Rokku_Rorru
Rokku_Rorru
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Honestly I'd rather it not regress unless sprinting or doing fast actions. I'll take anything though
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https://cdn.discordapp.com/attachments/1080932961354010715/1103912919202287696/lag.mp4
More Killer sided hit jank despite they are the one lagging.
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I just wish they'd pay for a server with a better tick rate lmao
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@Emeal said:
Gotta say, Survivors are pulling their hooked Survivors off the hook, like right next to me as Killer.
Survivors make tunneling so easy.
But it's also annoying because that sort of behaviour is outside of the person who is hooked's control, they shouldn't be punished for everyone elses mistake honestly, it just doesn't feel fun at all.
I feel the person who is making the mistake should get punished, but honestly why doesn't the person on hook not get repositioned if this is ongoing nearby, unless its basement/endgame. This would make tunneling/camping centred around basement still possible and punish bad positioning more if a survivor goes down near basement.
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@NoHookDC said:
HUNK will never be a Survivor because no Killer would have the temerity to kill him. 😁
Right? lmao they'd just run around with sole survivor and left behind every game
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@Crowman said:
Healing each other wasn't touched and survivors have many different perk options for healing perks. Sloppy does not need to be nerfed when nerfing self healing was the point.
Also I played a few games last night and didn't even encounter sloppy so it seems like a massive overreaction
I think it depends on the killer, but most m1 killers run it I find atm, anti-heal has always been common in order to counter self healing even before the medkit/circle of healing nerfs. I think the issue is less the debuff itself and more the lack of counter play to said perk other than commit to the heal. I don't think its an over reaction to say its a commonly used perk for some killers.
I think walking/staying still shouldn't cause the bleed effect, I'd say removed on a hooked survivor but gift of pain exists. Healing also shouldn't be able to go lower than 35 percent. The issue is the effects it has on perkless gameplay. Botany knowledge doesn't really work as an answer for self healing since it increases the item efficiency debuff. Desperate Measures is cancelled out by it in most cases and Resurgence/Solidarity/Reactive Healing are entirely useless against it for the most part.
I don't think much needs changed, just the haemorhage rework always felt a bit heavy handed and not really that interactive.
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I just hope our feedback is being heard and adjustments are made, there has been a lot of good feedback on the forums I've seen that would help ease the issue without buffing anything too far:
-Being able to see perks others are running in your group
-Healing not able to be reduced below 35 percent speed
-Haemorhage only decaying speed when you run (currently it makes resurgence/reactive healing/solidarity worthless)
-STBFL being a large issue since 6.1.0 for tunneling/camping playstyles
-Making head on light up which locker you are in to enable more altruistic use of it
Just some of the things I've seen recently, I really hope they take some of them into consideration. Solo queue shouldn't be thrown under the bus.
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@Cynwale said:
Guards should be able to do Knight work for him:
Looping, Destroying Pallets, Kicking Gens, Patrolling Gens, Putting Survivors on Hook etc...
All I'd like is to be able to stun/blind them, either or. Is it true you can head on stun them? I havn't been able to test this but I was told by someone I could.
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More odd ping interactions, rubber banding killer with fine connection.
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I feel the only thing i'd want changed for the Haemorage status effect is for it to not work while staying still so perks like resurgence/solidarity/reactive healing weren't just denied entirely out of existence. If not that then a duration on the debuffs from sloppy/gift of pain so vigil could see more use in supportive builds.
alternatively even the healing loss being slower would be another way of tuning it.
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Yeah I feel it pales in comparison to the other healing debuff perks, but also I think stacking healing debuffs could become a huge problem (In select cases they already are). Someone made a suggestion that healing shouldn't be reduced beyond 35% (self care speed) which I think is a good idea to combat this. I think your suggestions are nice, the first one fits in with the perks theme.
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I've never understood why they don't just do what pyramid heads cages do until exit gates are powered or placed in basement
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@tankers10 said:
The skull merchant exposes you wit her drones, even if you're in a locker, and can track you if you're in a locker. Bug?
I noticed this also, it feels like an oversight
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The blocking system has zero feedback also, it doesn't even confirm its worked and blocked the person.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413259#Comment_3413259
Counterplay means being able to reliably not get stunned, if I know a survivor is in a specific locker with an active head on. I'm not talking about casually walking by a locker and getting stunned. I'm specifically talking about the situation where I know a locker has a head on survivor, and I want to attack the survivor without getting stunned.
