Ryuhi
Ryuhi
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I mean you're not wrong, and thats why I said "almost meta"
Even knowing when its on, its hard to compensate exact timing differences based on how many stacks are present. Still, the bigger issue would be making killers not need specific loadouts to be viable tbh.
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Huntress' Lullably would almost be meta if there was no notification. Like, its still not as good as Ruin, but the fact that it would take longer for survivors to even hunt for it and cause a direct shift in momentum during the post-first-hook and possibly disrupt the core of gen rushing would make it not useless.
Its ironic because ruin + lullaby would be a good combination, but literally no killer can afford it. Perks are too important. I almost wish the two could be combined and have one of the two reworked to do something else. I play survivor 80% of the time, but gen speeds are honestly the vast majority of why I do.
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Wraith's detection feels really wonky in 2.4, I've had BT not activate while he's uncloaked and technically within a chase. Wraith has a lot of issues that hurt him but stuff like this and that and lithe not working makes it all double edged.
Kinda wish they'd make it work more consistently in exchange for reducing the shimmer but thats too much to ask I guess.
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@fluffybunny said:
@Emeal said:
Honestly it's a problem with the Game, You get pulled in and survivors are in fightmode.Imagine if Ghosts exist and could talk to their murderers, right after being Killed.
Pretty certain it would look like toxic postgame chat.
Perhaps I'm weird, but I see it as a friendly competition and if I have fun 'cause it's tense and stuff, I want to let them know.
People with your attitude are why I keep post game chat on, despite all the toxicity. I like being able to compliment good plays and ask for pointers, or just laugh at hilarious stuff that happened ingame. :chuffed:
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...then after you wasted your bleed out timer doing that, you have maybe 2-3 seconds to position yourself somewhere not in plain view before you start mending and are completely immobilized for the duration.
yeah, thats not really a viable counterplay tactic, just something that works vs bad players.
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@adalesmo said:
@Aari_Piggy66 said:
How would that work against slow release toxinApply the effect with a timer. upon either the trap being put on their head or upon being unhooked after.
@WaffleFalafel said:
Is this specifically a Doctor complaint or other killers like Huntress as well?Doctor's the one that they're most clearly broken with in my personal experience, maybe pig as well, since it leaves survivors with little to no defense against tunneling, which is where these addons are particularly troublesome.
Having them with all with a timer that counts down while running would solve it for all killers, though, with doctor making someone in madness 3 revert to 2 was just a suggestion.
Killers simply should not be able to just make a perk inapplicable for a chase, and with Doctor, literally all he has to do is be around you to do it.
If a pig is tunneling a RBT survivor then there better be 2-3 gens popping before you have time to even consider your exhaustion perk even existing, tbh. The doctor is the only one that really feels bad in that situation since you can't remove it, but I guess the best advice I could give is learn to not rely on exhaustion perks in general? They're great to have but playing with dead hard or balanced landing would probably acclimate you to using them in a clutch rather than just to extend the start of a chase (aka gitting gud as some would say bluntly.)
as for having the timer count down while running.... no. seriously, play killer more and you will very plainly understand why exhaustion timers work the way they do. making them recharge during chases is pain.
also there are an absurd numbers of perks that can be nullified for the entire game instantly, ironically most of them being on the killer side (like hex perks,) so not being able to get a single sprint burst in a chase isn't exactly worth mourning... I feel worse for the Deliverance players who are last caught/first hook tbh
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While I agree, I find it much more survivor centric to be toxic to a killer than vice versa (especially in post game chat.) In terms of gameplay its actually more beneficial for survivors to be toxic than killers, since the toxic interpretations of killer tend to be very damning vs decent players (camping and tunneling) while a lot of the toxic attitudes by survivors are seen as "strategies" to taunt the killer and draw attention away from a gen rush.
Killers being toxic tend to be either counter toxicity (like you mentioned) or a killer having a really bad day and wanting to either secure a daily or just be an ######### to a specific person. fortunately for the other 3 people in the game, it pretty much gives them a license to wreck that killer in the process so its not as common to see.
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@AlphaJackson said:
tl;dr, but I'm going to assume all good stuff, thank you for being the guy that most people aren't. I really hope that the devs see past what people are saying about legion and push the change through, it will help to make him more of a threat and less of a joke, also people dont seem to understand that all the ways to counter him from before still apply.so.... none, right?
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@JammyJewels said:
Whatever, you can keep on saying that I’m trying to attune it to real life when, in essence, you were trying to argue for disabilities being accommodated for, as though the game now has to make up for problems that the developers did not cause.Plus, you’d be discrediting the work and the effort of the designers just because, boo hoo, it doesn’t fit your perception of balance. They get paid to make the characters look nice and to come up with new ideas and designs, not to balance or design cosmetics around balance. Cosmetics are optional for the purchaser. Hell, if you argue for brighter clothes I argue for darker ones. Brighter clothes make it harder for survivors to see skill checks and so dark clothes would add more focus to the skill checks which in turn may make more actions efficiently faster.
