S4ShadowWolf
S4ShadowWolf
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What is it about Myers Tombstone that people don't get? It's an IRIDESCENT add on. It's meant to be POWERFUL. That's the whole point. And unless you are going against literal baby survivors, most gens will be done in a tombstone game unless the Myers plays almost perfect to get enough stalk.
As someone who loves to play Pig, I can't believe you actually claim her traps make things "difficult for players". You mean they have to spend an extra 30 seconds running around the map looking to get the trap off? I have had entire teams ignore the traps entirely and easily get them off in time.
Looks like it's another person who isn't experienced running around claiming issues when they haven't seen the nonsense of earlier patches.
Tangent incoming: Why do we even have add on tiers if everyone is going to complain about the iri ones? Bubba's iri let's him sweep an entire team if they play rubbish, are people calling for a rework for that? Nurse has an iri add on to get another blink ffs and she's the most broken killer in this game.
Myers is a low tier killer in need of a rework because of his power, not his add ons. Ghost doesn't ever run out of stalk, yet he can instadown an infinite times if needed. So why does Myers run out of stalk? Because of tier 3 that runs out after a period of time and once it's completely gone, he's an M1 killer.
And don't even get me started on iri add ons that suck. Pyramid Head? Pig? Trapper?
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@OniWantsYourMacaroni said:
People want to abuse the RPD library boon spot before the map change i guess
Last match where they tried to abuse that, I bled them out as Doctor on principle. Especially when you try and hook and they just run back upstairs.
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@DarkSkysz said:
The fact that clown can move at 115% while having access to a strong ranged attack is more than enough to make him opressive in chases...
One bottle and you are already 30% faster than the survivor. Can increase it to 40% with an extra yellow bottle.
"strong ranged attack" are you playing a different game or something? All it does is slow and make their vision blur.
Being quicker than survivors still isn't giving him any game pressure though is it.
When the way to beat a killer is just predrop pallets, it shows an issue.
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@ByeByeQ said:
As one who has identified as a Clown main for years, I wouldn't mind if Clown got some buffs. Some addon improvements like @mizark3 suggested would be nice. OP's suggestions are awful.
But I am also fine with Clown staying as he is, I don't really care that he's weak.
One buff I don't think the Clown needs in more bottles base kit. Either get good with the bottles, eat a reload in chase or use an addon for more bottles. The only way he should get more bottles base kit is if they force him to reload at lockers.
Way to give constructive criticism by just saying my ideas are awful. Great discussion.
You might be happy for him to be weak, but as I stated in my post, if killers are all buffed to a similar level, things can be more equal for all.
Clown needs buffs. He's a weak killer. This everyone seems to agree on.
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Depends on when they expect it. Booping at the end of the match is something I don't mind.
But when they try it at the start of a match, or when there's 2/3 people on a gen and it's just a distraction, I ignore it.
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@Brokenbones said:
I'm sure it'll turn out fine in the end (This is not up for debate)
Everything is up for debate, this is a discussion forum. And you say it will turn out fine in the end like it won't take 1 year to do. Nothing better than the pain of something being broken for weeks, killswitched and "eventually" fixed.
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@WeakestNurseMain said:
Insidious is despicable yet effective pick, no one expects the camping insidious trickster with a 99'd main event.
Sun Tzu would be proud of your tactical genius.
I like starstruck on Trickster and Deathslinger because survivors seem way more likely to try and bodyblock when you're a ranged killer. Don't use it on huntress though weirdly enough
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This post makes it sound like everyone is running basement Trapper. You're lucky if you see one. Not to mention its still Trapper, so if he's doing basement tactics, he's got to get you down there. Even in your example, 3 gens were done before he managed to down you.
God forbid Trapper has to use his kit to his advantage rather than run a Machete Man build and hope the survivors he's against don't have thousands of hours and know typical trap placement and tactics.
Just go to the next game and move on. Is it fun to die to first hook? No. But it's not like it's a common tactic. And why in God's name are you comparing camping with Trapper with Leatherface? One has to set up, get survivors where he needs them and hope they don't get everything done before he gets someone into the basement. The other one holds M2 and you die. Not exactly the same.
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You mean when that swf used to run the corn fields map with OoO and sit on the other side of the map while calling out all your movements while you try and play a nice game of Pig or Clown?