And "open the locker before the head on is active" doesn't help, when I get to the locker after the head on is ready, but I still know exactly where the survivor is.
And I do know what size of a hitbox I want to compare it to. The hitbox should be narrow enough that if I'm directly to the side of the locker, I should be able to start opening the locker without getting stunned. The perk should be limited to a surprise perk, and not a "you get to stun the killer even if they know exactly where you are, if the killer doesn't want to wait for crows" perk.
And I don't care if latency or validation is involved. It shouldn't be working the way it's currently working, and the perk should be made more fair, before any buffs are made to it.
it's fair the way it is you don't see head on in every game for a good reason, I'm sorry you struggle with it so much. The aura would still make it be used as a surprise like you want.
But back on topic I think if the aura does become a thing making it only visible within a bond style radius might might be the best.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413250#Comment_3413250
I did suggest constructive changes. I suggested the hitbox be made more narrow, or for the stun to have more startup frames, so that killers have a reliable counterplay that doesn't involve waiting for crows to happen.
That is what constructive changes mean..... suggesting changes to make the perk more healthy for the game.
You don't know what the hitbox size is or a size of a hitbox to compare it to, it has ending lag to it to punish also. As I said earlier your issues are likely tied to the networking as it favours the person attacking over the person being attacked on both sides.
There is counterplay (5 seconds to punish a missed head on/ to open the locker if they go in it mid chase, what are you doing during that 5 seconds Coffee?) and you could just eat the stun and put the exhaustion on cd for 40 seconds.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413216#Comment_3413216
This is completely related. Head on should not get any buffs, for as long as it continues to have zero reliable counterplay (besides waiting for crows to show up).
You've suggested no constructive changes, you are just here to complain. If you want to make constructive feedback about head on you'd probably have more success with a new thread about it.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412846#Comment_3412846
There should be a way to approach it, besides waiting until crows show up. If the game is having long term latency problems, then the hitbox needs to be made much more narrow until the latency issues are fixed.
Go make a new thread about it, this isn't about issues with head on. This is about a new perk idea/QoL Change.
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@Coffeecrashing said:
Head On would need better counterplay. The hitbox would need to be much narrower, or there would need to be startup frames before the stun is active, or the prompt to open lockers needs to be available from outside the hitbox.
If I know a specific locker has a head-on survivor, I should be able to reliably open that locker without getting stunned. But the stun hitbox is so wide that I end up dancing around near the locker over and over, hoping the survivor will accidentally run out of the locker. Or sometimes I will just wait until crows show up.
You shouldn't be able to approach it easily, there is 5 seconds of prep for you to open it lol, if they miss a strike and go back in the locker you have ample time to punish it, also regarding the hitbox as mentioned earlier much like pallets it's latency dependant. The hit validation has been particularly horrible recently on both sides I feel, if it's even on.
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I wouldn't mind trading a cooldown for a radius increase I think you need to be way too close to a boon with their current design with the self healing gone, I love using them, I just wish I could get more value.
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@Spectralfx said:
I don't mind them getting an aura to help their buddies...
But can we reduce the shockwave that can cross half the map to hit the killer?
I swear that perk is silly at times...
I think it's just hit validation, being hit validation more than the hitbox itself, it happens with pallets too
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More proof of the jank hits, also latency seems to cause nemesis to not play animations or sounds of readying up his power.
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407582#Comment_3407582
I've generally thought that having caps or diminishing returns on certain stackable mechanics would probably alleviate a few issues. Pre-nerf Call of Brine and Overcharge wouldn't be half the problem they were, for example, if they couldn't combine past 100% extra regression.
For Self-Care in particular, I figure one of the biggest hits against it is its already slow heal-speed being even further slowed by something like Sloppy Butcher or similar functionally worthless. Ironically, however, making it unable to go lower than its base healing speed means it may have a niche against anti-heal builds.
the funny thing is, I swear there was a heal cap once upon a time for healing speed (100 percent) Before circle of healing? We'll make it used to not be able to, or still can't go above its amount. So I'm not sure why slowdown doesn't function the same.