I do not agree with what you’re saying, not one bit, as it is still excluding the character based off of her skin tone.
I mean, its not like it affects 8% of all males or anything, with only <0.0001% actually only seeing in monochrome. No reason to consider it when designing visuals in a game, especially when you aren't willing or able to create a more overarching fix. nope.
I implore you, look through every other cosmetic for every single survivor and tell me of a harder to discern than claudettes full brown outfits. As for trying to paint me as insulting the design choices for the outfits, you're absolutely incorrect. Most of the cosmetics look great, and I've bought quite a few of them myself simply based on how they look. Cosmetics in games like this are one of the most direct ways to support the developer, since you're paying out of pocket for non-gameplay elements that (almost never) give you an advantage.
And for your fake counter argument about lighter clothes? You'd have a stronger argument for nerfing lighting effects from things like burning barrels (which actually DO cause the skill checks to be harder to see.) The only other things that affect their visability are Ruin changing them to a deep red (purposely making them contrast worse vs the darker background, noticing a pattern?!) and the Doctor's madness effect moving them around the screen and introducing a static fuzz (also to intentionally make them more difficult.)
Why do you even come back to this conversation? You're obviously just trying to create false equivalences and trying to paint anyone who disagrees with you as both racist and unintelligent. Meanwhile I've actually put constructive feedback and suggestions in with my arguments, so that if the devs are actually taking note of it, they will have ideas how to avoid this type of discussion from happening or even being warranted in the future.
You don't have to agree with me at all, but acting like I'm racist for wanting to change claudette's ninja outfit is intellectually dishonest.
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"Cosmetics are always capable of affecting balance regardless due to thread physics causing clipping or technical issues, meshes changing and creating false senses of hit boxes, etc. But again. People are only finding issues with Claudette’s dark cosmetics because she herself is dark skinned. "
Swing and a miss. This is an online only game, so there will always be latency issues that will cause things like this to be a non issue, which is also exactly the case. Huntress hatchets hitting people around corners is far more of an issue than Feng's or Adam's coat swaying a bit. If anything, Kate's brightly colored ice picks make her more visible, so it has the opposite effect. Bonus: Having things sway on her clothing would actually IMPROVE her visibility, so it would be a welcome change! People are only finding issue with this because its the only combination that is ACTUALLY an issue.
Let me give you another example since you seem content on misreading the situation: Face coverings. a few characters have face coverings that hide their lighter tone skin on their head model. How do the cosmetics retain being balanced? bright, neon hair. You could pull whatever argument that "people can wear face coverings without having to have neon hair in real life, so forcing it on them is an injustice" but they were designed that way to make them not lose any visibility vs the other cosmetics available. It was something that was thought over beforehand, and applied thusly.
The only reason why its such an issue for Claudette at this point is because it wasn't thought through from the beginning of designing the cosmetics in question. If they never existed in the first place, you would have no reason to fixate so hard on them, and many people wouldn't have any issues with their visibility by merit of them not existing, or being designed with similar contrasting counterblanace. Again, you're taking a design issue about a video game and trying to forcibly juxtapose it to real life.
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For the last time, we're not talking about real life, we're talking about a video game. A video game with a competitive focus with no AI aspect to it. Therefore yes, something like that can matter as it affects balance. There should always be cosmetics that can make it harder or even on a player, but never ones that give them an unfair advantage. That is the crux of the argument. If every map was covered in snow and there was a short, skinny white character with fully white clothes and hair, the exact same issue would be present. Same if everything was purple and there was a character that had purple skin and purple clothes and blah blah blah.
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you're talking about a game that is glorified Tag, not real life. Yes, viability matters, due to how vision is arguably your most important tool as killer. Please stop trying to paint everyone that disagrees with you as racist (and an idiot apparently,) and especially please stop trying to parallel video game accessibility with real life scenarios.
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@Khroalthemadbomber said:
It IS changed though because you're no longer required to have Combat Straps for that fast crouch speed. You can now use other add-ons for their benefits instead. Sure you're going to be .3 seconds slower than you were with previous Combat Straps, but by default it's farther. Combo that with the Video Cassette and it works wonders. Adds a fair amount more mind game potential and all in all works out a lot better, particularly at unsafe pallets and vaults.The vast majority of her other add-ons are.... bad though. Only a few of them like the tampered timer and the one that hides jigsaw boxes until the trap activates even make much of a difference. Maybe the extra trap one. The real crux of the issue is that the difficulty to remove traps needs to be addressed for half of the other addons to have much worth.
