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StibbityStabbity

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  • Legion by far. PeeHead second because I'm a SH fan. Others are fine, but those two stand out to me.

    When does Nea get her own killer theme?

  • Yup.

    The mechanics of this game generally aren't designed to really override each other, but are instead additive. The only exceptions that immediately come to mind are with certain offerings. There ARE some interactions where one cancels out the other, but it is rare, and normally the one being cancelled out is because the other is so overwhelmingly strong. As an example, if you are playing Legion and run Franks Mix Tape, which increases your Terror Radius to take up the entire map, it won't technically stack with Perks that increase your Terror Radius while in Feral Frenzy because FMT is already taking up the entire map. Outside of that Frenzy, however, the Perks will work as normal.

  • I'll be honest in that I haven't read most of this thread. That said, the whole thing with the Mix-Up character is true if you break it down to its bare essentials:

    Going against Spirit is about making correct reads. You look at how the opponent is playing, and you make reads based on the situation and your knowledge of their playstyle. I have used this against lesser Spirit players to drop pallets on their head when they probably thought they had free real estate.

    That said, while this game has many angles in which the killer can come after you, it primarily comes down to reading their timing and having resources around you to mitigate their play. Good spirit players swap out their angles and movements around pallets so they don't become too predictable. That makes reading them harder. They also swap around between an immediate lunge out of SPOOPY GHOST mode or waiting a moment to bait out a Dead Hard. The back and forth present in this game can make reads much harder, as seemingly a million elements are at play and your brain is whipping through them at the speed of light to try and make a correct assessment of the Killers incoming strike, as well as what options you have to foil it. I think this is where the real frustration comes from.

    For some people, those background calculations come naturally and the choices that immediately boil up are decisive. They may not be right, but the Survivor feels they know their options and must make a quick and educated guess on which to utilize.

    For others, however, those background calculations don't really fall in as quickly and they resort to basic jukes or dodges in hopes of stalling long enough to have an answer. Those ones end up getting hit because they couldn't make a read. Even if a read is wrong, it's better than being indecisive and running on auto-pilot. Mix-Up characters punish that kind of gameplay.

    Good Spirit players basically know all of this, and all of these factors also run in the background of their mind as they make plays and decide on how to strike. It almost becomes 4D chess that they just naturally play into.

  • As far as I know, SCPs are basically a common license and can be used by anyone. I don't think there would be a big need to secure licensing agreements on them. That said, the original authors could, IN THEORY, claim ownership of their writing, but the whole SCP archive is predicated on people releasing those kinds of rights when they submit new entries.

  • I've heard that they don't want to give survivors special abilities because it would create a survivor meta. Right now, players get to pick their survivor based on aesthetics and who they like, but if they had abilities, it would become a situation of often seeing the same two or three survivors due to them being meta picks.

  • The issue is that the game is not balanced around the concept of using Voice Chat. Many perks would have to be completely reworked or outright replaced if Voice Chat was introduced.

    THAT SAID, one of the biggest issue at the higher ranks of play, where balance is a mess, is that SWF teams are using Discord or other Voice Chat programs to circumvent the need for Intel perks. Voice Chat BREAKS the way this game is intended to be balanced, and as a result, we have a very limited meta that has emerged around Killers dealing with Intel heavy Survivors and Survivors being able to stack Second Chance perks because they don't need Intel perks.

    In many ways, the balance for the game could UNIVERSALLY be addressed if Voice Chat was added. It would be an admission that "Voice Chat is a thing, it's being used, and it's affecting the games balance", and it would have to come with massive reworks to Intel perks. On the flip side, the balance for the game would be the same from low to high rank, as it would be tuned for all kinds of players. Everyone would have the same benefit that currently a relatively few have.

    VoIP wouldn't be perfect. Balance wouldn't be perfect. However, it would all trickle down correctly and not create the current scenario where high end and low end are essentially two different games that require separate balancing.

  • Every time they do the Shrine, they should randomly buff unpopular perks to shake up the meta. If a buff does particularly well and people really like it, they could consider making the buff permanent. Would really add some hot freshness to the game.