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https://cdn.discordapp.com/attachments/1080932961354010715/1100539545059065886/bull.mp4
Another odd interaction this patch, you can notice the stuttering in place after he grabs me from the other side of the window, other times its happened it has been worse but this is the first case I remembered to record.
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I personally do not like how I'm punished in a chase if my fellow survivors get rid of her drones, it's like when T3 myers gets all stalk from the others and you are dealt with a horrible hand. Considering how fast she can go with addons + claw traps + Bloodlust + Play with your food + Devour Hope + NOED. The killer has a car.
Idk she just isn't very readable animation wise, and she has awful sound tells... I just dont think she is very interactive.
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I prefer hook grabs over full stacks of stbfl face camping honestly, at least with hook grabs you can save with 2 survivors. Ontop of that Killer powers being usable to protect (Huntress hatchets at melee, Knights guards, Bubba Chainsaw etc etc) is overkill too, I'd much prefer hookgrabs than having to watch a survivors controller be slapped out of their hand because they dared to turn the game on.
It's no different to how crowd control is controversial in other games, and how quickly the Eruption meta was addressed when this a larger issue affecting someones inability to play the game is crazy to me. P.Heads cages relocate if he stays near them, why doesn't the hooks work the same way (move them to a new hook far away) Unless it's end game collapse.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408336#Comment_3408336
Agree on grabbing, disagree on bloodlust. Devs already tested that and it just took too long for m1 killers to feasibly catch up
Wasn't this before the hit distance and cooldown reduction though?
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Reviving this thread as the issue still hasn't been fixed, some more cases WITH THE NEW RED KILLER PING INDICATOR:
https://cdn.discordapp.com/attachments/1080932961354010715/1100375393564901438/Hit_jank_2.mp4
https://cdn.discordapp.com/attachments/1080932961354010715/1100375388569473034/dbd_hit_jank.mp4
A more extreme case of when both players lag:
Also why is it still pending? LMAO
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@Nazzzak said:
I like that they have different noise levels. Inexperienced players can play quieter ones until they gain confidence, and more experienced players will enjoy the challenge of louder ones. To me it's like the cosmetics, where newer players will use more immersive clothing to blend in while older players dgaf and wear the bright stuff.
I also like to play as who I want without them being a detriment. Although it can be funny to hide being walls as Claire and hear the killer opening lockers on the otherside of the building.
That said, people should be able to play who they want without spirit spawning ontop of you super easily just because you wanted to play your fav survivor.
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@Bobitslapis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409515#Comment_3409515
That's what i was kinda talking about.
Once you don't use your Boxes for Toxic camping stuff, the Survivors basically have a fair but also easy game, but once she does so and uses Perks that are A-S Tier for her advantage, it's basically over for you.
That's why i think she needs a rework, the power is really outdated and it shows.
Yeah I think she deserves a rework and give her Hello Zepp as her theme, I may have ruined the spelling for the song but its off the top of my head.
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Recent perks like Face the Darkness can make playing against pig a real problem, given ofc rn she isn't working due to bugs but yeah.
Trying to finish a jigsaw box and screaming then being forced to reposition as your hat is timing down is so hillariously unfair with the slower box solving. You scream, reset have to hope someone gets the totem, or commit and hope she doesn't come to box with your aura revealed LOL.
She is always one of two ways, synergises with nothing, or something comes out and she is utterly busted with it in a kick you when your down sort of way.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408864#Comment_3408864
Ok. how about removing the ebony memento mori? this is also an element of fastgame, and then it will be fair.
I was more meaning just addons for powers and items, might as well, they all help in each sides objective one way or another in a strong way.
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@Spill said:
It's been absolutely miserable to play survivor because healing was nerfed because no buffer was implemented for lazy killer strats like camping and tunneling. These lazy, pathetic strats have always been irregularly strong compared to killer's who actually TRY. (Praise to the big brain Macro killers out there ) And now these pathetic strats are a million times stronger.
How has your game been out for SEVEN goddamn years and these LAZY killer strats REAP MASIVE rewards, SWING games, and force the survivors to a play A MILLION times more efficient all because a killer wants to stand still.
NO ONE is asking for camping and tunneling to be stopped completely.
INCREASE the goddamn risk and lower the reward. It's that simple.
I agree that tunneling and camping is horrible rn, but the main changes regarding healing I'd like are hemorhage to only work while running and healing speeds to not be reduced past 35 percent of normal healing speed.