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You're taking an issue of accessibility and unnecessarily making it about race. Like I've mentioned, Adam is a great example on how to make it a non-issue, and most of it has to do with his clothing. Tapp is also perfectly fine, which is good because I don't think they're even allowed to change his cosmetics.
The reason dark clothes are less of an issue on most of the cast is because it contrasts with their skin, therefore it is easier to see movement. Note that i'm not suggesting three characters (Claudette, Adam, and Tapp) be changed, because the other two do not pose the same issue anywhere near to the extent as she does. Not only that, but most other character's dark clothes have a very bright patch to them, like meg's shirt under her hoodies, Bill's light undershirt, Feng's bright logos, or Nea's short sleeves. These all make the characters considerably more visible during movement. A lot of Claudette's cosmetics follow these guidelines, but some don't. That is the issue at hand.
You also seem to have missed my point in killer visibility, which is that it is an absurd connection. There are a slew of other methods to know a killer's presence, including various forms of blaring audio. If a survivor is urban creeping around a rock or sitting with their back to you in a small corner, you have no such indications. Indeed, you need to go off of MUCH more subtle means like hearing breathing, or grass rustling when they move, and so on. This is why its so much more important for survivors to not be pseudo-chameleons and at least have some contrast to their environment.
Colorblind accessibility is pretty standard in the video game industry, being arguably one of the most common form of assistance behind providing subtitles in games and alternative control methods. Your argument that it could be abused is kind of ironic, considering how hard you're defending a very small pool of cosmetics on a single character that do exactly that.
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@JammyJewels said:
Well. If you wish to ban cosmetics because they supposedly make survivors incredibly difficult to spot I suppose Survivors should be able to ban black Hags, or low TR killers. Since they can be hard to see, right?Claudette’s original design (pink shirt, bright blue jeans) are noticeable. But P3 does exactly what it does for everyone else. And her skin colour, being darker than most, is a fact of life that darker skinned people would obviously be harder to find than lighter skinned people. Hell, sometimes I lose track of whether my boyfriends is in the bed or not, and he’s black. But many complain about her race rather than her clothes.
If Claudette is changed, so should everyone else. The grey on her new cosmetics set isn’t ludicrous, her Gypsie set is as noticeable as anything, her brown default sets are indeed ridiculous but would you like to know my solution?
Give the other survivors either more dirt/blood or.... give them sleeves. Hell, I presume people were expecting a dark sleeved cosmetic for Nea when her sweaters were announced. In fact her Christmas sweater (and some others, mind you) are a good example of this. It would make logical sense to give them sleeves as it must be cold in the Entity’s realm... and it would give a bit of leeway to designers.
thats a bit of a false equivalence in regards to killer visibility, especially since the Wraith leaves an actually visible shimmer while cloaked (i.e. invisible) and the presence of, you know, terror radii in general. MOST of her cosmetics are fine, especially the aforementioned grey/pink/etc ones. The fact that she has dark cosmetics at all can turn her into a moving silhouette to people with visual impairments, especially those who have protanopia. Since there are no color substitution options in the game, it creates a directly exploitable blend that can vary from mildly difficult to near impossible to discern.
I think the best thing BHVR can do to fix the issue (in lieu of actually making a colorblind mode) would be to allow players to set an override for cosmetics client side. In other words, all other survivors and killers would have base cosmetics on your screen, with the ability to toggle it on and off between matches. This way claudette would be toggled back to the pink shirt for any players who specifically have visual issues with her, as well as as any other survivor cosmetics that may be more of an issue than default ones. That way the cosmetics in question won't need any type of rework or redesign or anything like that, and players can opt out of them individually if they become an issue due to visual impairment.
Edit: its worth noting that most people with various forms of colorblindness tend to have issues more with darker shades of their trouble colors, and clashing brightness/contrasts tend to be the best way to improve visibility. In a game thats based off of being dimly lit, it should be pretty clear as to why this can be an issue.
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@Vortexas said:
If they baked in his Silent Bell they would have to buff other Killers in ways that would put them on par.We are talking Iri Stone baked into Trapper, Franks to Legion, and such.
I mean, i know a lot of pig players have been calling for one of hers to be baseline too...
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@George_Soros said:
@Ryuhi said:
there are a few that are abused specifically.
I understand what you say, but disagree. Used, not abused. To some extent, you can decide what challenge level you want to play.
I can't choose for those cosmetics to be banned, just like I can't choose to not be colorblind. Like I said, its literally only a few cosmetics on a specific character, but you don't seem to understand what it actually looks like to someone affected.
