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Seraphor

Seraphor

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Seraphor
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  • Whenever I play Hag my games are always pretty strong, providing I dodge the flashlights...

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008457#Comment_3008457

    Do..... Do you play with a group? I'm rarely communicating every action I do to my friends with a constant stream of information. Mostly because the game is fundamentally casual and I'm there to hang out, but also because a constant stream of chatter from everyone is annoying.

    It's undoubtedly more useful in solo, but it's also undeniably useful in a group. More information is never gonna hurt regardless of circumstance.

    I'm totally on your page. My SWF groups are not optimal in the least, but there are optimal SWF groups out there. This would only bring everyone else up (solo survivors or non-optimal groups) closer to that top level of optimal SWFs. Which is exactly the kind of buffs survivors need to level the playing field, that way SWFs are no longer such a hot topic issue and we can all stop complaining about how unfair they are.

    What you're arguing is exactly my argument for why this is the best buff to tackle the SWF "problem".

  • @pandomran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007787#Comment_3007787

    Did I play with u or something? One of the games I played 2 days ago, it was the only game I've played where everyone was 2-hooked but escaped-

    If it was a Dredge, then it's possible.

  • @YOURFRIEND said:

    I think people really underrate how incredibly strong those action icons will make survivors. Grouped or not it'll increase gen efficiency by a great deal.

    The thing is it doesn't benefit SWF in anyway way, because it's all info they already have anyway. A buff to solo players that doesn't buff SWF is exactly what's needed, and if it makes survivor in general much more efficient, then they can buff killers slow down in turn.

    Buff to solo + buff to killers = nerf to SWF

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008308#Comment_3008308

    That's great, and shows you have high skill, but a lot of the more average players are going to struggle/throw trying to do these types of challenges. I've seen multiple people trying to do the no-mither challenge and get destroyed and usually killed in the match.

    Needing to use only No Mither is indeed a massive challenge that is going to hinder your teammates ability to progress as well as making you a target.

    But then, they are challenges. If you consider them entirely optional, and ideally to be used in a SWF so all four survivors know what they're getting into, it's fine.

    If it didn't come with the 'no other perks' qualifier I probably would have attempted it by now with an anti-hook build, Flip Flop, Boil Over, Unbreakable and Petrified Oak.

  • @bm33 said:

    I prefer the challenges that are ones you do in match anyway over the ones that have you throw matches or require too many variables to go your way if you're not in a 4swf to complete.

    I like how challenges force you to change your set up, like the using Iron Will mentioned above. Passive gain is fine too but variety is always fun.

  • @[Deleted User] said:

    For the most part no, I don't have an issue with most of them. More-so I have an issue with some of the challenges. Like escaping with No-Mither or staying near the killer while injured, etc. Stuff you have to do that actively hinders your team. The tomes generally aren't an issue otherwise and I like them, imo.

    Hiding near the killer for a measly 20 seconds while injured is pretty easy with Iron Will. You simply line yourself up for an unhook as the killer is carrying them. Also done the 60s ones as David in a single game, without throwing.

  • I just save the really grindy ones for after the rift closes, that way they're just bonus BP with no rush to finish them, they happen when they happen.

  • Throw in Make Your Choice and you've got a winner.

  • @Carth said:

    Are we really at the level that we are trying to convince people that spreading hooks is actually the optimal way to play? Or in your case nobody dies until hook # 6. Let's do some napkin math for fun, If each chase takes 40 seconds total(let's say 20 for hit 1 and 20 for hit 2, and uhh 10 seconds of hooking between animations and travel time) Each hook should take ~ 50 seconds. 50 * 6 = 300 seconds

    so for the first 300 seconds all 4 survivors are alive in the game. If we assume each survivor is doing something that basically means you get 300 * 4 = 1200 seconds of total survivor team actions. Or in other words 3 gens should pop/be extremely close to popping by the time your second hook is wrapping up. From there you will be in a pretty terrible position 2/12 compared to 3/5 and will likely be out of the game before you can loop back around to killing A. This isn't even including the fact that many survivors alive at the same time heavily strengthens body blocking strats from the survivor team.