No. Not particularly.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3140979#Comment_3140979
Depends, as survivor yeah its absurd it is based on escapes, but as killer, kills are what matters, a killer that got a 0k might as well have been tutorial trapper or afk, they did nothing that affected the course of the game, and deserved their mmr lowered.
So by that logic then, the facecamping Bubba with deadlock and NOED is skilled becsause he gets 2/3 kills a match?
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@AetherBytes said:
Please?
He's so ######### boring to play as, against, or even think about.
As a survivor, his giant "######### you" blast means you can't hide, your only option is to just run to the other side of the map. You can't even tell when he has it or is charging it, theres literally nothing you can do except just sit in a locker at the faintest hint of a terror radius, which is somehow the worst possible choice. Imagine that, your only defense will just get you killed in the end anyway. "Counterplay" against his power is lose-lose. We have all these killers with sound cues that give survivors info, even when not needed and sometimes detrimental to the killer (Demo roar when undetectable, anyone?) but the one killer who direly needs some sort of sound queue is completely silent.
(Note added after: Iron Maiden makes even this dumb "counterplay" lethal to the survivor and completely negates it.)
As a killer, theres no fun to his power at all. The normal "hahah zap zap you cant vault now" is ok, as it has its own mindgames (even if bland), but his massive zap blast is just too much. If I'm not sure where someone is, I just hold 1 button and often know where half the team is. Worst case, I know they're not here meaning any damage I do to gens will not be stopped for a while. Best case, now I know where 3 or all of their team is, and theres nothing they could do to stop or even slow me. Sometimes, I make them unable to even do generators or heal eachother while still getting their location just because they happened to be near me while I held down a button. Theres no fun to it, I might as well install wallhacks cause, with certain builds, it might as well be.
I'm not asking for a nerf, or a buff, just do something that makes him worth playing. Even nurses are more fun at this point than dying because the killer hit Lctrl and found me while trying not to be spotted.
Just because you don't find Doctor fun to play doesn't mean he needs to changed.
I like making survivors scream and managing their madness tiers. The fact he can reliably find people makes him not completely useless.
To counter his static blasts, you just count from the last one and then predict the rest. Not hard. And barely any Doctors run Iron Maiden anyway, and if you're far enough away, it wouldn't help in the first place.
There was a post on here asking where all the Doctors had gone. So how often can you say you get him?
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/341739/hey-pig-mains
She's pretty balanced imo. I prob just got her nerfed by saying that
You've doomed Pig to be nerfed now. I hope you're happy :')
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Yeah, boons go out when the survivor dies.
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Careful, just talking about Pig will get her nerfed.
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Are we still forgetting that while ridiculous, tunneling and camping are legitimate strategies, as mentioned by BHVR multiple times? Same reason you can't report people for it.
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@Akumakaji said:
Unironically, what if we made his Scratched Mirror and Vanity Mirror brown or yellow add-ons so that its basically a build decision if you play with them or with the standard Mikey? A lot of Mikey players really enjoy the jump scare aspect of this too add ons, but I also understand why a sorta base-kit aura reading killer could be seen as problematic.
Also while I understand that you shouldn't be able to farm infinite stalking juice from an AFK survivor, if would be SO rad if the stalk juice of a killed survivor got transfered to the others in play and/or everyone slowly recharged their juice; especially the obession, which would make just so much sense: save the best literally for last.
This. Ghostface can stalk infinite times and gets an instadown. Once the juice is used up, you have to actively seek out another target as Myers.
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I love the idea of hitting a gen with a bottle regresses it @mizark3.
But I still don't think giving clown more bottles will make up for his lack of game pressure. Nemesis is oppressive in chase, yet still has no map pressure if the zombies are walking into trees/walls, etc.
All killers should be in the top tier, so that the game can be balanced around it. Make Clown powerful and then change the game accordingly.
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@Metronix said:
I know what you mean, I feel with you, but it is part of the game that you (almost) can't see anything.
But it's not. PC players can get filters and change their screen resolution whenever they like. Console players have to adjust their screens, turns off lights, shut curtains, etc.
If the player had to fix it themselves, it's dumb.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3133102#Comment_3133102
Yeah man i wish they would show trapper some love.
Hell i wish they would show all the killers considered unviable some love. Its insane how different the game feels when you are playing trapper or clown compared to something like Nurse.