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@George_Soros said:
It can be very frustrating for killers for sure. But think of it this way: when playing killer, you can decide you're using someone top tier (Nurse, Spirit), or some more challenging killer like Freddy, Wraith, etc. Same goes for survivor: want to have an easy time, at least when it comes to stealth? Play black characters with dark clothes. Want a challenge? Put those pink t-shirts on and show them pesky killers who's gangsta!The problem with that mentality is that it is directly impacted by an impairment, vs choosing a unique character with unique abilities/strategies/etc. The majority of the skins and cosmetics in the game go from well rounded to very noticeable (even some of claudettes bright clothing,) but there are a few that are abused specifically.
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@JammyJewels said:
So this is about her race. Okay then. What on Earth could you propose? That we remove any black character? That’s another level of garbage and it seems like people only complain BECAUSE they don’t learn how to find darker survivors regardless. Stop complaining about a non-issue. Claudette is fine. You just need to get better at finding her, instead of giving off hints of racism in your rants.She has a dark brown cosmetic, she is small, and most of the maps are dark. calling her invisible is a stretch, but she has, by far, the biggest blend factor in the largest number of situations in the game. I honestly don't know why anyone would bring adam into it, as his frame and his coat make him much more visible by comparison. That said, he's a great example of the types of changes that could fix claudette. Since her size can't really be changed, having her clothing be brighter and less form fitting is the best way to put her even with the rest of the cast.
When it comes to visual and auditory issues, different people will always have varying levels of difficulty with them. Since this game has no colorblind option (and probably never will at this rate,) there will always be situations that will put some players at a disadvantage due to visual issues. Its kind of like how many killer players are rightly agitated by the slew of audio bugs with this patch, making many tracking methods near useless.
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@George_Soros said:
Some posts somewhere already argued that in some ways, NOED is a counter to Adrenaline. Fair point.
NOED is hardly a crutch as some players would have you believe. If anything, it's a weak perk since it's relatively easy to counter. Like basically any other perk, you should EXPECT it, and adjust your gameplay accordingly.
As far as I'm concerned, no nerf needed, especially not without Adrenaline and DS being nerfed along with it. But I'd say leave all these perks untouched.The reason many players (killer and survivor alike) consider noed a crutch is because it rewards bad play and gives a safety net that encourages players to not learn how to properly handle an entire phase of the game. I'm still not great at killer, but I feel I've grown a lot since I dropped it in favor of other perks that cover weaknesses rather than just try to eek out a desperation kill from a lost game.
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Had a game earlier today as wraith where I was trying out a new build, and one potato survivor decided to throw down every single pallet they could find (including the shack pallet) in the first chase before a single gen could even pop. it basically caused that whole corner of the map to become a free kill zone. Downed him and put him on a hook in the middle of said badlands, and another survivor went for the unsafe swarm save before I could even get out of the area. She got to become roomates on another hook that was pretty close by.
The two suicided on hook, leaving the other two to do 5 gens with only about half a map's worth of defenses. I felt bad so I let them go. I know its faster to just kill them and get it over with and I know a lot of killers opt to do that, but goddamn do I hate survivors who ruin games like that.
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Had a game where someone lept through a bamboozle'd window, reacted pretty much the same. one of the only time's ive ever dced.
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thats not how words work, @powerbats .
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@powerbats said:
You're right that was too ez.I was making fun of his usage of a strawman. you were just massaging your ego?
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@KwwB said:
Since the Winter Solstice event I've crashed way more than I ever have on PC. Three times JUST TODAY out of around 10 matches. This is on PC. I don't know what's up but it is really annoying. Every time it's a crash upon loading the game after the lobby countdown.The best part is that when you do actually get to connect to a game, you get either 4 instaheals as killer, or an ebony mori as survivor, since both are just pouring out of the bloodwebs right now.
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@BigBubs said:
"Not having voice comms and coordinated plays would ruin my free wins! WAAAAAA MOOOOOM!!!"too ez
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@BigBubs said:
"Not having voice comms and coordinated plays would ruin my free wins! WAAAAAA MOOOOOM!!!"too ez
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@Tsulan said:
Ryuhi said:@Tsulan said:
You get the bulk points at the start. Devs changed that a while ago. You get more points for the first escape than for later ones.
I usually don't have problems getting 4 stacks of WGLF.
BBQ on the other hand can be impossible, if someone disconnects before you can hook him.
In all fairness, if someone disconnects before first hook, you're probably going to win the match and get plenty of BP regardless.
That said, BBQ can definitely be harder to get stacks with at times, especially when you have an swf DS/BT/etc cancer squad. WGLF can still be very hard to get consistently in its current form though.
That's not what I find a rewarding match.
