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ShrimpTwiggs

ShrimpTwiggs

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ShrimpTwiggs
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  • @HeroLives said:
    ShrimpTwiggs said:

    @HeroLives said:

    ShrimpTwiggs said:

    @HeroLives said:
    
    Sprint burst was and is fine. Lay off SB. Like runiver said it only needed to be tweaked. Where it only triggers during a chase. Also if you’re chasing the same survivor for over 40 seconds what are you even doing with your life? 
    
    
    
    The problem isn't the chase. It's that it almost completely negates some killers' core abilities, like Wraith, Freddy, and Pig, putting them at a massive disadvantage, especially since these killers already have a hard time with pallet looping. SB definitely isn't fine and needs a nerf. I like the idea of having a delay, where you need to run a few seconds before it activates or the speed is a gradual increase. The way it is now, it needs to be altered.
    

    It only lasts 3 seconds, you’re faster than a survivor all the time except those 3 seconds. SB works as intended. To give the survivor some space because it’s not like a couple of those killers don’t have increbidle sneak lunges cough cough pig. Or they don’t have the advantage of sneaking up on you. Most of those killers perform just fine, or perfectly in lower ranks. You know which killers are good for higher ranks with pallet loopers and very skilled sprint bursters, that would be billy, and nurse. Lower ranks sprint bursters are fairly easy to catch up to if you can figure out where they are going if you don’t chase right behind a survivor the entire time they will make mistakes and go in a direction to get away .you can catch up with them so avoid going right behind them and cut around avoiding pallets. Otherwise you’re just feeding right into their plan. Sb is fine.

    There are a few problems with your comment. The first is, those three seconds are what kills ambushes, which the pig and wraith rely on so that point doesn't stand. If that's what SB is intended to do, which it's not, then it still needs to be nerfed because it breaks those killers in the knees. SB is to put distance between the killer and the survivor, not crush ambushes. Besides her sneak lunge, what does the Pig have to help her in a chase? Nothing whatsoever, so she NEEDS the lunge to work to get an upper hand. Negating that severely crushes her, especially since her and Wraith are already countered by premonition and a pretty loud obvious sound plays when she lunges, which hurts her further. The Wraith also has nothing to help him in the chase, so he relies heavily on that ambush. He already has to uncloak to hurt you. Taking that ambush away from him leaves him severely disadvanted because he also has nothing to help him in a chase. The same can be said for Freddy. Sure, these killers are faster than the survivors but they are already weak against pallet looping, can't apply good map pressure so they're open to genrushing, and are countered by Premonition. SB is overkill on its own without all these other factors because it negates their core abilities. Another problem with your statement is the point "every killer performs fine at lower ranks." Balancing the game around people who don't know how to play that well is an awful idea. Saying SB is fine because it doesn't work well in lower ranks is like saying Decisive Strike is fine because it doesn't work well in the lower ranks. It's a bad argument. Another problem with your statement is that you point out Hillbilly and Nurse being good in the higher ranks. That's true, but what about the other killers? Should we just ignore the fact Wraith, Freddy, Hag, Pig, and Myers are left in the dust by SB when they are already weak against looping, genrushing, and pallets? Another problem with your comment is "they will make mistakes" and that's one of the biggest problems with most killers. They have to rely on the survivor to mess up to catch them. If SB stays the way it is, Wraith, Pig, Myers, and Freddy won't be able to punish a survivor for the mistake of having their guard down. It's a Get Out of Jail Free card that crushes ambush killers and prolongs chases way too much. It needs a nerf.

    ShrimpTwiggs said:

    @HeroLives said:

    ShrimpTwiggs said:

    @HeroLives said:
    
    Sprint burst was and is fine. Lay off SB. Like runiver said it only needed to be tweaked. Where it only triggers during a chase. Also if you’re chasing the same survivor for over 40 seconds what are you even doing with your life? 
    
    
    
    The problem isn't the chase. It's that it almost completely negates some killers' core abilities, like Wraith, Freddy, and Pig, putting them at a massive disadvantage, especially since these killers already have a hard time with pallet looping. SB definitely isn't fine and needs a nerf. I like the idea of having a delay, where you need to run a few seconds before it activates or the speed is a gradual increase. The way it is now, it needs to be altered.
    