    To be clear there is absolutely nothing wrong with playing in this manner, in fact it is the most "fun" for survivors. However, let's not pretend it's secretly also the best way to play if you want to win. You will regularly lose playing in this manner and in my opinion you should, you are not playing optimally if you allow the survivors to fully leverage 12 hook states.

    Depending on your loadout, it absolutely can be optimal. Play a high mobility killer with a lot of info and map presence, and keep the pressure up by chain hooking.

    I've been doing Dredge with Floods of Rage and Make Your Choice. Once that first scourge hook is used it's pretty much perpetual hooks, with most if not all survivors on death hook before the final gen pops. Then I can decide if I want to kill anyone, or let them win their masks.

    Not denying that there are a load of slow killers that can't accomplish this, but it's not essential, and not always sub-optimal. Doing this nets me a maximum score more often than not, even when I let 3 survivors escape.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005913#Comment_3005913

    Believe it or not, Killers don´t quite want to camp. It´s just a strategy that has been forced. With enough time to chase people Killers would risk to go for more hooks.

    You just need to understand that if you don´t give room to Killers first, no one is give Survivors any room because it´s 16 perks 4vs1 and voice comms in most matches.

    There are plenty of killers who absolutely love to camp regardless of how effective it is. Otherwise nobody would play Bubba.

    Also killers will always feel the game is survivor sided, and vice versa. DBD players love victim complexes. If camping could secure an even better lead than it currently does, they're not going to pass up that chance.

    Anyone who doesn't want to camp, won't camp. I don't, I just play high mobility killers instead. (although proxy camping as Ghosty for a stealth expose is hella fun)

  • @Shooby said:

    With BHVR not buffing Camaraderie/Kinship in the Perk Overhaul, I'd really, really hope they have some plans in the future. You can't tell me basement Bubba, facecamping at 5 gens, etc. is healthy. The answer to facecamping MUST account for EGC, however.

    Like the fact that they're making changes to basically all good killer slowdown perks is an indication that they're also changing base repair or regression, the fact that they are making changes to both BT and DS, yet are not touching the much weaker Kinship, suggests that there could be base changes to unhooking mechanics. So the fact that there's no changes to Kinship should be promising for the effectiveness of that perk, with BT and DS getting relative nerfs in exchange for basekit buffs, Kinship could be more worthwhile.

  • As survivor, it sure is. As killer, I can pull it off basically every other game.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008182#Comment_3008182

    It'd suffer from the same problem as Deliverance though, where if your teammates are actively trying to rescue you, this perk wastes their time. And if you teleport off to another hook, they still have to get to you. What if you teleport to the other side of the map and no one can get to you before you lose a hook state?

    You can see your team mates when you're hooked, you'll be able to make that call.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008153#Comment_3008153

    You didn't specify that it would be closer to another survivor, you just said 'another hook'.

    You would use it when camped. That automatically means the killer won't be at the hook you teleport to, and chances are another survivor will be closer. Could even make it guaranteed to be further than 40m away or something, increasing the odds even further.

    Just as situational as Unbreakable, etc. only used when slugged.

  • @ShyPirate said:

    Green glyphs only spawn for survivors after generators are completed (not sure if you have to personally complete them) and for killer after hooking survivors.

    My suggestion is to play killer, hook everyone at least once, then go glyph hunting. I usually get 3-5 a match that way.

    FYI, both count for either side, providing both the killer and a survivor have the challenge of course. If a gen is completed and one survivor is hooked, there will be 2 green glyphs on the map, available for either the survivor or the killer to pick up.

    It's much easier to do this challenge as killer. Not only do you have more freedom to search totem spots, but you have 4 potential chances of a survivor also having the challenge and spawning their 5 glyphs too.

  • @wiccan said:

    Idk who this sluzzy person is but the fact that some of y’all keep shitting on them and their opinions left and right despite there actually being a conversation that can be had here is disheartening.

    Sluzzy is a long time regular troll. The fact that people still take them seriously is equal parts hilarious and annoying.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008120#Comment_3008120

    Unless you're well co-ordinated, Deliverance is a trash perk. The perk you're suggesting would be directly worse than Deliverance, since it doesn't actually do anything for you, in and of itself. If you then heap on additional costs, it's just going to be an unfeasible pick despite supposedly being a counter only to a specific tactic.

