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  • @Crusader, just cleanse totems you see totems that can be an issue when noed triggers( close to hooks, gates etc)keep it low when gates are powered and when someone got downed cleanse hex totem .

  • @Orion said:

    @Slayer said:

    @Orion said:
    Punishing players for not using counters is not bad design. This is like saying that if a player refuses to use grabs/throws in a fighting game, then that makes blocking bad game design.

    Cleansing totems isnt really a counter. Killer just trades insta down to secondary objectives in that case.

    Does it prevent the usage of the perk? Yes. Therefore, it's a counter.
    Does it have an opportunity cost, like literally every action in the game? Also yes.

    I think if killer plays defensive at the end of a game when only one gen left to fix and all three gens are close to each other then Noed was a waste cause good survivors will cleanse all of them while killer basically lets them to do it but if killer plays like a rocket missile thanks to bbq then Noed wasnt a waste even if it totems got cleansed.
    With your logic ds has a counter too then just dont pick up survivor and you will prevent the perk usage

  • No event ever . Glad the previous one is over.

  • @The_Crusader said:
    Well_Placed_HexTotem said:

    @Nickenzie said:

    This rework would solve everything about NOED, it will make perk viable for both groups of survivors. No One Escapes Death:
    

    Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do not stack if multiple generators are completed.

    So... instead of a great end game perk that can turn the tide of a match entirely, it's reworked into a poor man's STBFL.. where the killer gets a haste effect and an attack cool down decrease... until you hit someone?

    Why would any killer run this? Personally I'd rather run Tinkerer and see when a gen is about to pop and get a silent terror radius. This rework is doodoo. When you said "viable for both groups" I think you forgot to add that it's viable for survivors because it would effectively remove NOED from the game.

    Here, let me rework Decisive Strike:

    Decisive Strike - You're ashamed that you got downed. When the killer picks you up, hit any button on the controller to immediately disconnect from the match. All normal disconnect penalties apply.

    Yo breh that's totally viable for both groups.

    "A great end game perk that can turn the tide of the match entirely"

    Well that's kind of the entire complaint man. I had a Spirit the other day who didn't manage to put a single survivor into the dying state all game. I thinknthey injured 2 people and that was it. At the end of the game NOED kicks in and they must have had at least 5 hooks then and got a kill out of it.

    What's the point? Why make the effort to win when you can just use perks to boost yourself anf get lucky?

    It negates skill and it also boosts bad players up to a level where they can't compete. People would be better off getting better at the game to have more fun rather than having Noed do it for them.

    Same applies to Decisive Strike.

    Calm down noed isnt that strong as you think. If killer turned a loss into win its completely survivors fault. I may add that Noed may be really strong on some certain killers like hag for instance.

  • @Orion said:
    Punishing players for not using counters is not bad design. This is like saying that if a player refuses to use grabs/throws in a fighting game, then that makes blocking bad game design.

    Cleansing totems isnt really a counter. Killer just trades insta down to secondary objectives in that case.

  • @PiiFree said:
    The Killer is playing with 3 perks thoughout the whole match until all gens are powered and you fail to cleanse 5 totems in the meantime? Mhm.

    this.

    how much more you need vs one single perk ? how much counter play adrenaline got?
    like none? and 4 can have it in 1 game, you hook one with it ? still get it after save.

    16 perks vs 4 is bullshit argument and i wont even explain why. If 4 survivors took adrenaline only one is going to get good use of it and in 99% times hes going to get downed before he will be able to escape.
  • Boss said:

    @HavelmomDaS1 said:
    Boss said:

    I actually liked facing NOED as Survivor and never liked running it as Killer. (Though the reason for that isn't exclusive to NOED.)

    Too bad you feel like it's unfair, but one aspect i liked about DbD is that the match gets more dangerous as time goes on. (C'mon Fire Up, do something pls.)

    Lmao sure you like to go down at the end because of NOED, no matter how good you played and how undeserved it was for the killer
    Everyone who played a single competitive pvp game before which was pretty good balanced will see the flaws of designing noed 

    Huh? Go down?
    Be actually good and that won't even happen.