    It only lasts 3 seconds, you’re faster than a survivor all the time except those 3 seconds. SB works as intended. To give the survivor some space because it’s not like a couple of those killers don’t have increbidle sneak lunges cough cough pig. Or they don’t have the advantage of sneaking up on you. Most of those killers perform just fine, or perfectly in lower ranks. You know which killers are good for higher ranks with pallet loopers and very skilled sprint bursters, that would be billy, and nurse. Lower ranks sprint bursters are fairly easy to catch up to if you can figure out where they are going if you don’t chase right behind a survivor the entire time they will make mistakes and go in a direction to get away .you can catch up with them so avoid going right behind them and cut around avoiding pallets. Otherwise you’re just feeding right into their plan. Sb is fine.

    There are a few problems with your comment. The first is, those three seconds are what kills ambushes, which the pig and wraith rely on so that point doesn't stand. If that's what SB is intended to do, which it's not, then it still needs to be nerfed because it breaks those killers in the knees. SB is to put distance between the killer and the survivor, not crush ambushes. Besides her sneak lunge, what does the Pig have to help her in a chase? Nothing whatsoever, so she NEEDS the lunge to work to get an upper hand. Negating that severely crushes her, especially since her and Wraith are already countered by premonition and a pretty loud obvious sound plays when she lunges, which hurts her further. The Wraith also has nothing to help him in the chase, so he relies heavily on that ambush. He already has to uncloak to hurt you. Taking that ambush away from him leaves him severely disadvanted because he also has nothing to help him in a chase. The same can be said for Freddy. Sure, these killers are faster than the survivors but they are already weak against pallet looping, can't apply good map pressure so they're open to genrushing, and are countered by Premonition. SB is overkill on its own without all these other factors because it negates their core abilities. Another problem with your statement is the point "every killer performs fine at lower ranks." Balancing the game around people who don't know how to play that well is an awful idea. Saying SB is fine because it doesn't work well in lower ranks is like saying Decisive Strike is fine because it doesn't work well in the lower ranks. It's a bad argument. Another problem with your statement is that you point out Hillbilly and Nurse being good in the higher ranks. That's true, but what about the other killers? Should we just ignore the fact Wraith, Freddy, Hag, Pig, and Myers are left in the dust by SB when they are already weak against looping, genrushing, and pallets? Another problem with your comment is "they will make mistakes" and that's one of the biggest problems with most killers. They have to rely on the survivor to mess up to catch them. If SB stays the way it is, Wraith, Pig, Myers, and Freddy won't be able to punish a survivor for the mistake of having their guard down. It's a Get Out of Jail Free card that crushes ambush killers and prolongs chases way too much. It needs a nerf.

    Jif you are getting pallet looped by multiple Sb survivors that means you are running in circles with them. It takes 40 seconds at leastwell it took for the exhaustion to wear off.

    Is pallet looping frustrating , yeah. I won’t deny that. I’m saying it’s one of the only real perks survivors have against killers who can sneak up and ambush unless you’re running premonition or something like that,like you said. That’s more of a warning though instead of a crisis helper. 

    It’s the survivors job to look around and not get ambushed. It’s the survivors job to run from a killer. The goal is to survive.

    I thought decisive strike wasn’t fair to killers, too op. It needed that nerf. Self care needed the nerf too. It was too op being able to heal while being chased.

     Sprint burst exhaustion was the wrong nerf it should of been where it activates a little bit into a chase, I agreed with that. I’m saying it’s a needed perk and it was fine , it just needed tweaking.

    There’s nothing wrong with my points. Not all killers m.o. is the same. There’s no reason that Myers, Freddy, hag, pig , or wraith should have map control like billy or nurse. That’s ridiculous.

     Also they are upping hags tactics so if used right then she should be a real pain as a survivor to go against.

    Freddy needs a re-work.

    The pig is fine. Yes she does make a sound when lunging but you also don’t know that’s happening until it’s happening.

    My point is Sb isn’t the reason you’re getting pallet looped.  Sb is a problem with ambushing but only when you nail the target and they trigger Sb at the same time bc the speed stacks which is the only reason I agree with runiver. Besides that one thing Sb is fine and was fine. You don’t have to like my opinion but it what it is. Sb only issue is the stack from the first hit speed and Sb trigger but that only happens if both are triggered at the same time. Do you understand? Or do you just want survivors to not be able to run faster than you for 3 seconds? Or be able to runaway without an advantage of any sort?

    sb is fine the only thing that needs to be fixed is when it’s triggered. Which is why again I agree with runiver. 