Exactly. If they buffed/nerfed, respectively, all killers to the same level, the game could be balanced more. Having all killers on the same playing field would allow them to bring the rest of the game in line.
My only idea for that is all killers having some form of mobility. All hight tier killers are mobile. All of them. Blight, Nurse, Spirit and all the higher tiers have movement abilities that let them get around. Clown's bottles are an attempt at mobility, but you don't see nurse reloading her blinks do you.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3133086#Comment_3133086
Honest to god forgot trapper exists.
*Sad Trapper noises*
He may not be the best. His power may leave him to be Machete Man a lot of the time. But dammit, I won't give up on him. Hearing survivors scream as they step in a trap makes the happy chemical in the old noodle.
I do wish they'd give Trapper some love. Imagine being the poster child for the game and only receiving minor buffs that allow him to hold one extra trap as base (!). Meanwhile, we've got a Nurse who ignores the game mechanics, a Spirit who shuts down mind games and instadown killers like Bubba. Yeah, giving Trapper some buffs would obviously make him OP *facepalm*.
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Seriously? No one has thought of the one killer who can lock down shack without being there? Who's power is no longer ignored by dead hard?
For shame. For shame.
Trapper.
Agitation, Iron Grasp, Monstrous and anything for flavour.
Purple bag addon and either injure survivors who disarm, or the iri stone.
Get a survivor, down them. Then take them to shack, hook and trap the entire shack. Easy money.
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@MrDardon said:
Hey, I was one of the Kates this match and I think he might've stalked someone without them noticing him. Happens quite a lot actually, it requires the smalles gap in order to be able to stalk. I've done it with Ghostface and Myers and most of the Survivors don't even notice it.
And since he had Plaything, there was no TR either so he might've been close, stalking through a small gap without someone noticing it. Hell, might've been me who didn't notice him. He got Tier 2 and a small while after he approached me from behind those upstairs crates.
Edit: The other Kate, since you were the other one xD
Can't have been my match, I didn't have plaything. So must have been Goblets.
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I unfortunately got the new Haddonfield, and I've yet to play it so it was a bit rough. But with his instadown and extra lunge, safe loops were made unsafe. So I got 2k, 1 dc and a hatch escape.
Iri addons should be powerful. That's the whole point in them. Michael is definitely scary with his Iri addons and so he should be.
He's fun to play, but knowing when to pop tier 3 is crucial and it can literally lose you games if you don't do it right.
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@Goblets tested it, you can reach it with two it seems. Stalked the Feng until she was out of stalk and then the Claudette I stalked sat there while I reached tier 3.
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I don't think you can do it in two. But I havent played Michael in a while. Might be worth a test in my next match
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In a word: No
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I'm pretty sure that would be a usable and wouldn't be fair.
Let me give an example. You're playing nemesis, you've cornered a Dwight who isn't looking where he's running because he's facing you. So he walks into a wall as you hit him. With your proposed change, you would be able to hit him again and get basically an instadown. That would be pretty broken.
A nurse who just misses could swing again if the survivor turns back without thinking.
A blight could possible miss a swing and then hit them straight after.
Also, any survivor that vaulted after a hit and vaulted back would be instadowned. It would be dumb, but that's what would have happened.
A demo lunge at a window might mean the survivor gets downed after vaulting a window of you're quick enough.
Even in a hook trade, you wouldn't need to grab the survivor unhooking because you'd be able to hit them fast enough to down them from healthy.
I agree that killers should be scary. The fact survivors can finish a gen in an M1 killers face is dumb. But I don't think that's the way to do it
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@OnryosTapeRentals said:
Sadako.
I'm a huge fan of Ringu/The Ring so it's really disappointing her DbD rendition is so underwhelming and noone plays her :(
Well, it's almost as if BHVR did something with her that made her irritating to use. Like maybe a jumpscare are while you're waiting.
Seriously, who thought that was a good idea? Pinheads animation is loud as hell and Oni makes people's ears bleed. So a jumpscare is a good idea? I think not.
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If PUBG and games like that can have their own PTB for their games, so can BHVR.
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Huntress in her outfit from Hooked on You? I'd buy it in a heartbeat. Damn the cost.