    Oh I see, "that" argument.. Come on, grow up. Shall we all respond this way to every bad designed thing in the game? 
    DS? Just down him again.
    Genrush? Just pressure gens.
    Facecamp? Just don't get caught.
    Insta heal? Just down him again. 

    Seriously, with that sentence I'm pretty sure you don't care about balancing and you never played a balanced pvp game in you life before (or maybe you did but u didn't like it cuz there aren't bad designed crutch things to use to compensate lack of skill)
    Genrush is not bad game design . The game is not really pvp its assymetrical horror killer s power shouldnt be equal to single survivor.
  • @The_Crusader said:
    I know it. You know it. The devs know it. How about we all just admit it?

    Playing in the green ranks and it's literally carrying every single killer there. Guess this is the easy way to balance the game. Killers are struggling? oh well just give them a perk to make up for it.

    Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?

    God I hate this game sometimes. NOED and DS, 2 perks that change the entire outcome of the match. Great game design right there.

    Remove self care, then I accept if you remove NOED

    Stop that childish killer/survivor main bullshit please
  • Jigmac said:

    looks at Decisive strike , Self-care

    Sooo something that can be countered and only avaiable when all gens are fixed is bad design?

    Why on earth would you need unless all gens were fixed?

    Given how much NOED alone can swing the results of a game yes it is bad game design. It's like the blue shell from Mario Kart on steroids.

    Again with the defensive positions. DS is absolutely awful too. Nobody is defending that.
    I just imagined game without noed and ds feels too easy and boring
  • AdánAR said:

    Some killers just can't stand go against SWF because they're not so skilled as killers. I go against SWF with my Spirit and i got 3/4 K. It's a matter of skill and use the right killer

    Indeed. Just let killer know when he face swf let him prepare anti swf build . Killers have so many crutch addons , offerings(why nobody talks about that?) that they will crash any swf any day if they skilled enough. 
  • PiiFree said:

    @JohnTed said:
    2 years, actually 110 hours in total.

    Then it's no surprise that you think Ruin is OP.

    I'll never stop saying this: Only bad Survivors are affected by Ruin.

    While its true ruin still affects any kind of survivors you can still mess it up easily and doing gens is going to take longer especially if killer pressure gens
  • I guess its people like you that complains about gen rushing and other stuff no offense but if you want to relax in videogames dont touch such pvp games at all and go have fun in single player games. Most pvp games are meant for tryhards not casuals that want to have fun.
  • Some good replies in here

    @JanTheMan Exactly. Killers cry abour SWF but hoe often do SWF not manage to co-ordinate a full 5 totem cleansing? Noed is incredibly weak to 3/4 man swf so his argument makes no sense.

    @Delfador Great post. That's exactly what I've been saying. The stats indicate that right now - despite how much killer maind on here complain - the game is actually in the killers favour. Stats don't lie. As you say camp and noed is a strategy that can easily grant 2 kills which gives the appearance of balance even though it isn't really there.

    Also what happens when a 4 man swf takes out Noed? I guess its why we get so many salty posts about swf.

    Right now it feels like NOED plays heavily into the balance of the game, especially for the lowrer tier killers and less experienced players.
    Killers like leatherface kills first survivor on third hook and then noed camp second survivor = loss. Killer gets 2 kills ( 6 hooks ) is good on survivor sided map.
  • Eveline said:
    Getting a free kill is "only"? Isn't decisive the same? It can mean free escape or not.
    It may be free i agree but it doesnt really help killer from killers view i dont mind it to get removed its trash for good killers. 
  • Noed is so op it allows me to get only single kill after gates are powered. Sometimes i ask myself do i really need noed to down single survivor after gates re powered?

    Noed just like Ruin is rng it carries bad killers it allows them to get 4 kills sometimes IF and i m going to say it again IF by damn luck gates happened to spawn close to each other and ruin wasnt popped up in first seconds of a game.