    I promise if they just fixed that alone every killer would be so much happier, and survivors too. Ya know unless they were using the exploit I pointed out. That’s the only time it is op. 

    I never said that Myers, Pig, and Wraith had to have great map control. Certain killers have certain weaknesses but they are also weak against pallets and pallet looping. They should shine on ambushes, which SB destroys the way it is now. You say that it's one of the few perks against ambush killers, but it counters them way too hard. Premonition is already good against them because, not only does it tell you in which direction they're coming, but it has a decent area of activation, giving you time to take off. If you don't capitalize off of that warning, then you leave yourself open. Most ambush killers can be noticed without it anyway if the survivors are perceptive, such as the Wraith's shimmer. I never said I wanted to get rid of SB, I said it needed nerf, so I don't know why you're asking me if survivors shouldn't be able to run faster than the killer ever or engage a chase without any advantage. The survivors already have advantages in chases against ambush killers with windows, pallets, and looping spots so even without SB, they still have advantages. Why do you think that, without SB, survivors have almost no advantages against ambush killers? I want it to be nerfed directly and I agree on the idea of an activation time being added. It's still op without the exploit since it can be activated as soon as the survivor starts running, which counters the whole point of an ambush. The Pig lunges and hits you, you run with SB and hit speed. The Wraith rings the bell, SB to the nearest pallet. Trigger the hag's traps, SB to another pallet. In each of these instances, you got caught off guard, but you get a huge advantage anyway. You said that there was nothing wrong with your points, but I have to disagree. Some of your statements (All killers perform well in the lower leagues, it only lasts three seconds, survivors will make mistakes) weren't solid arguments. To answer your questions: Yes, I understand, I just disagree with some of your ideas. As for the survivors not being able to run super fast, It's not that I don't want survivors to have a speed boost perk, I just think that the way it is now counters ambush killers too hard and is, overall, way too strong for now. I don't think that survivors shouldn't have any advantage in a chase but they already have a couple advantages. This doesn't mean that SB should be removed, it just means it should be nerfed and the way they might go about it doesn't solve the main issue of SB.

  • I think it's a better idea to have harsher penalties for DCing.

  • @Zavri said:
    it makes sense that exhaustion shouldn't recover while running.

    It's not always a good idea to balance things in a game around real life. By that logic, the Hillbilly shouldn't be able to run when he revs his chainsaw because it makes sense that someone wouldn't be able to run so fast while carrying something that heavy.

  • @HeroLives said:
    ShrimpTwiggs said:

    @HeroLives said:

    Sprint burst was and is fine. Lay off SB. Like runiver said it only needed to be tweaked. Where it only triggers during a chase. Also if you’re chasing the same survivor for over 40 seconds what are you even doing with your life? 

    The problem isn't the chase. It's that it almost completely negates some killers' core abilities, like Wraith, Freddy, and Pig, putting them at a massive disadvantage, especially since these killers already have a hard time with pallet looping. SB definitely isn't fine and needs a nerf. I like the idea of having a delay, where you need to run a few seconds before it activates or the speed is a gradual increase. The way it is now, it needs to be altered.

    It only lasts 3 seconds, you’re faster than a survivor all the time except those 3 seconds. SB works as intended. To give the survivor some space because it’s not like a couple of those killers don’t have increbidle sneak lunges cough cough pig. Or they don’t have the advantage of sneaking up on you. Most of those killers perform just fine, or perfectly in lower ranks. You know which killers are good for higher ranks with pallet loopers and very skilled sprint bursters, that would be billy, and nurse. Lower ranks sprint bursters are fairly easy to catch up to if you can figure out where they are going if you don’t chase right behind a survivor the entire time they will make mistakes and go in a direction to get away .you can catch up with them so avoid going right behind them and cut around avoiding pallets. Otherwise you’re just feeding right into their plan. Sb is fine.