I won't be able to max hook points and those matches tend to snowball. Because someone else is likely to disconnect. Resulting in way less points.Yeah, there are a lot worse types of matches you can have, on both sides of the matchup. Just be happy when the less rewarding ones are still in your favor, you could always be the guy who needs to do 5 gens by himself

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@powerbats said:
@Ryuhi said:
@Nova_Terra said:
Everyone forgets Enduring counters it, and it has a lot of practical uses.The problem with enduring is that aside from a brute force build, it is using a perk slot for the sole purpose of making failing hurt less rather than making the killer stronger. Many perks give utility in more positive ways, be they through tracking and auras, preventing/minimizing loops, slowing down the game, etc. Enduring's primary use is not getting penalized as hard for eating a pallet instead of properly spacing and just not getting hit by it. It synergizes really well with spirit fury to get that muscle hit after triggering it, but outside of that its uses are entirely defense based and can be negated by proper spacing.
Then in comes DS, making it damn near mandatory on the majority of killers.
So you could try to move away from it as a crutch, but doing so leaves you extra vulnerable to the biggest get out of jail free perk in the game, so you end up running it almost every game anyway. TBH it should be baseline specifically for DS (that is to say, DS should just cause a shorter stun and not be affected by Enduring,) leaving its other synergies and crutch applications as more optional.
Yet Enduring is also used for pallet stuns, flashlight stuns as well and some builds use it, Agitation, Iron Grasp and then w/e other perk they want to use and do quite well. If you see multiple flashlights throw in Lightborn and destroy them.
Yeah I kinda already went over how its used for pallet stuns, maybe thats why i mentioned spacing and its application in brute force builds (Enduring + Spirity fury, AKA the main way to make m1 killers viable in high ranks.)
How does it directly pair with Agitation and Iron Grasp? I would think it would be redundant since both of them (especially when combined) lead to a lot less struggle frees and thus less need for the reduced stun in the first place.
My point was that enduring SHOULD be in the same vein as Unrelenting: A crutch perk that can be dropped as players get better at negating the thing that the perk is offseting. The constant threat of DS, and more importantly the severe lack of counterplay for it, are why enduring is a big part of why enduring is so baseline. I'd love to steer away from it and work on getting pallet stunned less to free up the perk slot, but it just feels so mandatory right now because of DS and the fact that it helps killers stay comfortable with just lunging through the drop and hoping for a trade.
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@Nova_Terra said:
Everyone forgets Enduring counters it, and it has a lot of practical uses.The problem with enduring is that aside from a brute force build, it is using a perk slot for the sole purpose of making failing hurt less rather than making the killer stronger. Many perks give utility in more positive ways, be they through tracking and auras, preventing/minimizing loops, slowing down the game, etc. Enduring's primary use is not getting penalized as hard for eating a pallet instead of properly spacing and just not getting hit by it. It synergizes really well with spirit fury to get that muscle hit after triggering it, but outside of that its uses are entirely defense based and can be negated by proper spacing.
Then in comes DS, making it damn near mandatory on the majority of killers.
So you could try to move away from it as a crutch, but doing so leaves you extra vulnerable to the biggest get out of jail free perk in the game, so you end up running it almost every game anyway. TBH it should be baseline specifically for DS (that is to say, DS should just cause a shorter stun and not be affected by Enduring,) leaving its other synergies and crutch applications as more optional.
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@Tsulan said:
You get the bulk points at the start. Devs changed that a while ago. You get more points for the first escape than for later ones.I usually don't have problems getting 4 stacks of WGLF.
BBQ on the other hand can be impossible, if someone disconnects before you can hook him.In all fairness, if someone disconnects before first hook, you're probably going to win the match and get plenty of BP regardless.
That said, BBQ can definitely be harder to get stacks with at times, especially when you have an swf DS/BT/etc cancer squad. WGLF can still be very hard to get consistently in its current form though.
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@Peanits said:
KYF doesn't reward BP because you could farm with your killer buddy whenever you want.SWF does not make that possible. You can't just get into a lobby with a survivor buddy and farm points. Having friends does not open any new opportunities for BP.
Not to mention that people would judge dodge like the beta to circumvent the penalty.
Why not expand the lobby timer for subsequent dodges? keep it at 5 seconds for maybe 2-3 dodges (in case of bad ping), then have it start becoming longer with subsequent ones when its obviously shopping for lobbies?
I always wondered about this since the timer has a xx : xx format, but its always 5 seconds.
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I was saving all my good BP bonus items for the event, now im avoiding using them like the plague until I know i can actually load into a damn match. I too have lost way too many of them in the past week.
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Don't worry, he'll get buffed so that the DW timer will be even shorter, allowing that exact scenario to happen even faster and more often~
I really like him on paper, but the way people abuse his issues while in the same breath begging for buffs is kinda disheartening.
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yeah there's a difference between not "pleasing everyone" and "giving individuals the ability to make the game literally unplayable."
The whole third party programs thing is there to an extent, but it purposely doesn't block comms software due to the devs not wanting to force absolute silence at all times while playing. SWF is, to a degree, an intentional mechanic. The length that people abuse it to, however, is not. The least egregious way to shorten the gap is to give all survivors a lot of the information advantages that swf have, while making killers absurdly stronger to balance it. That said it would completely turn the entire game on its head, so it is not a likely fix.