  • Its intented game mechanic
  • Ruin should not be baseline and this is because holding down M1 on a generator is already boring. I do agree that there should be something to help slow the game down for killers but what this ends up doing is that it will only punish newer players while veteran players will still dominate which again, solves nothing. If we were to look into any ways of slowing down the game it should be more fun and interactive for both sides so it feels less like a chore and more like a fun gameplay element.

    Even most skilled players fail greats they are not robots and if they didnt fail any they deserve it 
  • I play meta killers (1000h) and i dont run ruin. If i get genrushed i dont blame the game i blame myself. Ruin shouldnt be a basekit it must be perk but it shouldnt be the way it is now since its completely rng. Lets say ruin cant be ruined at the first minute of a game would be nice
  • Key is a free escape yes but hatch is not because lets be honest survivors escape via hatch only if killer allows it.
  • Wait if you re not okay with any item survivors took for trial just take mori stop asking for nerfs when killers got the same unbalanced tool.
  • ShyN3ko said:

    This game is still survivor side, but ok.
    I still think, DbD need a game rework.
    Generators are boring and killer are underpowered.
    Both sides doesnt have much fun.

    I have fun, because i do stupid killer builds.

    Balance is fine now for both sides 
  • Eveline said:
    It means no running or walking animation. It happens to me and others all the time. 
    Yeah i realized what slide bug actually is
  • @Fnatic47 said:
    Hi people of the fog, i think the title says everything. What is your opinion if somehow Jason Voorhees joined in Dead by Daylight ?!

    dont u know the trapper is kind of pseudo Jason? luckly they didn't sue DBD

    Then HillBilly is pseudo leatherface?
  • Survivors can punish camping, it's called doing generators and gtfo.
    "But the person on the hook", solo game, a noble distraction for everyone else to use.

    Not zhe killers fault survivors adapted the teammentality etc.
    You talking about noob camping here there are more ways of camping so its strong tool of killers. For example if i happened to back to hooked survivor and he s about to reach 2 stage im going to camp him until he reach another stage im going to punish survivors for being greedy or if i just downed survivor close to gen that is about to pop im going to hook him and camp both survivor and gen until i decide to leave when it benefits me
  • @Dreamnomad said:

    @DudeDelicious said:
    Malicore said:

    Camping and tunnelling are for scrub killers and desperate ones i main the nurse a hard killer and can still get 4k without those weak strategys and honestly Camping only helps them get more work done anyway it's foolish

    There’s nothing scrubby about killers that choose to tunnel. It’s a valid and smart strategy. 

    Yeah, it really isn't the killers fault that camping and tunneling are optimal strategies. Calling killers names for not following made up rules isn't fair.

    Both survivors and killers do complain about tunneling camping \ gen rush while both are just strong sides of both parties

  • @Zarathos said:
    CronaWins said:

    Don't get caught. The fact that you got caught in the first place vsing a clown is laughable.

    @Master said:

    Because you cant see anyone on BBQ.

    Thank the recent BBQ nerf

    The fact you need to run an aura reading ability to find survivors is also laughable. Only bad killers run BBQ for the aura reading.

    I could argue bt is also for crap rescuers. You should be bodyblocking for survivours and outplaying the killers power so not to get instadowned or dodge them hatchets. But that would be a stupid statement because its likely you wont be able to juke that killers saw or hatchet if there good. Just like if your killer your tr will give survivours enough time to evade you if there good. 

    Some killers like huntress have a directional lullaby ffs. Rember killers are on a very fast timer to find survivours nevermind the chase length which is all pressure put on them to get people off gens. Proxy camping and tunneling is epidemic not because killers are crap at the game. Its because the game has an unreasonably fast pace that demands instant chases with fast downs the marg8n for error as killer is miniscule. 

    If your not 100% on the ball with killer one mistake can be the difference between a 0 man and a 4 man. Aura reading perks allow killers to find chases and promotes killer survivour interaction. If you dont want the killer to find you there are plenty of stealth options and counters to existing aura reading perks. If all you play is survivour youll never understand the reason killers do half of the scummy things they do.