    There are a few problems with your comment. The first is, those three seconds are what kills ambushes, which the pig and wraith rely on so that point doesn't stand. If that's what SB is intended to do, which it's not, then it still needs to be nerfed because it breaks those killers in the knees. SB is to put distance between the killer and the survivor, not crush ambushes. Besides her sneak lunge, what does the Pig have to help her in a chase? Nothing whatsoever, so she NEEDS the lunge to work to get an upper hand. Negating that severely crushes her, especially since her and Wraith are already countered by premonition and a pretty loud obvious sound plays when she lunges, which hurts her further. The Wraith also has nothing to help him in the chase, so he relies heavily on that ambush. He already has to uncloak to hurt you. Taking that ambush away from him leaves him severely disadvanted because he also has nothing to help him in a chase. The same can be said for Freddy. Sure, these killers are faster than the survivors but they are already weak against pallet looping, can't apply good map pressure so they're open to genrushing, and are countered by Premonition. SB is overkill on its own without all these other factors because it negates their core abilities. Another problem with your statement is the point "every killer performs fine at lower ranks." Balancing the game around people who don't know how to play that well is an awful idea. Saying SB is fine because it doesn't work well in lower ranks is like saying Decisive Strike is fine because it doesn't work well in the lower ranks. It's a bad argument. Another problem with your statement is that you point out Hillbilly and Nurse being good in the higher ranks. That's true, but what about the other killers? Should we just ignore the fact Wraith, Freddy, Hag, Pig, and Myers are left in the dust by SB when they are already weak against looping, genrushing, and pallets? Another problem with your comment is "they will make mistakes" and that's one of the biggest problems with most killers. They have to rely on the survivor to mess up to catch them. If SB stays the way it is, Wraith, Pig, Myers, and Freddy won't be able to punish a survivor for the mistake of having their guard down. It's a Get Out of Jail Free card that crushes ambush killers and prolongs chases way too much. It needs a nerf.

  • @HeroLives said:
    Sprint burst was and is fine. Lay off SB. Like runiver said it only needed to be tweaked. Where it only triggers during a chase. Also if you’re chasing the same survivor for over 40 seconds what are you even doing with your life? 

    The problem isn't the chase. It's that it almost completely negates some killers' core abilities, like Wraith, Freddy, and Pig, putting them at a massive disadvantage, especially since these killers already have a hard time with pallet looping. SB definitely isn't fine and needs a nerf. I like the idea of having a delay, where you need to run a few seconds before it activates or the speed is a gradual increase. The way it is now, it needs to be altered.

  • @Tombstone218 said:
    I think it's good. ALL the exhaustion perks needed this, not just SB.

    I have to disagree. Some perks, like Balanced Landing and Lithe, really don't need the nerf.

  • Wraith's my main, simply because I love stealth and he's the coolest killer in my opinion.

  • I find both pretty annoying for their own reasons. Camping sucks for both parties because it's boring and the survivor can't leave the situation, but it can be punished. Looping sucks because it's way too easy to do and wastes way too much time and it can't be punished as easily.

  • @CallMeRusty420 said:
    I feel the complete opposite about the skillcheck thing. Gen rushing is when people focus on the gens one after the other with prior knowledge of where to look for gens and even rush more with more people on a single gen. I say for the more people that are on a gen, the more difficult the skillcheck is. and whenever a survivor is hooked, their repair speed is decreased by 10% at least.

    With more people on a single gen, that keeps three different survivors from working on three gens and popping off three in one chase. It thought genrushing is when three different survivors all work on separate gens while the other gets chased and by the time he goes down, all the gens are done.

  • The doctor scares me pretty bad. I always get a chill when I'm working on a generator with a chorus of screams in the distance.

  • The only major difference between the two forums is the devs listen to this one.

  • @ZombieGenesis said:
    Well, the good thing is all of this still has to go through the PTB. Be sure to use plenty of exhaustion perks and post your experiences with those. :)

    I like to play more stealthy than use exhaustion perks. But also play plenty of killer so I know how much of a pain these perks can be to deal with. But the main culprit is SB, not all the exhaustion perks so I don't think all of them need to be nerfed.

  • @ZombieGenesis said:
    The change overall is fine. Survivors are just going to have to get accustomed to not having unlimited chase extenders.