  • @Ghouled_Mojo said:

    Wraith. I hate facing the Wraith with his ‘wanna be in the band with my cowbell’ self.

    That hurts. I love Mr Bing Bong.

  • As much as people complain about it, I PERSONALLY think DH is fine. It's a skill perk which gives i-frames, meaning the player must time their execution of it in order to get out of a hit. I like Character Action games and would totally bind DMC3 music to my DH if I wasn't too lazy to learn how. I don't think BT BY ITSELF is considered controversial either. It's more when it's paired with other meta perks. By itself, BT seems perfectly fine.

  • "Luck" elements in gaming do several things. They can create upsets that wouldn't otherwise happen, which shakes things up for everyone involved. Luck can also shift the blame of things going badly for someone involved in a competitive game. Luck can also serve to allow elements that otherwise would be hard to implement in a skill-based manner. In this case, I think it's the ladder. Putting in a mini-game to get off the hook might SOUND fun, but it would give everyone access to it and make things much harder on the Killer. On the other hand, yeeting off the hook is an interesting idea, and I don't think the devs wanted to just drop the idea.

    DBD is a very inconsistent game that jumps around in where it's balanced, where it's RNG, and where it's fun over competition. It's just one of those things you need to accept. Luck/RNG elements are thrown in to create uncertainty in outcomes.

  • Spirit, Deathslinger, and Pyramid Head always feel like I'm making soccer balls in a third world country because it's a sweat shop.

    Freddy just slows the damned game down so much, and nearly every Freddy I come across is running Moris and NoED like they need the help. Freddy is just aggressively anti-fun.

    Honorable Mention goes to Huntress. I actually love going against Huntress, but nearly every one that I go against is running Ebony Moris and Iri Axeheads. My guess is a daily, but it's sad to think that over half the Huntresses I see only showed up because of a daily.

  • AFAIK, Dead Hard is the only Survivor ability that gives i-frames.

  • Freddy on Survivor, but when I play Killer, I find that my Clown has a deceptively long lunge. The little knife animation doesn't really match how far out that thing can hit in first person perspective.

  • Faking being a survivor would only make him work at low ranks and in solo. It simply wouldn't work at high ranks and in swf, which would essentially render him powerless. While the game isn't really balanced around things you can do outside of it (ie: Voice Chat), it can't outright be ignored when designing a new Killer either.

  • This is a terrible idea. Where the hell do you come off spouting out idiocy like this?

    My suggestion:

    -Power to the People

    -Every time a generator receives repairs, all Survivors receive an electrical charge, causing them to scream and interrupting them briefly and applying Exposed to all Survivors for 60/120/240 seconds. The Killer is notified of the position of every Survivor that screamed. When a generator receives any repairs, Power to the People receives a token. If the Killer finds a Survivor in the Dying state, they may kill them instantly at the cost of a token.

    There, that seems much more balanced.

  • @pwncxkes said:

    Survivors ,cuz killers might have some weird kinks.

    Killers, because killers might have some weird kinks.

  • You can get it, but you don't have an increased chance of it appearing. At least, that's my understanding.

  • @Soulslayer618 said:

    In a different post we started talking about all the different meta perks and why some are OP and how some are abused (no I dont care about your argument people can easily abuse perks to favor them)

    so I thought Id make a post specifically to collect ideas from the community on what they think would fix the issue with specific perks. afterall who knows better how they want it fixed than the person complaining about it

    to start

    DECISIVE STRIKE -  lower the time to 10/20/30 seconds but it doesnt go down while in chase but secondarily it deactivates DS from people if someone else is hooked this way it becomes an ACTUAL anti tunnel perk instead of 60 seconds of you cant touch me

    "DECISIVE STRIKE - lower the time to 10/20/30 seconds but it doesnt go down while in chase but secondarily it deactivates DS from people if someone else is hooked this way it becomes an ACTUAL anti tunnel perk instead of 60 seconds of you cant touch me"

    -TO MY KNOWLEDGE WHICH IS NOT SUPER DUPER DEEP OR ANYTHING, the devs have stated that DS is factually not an anti-tunneling perk. It's just strong because... raisins. That said, I'd like the devs to just bite the bullet and treat it as an anti-tunneling perk. Your suggestion would work. Another simple fix would be for it to keep the 60 second timer, but it shuts off if the Survivor works on a gen or heals another Survivor. The logic there is that "working on a gen or healing someone else means you aren't being chased". With that scenario in mind, you could even FREEZE the timer while they are being chased, allowing it to have almost unlimited up time AS LONG as the Survivor in question is in fact being chased.