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@Vortexas said:
@Ryuhi said:
@Vortexas said:
I'd love to see Coms Added like in F13.Make them unable to be turned off, and auto detect talk for hands free voice chat.
That way, yes you can talk , but the Killer can hear it as well.
But what about the people who don't want voice chat, or especially don't want to hear voice chat?
I'd sooner replace every sound in the game with feng's hook scream than have to deal with being forced to listen to the game's userbase the entire game.
Can't please everyone.
That's the only way you can kill SWF's main advantage. Private Voice Chat.
And you always have the option to unplug your mic or switch it off. The physical mic, not an in game option.
oh? what about the people who decide their voice is a constant stream of YTP spam? or the ones who decide they want to purposely play loud music so the killer can't hear anything? Maybe just a kid playing with a really obnoxious voice who isn't actually trolling? Good intention, terrible idea.
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I mean every time I break something in my own code after a commit, I just have to shake my own head at missing something that was so obvious in retrospect. They get paid to do it, but they're still human. Having a multiperson team gives more perspectives and angles when considering mechanics, but there are also multiple people who can't be on the same train of thought 100% of the time working in collaboration. Things get missed, and the best you can hope for is that they're easily fixable after the fact.
DS is an example of when something isn't easily fixable, so it takes an eternity to get right as other things change around it. Same with Freddy. Its unfortunate, but it happens.
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@Vortexas said:
I'd love to see Coms Added like in F13.Make them unable to be turned off, and auto detect talk for hands free voice chat.
That way, yes you can talk , but the Killer can hear it as well.
But what about the people who don't want voice chat, or especially don't want to hear voice chat?
I'd sooner replace every sound in the game with feng's hook scream than have to deal with being forced to listen to the game's userbase the entire game.
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I keep seeing Cannible in the topic title and it makes me giggle. we should just change leatherface so he nibbles on survivors instead of trying to kill them

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@The_Crusader said:
Even 1 DS is too much. You shoudlnt have to decide whether you're going to eat a stun and extend a chase, or leave slugged and lose a hook as your reward for downing a survivor.Its such stupid game design it boggles the mind how it ever got greenlit.
The same way a lot of the bad ideas on this forum get thrown around: people don't consider the consequences of a gameplay mechanic/design/balance/etc until its too late.
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@Broosmeister said:
I think NOED can be compared. I have had enough killers who won just because of Noed. It rewards bad gameplay just like DS.
DS has counters and noed too. Noed takes time to get rid of and i just think the killer should know who has DS and who don't.You know, I used to think this way too. Until I realized that if the killer "only gets kills because of NOED" it means that the survivors were gen rushing so hard, they didn't clean a measly 5 or less dull totems. Or worse, they rushed the exit so they could get a spot in line at the booty dance party rather than taking a route where they could check for the common totem spawns to see if any of them were glowing.
If Noed bothers you, do at least 1 dull totem every game, and especially leave a dull one near the exit gate and/or last gen you work on. You can say it slows down gen progression, but its such a hard counter to NOED you can prevent it from even existing.
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@Shadoureon said:
@Ryuhi said:
Its not the frequency of the thread that concerns me the most (hell, i even made one) but rather how absurd some of these requests are getting.like how long until "if you gain 4 stacks, the trapdoor is open but only for you"
How is this absurd? Its exactly like BBQ in both cases you play as you usual do and obtain stacks.
Its been discussed a million times, but tying the perk to gen completion will only encourage players to ignore anything else and gen rush harder than they already do. Not only that, but getting stacks for gens you haven't even worked on?
And on top of that, up to 5 free distortion charges per match, a perk that only has 3 charges at tier 3 while using up its own perk slot? BBQ is SUPPOSED to have more impact and utility, because the killer is 1v4. WGLF is essentially the same as the killer addons that nerf their powers for BP gains rather than BBQ: its taking a negative handicap (one less perk slot) to increase BP gains (ala risk/reward.)
For the record, there are many people who would like to see WGLF change, especially in terms of the categories and events that contribute toward it. This is not even remotely the correct direction from a balance (or even common sense) standpoint, however.
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@Vietfox said:
@AChaoticKiller said:
Vietfox said:Selfcare: to be able to heal themselves they first need to escape from the chase, so they deserve it. Plus healing has been nerfed enough already.
DS: if it was truly op i would use it all the time, but i don't. Only when i got the daily of being chased for 2 minutes with X character so i can get it in a single match instead of 3. Seriously, there are many other perks which are better than DS.
Deliverance: in order to be able to use it you need to perform a safe rescue, if you get caught first it's a wasted perk slot so i would say it's a more than a fair trade off. Also, same way as DS, i don't like one time use perks, so i don't use Deliverance either.