    I agree with the unlimited chase part. That has been way too overpowered for far too long, but I don't think they need to nerf all exhaustion perks. Sprint Burst was the one that was too good and so was Dead Hard. I think it's better that the devs focus more on nerfing those directly rather than nerfing a bunch of perks that don't need it.

  • @thesuicidefox said:
    SB is used to counter ambushes. That's like the whole point. If you made it not work against that it'd be quite pointless. It's there to give you more space from the killer.

    The problem before was that if you ran to an infinite you could effectively get multiple SB's and keep the infinite going. Running away from an ambush isn't what makes SB so powerful, it's the ability to get it over and over in a chase. Now you can't, so SB will go back to what it is meant to do, counter ambushes.

    Except that it counters ambushes so efficiently that killers like the Wraith and the Pig who rely on ambushes are left in the dust because they have nothing to help them in the chase. It doesn't help that these killers' abilities are already countered by premonition as well. The main point of SB is more putting space between the killer and you, which is what most people use it for since it still works wonders against killers with a terror radius where no ambush is involved. (i.e. hear a heartbeat, sprint burst to the nearest pallet, window, or loop). Having it directly counter ambushes is a break in the knees for some killers. It's already a guaranteed escape for being caught with your guard down. I don't want to take away its intended purpose, which is more to put distance between the killer and yourself rather than to counter ambushes, but I think nerfing it more directly rather than having it impact a bunch of other perks that don't need to be nerfed is a better idea.

  • @Dwight_Confusion said:
    It's about time. Every survivor gets 1 free get away almost because they just sprint burst away to a pallet.

    This will help that.

    I agree with you, but that problem lies more in SB than it does int most other exhaustion perks. I think nerfing all of the exhaustion perks this way isn't the best route. I think the devs should focus more on nerfing SB directly.

  • There are definitely better ways to go about struggling in this game. Maybe make it harder if you want to make it stressful but the way frame rate and lag affects it now, that should definitely be looked at first.

  • Yeah, for a good amount of killers, Ruin in pretty much a necessity.

  • Maybe a ban from joining matches for around five minutes. Everytime they leave matches, within say a month, the time increases by five minutes.

  • @Runiver said:
    Freddy definitely requires a buff.
    Devs were talking about making something along these lines (NO PROMISES) :
    Reduce his dream transition to 4 seconds (from 7), and change the cube add-ons accordingly.
    Make self-care skillcheck fails not to wake people.
    And eventually make some interactions impossible while falling asleep (aka healing)

    Hard to tell what's gonna go live or not tho.
    Next killers to get buffs are Trapper and Hag, since devs are working on these atm.
    We'll see what they can do at the next PTB.

    Those seem like pretty solid ideas but he might still be looped to eternity.

  • @darreCZ said:

    @ShrimpTwiggs said:

    @Heartbound said:
    Eh my group just got 4ked by Freddy at Rank 10, he's fine.

    I respectfully disagree. If we're going to use personal experience, then I could just throw in game after game where I escaped Freddy, as well as most of the other survivors. He's so easy to beat, it's ridiculous.

    I must disagree as well - had about 5 games against Freddy at level cca 11-12 in last few days, he got 4k 4 times, only once one of us escaped, so I think he´s fine.

    I still don't think he's in a good spot. Every time I play against him, he gets crushed. Self care counters his whole ability which he needs to actually hurt survivors. His ability is literally a necessity to make him function like a normal killer. Even if he manages to sneak up on you, he still has to put you to sleep so you have all the time in the world to find a pallet. Not to mention that he suffers from the same problems that hurt the lower tier killers such as looping and gen rushing. Sure, he has stealth but what's the point if you can just take off when you're in the dream transition? In a game where time is against the killer, Freddy suffers more then any other. His ability is a complete necessity, he falls victim to the same major problems, his stealth barely matters, his whole strength is completely countered by one perk. Not to mention that I've seen quite a few videos going in depth about how easy it is to exploit his weaknesses. Once you know how to beat Freddy, he's pathetic.

  • @GhostEuant said:
    Just allow him to grab people off of unhooking someone or while jumping in the hatch while they are in the dream transition. Boom

    That still wouldn't fix how easy he is to loop and how easy it is to escape the dream transition.

  • @Heartbound said:
    Eh my group just got 4ked by Freddy at Rank 10, he's fine.