    This guy right here does actually understand the game

  • @Slayer said:

    @NoShinyPony said:

    @Slayer said:
    For example how about not rewarding them for unhooking since that is simple and doesnt take any skill.

    Then repairing gens should also give no pip points. And running out of the exit gate. Basically, the Evader category is the only thing that really requires kill if you put it that way.

    I'd prefer the pipping system to be bloodpoint-related again. And for that, remove the 8k bloodpoint cap per category (keep the total limit of 32k).

    What do you think about that?

    Yeah okay but gens are different the more you do the more closer you to win. I mean you do something that progress the game ( you take risk etc) while unhooking is something that can be given for free

    Doing gens and saving teammates is not that different. Both help the survs winning the game. Both can be risky for the surv, depending on the circumstances. Both can be easy points, depending on the circumstances.

    The Evader category really is the only one that requires skill. But it can't be the only category to give survivor pip points. If it was, everyone (who wants to rank up) would just run around the killer and ignore the other tasks.

    Rewarding survs with points in every category is supposed to encourage them to play the game how it should be played.

    Let them progress less when they do gens etc and more when they chasing. Even if people going to progress only in Evade emblem and another emblem that progress for surviving that still is a better idea. People still going to play normally
  • Master said:

    @The_Crusader said:
    Damon22441 said:

    @The_Crusader said:

    Lol what?

    Its already harder to pip as survivor than killer, and killers complain about queues in red ranks so.....

    No, no it is not.


    * In 9 minutes: Repair 2 gens, unhook 2 players— +1. (G,S,G,B)
    * In 9 minutes: Repair 1 gen, unhook 3 players + heal one— +1. (S,S,I,B)
    * In 9 minutes: Repair no generators, get no unhooks, but get chased for 60 seconds— -0. (-,S,B,G)

    [Bronze, Silver, etc.]

    I'm convinced it is impossible to depip without getting Tombstone/pieced or Mori'd in the very beginning if you so much as try an ounce, or your team throws your rank for you and lets you hang as the first hooked player or because the killer is throwing their rank with yours and face-camps.

    If they had a -2 penalty (-3 to leavers), and bump the +1 requirement to 10 Emblem points while lowering the +2 from 14 to 13, I think it'd better reflect. As follows:


    * 0-4 = -2
    * 5-7 = -1
    * 8-9 = -0 (S,S,S,S/G — what I'd consider a decently-bad game)
    * 10-12 = +1
    * 13+ = +2 (G,I,I,S — because Evader Stealth is a wonky category)

    This way, game leavers/derankers will work their way back to 15 rapidly as they want (less thrown matches for people who actually want to play), bad players will derank until at-rank with bad killers, average players may slowly rank up until their killers are keeping at-rank, and good players won't find it difficult to get +2's against killers they are superior to and +1 for normal gameplay.

    As killer it's so easy to 2 pip. Even having a poor game you can still safety pip. It's really hard to depip as killer.

    As survivor you depip if you get camped out.

    You depip if the killer gets looped all game by someone else and then camps you out with Noed at the end.

    Doube pipping is much harder as survivor. You need unhooks but that depends on how many hooks the killer can get, and you're competing with 3 other people for those hooks.

    You need good chases. What if you get chased late though and all the pallets are gone? Or the killer is laggy and you take some bs hits?

    I find I can just play the game as killer and do well. As survivor a safety or single pip can normally be managed but I feel you sometimes need to force yourself to play in a certain way to win. You cant just have your goal of doing gens and going out of the exit, you have to force yourself to rush unhooks befote the other survivors get them or purposefully get the killer to chase you.

    In lower ranks ranking up is far more easy as killer, but that changes once you reach higher ranks and the game time significantly drops.

    But it must be harder for BOTH sides to pip, ranking system is a joke atm

    Yeah and its an issue.

    Killers rank up from low ranks too fast. This boosts lesser experienced killers against 1000+ hour survivors and then theybhave a miserable time

    Survivors get camped out and lose pips which makes it a chore to get out of green ranks, which just aren't fun to play at all due to potato teammates and killers who circle the hook all game.