    As for other perks...

    -NOED: Make it actually require some kind of pre-requisite from the killer other than "be bad at the game". One simple idea is to give it Tokens. For every Survivor the Killer hooks, they get a Token. Once all generators are powered, NoED applies Exposed to all Survivors and informs the Survivors that NoED is active. Every time the Killer hits a Survivor while NoED is active, NoED loses a token. At 0 tokens, NoED deactivates. BOOM, now it rewards the Killer for actually trying to play. Might still be OP, but it's a far cry better than it currently is. It would also still be a Hex, so "just do bones" still applies.

    -Ebony Mori: Make it only work if the Survivor would have been on death hook.

    -BBQ and Chili: Make it so that instead of just seeing everyone for a few seconds, it detects Survivors outside of a 32/16/8 meter range of a generator. Basically, it would make it for finding stealth nerds, while other Perks would see more use in actively monitoring generators. The numbers on the range would require a lot of play testing. I also realize that a lot of people might not consider this perk to be particularly OP/busted, but it's an extremely common perk in most killer builds and is meta, which means it DOES over-perform.

    -Nurses Calling: Make it behave more like Spies from the Shadow where you get the "THUNDER FROM THE TUNDRAAAAAA" sound when someone starts healing and a quick visual indication (also similar to Infectious Fright). That way, it's not used to actively monitor healing Survivors, but simply to tip off the Killer that it's happening and where when they start to heal.

    -Ruin and Surveillance: These have an insanely good synergy, though I really can't think of a way to fix that without making either one of them ABSOLUTE GAHBAGE.

  • @Elena said:

    Another important feature is to nerf Clown, buff Spirit and sell a 1 million dollar cosmetic that allows you to destroy the game as Trapper by giving him the exclusive ability to spew fire all over the map with his mouth and melting everything.

    Heavy Metal needs to play when he does that.

    That said, what does the game already have that you want to see MORE of?

  • @MeltingPenguins said:

    Before we answer this, allow me make an important inquiry:

    Did you sleep before or after the 10 hours of playing?

    During.

    I live life dangerously.

  • @Soulslayer618 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564645#Comment_1564645

    a thought in agreement with your argument

    maybe if some perks were incompatible so they cant both be equipped would that make it better? or will that not help? do you want to complain when people genrush and then complain when they do everything else because they dont wanna genrush

    like dude I get it but honestly what do you expect? for the survivor to just let you down them or their friends? no theyre job is to survive in the same way its the killers job to kill. use the resources available but even still people are kinda.... dicks about it which is unfair

    "maybe if some perks were incompatible so they cant both be equipped would that make it better? or will that not help? do you want to complain when people genrush and then complain when they do everything else because they dont wanna genrush"

    -I don't think the incompatibility idea really works in the current state of the game. The way perks currently work, the devs seem to want to allow as much mix and match as possible, which I entirely agree with. Let people make the builds they want to make. In the long run, and for the sake of build variety, it's a better choice to go through and find out what makes a perk over (or under) powered and adjust it accordingly.

    "like dude I get it but honestly what do you expect? for the survivor to just let you down them or their friends? no theyre job is to survive in the same way its the killers job to kill. use the resources available but even still people are kinda.... dicks about it which is unfair"

    -I totally expect people to play in the best way to give them an advantage and win. I have NO issue with that at all. My issue is that it's not high risk/high reward. With BT and DS as they are now, it's low risk/high reward. I take protection hits for people all the time. I body block and deny hooks by standing under them. I get it. I also play casually and don't do those things when I'm not feeling super cheeky. I would NEVER demand that players intentionally play badly or to a detriment in order to make things "fair". That's not the players job. It's the job of the GAME to make things fair, so when something is broken, I call it for what it is. NoED is garbage. Ebony Moris are garbage. Many perks can be exploited to be FAR more potent than they have any right to be. That's not the players fault, and I won't get on them for that... unless they run NoED. ######### NoED.

