun Huntress, but you're not aiming for pallet stuns when going against her.
Fair, yeah its mainly the denial of interaction I think stinks when it comes to pallets. So I think that's the line to me personally.
It's why I have no issue with him overall, I just wish bada bada boom/chem trap triggered if killers use their mobility power through a window (Nurse/Lich/Dracula/First) IDK if that's already the case though it's been a while since I tested. Please correct me if I'm completely off with this. -
@SnuglyPortia said:
There's a scale to these things imo. We can obviously point at Nurse and say "this isn't fine", but where do we draw the line.
Jason having a power to quickly break pallets and also having a consistent ranged attack? Pallets still play a big part in evading him: this is fine.
Houndmaster's dog being able to vault over pallets? Well you can also stun the dog. This seems fine to me.
Killers like Dracula and D&D Vecna being able to ignore pallets with their power? Well good mindgames as survivor can still counter this. Challenging to face, but they're challenging killers.
Ghoul being able to vault pallets with their power? I think a killer with that much mobility should not also have the additional option of using their power to counter loops, especially when one of the core balancing features of the killer is the loss of power tokens upon breaking a pallet.
Same case can be said about Chucky pre-nerf. It doesn't matter if he was 110 and had a long cooldown for using his power: it was still very uninteractive for him to just skip a tile at practically the same speed as a survivor.
But then we come across the likes of Henry Stranger Things and like… A lot of people call him "Nurse 2" or "Balanced Nurse" because he plays outside the parameters of traditional tile design and like… I honestly think that's fine? I genuinely don't see a problem with a killer who forces movement outside of just holding W to the next tile. The same can be said about The Judgement (although they have the issue of close-range lethality); I think it's fine and even good that specific killers require a more varied gameplan than "me hold W to pallet to win loop."
Henry is still stunnable during his power I believe, just not the undergate so there is still a way to punish him, Nurse is the main outlier coz of her "fatigue" immunity, it's dumb.
-
Yes I think they should, one of my main examples is Nurse, I feel like we should still be able to stun her if she is in fatigue to put her power on a longer CD/reset the CD. Plus it just feels better to interact with casually and opens up the window for a blind against a more skilled one if they are stunned looking at you potentially.
Pallets should be effective in some manner versus every killer, even if its different for each one. -
seeing the male dbd models animate always makes me realise just how badly proportioned they are LMAO
That said I want emotes