    I respectfully disagree. If we're going to use personal experience, then I could just throw in game after game where I escaped Freddy, as well as most of the other survivors. He's so easy to beat, it's ridiculous.

  • I think this is a great idea!

  • @Coriander said:
    If you buff that character's perks, you're making it even worse than the killers have it now. A Claudette with faster self-care would be just as powerful at the other perks as she is now, but with the added benefit of self-healing faster as well. You would have to reduce the effectiveness of another character's perks, which would make a lot of people very unhappy, and be difficult to balance on top of the other balance changes they're already trying to consider. It is not easy to balance a game such as this, though I do appreciate that people are coming up with constructive ideas rather than simply griping and quitting. I want to see more people coming into DBD, not more leaving in frustration.

    I was thinking more along the line of, as an example, Claudette would self care the same speed she does now but everyone else would slower. You have a point with it being hard to balance but I think there's a ground where it could work. Sure it would make some unhappy, but it would also make many others happy, such as the killers for example. The way things are now, stacking all these perks is just too strong. It's true that with some of the ideas the devs have, this might not be a necessary change, so maybe its best to see how the updates go first. But the survivor role feels a little too copy and paste for me and I think some diversity among them would add some more fun to the role.

  • But don't you just love living off of a steady diet of pallets?

  • @not_Queen @mcote Thanks for putting in the time to make this game something awesome.

  • Sorry, but I don't think this is the way to go. Maybe lessening the amount of time on certain hook states, but I don't think that this is something to add to the game. The core problems of the game center around the chases themselves and how killers who don't have something to help them in a chase have nothing to compensate. This paired with pallet looping and the flood of second-chance perks survivors have is what should be looked at first. Another thing is how fast gens get done. The way to fix this is still up in the air, but it's one of the biggest issues right now. Then there's SWF. Once all this is worked on, then we should see where the game lies but adding this change will sap a good amount of fun from the game and the core problems would still mostly remain.

  • @ThePloopz said:
    You can’t do this with perks though it just won’t work. What makes killers different is their power not their perks so it wouldn’t really make sense to mess with survivor perks because it wouldn’t make them different it’d just make the same survivors pop up

    I see your point, but it would also clarify what perks need buffs or nerfs. If everyone's playing Claudette, Meg, and Laurie, and no one's playing David or Ace, then it's blaringly obvious that those perks might need to be evaluated. The way the game is now, the same survivor always pops up, they just look different.

  • @Krempi said:

    @ShrimpTwiggs said:

    @Krempi said:
    This has been suggested many times but would only lead to one thing: nearly everyone playing the exact same survivor with the best perks.

    In my opinion it's enough to have them act as skins only.

    I see what you mean, but I think it would also make it really clear which perks would need to be evaluated. And the way things are now, we pretty much are just playing the exact same survivor, they just look different, which I think is kind of a shame.

    Yeah, it would be cool to have real differences between them but the game hasn't enough functions for that to be honest.

    When it comes to killers it makes actually fun to play not nurse only because you can use a completely other playstyle with the trapper or doctor for example even though she is the best. Even if you would change their own perks to be better on each self you would the different killers.

    But survivors are all the same in what they can do and thus better self-care on claudette for example would make her even more appealing additionaly to her smaller character model which some see as a bonus for stealth. If there would be enough little interactions besides repair-, heal- and running-speed you could maybe make some interesting differences but get in trouble which each new char.

    I totally get your point and don't think it's a bad idea. Just not really an option for the game. Even the left for dead black shirt on Claudette made a good portion of the community go nuts back then. So every small detail might tip the favor of one side even more.

    I agree with you for the most part, but I sill think it would be a better route to make them different. Some people will always prefer Sprint Burst and lean more toward Meg for her evasive abilities. Some people would rather play the healer and lean more toward Claudette, some would rather be stealthy and play Nea, and some who prefer a more risky game would play David. I think it's possible to incorporate this change but you do have a point with the limited activities that survivors do. I think the way it is now, with every survivor being the same and sharing equal power in all these perks makes the survivor role a bit bland now and again and promotes stacking powerful perks with no drawback. There are ups and downs either way I suppose.

  • @GhostEuant said:
    Krempi said:

    This has been suggested many times but would only lead to one thing: nearly everyone playing the exact same survivor with the best perks.