    Plus with survivors ranking up slower you get worse queue times at high rank killer.
    Killer isnt easy to pip. Killers rank up fast because they dont rely on anyone they rank up fast because good survivors gets matched with bad survivors. Killer is easy to pip only when you already kind of doing good because killer is not like survivor they can progress rank anytime when survivors already screwed for example while survivors cant
  • @Slayer said:
    Aven_Fallen said:

    Hooking for Killers should also not be rewarded. It is simply the same action - pressing "Space" in front of a hook.

    Same logic - same bullshit outcome.

    Hooking for killers requires to down survivors which takes skill
    But yeah lets reward them way less for hooking and more for taking down. Same logic - good outcome

    The initial action of hooking someone has 0 Skill. It is just pressing Space.

    I really love how stupid arguments can be and that people cannot handle, if someone uses the same stupidity to prove them wrong...

    I dont mind to get proved wrong but tell me why am i wrong? Its a ranking system right? Its there to improve peoples experience by matchmaking people with the same experience i.e. skill so why ranking system should progress you for doing something that doesnt take skill to do?Tell me why? Yes lets reward people with bloodpoints for doing every single action but lets not reward them with progress in rank system that is one of the reasons why rank system is a joke in this game
  • Master said:

    @bigbadbeetelborg said:
    Why camp when you're running BBQ? Especially with that add-on. He was playing with Redhead's Finger. 

    Because you cant see anyone on BBQ.

    Thank the recent BBQ nerf

    Bbq is trash tier now
  • Hooking for Killers should also not be rewarded. It is simply the same action - pressing "Space" in front of a hook.

    Same logic - same bullshit outcome.

    Hooking for killers requires to down survivors which takes skill
    But yeah lets reward them way less for hooking and more for taking down. Same logic - good outcome
  • The main part of this perk I want to focus on is the anti-bleeding part of it. I added the insta-up so No Mither could still get you up. How about you can use the insta up action once your recovery progress is at 25%?

    Rework: You no longer can receive hemorrhaging and bleed 50% / 75% / 100% less while injured.
    You can also instantly recover from the dying state by pressing the action button when recovered to 25% in the dying state. However, you will receive the Broken status effect for the rest of the trial. This effect can only be used once per trial

    Seems balanced
  • @TAG said:

    Right, but consider how much time could potentially be wasted at the start by one Survivor without any help at all or without having to wait until the last gen is about to be finished.

    It's true they'd waste the killer's time, but that's what all decisive strike players do. Grab the killers attention and loop them. Once they're down they can decisive strike and run away. Here, they'd be broken for the rest of the game. Remember when they were going to do that with decisive strike? Plus, if you down someone and then they get up right in front of you, pallet or window, you can easily catch up and one hit them. And they screw themselves when they do this.

    I counter ds simply by hitting obsession then not chasing obsession(butcher compensate for that)others gen rushing anyway easy to find them. No obsession ds counters by hooking survivors fast not to mention ds is not free escape. Your NM rework is basicaly free escape combined with dead hard. At the best case scenario when that survivor is going to get hooked 4 gens re going to get repaired if not 5 so your downside wont really be a downside. Your rework is way stronger than ds not to mention that u can take both.
  • @The_Crusader said:
    Damon22441 said:

    @The_Crusader said:

    Lol what?

    Its already harder to pip as survivor than killer, and killers complain about queues in red ranks so.....

    No, no it is not.


    * In 9 minutes: Repair 2 gens, unhook 2 players— +1. (G,S,G,B)
    * In 9 minutes: Repair 1 gen, unhook 3 players + heal one— +1. (S,S,I,B)
    * In 9 minutes: Repair no generators, get no unhooks, but get chased for 60 seconds— -0. (-,S,B,G)

    [Bronze, Silver, etc.]

    I'm convinced it is impossible to depip without getting Tombstone/pieced or Mori'd in the very beginning if you so much as try an ounce, or your team throws your rank for you and lets you hang as the first hooked player or because the killer is throwing their rank with yours and face-camps.