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I find it interesting how you said "hear me out" just to put only two reasons for Clown to be S tier, one of them being purely aesthetics and the other one is circumstantial. It great you get your 4ks. Wonderful. But it doesn't mean that Clown is S tier.
Clown is fun to play. That's about it. His bottles don't end chases instantly unless you have the pinky finger Iri addon, and tier lists tend not to have Iri addons as standard.
How he looks is irrelevant to how he plays. By that logic, survivors should have heart attacks when they see Sadako or Blight.
And most killers aren't great without certain addons, or addons make them more viable. Again, doesn't mean Clown is anywhere near S tier.
As It been mentioned in this thread, predrops every pallet and Clown has lost. Brutal is basically a needed perk for him.
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@Advorsus is the hero we needed and not who we deserve
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@Lycidas Yeah I'm not surprised, this forum seems to have some weird issues.
But back to the post, and as Lycidas agrees, hooks generate pressure to get survivors off of gens.
I understand the idea though. My first ever match of survivor I got left in the basement on Haddonfield first hook to death. But deliverance basekit isn't it.
I still stand behind basekit kindred and I say that as someone who plays killer 99% of the time. Getting left on hook to reach stage 2 because I'm not great at survivor doesn't exactly give me much practice.
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@Lycidas said:
Deliverance doesn't work if the killer knows you have it
You'd just increase camping because the killer knows the survivor is going to get off hook by their own
And Deliverance is a way too strong effect to be put in the basekit@S4ShadowWolf
Did you even read my post? I just said it wouldn't be a good idea.
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@Carth said:
It's not even cockiness from unhooks. Survivors apparently lost their minds with the removal of DH, +10 seconds to gens, and .2 & .3 second reductions to actions.
Survivors will unironically call everything you do tunneling and camping. I had a game earlier vs a ttver who I planned to let everyone go in the match at the start, I even brought a flan for the +100% for everyone. He was in a swf with 3 other survivors and upon getting my 8th hook and not killing anyone(we were still at 5 gens). I heard him and his teammates screaming about how toxic I was and somehow I was tunneling, camping, slugging everyone at once and we were at 8/12 hooks with 5 gens left and all 4 survivors alive, I unironically have no idea what these survivor players are expecting killers to do.
I was playing dredge with 0 regression(BBQ, lethal, darkness revealed , franklin's). These are the kinds of players who are now insisting the game is killer sided.
Twitch players are coin flips. Heads they're cool, tails they're toxic idiots who scream everything is unfair.
@Wewantjason said:
I've had a large amount of that as well. I used to love offering survivors to farm if they wanted to after I secured my win, you know just if I slug the last two people I know I've won. Theres no point in not letting them get some escape points if I've basically won. But so many matches now I go in planning to do that and they dc or send me salt before the match is over.
But lets also see their point of view. Ive done a ton of survivor since the patch. I love the extra challenge now, survivor felt like easy mode before. I also love the new perks. But after having a survivor throw on my team most games, and killers sweat most games, it does get to the point where you assume the worst.
My swf quit over all this, and I directly disagreed with them in some matches where they said we were being tunneled or camped. Did not go well as a conversation in the group. Sometimes the killer isn't tunneling but the team misplays. It happens.
I think a lot of these accusation are a group mindset. As a killer we simply respond to what the survivors do. Thats it, we just punish them for their mistakes is all. But when four people are together and losing they can feed each others energy and ego. They can be a group mind that rathe their owning their mistakes can all agree to blame the otherside isntead of accepting accountability
Every time I run to a dead zone, mess up a 360, or just misplay in general I audibly call myself out. Every time. Same as killer if I miss a swing or get outplayed at a loop.
But to my original point, I have yet to have even a single match since the update without survivors rushing hooks immediately and screaming camp/tunnel afterwards when they are encouraging the game play.
Last night I was playing doctor and the Jake got unhooked in front of me two times. After his second hook I just kept slugging him and going to hook other people across the map because I didn't think it was fair what his team did. I let him go down two more times just because it was so unfair. But of course I still got called camper/tunneler after the match which really upset me after I was throwing my match to make up for his bad team.
It can be painful when you try and help a survivor from being farmed and people still call you toxic. I often find in my games, if I manage to get down to one survivor, if the team weren't obnoxious, I'll let the last one go.