Hatch: without it many survivors would hide for several minutes. When i play as a killer and we both find the hatch at the same time i just hit them so they can leave. 3K is good enough and i don't need to waste time on standoffs.
Cooldowns: as you said, they are needed. Who cares if survivors get cocky at the end of the match? Just push them out.
BT: a perk needed to counter camping. I would love to use something else, but experience forces me to run it.
Edit: No, survivors arent op.- Just Because you escaped a chase does not mean you deserve anything, in fact this is a pretty good case of entitlement.
- DS is op, I actually find the reason most people don't use it is Because they either such at extending the chase after useing it or don't like the idea of not being able to use it at all, most of the time its both. Someone who is good with it will wait to use it when near a area they know they can waste a lot of the killers time, if this never happens they use it on their second or last hook depending on how the match is going.
- Deliverance is meh, honestly don't know why the OP put it here as the survivor needs a save to use it and they can be one hit Because of no heals for a decent amount of time.
- Again just Because you found the hatch does not mean you should get a free win, most killers let people go because they don't want a 20m waiting game. I'm over it by now because its kinda just how the game is but that does not make it ok.
Perks are not what make survivors OP (besides DS) its the amount of things they have at their disposal. Chases can be mindlessly extended by looping and is completely safe as long as you know what your doing, Getting hit to save others is no big deal with how easy it is to heal, there is nothing you can do about a survivor when they get near an open gate if you can't Insta down them, gens are easy to rush and as long as you and your team are not idiots you can get 3 far apart gens within 5m of a match. lastly is SWF but I'm pretty sure no explanation is needed for how it breaks the game. its not survivors are op, its that coordinated and focused survivors are op. You cant win a game against survivors that are good at extending the chase and are focused on doing gens.
I can do well enough without DS, why should i run it if i can use other perks more useful to me and can use them multiple times?
I know perks aren't what make survivors op, but OP mentioned them then so did i.
I know swf have a greater advantage, but most of the times you can deal with them if you are experienced enough, and if you can't then it's fine, losing a match is not gonna harm you.
When i play as a killer i always like to face swf because they usually give more bps and are kinda predictable, and if they are good i can even learn something from them. Same way when i play as a survivor, one of the reasons why i personally dislike the idea of making solos as strong as swf it's because i want to keep the current challenge of playing solo, i do love to play solo as well!The core of most killers issue with DS is that on bad survivors, it buys them and their team a few seconds. on good survivors, it buys them and their team a few minutes. Time management is huge for killers, so if there are 1-2 gens done before you get your first hook, you're in bad shape; 3-4, and you already lost. Its why so many killers flat out either ignore or slug people who have the obsession, because they need to get the momentum and map pressure in their favor before they can even afford it.
This is of course excluding the nurse, huntress, hag, and pretty much anyone who can shut down loops and pallets. But for the rest of them (especially the M1 killers,) That one "second chance" eats a ton of time and map pressure. Now imagine that x4. Maybe throw in 1-4 instaheals for good measure.
I feel the comparison of progress lost is easiest reflected in gens: A fraction of a second is all it takes to remove gen regression, while the killer needs to stay immobilized for a few seconds kicking it to get it to start regressing. DS and Adrenaline are a great parallel to that (and instaheals, for that matter) since they take a much higher amount of progress the killer needed to accomplish, and nullify or even flat out reverse it with a single instant action. Not only that, but each "reverse" can happen up to 4 times depending on the team.
There are people who are able to persevere through that disadvantage, just like there are people who can play well enough to not utilize it. That doesn't mean its not an adamantium crutch for one side, and an efficiency timebomb for the other.
- Just Because you escaped a chase does not mean you deserve anything, in fact this is a pretty good case of entitlement.
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Its not the frequency of the thread that concerns me the most (hell, i even made one) but rather how absurd some of these requests are getting.
like how long until "if you gain 4 stacks, the trapdoor is open but only for you"
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I've had this happen on pc multiple times as well, though not very often
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@powerbats said:
@Master said:
@The_Crusader said:
Reshade is allowed 😉 and Nvidia freestyle is officially supported.If it comes down to a sneaky claudette camping for hatch, I go for them and let the other person have it whether its david or meg etc
So we are forced to use 3rd party programs in order to make ingame character skins visible.
Great designNo, good killers don't need that stuff since they have no issues finding p3 Claudettes and Adams since they know where to look. If you need 3rd party programs to find a character in game after 2 years then the issue is obviously you and not the game.
Some people are also colorblind and find it near impossible to see characters in certain circumstances without motion. It makes it take much more difficult to actually see people when looking in said areas.
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@Vortexas said:
I dunno OP is it bannable for Survivors to body block a hook?How about refusing to leave unless the killer swats their butts on the way?