    Teleporting closer to a survivor and further from a killer, is significantly better than Deliverance. You get a free hook rescue and no chance of being tunnelled off the hook.

  • Killer dailies are generally easier, and because each killer is unique, you typically have them all leveled up to some degree.

    Survivors are all identical, they're just skins, so chances are you have your few mains, and the rest haven't been touched. I don't want a whole host of Yun-Jin, Zarina, Quentin and Tapp dailies, they're all still level 30-40 because I grab their teachables and ditch them. So my chances of escaping with them are pretty slim.

  • @Carth said:

    Kinda like the "early game collapse" to fix the problem of first hook = 3 gens. Poofed into nothing

    This would just reward and promote early game perks. Rather than becoming redundant, perks like Corrupt Intervention and Lethal Pursuer would become more worthwhile, and basically guarantee a great killer lead at the start of the game.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008091#Comment_3008091

    The cost would be taking up a perk slot for a very situational perk. No need to add a couple dozen more drawbacks to it.

    Like every other situational perk then?

    Deliverance already has a cost to it, because of how powerful it is, the drawback is you need to have the killer leave the hook to use it.

    This would arguably be even more powerful than Deliverance.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008091#Comment_3008091

    only if I can stack it with deliverance to unhook myself and move to a different hook at the same time lol

    No that would be OP :P

    But it would allow another survivor to easily rescue you.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007961#Comment_3007961

    They could also just have a pyramid head style mechanic where the hook moves, etc. but I think the killer should be allowed to camp/tunnel, etc if they choose to. it just shouldn't be so rewarding for the killer

    This would be a good idea for a survivor perk if you ask me. Similar to Deliverance, you use an escape attempt to move to another hook. Providing it comes with a decent cost like unhooking another survivor prior, and consuming all 3 unhook attempts in one go, or something.

  • @Grandpa_Crack_Pipe said:

    That isn't what a shadow nerf is.

    I mean it is, unless you have another term for an 'indirect but de facto nerf'.

    It's much along the same lines as things like larger maps being a shadow nerf to M1 killers, or lighter maps being a shadow nerf to Trapper, etc.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007332#Comment_3007332

    A player driven autoban system was in talks around 2 years ago, it got frozen because the comunity backlash was colossal, with a reason several games have shown player driven autobans are a massive blunder and abused nonstop.

    Thing is BHVR has been trying to curb toxicity as of late, last surveys had a clear "what do you consider toxic and how does it affect your appeal to keep playing" theme on a lot of questions, they put EGC to force Survivors to get out and end Hatch standoff, implemented a chat filter, removed Leatherface masks and some other measures also not yet implemented are a way to get rid of camping and the last person get automoried to avoid 4 minute bleedouts, obviusly what they already put didnt do much and some people (myself included) believe if the next measures dont curb toxicity the next step will be an autoban system which would be a debacle, seeing how well the autofilter works.

    The problem with autoban is that a massive portion of the playerbase overreact and call the most innocuous things "toxic".

    For a majority of survivors mains, any form of camping or tunnelling, or even gameplay that isn't in any way camping or tunnelling, is camping and tunnelling and therefore harassment and griefing. Anyone playing Wraith, Hag, Spirit or Dredge is bound to be autobanned after a wave of 'griefing' reports are filed for them simply using their powers.

    For some killers, simply teabagging is blasphemy and harassment, and using flashlights is griefing.

    There are cases where any of these things can be used to grief, but it's not the majority of cases.

  • The next update is coming with a whole host of base game changes. There's nothing to suggest those aren't things that will aid solo survivors. No evidence that they will either, but it's too early to say nothing is coming.

    For example, something as simple and giving all base unhooks some limited form of invulnerability, such as non-collision for 2 seconds as an anti-camping measure to make unhooks in front of the killer safer, will aid solo survivors disproportionately more than SWFs. As it'll be a benefit to non-BT saves or 'hook farming', and prevent instant BT body blocks.