Ontop of that STBFL is getting out of hand now dead hard doesn't exist... 6.1.0's base chase changes are horrendous for non exhaustion users even now, unless you play the map perfectly.
I feel I agree with the statement it should be a tactic but it needs more tuning to make it riskier to do, like increased hook times/no hook grabs/perks like stbfl and powers not working near hook, anything.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408587#Comment_3408587
I play both sides, and now I see a completely inadequate generator repair buff. I have enough experience to say that the existing perks are sufficient for both gen rush and their regression. other addons of survivors and killers can be considered separately.
Honestly I'd love them to go but I'd also love to see iridescent addons on both sides go honestly if we are removing one.
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I want emotes so badly honestly, it would add a lot of fun and interaction to matches. Like evry other multiplayer game has them
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@Rudjohns said:
Botany Knowledge (remove the medkit efficiency reduction)
and
Pharmacy (just revert back to what it was before, speed bonus at all times, 1 green med kit after opening the first chest)
And also buff some other healing based perks that nobody uses such as Resurgence, Solidarity and Aftercare
yeah the 6.1.0 "Buff" put a damper on my item searching build, I loved getting items and switching between them in a match, depending what you got.
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@Crowman said:
The devs nerfing how easily survivors can heal themselves does not mean sloppy or gift of pain need to be nerfed. The idea was that before spreading out damage was not that effective and devs are trying to make it more effective.
It's a bit too effective atm, there was a good suggestion about hemorhage in another thread to change it to make you only lose progress when running. Changes like this would give it more interaction, and reward killers who pressure correctly.
There was another suggestion to stop self care from being reduced below 35 percent healing speed, or just healing speeds in general. It seemed like a decent suggestion.
I feel the issue right now is it feels very one-sided, we need more interaction in the game between both sides.
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Honestly I just want more interaction between the killer and survivor which makes sense. Less of the one sided interactions people consider "Fun".
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@Caiman said:
What if Hemmorhage was changed so that you only lose healing progress while you're running? Like the opposite of Deep Wound ticking down if you're not running. Resurgence and Reactive Healing would still be at risk of going to waste sometimes but Solidarity would work fine, at least.
This is a great idea!!!
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/373218/should-self-care-be-buffed
My own thoughts for a Self-Care buff were
1. Self-Care's healing speed can not be reduced lower than its base 35% (so an anti heal build can prevent you from increasing the speed but still enable its use otherwise)
And/Or
2. Reduce or negate the 33% speed penalty when healing yourself with a medkit (pre-update medkits at the cost of a perk slot)
I like the idea of there being a slowdown limit for healing, that way it stops it being too oppressive. Nice thinking!
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@Yoshirama said:
I'm tired, every game is the same, a lot of killers tunneling since the start because "is the way to balance the game" mindset
Some of my friends already quit because they don't have fun in being tunneled and not being able to play the game and I think I will do too. Why would I play a game where I can't even play thanks to another player?
Yeah this patch has made recovering from STBFL camping situations with anti healing near impossible at times.
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Yeah I particularly despise sloppy + gift of pain together right now. I honestly wouldn't care so much if 6.1.0's base chase changes weren't also a thing, but here we are. On top of that it feels like the servers get worse and worse every patch.
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@VaporLion said:
I justed used Head On after the Nurse blinked towards the locker and swung. Then I got exhausted but it didnt even stun her. I dont think thats fair.
yeah she is a special case they have never fixed and it's annoying. Especially considering how strong her power is despite all the silly niches.
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I'd like Pharmacy to be revisited to make sense for us healers who want a medkit to help others, maybe make it rummage instead of opening a chest. Also make the chest opening speed just available at all times. I miss my item build.
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@Veinslay said:
DS kept getting abused and used for offense or to troll the killer, so they changed it. It's too bad the survivors idea of playing to have fun involves trying to make the match as miserable as possible for the killer player, or more of these tools would have been left intact 🤷♀️
that's dbd for both sides, it hasnt changed
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393698#Comment_3393698
The incentives have been broken for a long time. I’ve had 10 second killer queues, non stop 24/7 since the survivor HUD happened, and my survivor queues can easily take over a minute…. but my incentives sometimes say 100% survivor.