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@TheDarkWall said:
@Ryuhi said:
@TheDarkWall said:
Honestly, the only complaint I have with behavior is their slow implementation of balancing adjustments after confirming that he'd get one. I don't see the reason for it.He's very difficult to balance correctly. the vast majority of buffs people have requested would make him arguably nurse tier. I'm honestly really not looking forward to the wounded change if it actually goes through, its just going to reward tunneling players and reduce the already non-existent level of counterplay vs him by basically giving him a free frank's mixtape, or forcing EVERYONE to take self care.
They're going to end up too strong unless they get this update just right. Unfortunately, many of the people asking for improvements want them to play completely differently than they actually are designed to, so listening to those people can be disastrous.
I disagree with pretty much everything you said. This character is about spreading deep wounds. This means a lot of people are going to be injured but not run down to completion. It's kind of the point. But at this point, unlike other killers, there is significantly less motivation to heal against him. This is because unlike the other 110 run speed killers, using his ability to close the gap does not result in downing the opponent, but simply re-initiating the chase at this point with no difference to if they had healed. So if anything, the lacking reward this killer gets from injuring but not downing somebody rationalizes the stab wound study applied on hit.
So no, the wide spread nature of his attack patterns create a situation where you'll regularly run into injured survivors without tunneling and the damage boost is needed to give him some sort of reward for continuing the investment in assaulting a survivor who has not bothered to heal themselves over one who is healthy.
The two suggestions people are making quite a bit with him is 115 run speed and the buff to deep wounds as it applies to injured survivors. Above explains the validity to the latter. 115 run speed I think could be legit still given the extremely long drawn out nature of his chases. It wouldn't devalue his core playstyle in any way since it is pretty much about the question of investing in the normal hit or wearing them down with deep wounds. It would just make the former option more viable. This is important because as it stands he is significantly worse in time to down in a traditional chase than most any other killer without relying on purple add ons. Considering that unlike other 110 killers, the proximity gain forces him into a less lethal state, I could certainly see that as reasonable.
In the interest of being reasonable and measured in terms of balancing however, I would agree that implementing the changes one at a time to be certain to not over do it is certainly the right way to go.
You're absolutely right in that he is meant t spread deep wounds as much as possible, and there is minimal motivation to heal. This is a good thing for playing both as and vs him, as it gives a clear risk reward skill gap to counter play him (the risk is being able to be one shot by an M1 at all times and the reward is gen efficiency.) By hurting that balance, he will have the ability to slow gen progress more than pretty much any killer in the game, and will be an absolute nightmare with even less counterplay on small maps.
The chase vs legion has two types: Either him trying to inflict Deep Wounds and take you away from objectives while spreading deep wounds to your teammates to slow the game down, OR securing a down and hook. The former is very often a short interaction, leading him to break off and hurt the team overall. The latter is where he is directly pitted vs the survivor's ability to avoid the killer: It is hardly impossible for legion to m1 survivors, and it can happen fairly often. However, if the survivor can force him to activate frenzy, it gives them a small bit of room to counterplay him. This is HIS risk reward in the matchup, having to gauge whether he can get an m1 in before the survivor is able to find a pallet or window to defend themselves and force him to frenzy. This is the important part to consider in terms of balancing him, because giving him 115 or making deep wounds go down even faster will severely hurt survivor's ability to counterplay him in these scenarios. People already DC vs him enough as it is, even though he's apparently freddy tier according to half the people who complain about him.
Making deep wounds go down even faster when starting the application injured will cause two major changes to Legion games: Gens will get done slower than almost any other killer in the game, bad or even average survivors will become a black hole in terms of efficiency, SWFs will still abuse their advantages to stay as spread out as possible and/or troll Legion players, self care will become 100% mandatory, and Legion players will have even more strength with "chase breaking." Its going to make people use him as practically a braindead crutch killer, and its going to make people hate playing against him even more than they already do.
He needs a buff, I don't know if anyone would argue against that, but these two changes will have a lot more dramatic effect on his games than most people are considering. Removing counterplay possibilities is the fastest way to suck the fun out of a game.
Also for the record, I sincerely disagree with your comment about him taking longer than most killers to get a down. Most M1 killers have to live and die by the enduring/spirit fury combo at the moment on most maps, and even then once survivors catch on and start throwing pallets early the loops get even worse. Legion can tag and moonwalk in less time than some killers can spend at your average T wall, and he can't even be mindgamed during it.
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@redsopine01 said:
Vietfox said:I advise you to play solo. Looks like you dont wanna count on them and playing solo it's way more immersive.
As I said I'm stuck in the potato noobs vs red ranks that drank you've been there after resets how often do you get out thoese ranks solo
If you know what the conditions of pipping are, its kinda hard to not at least black pip every single game tbh.
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oh yeah man. whew. don't know how you could possibly deal.