  • @Hannacia said:

    I'm not sure why survivors even have perks that make the gens faster. Prove thyself + toolboxes are a big issue right now.

    Not even gen defense skills can help with gens popping less than 5 minutes sometimes and there is no way i can get 12 hooks in that time.

    This event made this obviously clear even more, because survivors literally gen rushed to get the doors open to get their masks as fast as possible. I was lucky enough to get few hooks in the game.

    I personally think gen speedup perks are bad for the game as it is now.

    As a killer main, Prove Thyself is perfectly fine.

    It is not really a repair speed increase, it's a "I don't have to go to another gen" bonus. All it does is (almost) negate the penalty for stacking survivors, so they can work on a gen together.

    As a killer that's what you want. Gen rushing happens much more effectively when survivors split up on gens, you want them all grouped together, so you can pressure them all at once. It's neutral at best and actually works in your favour if you run Discordance.

    It also doesn't stack with itself, so multiple survivors running PT means they've wasted perk slots.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006517#Comment_3006517

    Yes, but having PTS remain as is with the pretty sweeping regression nerfs, and the issue becomes that it's now much harder for the killer to pressure the survivors sufficiently to slow down the game.

    Once again... these perk changes are coming with base game changes. The reason why all killer regression perks are seing a change is likely because base repair or regression is getting changed too.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007410#Comment_3007410

    Oh wow. I'm not one for hyperbole, so I mean this sincerely, I have not had even ONE non-sweaty game. Not one. And I'm pretty generous on what my definition of "sweaty" is. Lots of things that people consider sweaty, I consider normal/fair gameplay. Send some of your good vibes my way please. I could use at least one wholesome farming game the next time I play.

    I know what you mean.

    I'm fine with camping and tunneling, so long as it's not at 5 gens or a basement bubba, but slugging for the 4k... come on? at least have 1 survivor get a mask by closing the hatch, you've already won anyway.

    Likewise you can teabag me and click your flashlights all you want, but chain stuns and crouching infront of me yet completely out of sight, denying even a single hook, while someone else blasts gens... can I have some BP too please? Considering I was going to let you all go anyway...

    My best games have been as killer, where I've been able to 2-hook everyone and then let them all go. 30k+ BP and a mask for everyone.

  • @FeelsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007106#Comment_3007106

    https://forum.deadbydaylight.com/en/discussion/comment/3007112#Comment_3007112

    No I simply say "don't use them in soloq". Why give extra BPs to a camping and tunneling killer and/or team mates who don't do ######### but are crouched in a corner waiting for everyone to die so they can take the hatch?

    Again, bitterness and spite clouding your judgement.

    Even if you have crappy teammates and a dirty killern unless you're getting less than 10k it's still worth using a cake for the fact that it'll get you your next one or more.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007145#Comment_3007145

    Yeah - all those killers that can still use their M1's in an effective manner because they can win chases/get hits with their movement speed alone, while the Blink is effectively Nurse's ONLY method of obtaining damage due to her low m/s?

    I 100% you know this.

    Please try to respond in good faith.

    You realise that Nurse has a functionally different attack immediately coming out of a blink right?

    Different speed, different hitbox, different animation.

    That is the attack that should be classed as a special attack.

    If you wait a second and then attack after the blink, before the fatigue hits, it's a regular M1 attack, and those attacks are still perfectly reasonable hits that land all the time. But there's at least a chance of dodging them with a DH or a 360. The blink-attack, where you hit M1 as you're blinking, virtually undodgable, unless the nurse messes up the blink or you pre-empt a DH while she's blinking.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007122#Comment_3007122

    I can almost all but guarantee you that they'd never restrict a killer's access to perks like that.

    I'd be interested to see a Dev's opinion if someone asks them here/in a Q&A.

    You mean like Blight, Demo, Pyramid, Nemesis, Huntress, Trickster, Deathslinger, Legion, Billy, Bubba, etc.? All killers with special attacks that don't proc perks that rely on basic attacks, or exposed status.

  • Any attacks made within 1s of her Blink should be classed as special attacks, similar to Blight, and her really oppressive expose builds won't be as powerful.