I've had a few games myself where a swf is farming the solo, so I deliberately let them go if I can. I genuinely try to play fair, and it gets me some lost games. It's a choice and it's mine.
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I can understand why you think this would be a good chance, and after seeing 2 survivors reach stage 2 yesterday on RPD, I get it too.
But, at the end of the day, its survivors jobs to rescue from the hook. Against a nurse, blight of spirit, I understand that being able to get off before stage 2 might be needed. But against weaker killers like trapper, clown, pig and Freddy for example, hooks provide pressure, getting survivors off gens.
If you took away that pressure of going to stage 2, survivors wouldn't leave the gens to save and the hooked survivors would just deliverance for free.
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@ThiccBudhha said:
I am more concerned about Clown and how long he will be shadow realmed than removing more killers from the game, actually.
Right? I only got to try one of my favourite killers for 1 match after the new changes and then he gets killswitched. I hope they figure out the problem soon as I love playing Clown.
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I actually like the idea of the dead survivor staying. They do for mori's, and the hook breaks anyway so why not?
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The issue you are describing is an issue with tunneling. What does Eruption have to do with it? It does what it does. You losing a team member through tunneling has nothing to do with the power of Eruption.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3089775#Comment_3089775
I don't know what you guys are doing then because I've been enjoying playing against him every game. It could also be the fact that they can barely get a hit in on me in frenzy. People keep forgetting that scratch marks and blood pools disappear during the frenzy. If you're the first in the frenzy then you can find a way to jebait him and make his power run out then you're set! If you aren't then you can just hold W to the other side of the map. You can also bodyblock for someone while in deep wound to deny them a hit if you're skilled enough.
WHY DO PEOPLE FORGET ABOUT THESE TACTICS!?
Because why learn to play against the killer when you can whine about it on the forums instead? Someone mentioned an Otz video where he plays against a nurse who is losing and his team kill themselves. It's like a lot of survivors don't want to play the game.
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@tendyhands said:
You use... wait for it... BBQ. It's almost like BBQ is an insanely strong perk on its own for any killer with movement. The fact that BBQ got no nerf and noed got a minor nerf show how stupid this update is.
What's so powerful about BBQ? All it does is show auras. Which can be blocked by gens, and is negated by distortion or even going in a locker
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@ACleverName4Me said:
Hex plaything, gives an extra objective many surviors normally want to do in order to keep their pants clean.
But sometimes I'll use one or two scourge hooks. Love them.
I've gotta say, I like the scourge hooks, but I wish there was better RNG with them. Sometimes you get a decent spread out and then sometimes they are only on one half of the map.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3079437#Comment_3079437
I can see plaything being an interesting perk for doc, they're oblivious and then they just get shocked, lol
Check the doctors power description. It says it gets rid of oblivious, so it's not to pair play thing with doctor.
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@Mekochi said:
https://forum.deadbydaylight.com/en/discussion/comment/3067464#Comment_3067464
I'll agree to the mini bike on one condition, there's a little wagon attached to the back, one of those wagons that almost everyone had as a kid, and the Survivor gets carried in the wagon instead of on Trapper's shoulder
Perfect.
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@jamally093 said:
Their nerfing it because it gives to much information on the killer is what I hear...How or is it because you can play jump scare Myers anymore because a survivor has Spine chill. I like the perk mainly for the fact I now can deal with Wraiths and all that now it only works if the killer has direct sight of you. I know how to make the perk better let's also remove the speed you get on repairing and healing that barely changes anything. Spine chill is fine as is the speed boost never made it over powered plus the killer looks at me it activates it doesn't prevent them from chasing me or not downing me while I'm exposed. I have no idea why people complain about the perk even then some perks that people complain about get nerfed all the time I complain about Dead hard i never say it needs a nerf I just say I hate how I can hit someone but it doesn't count because they used the perk. Spine chill is fine the way it is.
Spoken like someone who has never been a stealth killer trying to get some value to their power, only to watch the survivor leave the gen 30 meters away and run to a safe area.
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@Johnny_XMan said:
Why would they?
It's not like every killer needs this.
If there is an issue with map design, and gen placement, they should focus on giving every killer some type of mobility ability.
If every killer was at the same level in terms of power and mobility, they could actually balance the rest of the game including maps. I've been saying this for ages.