    As for people being jerks, I hate that too. I don't teabag killers (unless they run NoED), and I use post-game to compliment everyone, or point out bad plays in a civil way. Unless they run NoED. ######### NoED.

  • "and all that aside most of the "meta" perks cant even be used by survivor if you play fair or am I wrong?" - Ya, you're wrong. Many of the meta perks can be used to force bad plays on the Killer. Someone with DS or BT active can shove themselves in front of the Killer to protect someone without those perks active, denying a hit to the Killer that wasn't trying to tunnel. If it was DS and the Killer suspects as much, they leave them on the ground to avoid the back stab, and the Survivor gets up with Unbreakable and can save their DS for next time. Free real estate.

    FreeRealEstate2.jpg


    The issue with meta perks isn't what they do on Survivors that want to play the game to avoid the Killer and get work done. It's what they do on Survivors that want to push every possible use of those perks to bully and punish the Killer as much as possible. This game has a serious issue where low-skill and high-skill playstyles vary so drastically, it's essentially two different games that can't be balanced equally.

    I'm not inherently against most meta perks, but I DO feel like SOME of them can be more finely tuned to take the edge off of them or make them less capable of trapping the Killer into bad plays. Likewise, I would love to see some of the NEVER EVER perks get buffed so we see more variety in higher tier builds.

    DH is fine though. It's a skill perk. Completely fine with that.

  • my-image.png


    This is mostly based on a mix of who I like to play as or against, some mechanics, how good they COULD be with a rework, and visual appeal.

    KEEP

    -Clown: I enjoy playing as and against him. His power is simple, but can be very effective. He also makes the Killer really learn loops and chases so he can properly manipulate them, which is good.

    -Doc: Very solid Killer with a good mix of utility denial (if timed well) and close range oppression. I like him a lot, though the people that play him need to call a landscaper to pull their stick out of their behinds sometimes.

    -Ghostface: Honestly, seeing his funny little head poke out like some kind of macabre game of "peekaboo" is hilarious to me. Even when he's kicking my butt, there is something just funny about him to me that makes it hard to ever be mad at him.

    -Hag: Very powerful, but requires the Killer to have a good grip on how to use the map to their advantage. The high skill ceiling and wealth of strategy she gives to the Killer makes her a keeper.

    -Bubba: He's a good boy.

    -Huntress: I play on PC, I play a lot of shooting games, and I like anything that gives mechanical skill a place to shine. Plus she looks cool.

    -Legion: I like THE IDEA of a Killer that zooms around, stabbing people like a maniac. Legion needs a rework, but I think they have potential. Lots of it. Plus, I like their cosmetics and I'm completely on board with the idea of a Killer that could almost pass as a Survivor.

    -Plague: Looks cool, and I have seen some awesome games with her on youtube. I completely suck with her, though. Plus, vomiting profusely on a cornered Survivor is hilarious.

    -Wraith: Bing Bong. He's adorable.

    -Trapper: For the big brains out there that want to show a fairly low rank killer can wipe the floor with them. I like the idea of him a lot, though I DO think he could be buffed a little just to nudge him slightly higher in his effectiveness.

    CUT

    -Deathsliinger: I like the idea of him, but I feel that he's lopsided and not that fun to play against. Considering he uses a gun which means bullet travel will always be fairly fast, it makes it hard for me to imagine a rework that would both make him better against multiple targets while also easing off his 1v1 power. Too bad, I like how he looks and I think his mechanical skill requirement is neato.

    -Demo: Bland as hell. I simply can't get into him on any level.

    -Freddy: Needs a buff that puts a "No Fun Allowed" sign in front of every gen. He's just brutally anti-fun to play against. I also call him Sweaty Freddy, because nearly every one I have faced seems deadset on ending the game in 30 seconds or less. My personal bias is strong here.