    That really would make a big difference. It would mean she would have to score two hits for every healthy survivor, which should not be hard considering she can ignore all obstacles, but it would prevent rapid instadown slugfests from Devour or NOED, that can't be avoided because she ignores all obstacles.

    If they can't do that, then she could do with (slightly) more fatigue for missed hits so she's blinking less frequently, or (slightly) slower blink speeds, so survivors have more chance to feign movements and dodge her blinks. But both of these would make her much harder for low-skill nurses, widening the skill gap even further. So the special attack thing is much more preferable, it lowers the ceiling instead of raising the floor.

    @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006907#Comment_3006907

    I see people suggesting this all the time...

    No one ever mentions that it would lock her out of using a huge number of perks that rely on basic attacks.

    That's the point. She then falls into line with every other non M1 killer, of which she most certainly is not one of. She is in no way comparable to the likes of Trapper, Clown, Doctor, etc. She's far more in line with rapid movement loop denying killers like Blight, Legion, Demo, etc.

  • @FeelsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007081#Comment_3007081

    https://forum.deadbydaylight.com/en/discussion/comment/3007101#Comment_3007101

    Meanwhile the killer got 35k PLUS the flan points. Just stop bringing cakes, its really not worth it if you play soloq. All you do is encourage killers to play as dirty as possible cause they will always get more points than the survivors.

    Who cares what the killer got?

    The more cakes you use now, the more BP you get, the more cakes you can buy, the more BP you get in the long run.

    This is where spite causes you make illogical decisions.

    Killers will always play dirty, this event is no different. Your cakes aren't going to be worth any more later on, like you said killers will always get more points than survivors. But you will have missed your opportunity to get as many as possible while you can.

  • You still got a bonus 15k for using that cake, which will be enough to get you another one.

    Nothing was wasted.

    They wasted their own BP, but you're fine.


    What are you going to do with all your hoarded cakes? Save them for a game in 6 months time where you also get tunneled out and get 15k or less?

    At least if you use them now, you have thr opportunity to buy more, getting more BP in the long run.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006530#Comment_3006530

    I don't even see scrolls even when I take the time to find them. We had a Huntress who was a worthy opponent. In the end, we all got out but I liked her so I stayed behind to give her a kill, and I was curious if I could find a scroll. NOPE.

    I seem to either see 2-3 a game, or I don't come across a scroll for eight or so games. I was playing with a friend last night and we were playing normally to try to balance out our teammates who wouldn't play until they found one, but he wasn't finding them either.

    Survivors don't seem to realize that it doesn't matter if you find a scroll or not if you throw the game at the beginning to find one. As always, these events suck for survivors.

    After finishing all the killer challenges and finishing my mask collection as survivor, I have to agree.

    It seems you either look for an invite, or you make it to EGC, very rarely both coincide.

    10 masks as killer in one evening. 2 masks as survivor, which took an entire evening as well.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006924#Comment_3006924

    ? Not really. Maybe back when this game was a hide n seek sim but now that its literally people can be bold and still win...

    Are we playing the same game?

    Stealth is very much still a thing, and locating survivors is essential. Then there's mindgames at loops, which fall apart if one side or the other can see too much, as was apparently with the whole stretched res thing.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006320#Comment_3006320

    I don't get it.. why only dbd is it where people care about an fov slider on killer to where people would set it to max. No other games community had that problem.

    Because dbd relies on acute visual information like no other games.

  • @FeelsBadMan said:

    LOL

    Entitled much? It's the killers decision to give hatch or not. Most people simply don't want to farm cause it's boring as killer.

    I usually love farming as killer, after an initial build up so that I've secured some degree of control over the direction of the game.

    However I've had games where this results in survivors flat out refusing to repair gens and just following me around begging for stuns and chases. At which point I've lost control and I'm just sat there waiting for 20 minutes for them to finish the gens and leave.

  • Potentially Green Glyphs, they also award BP scores and they could have claimed up to 5. Although I'm sure that only accounts for 5k tops. (EDIT: ah I guess it's more than 1k per glyph then, that could be it)

    Prove Thyself awards bonus BP too, but still not enough to hit 42k...