I think Trapper needs a mini bike to ride on.
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All of this boils down to one thing: the only objective survivors have is to do gens.
That's it. That's their objective. Not run in the killers face, not open chest, not cleanse totems or look around the map. It's just gens.
And that's the issue. In my opinion, Gen-rushing is leaving people to die on first hook while trying to do as many generators as possible with things like BNP and Prove Thyself. Deliberately ruining the game for other survivors and the killer to get yourself out. Genrushing is not just doing gens. That's the objective.
This is why all killers are not equal when it comes to getting survivors off of gens. Trapper can't move like Blight and pressure other gens quickly. Sure, with some setup, he can snowball. But his mobility is lacking. Slinger is capable in the 1v1, but he has no map pressure. Yet Spirit and Nurse have mobility that allows them to give that pressure almost all the time.
So until there are either new objectives for survivors, incentives for actually enagaging with the killer or killers are all balanced to a state where they are all equally powerful, survivors will continue to just do the objective they need to and leave.
TL;DR Survivors doing their objective is not gen rushing. If that's the only objective, what's the incentive to engage with the killer?
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@INoLuv said:
Brutal strenght with the added increase in kick speed should be basekit
No it shouldn't. Pallets can be a pain, but it's a resource. Shredding through every pallet in The Game map for example would mean survivors have nothing.
Perhaps learning how to play around pallets might be beneficial. And before you claim bias, I play killer 99% of the time.
Having every other survivor screwed for the match because a Meghead predrops every pallet is ridiculous.
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@AshInTheTallGrass said:
I rarely play Killer, but I gotta admit, when I see a Survivor surrender and drop their item in front of me, I do have an automatic, "Awwww ๐ฅบ๐ฅบ" lol Emotionally manipulative Survivors ๐๐
Depends on the situation.
If you're at 3 gens left and there's only two survivors left, and you find that Bill that keeps accidentally running into you and is clearly really trying his best, I'll let him off.
If I'm 4 gens down, only 3 hooks and the Claudette who's been running in my face the whole game tries it, it's hook time.
I feel for some survivors, I really do. That solo q person who the swf keeps running me into gets out. End of. Because some survivors seem to think I can't tell that they are running me into their team.
When I see a person die to first hook while their team just hides, I make sure to end them all. Survivor is something I personally find harder to play than killer skill wise, so I completely understand the frustration of dying to first hook. And the time I got hooked in the basement with kindred on and still died made me realise how bad solo q can be.
So all in all, I tend to think about how survivors feel when I play. Unless they're cocky. You know the ones.
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@ChiSoxFan11 said:
The "nerf" to Corrupt is vastly overrated, IMO. I don't think you'll see people getting less real value from it.
Corrupt keeps people from immediately jumping on a gen they spawned in front of, and forces them to move out to other gens, using up time. If a killer gets a down early to deactivate Corrupt, the other survivors will have already moved on to an uncorrupted gen and will be working on it, just like they are with the perk currently. It's possible, but not likely in most game situations, that someone will leave a gen they already have put decent work into in order to cross back over part of the map to work on a different gen that's now open due to the perk deactivating (except possibly on one of the maps where a potential 3-gen is strongest and needs to be broken early).
And if the killer isn't getting a down really early in the Corrupt part of the match, then it's still staying up like before, and again, the other survivors will have even more time invested in whatever gen is getting worked on instead, so there's no real change there either. The killers I run Corrupt on, I plan to keep it on, as I don't think it's going to be much different in effectiveness.
My only issue with Corrupt -- and this change doesn't affect it -- is the number of times that the 3 gens furthest away from me are blocked (so, no weird split when you spawn in the middle of the map) and survivors have somehow spawned super-close to my spawn point and in front of a gen that isn't corrupted. Hearing a gen that you, in theory, shouldn't have needed to check on (or took a quick glance at, not realizing survivors were already there), popping stupidly early in a match because survivor spawns are sometimes goofy is the only thing that makes Corrupt a headache for me when I run it.
No matter how much people complain to BHVR, they never seem to fix spawns.
I started running Lethal Persuer and Corrupt together to see what spawns were like, and it's just mad how often survivors would spawn away from the corrupt gens. Or that one survivor who you realise you can partly see them because they are that close. The spawns need to be addressed if they want to actually change perks like corrupt.