    -Billy: Just not into him. Currently, it's a 50/50 going against him. Either the Killer is a God or a Goob. I hate how his chainsaw handles, and end up being a boring M1 Killer when I play him. I get a lot of people like him and have fond memories, but I'm not them and have none of those things.

    -Nurse: Personally not into her, though I respect the hell out of her and anyone that plays her well. Only here because I needed to fill the cut list.

    -Oni: Just not into him at all. I don't like playing as him (feels clunky to me) and going against him is boring.

    -Pig: Honestly just boring. I also don't like the Saw series, so eat that Saw-liking-people-persons.

    -Pyramid Head: This one cuts deep. I only started playing DBD again because I'm a Silent Hill fan. I wanted to main Pyramid Head. Then I played him. Eh. His mechanics are either great or terrible depending on the match. Sometimes he's a mastermind, sometimes he's an M1 slugger. I feel like he lacks consistency. I wouldn't miss him if he was gone, though I'd also want him brought back with a more solid kit and ability.

    -Spirit: Only on here because I needed to fill the cut list. I would miss her, but not that much. Her mindgame... game... (nailed it) exists in short, frantic bursts. She is literally 5 seconds of "OH NO WHAT DO" and then several seconds of just being an M1 Killer. YA, that boiled it down a bit too much and over simplified it, but I just don't feel like she comes with a lot of interaction. For both the Killer and Survivor, her power is for them both to use what little info they have on each other and make a guess, which isn't the greatest thing. I WILL SAY that it feels great to consistently drop pallets on her when she comes out of Spoopy Ghost mode, because you feel like you're inside the Killers head. The reality of it, though, is you called the correct result of a coin toss.

    -Myers: Again, only here because I needed to fill the cut list. I like the idea of him, he has great meme potential, and there is some kind of brutal honesty to his simple but potent playstyle. I respect that. That said, it's SO simple that I don't feel like it would be that great of a loss, though I'd still miss him.

  • I tried her earlier today and she feels completely impossible to aim with right now. I wish there was an unranked practice mode for trying out new killers or something...

  • Sorry, but my anecdotal evidence and bias is more valid than your research on overall trends, data, etc. Nerd.

    /sarcasm

  • I would say that it's against the spirit of the game, but probably not as of yet. The issue is proving it and finding a way to detect and regulate it.

  • Actually, the math doesn't add up.

    Survivors die quicker if they are rescued from the hook, then put back on within a set time. Furthermore, even if you do not meet that time, as long as you are consistently hooking survivors every 30 seconds to a minute, you are still going faster than if you face camped a single survivor on a hook before moving on to the next. The amount of time a Survivor spends on a hook through both phases is about 2 minutes. In that amount of time, you will have done far more damage if you managed to hook 2-3 survivors that still got rescued, and you can pressure gens and break pallets as a bonus.

    Face camping is slower than breaking off to hook more survivors.

    On top of this, face camping ensures that generators are receiving no pressure. If the Survivors are running Bond, Kindred, or working in a SWF, they will know if someone else is going for the save and quickly learn if you are face camping. As a result, they will blitz gens and ensure the killer does not have enough time in the match to secure enough kills to brag to their mom when she calls out that dinner is ready. The most the killer will see if a 1k or 2k, when splitting off could have been a 4k with no gates open.

    If you want to face camp, go for it. You do you, friendo. But call it for what it is: It's playing bad cuz ur bad. Git Gud.

  • @PubStar87 said:

    Blendette's get mercilessly tunneled. People mention it in their profiles how they tunnel em. People hate on Urban Ev. users.

    I'm sorry we're not all blessed with an algorithmic god-like knowledge of the maps, every hitbox, every trick, running the dirtiest perks imaginable as a nigh untouchable SWF team.

    Some of us get our kicks watching a Killer search every bush in the map, because you a blendette, did so one time, and now he's convinced you're ALWAYS hiding in a bush.

    Some of us get our kicks seeing just how hard we can fuNk with the Killer and waste their time entirely.

    It's a legitimate part of the game. Stop acting like it's not.