Wow its as if MMR is a factor or something.
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okay
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@Ithiria said:
- STBFL with the base hit recovery changes enables the camping and tunneling playstyle
The basekit changes really didn't do much in regards to this, it's really marginal and didn't enable anything new imo. Nerfing STBFL would be absolutely brutal for weak killers as well. Best temporary thing to do would actually be to just remove healthy hook grabs, that way you can just run up and save someone, taking the trade, rather than risking getting grabbed and him camping two hooks instead.
Hook grabs are a really badly written mechanic anyhow, since windows and lockers aren't cancellable actions grabs work well with those and are fun. But with hooks it's not fun.
- Perks like Merciless Pain Resonance overlap with similliar like Pop goes the weasel and make it obselete (pop was healther for the game, didnt enable tunneling as encouraged you to pressure gens directly)
Sadly this is somewhat necessary to keep introducing new perks, there's only so many ways to affect the game that perks are going to end up competing in the same space. I do agree though on pop vs. pain res, one downside pop had over pain resonance is that it does actually require you to go use it, which often gave a chance to unhook and let someone get away. New pain res actually has some potential at least, should play a loud noise notification where it triggers if it's gonna be limited to one use per survivor imo.
I wouldn't say merciless is poorly designed though, it actually synergizes with old perks pretty well giving more options. Tinkerer's was great with pop, but now tinkerers is also great with merciless.
- Decisive Strikes absence in the meta has highlighted a huge issue in the base gameplay (how large an issue tunneling is without it)
I'm actually not sure if killers wouldn't tunnel if DS was still 5 seconds, they'd probably just eat it even if you do some insane stuff like buffing basekit BT to work like MoM (no deep wound) so that hitting someone with BT doesn't ruin OTR's anti-tunneling power. Killers tunnel because they feel it's more necessary nowadays and there aren't incentives like BBQ and Pipping to not do it (since you max out iri 1 quickly and don't have to "maintain your rank.")
I mean that's what they do in comp for example, they never cared about DS, they just ran right through it to get people out of the game even with their teammates doing bodyblocks. It's always been the most powerful tactic and I wouldn't be surprised if BBQ was the most effective thing at suppressing it lol.
If hook grabs were removed, STBFL would come into the spotlight, so I don't agree. I'd already argue its more beneficial when running STBFL to go for the m1's instead. As a Nemesis player I have no reason to wait out the grab if i have stacks, and even in the other case Its an opportunity to build it or my infection meter... its a win win situation. Edit: I want to also add the reduced speed dash has buffed many killers powers also synergising with the perk furthermore, its harder to trade coz you can't gain distance playing altruistically.
The new pain res is a step in the direction of discouraging tunneling with the perk, ofc its still going to happen but not to the perks encouragement at least
DS gave people a fighting chance, and also caused killers to slug in casual play. I don't think it stops tunneling as per say but it does discourage it.
I'm personally talking in a casual sense, I can't comment on a comp perspective as I dont play comp... but I do feel gen speed up and slowdown is the largest issue.
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@ryz said:
its not a suprised that 90% of survivors use DH... just look at the other Exhaustion perks.
Balance landing situational
Lithe situational
Sprint burst is fine
and the rest low tier exhaustion perks
what about giving balance landing the stagger passive again
lithe getting some sort of windows aura
while dead hard is or can be overpowered all the other exhaustion perks are just either situational or useless in a chase when you need it the most.
im pretty sure by buffing other exhaustion perks and even if its a aura reading or just a passive people would use them more.
the map which was problematic for balanced landing was removed from the game, so I dont see why it can't have it back. especially after the 6.1.0 base chase changes
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@mizark3 said:
If we want all forms of heals to take 50% longer, then should we also make hooks take 50% longer per stage? This would only nerf camping abuses. To be fair Reassurance and Camaraderie would also need a 50% increase in duration as well. It only makes sense right?
Honestly making everything take longer should be the answer but at this point I'd rather we go back to pre 6.1.0 the game does not feel fun to play with everything taking so long to do. We could have had so many better things like baseline corrupt or the early game changes, instead we got more stackable slowdown paired with gens that take forever and base chase changes that should have been added gradually rather than all at once with no tweaks since.
the game was fine before 6.1.0 the meta was just stale and now they are just making the base game insufferable.