    If they had a -2 penalty (-3 to leavers), and bump the +1 requirement to 10 Emblem points while lowering the +2 from 14 to 13, I think it'd better reflect. As follows:


    * 0-4 = -2
    * 5-7 = -1
    * 8-9 = -0 (S,S,S,S/G — what I'd consider a decently-bad game)
    * 10-12 = +1
    * 13+ = +2 (G,I,I,S — because Evader Stealth is a wonky category)

    This way, game leavers/derankers will work their way back to 15 rapidly as they want (less thrown matches for people who actually want to play), bad players will derank until at-rank with bad killers, average players may slowly rank up until their killers are keeping at-rank, and good players won't find it difficult to get +2's against killers they are superior to and +1 for normal gameplay.

    As killer it's so easy to 2 pip. Even having a poor game you can still safety pip. It's really hard to depip as killer.

    As survivor you depip if you get camped out.

    You depip if the killer gets looped all game by someone else and then camps you out with Noed at the end.

    Doube pipping is much harder as survivor. You need unhooks but that depends on how many hooks the killer can get, and you're competing with 3 other people for those hooks.

    You need good chases. What if you get chased late though and all the pallets are gone? Or the killer is laggy and you take some bs hits?

    I find I can just play the game as killer and do well. As survivor a safety or single pip can normally be managed but I feel you sometimes need to force yourself to play in a certain way to win. You cant just have your goal of doing gens and going out of the exit, you have to force yourself to rush unhooks befote the other survivors get them or purposefully get the killer to chase you.

    I dont care how easy it is to rank up as killer im talking about survivor here . Killer plays alone he doesnt rely on anyone so it doesnt matter how easy it is to rank up as killer

  • Prove that his power is decent . Play with better players and try to down them

  • @KoolaidInMyCup said:
    They should add this as a perk for survivor where everytime you throw a pallet down it instantly breaks and you go into the dying state.

    lol for killer maybe )

  • @CyanideCandy said:

    @Slayer said:
    so nurse is not balanced because she is powerful and actually able to crash survivors? She can zip across the map faster than anyone else ? Do you even play nurse?

    Think you missed my point entirely. I wasn't commenting on wether she's balanced. The part where I used the word balance I was more referring to the wide gap in capability between her and other killers because of her ability to just ignore so many mechanics in the game. I wasn't saying she was op, just that she isn't powerful because of any attempt at being balanced. Her ability throws all of the mechanics that the devs use to "balance" every other killer out the window and that is what makes her strong. And I take no issue with her being strong, I love her just like she is.
    I just don't think the gap in potential between her and everyone else should be as wide as it is. None of the killers are balanced with each other at all and nurse sits squarely at the top because the one biggest problem killers face from survivors she breaks and she's the only one who really can. Loops, pallets, windows, none of it works if the nurse knows how to play.
    My comment was more to suggest other killers should be closer in power level to her, but didn't need to be quite as powerful. I just want the option to play a different killer without it being an outright self handicap. There shouldn't just be 1 or 2 strong killers, they should all be strong. That's why there's 1 killer against 4 survivors, not multiple killers.

    Not really dude, Billy doesnt deny pallets loops etc but he still strong you can still create a killer that follows "walking killers " mechanic and they still can be strong.

  • @NathanExplosion said:

    @Goldengeartwo said:
    Survivors are completely busted. Gens can be popped so fast, Hex: Ruin or no, that The Killer barely has time to get more than a couple hooks. No matter what map presence or perks you have to counteract it, Survivors had the swift abilitiy to completely thwart it. 

    In fact, unless you're a Nurse, the most you'll end up hoping for against an optimal team is a black pip. 

    We know, it's been years peoples repeat it, and nothing realy change.

    Oh no, i forgot...