    If the makers were THAT concerned they'd stop making super dark blendy cosmetics.

    Stop. Hating.

    You can get all the kicks you want from hiding from the killer. Nothing wrong with that.

    And they can get their kicks from not liking that and punishing you six feet into the ground. Nothing wrong with that either.

    Stop crying and start dying.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561949#Comment_1561949

    Right that's why the devs nerfed Billy...because killers are in a weak spot and survivors are massively over performing.

    Billy over-performing and the current state of Survivor balance are unrelated issues. Treating them like they are produces no valuable dialog.

  • @RizeAki said:

    It’s better for them to spawn together then apart so take it as a blessing tbh

    Unless they want to blitz gens, in which case spawning apart is better because they can hit more gens at once. If the killer finds one of them, the other gens still maintain progress.

  • The original cenobites from The Hellbound Heart, if Pinhead isn't an option.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560752#Comment_1560752

    That's on BHVR. As it stands, unless the Killer is running a Hex perk, or the survivors feel they have a reason to fear a NOED, outside of bloodpoints they have absolutely zero reason to do totems. And totems are what BHVR stated that they consider to be a secondary objective when the feature was requested ad nauseam.

    That's BHVR's design flaw. Survivors feel no need to do totems except in very specific circumstances. If they consider totems to already be a secondary objective, then they should have put some mechanical design into that. Even if was something as stupid as slower gen progression per each totem not yet cleansed.

    But they did nothing to reinforce totems as a secondary objective. Which was either poor design, lazy design, or now claiming them as a secondary objective that should be completed is a BS response instead of saying that they either don't have the manpower or desire to actually design, create, and add a secondary objective.

    Yup. The slower gen thing is a good idea, as it would slow the game down early on but allow the Survivors the ability to speed things up. I mentioned it in another thread, but it got drowned out because it's a NoED thread.

  • Imagine this happens to a group of new players by happenstance. The potential to punish innocent players is there.

    Also, gen rushing itself is a symptom of "We have one job". Survivors need more to do other than rush gens.

  • If they go to 1080 noscope you, just sit back for a moment until they get the jitters out of their system. Then hit them. Then, stand over them and shake your head no so they know they are being dumb.

  • First off, "Balancing Killers" is not the same as "Balancing the game when SWF is at play". Carrying on...

    The game does NOT have Voice Chat. The devs CANNOT assume that every group or swf has voice chat. The game cannot be balanced around a function it does not have, despite people using said function outside of the game.

    SWF groups can be extremely coordinated, or a few friends playing together that aren't actually that good at communicating. Punishing the ladder because the former exists is NOT good game design.

    Therefor, any mechanics that attempt to fix the issue of extremely coordinated SWAT groups rubbing their balls on the killer needs to ensure it won't do the same thing to a group of kids playing cops and robbers.

    The only thing that comes to mind off the top of my head (read: not thinking too long or hard about it) is to have a director AI in the background monitoring the match time, Survivor progression, Killer progression, Amount of Hooks, etc. Based on that info, it would give the killer a SLIGHT speed boost in both movement and recovery if the Survivors are pooping all over them. If the Killer is just dunking on the Survivors, gen speed would become slightly faster, chest items would be higher quality, healing would be slightly faster, etc. These values would top out somewhere between 5-10%, giving the side that is lacking a needed boost while not outright handing them the HEAVYWEIGHT CHAMPION BELT, and would take these boosts away as soon as they show that they are more regularly keeping up with the pace of the opposing side.

    Might be a terrible idea. Probably is. I thought of it as I typed it, but the main point was that it would need to be a nudge at best, not a rocket booster. Mechanics that change the gameplay on the fly like that need to be a bit subtle, as you don't want it to look like the Killers car went from a Corolla to a Formula 1 racer.

  • Don't worry about rank. The game gets ultra sweaty at higher ranks anyways. If anything, it becomes nice if you derank to go up against people that aren't attempting perfect loops or trying to blind you every other second.