    In my opinion it's enough to have them act as skins only.

    Agree with this. Players would play the survivor with the best passive advantages, no matter how small, because of perceived min/maxing. If Claudette could self-heal faster than David, even if by only a few seconds, I would feel compelled to play her even though I much prefer David. 

    That's true, but it would also make incredibly clear who's perks need nerfs or buffs. If no one chooses David then his perks are seriously overshadowed by others and they should be looked at. Their's also the fact that their's not much reason to prefer a survivor over another because they're all the same after a certain level. Then there's the whole balance issue. The way survivors are now, they can stack DS, SB, SC, etc. and just about ruin the game for a lot of killers. I feel like this change would not only give the survivors more difference, but it would knock some of the power off of stacking these perks. And while many would be compelled to play certain characters, this would allow the option of different play styles, which survivors don't really have.

  • @Krempi said:
    This has been suggested many times but would only lead to one thing: nearly everyone playing the exact same survivor with the best perks.

    In my opinion it's enough to have them act as skins only.

    I see what you mean, but I think it would also make it really clear which perks would need to be evaluated. And the way things are now, we pretty much are just playing the exact same survivor, they just look different, which I think is kind of a shame.

  • @Dwight_Fairfield said:
    But not all the survivors can be as handsome as Dwight ;)

    They can only dream to be as manly as Dwight.

  • Please fix this. The emblem system needs a complete rework right now.

  • Here's where I would put my Ruin perk.... If I had one!

  • Don't mind me. Just the elusive Wraith main coming through.

  • @Onehouse said:
    I would like to see killers get bonus bloodpoints (if not also rank points) for taking on SWF teams. I suggest a 5% bonus per SWF member in the match. That means a two-man team would give the minimum 10% bonus. Three-player team would equal 15% bonus. A full SWF team of four would give a 20% bonus (of course, two separate SWF pairs would give same bonus).

    Survive With Friends is pretty touchy because you need to find that balance that evens out SWF without crushing the game for solo survivors. An idea I read a while back was that, for every two survivors on a team, the killer gains an extra perk slot. It think this is a good idea, but it might swing the game a bit too much in the killer's favor.

  • @Nos37 said:
    80% of the rage quits I see are Doctor matches. 90% of mine are, too.

    They always run Distressing.
    It always covers half the map (or the whole map on certain maps).
    All he has to do is check lockers if no one's screaming.
    Tier 1 Madness messes with the skill checks.
    Tier 2 Madness gives way to his crutch add-ons.
    The Madness takes forever to get rid of and won't drop even if you're in a locker b/c the Doctor's on the same half of the map as you, pausing the regression.

    The doctor is made to be annoying. He's not OP at all, you just can't rely on stealth as much when playing against him.

  • @Mashtyx1 said:
    After following the Clown on the dev streams and through people on youtube, I can't help but notice that his power is a throwable and he has normal movement speed. Yet the Huntress has a throwable and was balanced to have a hum that is further than her terror radius and is directional as well as having a reduced movement speed. Yes, I can see the argument that it's because her hatches do damage but with broken hitboxes and the fact the Clown can slow people now for 2 whole seconds to get a hit, has a instant down add-on just like the Huntress, and has a AOE power. I'd for one like to see her at least get normal movement speed and fixed hitboxes if anything.

    I think fixing her hitboxes would be enough to balance her out.

  • @Onehouse said:
    I thought this game was supposed to have freedom of choice in character builds, even killer builds. I hate hex perks and yet the only way to prevent 3 generators getting finished in under 60 seconds is to use Hex:Ruin which survivors can negate almost as soon as it spawns on the map. Where is my non-hex alternative?

    Rework Thanatophobia's action slowing values so that keeping a mere one survivor injured at all times is far more crucial to slowing the survivors than getting the highly improbable 4 simultaneous injuries. For example:

    # of Survivors Injured or Hooked
    1 = -40% survivor skill speed
    2 = -48% skill speed
    3 = -52% skill speed
    4 = -54% skill speed

    An option to take this further is to give Thanatophobia's tier 3 a bonus power to add a persistent stacked penalty of -4% slowing per each survivor that dies.

    Any thoughts, folks?

    I can get behind buffing thanatophobia, bit the numbers you just listed are WAY out of proportion.

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