    So I guess I don't really have an answer.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005268#Comment_3005268

    1. In game events make me angry because I’m a giant child that takes it to seriously.
    2. In game events don’t make me angry because it’s only a game and I’m an adult.

    Here’s your two types of gamers doesn’t matter what side you play.

    I mean, my subtle joke there was that either way, playing survivor sucks. But I don't disagree.

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006107#Comment_3006107

    They told us they were going to rework roughly 40 perks, they showed us 39. Something tells me, there's no more perks on that list. If it's not there, it's not getting reworked. At least not yet.

    They didn't mean "people are jumping to conclusions that x perk is/isn't getting changes". They meant people are jumping to conclusions as to what those changes are.

    If base repair or regression speed is changing (we know that basekit changes are coming with these) it's literally anyone's game, and that would explain why it's mostly one side (killer) perks that are getting changes.

  • @woodenEnthusiasm said:

    Probably an unpopular opinion, but I haven't noticed games being sweatier than usual. That said it would make sense why people are. Killers get more bp the better they do and survivors need to at least power the gates for their masks. It's just incentivized to play well. Then there's the spoil sports who actively try to make people have a bad time but they're in the minority.

    The first day they most certainly were. There seemed to be a huge influx of survivors, and SWFs at that, most likely high MMR, which oversaturated the matchmaking. Killer queues were instant and led to horrid games.

    It all clamed down a bit after a few hours though, once players realised it was much easier to progress as Killer.

  • @Akumakaji said:

    I just had a strange 4min game right now. With Dredge I saw two survivors on a gen, went over there and saw one of them taking position behind a pallet, just before my locker aura reading ended. I snuck up to them and got a hit, during the pallet stun got blinded, but guessed the direction they headed to right, anticipated the DH and had a down within 20s or so. That player immediately DCed. The second survivor on that tile set had hit themselves in a locker and went on a hook. Then I teleported to a far away gen, found and downed the survivor there pretty quickly and then I walked into a corner, to let the last one save the two, because all I wanted was a few hooks.

    Turned out that the final survivor was AFK in a locker and couldn't ber persuated to wriggle off. 4:17min and that game was done. I felt rather flabbergasted, but what ya gotta do?

    https://us.v-cdn.net/6030815/uploads/7ASVQ21TK3BX/dretch2.jpg

    I too have found that most of the super disappointing games have been due to survivors giving up before even starting.

    Failures to save hooked teammates, AFKers, DCers, etc.

    It's not the killers who are toxic when this happens.

  • Oh wow I didn't realise there'd be so many Rift Fragments. I think I'll complete the Rift just by logging in every day.

  • Delete the PS4 version, there's no need to have both installed, that's just wasting space.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006517#Comment_3006517

    But they do have a point all of the killer perks that take 25% of like pop to other ones like ruin are all getting nerfed or changed, but yet there not touching any survivor perks that speed up getting gens done its kinda saying a lot right there.

    It's not saying anything, because we know that these perk changes are coming with basekit changes too.

    They could be slowing down all base survivor repair speeds, and so nerfing killer slowdown perks in response, making slowdown perks less essential.

    Or they could be buffing survivor base repair speeds and buffing all of these slowdown perks as well to balance.

  • The only part that's... well broken in my eyes, is the fact that a survivor can crouch in front of you, and you still won't see them because they're below your FOV. That needs to be changed, even if it's just the very top of their head that is visible, it needs to be visible.

  • @EvilSerje said:

    Everybody mentions to lock only 1 locker. If I lock 2, he'll break both on first teleport?

    He might. He can break out of one, and then once he realises he's been slowed down too much he'll just turn around and smack the other one off, so next time he won't be slowed down porting to that location.

  • Lock lockers. To go further, lock one locker of every locker pair. That way when he breaks it, you can lock the other one. (his teleport prioritises locked lockers)

    Look behind you in a chase. When you see him charge his Gloaming, treat it like you would a Nurse or Spirit and feign your movements. Judge whether or not you should commit to a loop or move to the next one based on where the remnant is, and if he does indeed teleport ahead of you somewhere, doubleback.

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