  • @AChaoticKiller said:

    If you slugged i think you could have won? Im not going to watch since i can already see how that game would go but with no unbreakable you could have tried to snowball. Unless you thought they might be running that perk and tried to avoid slugging to get more hooks either way you have a valid point. Besides in a normal game you have to assume the worst and with gen rushing with meta and playing safely against the killer(besides nurse) you cant realistically win especially if you going for a normal 10+ hooks game. Against that you have to get everybody downed and hooked while no ones dead to win because unbreakable and ds will prevent you from tunneling and your definitely not going to kill someone before gens get done unless your satisfied with 1 or 2 kills.

    I did a kyf with a group of r1's using coms, meta perks, rushing, and they played safe and i went demo and hag. They were only average in a chase and as demo non lasted longer than 40 second. I couldn't snowball and only got 1 kill but about 7 or 8 hooks.. As hag same situation but i got all but 1 down but 1 had unbreakable and i lost from that with 1 kill o and they all had DH. Hag suffers similarly to nurse against DH so i barely got downs after that in that game, i think i got about 4 hooks.

    If anything, they did a LOT of slugging.

  • The Macho Man (Randy Savage)

    -115% speed

    -The Macho Man is NOT a stealthy killer in the slightest. During the fade in at the beginning of a match, The Macho Man announces himself by yelling "I'M THE CREAM OF THE CROP" loud enough for everyone to hear. And fear.


    Powers

    -KING OF THE RING: The Macho Man will charge forward, crashing into anyone he hits. This will hit them for a single health state and stagger them for half a second. After the half second, they will regain full control as usual. The speed boost normally associated getting hit will activate upon regaining control of the character. The Macho Man, after hitting someone with King of the Ring, will take a moment to flex.

    -FLYING ELBOW DROP: When the Macho Man approaches a hook, he may climb on top of it as though it were a turnbuckle. From there, he has one second to aim where he wants to go, and will promptly jump into the air like a majestic eagle, landing where he chose with an Flying Elbow Drop. Landing on a survivor with this puts them instantly into the Dying state. Upon landing this attack, the Macho Man will cry out "OH YAAAAAA" loud enough to be heard across the entire map.

    -SUBMISSION: The Macho Man, when encountering a Dying survivor, may choose to put them into a submission lock rather than pick them up, effectively turning The Macho Man into a hook. During the time he has the survivor in the lock, he will constantly belittle them, taunt them, offer them words of inspiration, and advise them to snap into a Slim Jim. The Survivor may be rescued as normal. Upon removing the Survivor from Submission, The Macho Man appears on top of a random hook, prepared to launch a Flying Elbow Drop.

    -PIN: The Macho Man, when encountering a Dying survivor that would die on hook, may choose to pin them. Putting them in a Pin is essentially a mini-Mori, and counts as a hook for the sake of scoring. Upon putting them in the Pin, there is a three count before the Survivor is dies. Upon completing the Pin, The Macho Man rolls away from his victim and shouts "I AM THE GREATEST WRESTLER THE WORLD HAS EVER SEEN" loud enough to be heard across the entire map.


    I can't think of any perks.

  • Give all killers crouch so they can counter-teabag

  • Sometimes I run it, sometimes not. Depends on the killer, intended playstyle, and the importance of other perks.

  • Alrighty, cool, thanks for the info :D

  • What if, every time the killer has LoS to the survivor on the hook (can be checked with hitscan/raycast), the timer on the hook slows down a bit?

  • Claudette needs to stop hiding in the locker.

  • @The_Wheeze said:

    I'm only a rank 7 killer and just got DESTROYED by a 4 man swf which is just a normal day as killer , doesnt bother me. but when I get people like this it really makes the game hard to pickup again. Disclaimer: I camped the ONLY Survivor I hooked all game AFTER the gates were opened and the other 3 still had borrowed time and still got away with a nice easy win because I failed to do my job properly , but this is what killers have to deal with all day long, and why the toxic cycle on both sides continues.

    Saw the original screenshots. Next time, just say "ok" and leave. It's not your job to sit in the post-game lobby and listen to smack talk. It's a courtesy to chat there, and if they aren't being courteous, just bail. Besides, it'll piss em off more because they didn't get to vent or make someone else as miserable as they are.

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