    We got told this :

    Someone was complaining about how stressful it is to play a killer so he said him to play survivor for a change or something else what is so funny there? It happens when you always play one side especially killer because of poor FOV

  • @Malicore said:
    Camping and tunnelling are for scrub killers and desperate ones i main the nurse a hard killer and can still get 4k without those weak strategys and honestly Camping only helps them get more work done anyway it's foolish

    Being unable to break a chase to prevent tunneling says much about survivors skill

  • @CyanideCandy said:
    Slayer said:

    You said it yourself unless you re nurse . So why wont you play nurse the only balanced killer? I have no issues playing nurse however i think her addons make her completely broken so i play without them. Dont complain about gen rush if nurse can prevent it if she played right complain about weak killers ask for their buffs dont ask for gens getting longer to fix

    Because there's 14 killers in the game and we shouldn't all have to play the same one just to feel remotely powerful in an asymmetrical game.

     1v4 only works when the 1 has as much or a bit more power than the 4 and they have to use numbers and coordinate to defeat the 1. As it stands a good killer is usually about as powerful as 2 good survivors (when they don't mess up) when it comes down to perks and abilities in looping etc. Nurse is powerful because she can negate loops, pallets and windows and zip across the map faster than anyone else, not because she's balanced. She sits outside of the normal rules of the game when her ability is used appropriately.

     Every other killer is still playing a 1v4 match and so should be strong enough to perform handle that, not left behind with "just play the nurse" as the excuse. Right now, most of them aren't even close and using them is pretty much asking to have a really rough time. Again, unless the survivors you face end up being incompetant. 
    (Edited to fix a spelling issue)

    so nurse is not balanced because she is powerful and actually able to crash survivors? She can zip across the map faster than anyone else ? Do you even play nurse?

  • @NoShinyPony said:

    @Slayer said:
    For example how about not rewarding them for unhooking since that is simple and doesnt take any skill.

    Then repairing gens should also give no pip points. And running out of the exit gate. Basically, the Evader category is the only thing that really requires kill if you put it that way.

    I'd prefer the pipping system to be bloodpoint-related again. And for that, remove the 8k bloodpoint cap per category (keep the total limit of 32k).

    What do you think about that?

    Yeah okay but gens are different the more you do the more closer you to win. I mean you do something that progress the game ( you take risk etc) while unhooking is something that can be given for free and most people just rush hooks to pip when they realize that they wont be able to complete all gens.
    Your idea can work too but i really think that unhooking should be way less rewarding

  • @Master said:

    @Slayer said:
    I liked recent change for survivors to make it harder to pip. Good call. How about further changes in that direction? For example how about not rewarding them for unhooking since that is simple and doesnt take any skill. Let people to play with equally skilled players

    There were changes ?

    Yes i think so. Patch that came along with spirit or so made it for survivors to pip a bit harder

  • No mither is good in swf against nurse combined with perk to be able to recover in dying state + resilence + prove thyself + toolboxes + offerings to remove hooks. Basically allows you to rush gens early and gives you extra stealth. I had game like that once i took range addons and ebony mori killed 3 of them and still depiped because they denied me gens emblem
  • If bodyblocking can be used in some way to help killer it s not a reason to remove that mechanic there are plenty of ways for survivor to help killer friend the issue is working with a killer not mechanic
  • Can we change it back to shift instead of any movement? Shift was just fine for canceling actions.

    Yes its too easy to screw skilcheck because of that change lets add same thing to gen s fixing and any action with skillchecks
  • It already does enough. The issue with the Perk is the 30 second timer you have. Just change it to be Token based, even if you only get 1.

    This
  • You said it yourself unless you re nurse . So why wont you play nurse the only balanced killer? I have no issues playing nurse however i think her addons make her completely broken so i play without them. Dont complain about gen rush if nurse can prevent it if she played right complain about weak killers ask for their buffs dont ask for gens getting longer to fix
  • Maybe you can make a new game with ideas like that lol Sorry but that doesnt fit this game at all camping and tunneling meant to be part of a game for balance 
  • Master said:

    I hate survivors that camp together with the killer. In such a case I usually suicide on hook.

    I hate survivors that suicide on hook because something didnt go their way . You ended up on hook you dont have right to complain how you suppose to get saved
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