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  • @AshleyWB said:

    Another example could be so that shock therapy isn't as easy to aim on Survivors who can now go through the wall rather than along the usual path in a straight line.

    Bubba's chainsaw could hit the wall as he's right about to get you. If it was just a straight line he would get you

    Myers stalking could be slightly counted by dead Harding through a wall breaking line of sight, same for GhostFace and the ranged killers like Huntress, plague and Deathslinger.

    Hillbilly is strongest when the Survivor is running in one direction, if the Survivor could dead hard through a wall it would be less predictable and a hindrance to the killer landing the chainsaw.

    At that point, why not let the Survivor stun the Killer if they can bust down a wall?

  • I think the flavor of Dead Hard is that you are resilient to pain, not that you can hulk through anything. :P

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1131627#Comment_1131627

    First:you could find ruin and pop it which is a lot easier then finding all 5 totem spots to avoid noed.

    Second: Noed doesn't take any input what do you mean? literally i can play a game with noed on play pretty normal and at the end get rewarded because a survivor missed that 1 totem in the nearly impossible to see spot.

    And They are both really crutch but one was necessary to slow the game down against red ranks and the devs said itd be fine and look what its turned into gen popping heaven with survivors having a lot more power. And Ruin did have counters its basically the same ones as noed. Except once ruin was hit its gone noed applies at the very end so yeah it can be destroyed but its a lot harder when you have oneshot killer moving at super speed.

    You can find NOED and pop it too. :P

  • @PrettyFaceKate said:

    They should just make it so you can equip whatever tier of a perk you possess as long as that tier is unlocked. That would solve the issue, because some of those times are a matter of preference. Click on the perk and a dropdown menu allows you to select the tier.

    I actually like this idea, personally.

  • Discordance yes, Surveillance no. Surveillance doesn't have any unintentional downside to the aura lasting longer, as far as I am aware.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/134023/end-game-screen-shows-swf

    https://forum.deadbydaylight.com/en/discussion/comment/1130070#Comment_1130070

    I think it would be a nice change but it had been bought up before and the counter argument is that killers will write down names and dodge those groups in the future

    Those Killers probably already lobby dodge for other reasons anyways, so meh.

  • Um, I dunno. I guess if they ever make the Reverse Bear Traps suck too much at killing Survivors? Yeah, yeah, RBTs are a stalling tool and not a killing tool, but at a certain point, they may as well not even be Reverse Bear Traps.

  • This seems reasonable to me. No need to hide that info post-game IMO.

  • "Boop the snoot" is Pigan for "Easy target." ;)

  • For Trapper, it wouldn't matter much if notifications were disabled because the additional time needed to disarm a Trap would probably slow down a Survivor enough that they are screwed anyways unless the map is huge and the Gates are hella far.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128756#Comment_1128756

    Hey! Thank you for the Feedback, I changed some things about the addons, I tried to make the Skill Check ones a bit less trash.

    Also I tried to change the problematic addons, so what do you think?

    I probably should have explained my problem with the Skill Check add-ons. Note that this is just my personal opinion, so you are free to disagree.

    Regular Skill Checks are not hard to hit. Especially as you go up the ranks. Even if you make them smaller, they ain't hard to hit. Consider that Survivors have no problem hitting the Skill Check for Decisive Strike, and that is pretty small. Add-ons that care about Jigsaw Box Skill Checks suffer from the fact that because most Survivors will get through them with ease, they just ain't gonna care even if they have to machine gun them six in a row. This goes for more Skill Checks, harsher punishments for failing them, and even reducing the success zones (unless you go overboard with the reduction, which would be bad itself because it is far more likely to punish newbies than experienced players). Truth be told, if it were me, I'd just scrap Pig add-ons that care about Skill Checks entirely and just have them do something else altogether.

    I like your solutions to the ambush speed add-ons on paper. I don't know if they'd work in practice, but it makes sense (to me, at least) that if you're gonna speed up the Pig, you should make it take longer to charge.

    Amanda's Secret also seems reasonable to me.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128030#Comment_1128030

    That means, they make mistakes. Not everything they implement is on long sight. They may have wording in their addons or mechanics that look like intention, but they change it afterwards. And that I think they will change several stuff on the Deathslinger for release or one of the next hotfixes.

    And again: we can keep discussing, but so far everything is very much based on our interpretation. The counter arguments brought up so far is interpretation on wording of addons and guessing on what his mechanic looks like, my arguments are based on what happened in the past.

    That doesn't mean that they made a mistake here. There is nothing about how they handled it here that is inconsistent with how they want things to be. You say that you are basing it on the past, but that doesn't do anything to support the idea that it might be a mistake.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128676#Comment_1128676

    Borrowed time negates one hit downs and is supposed to ward tunneling tendencies. If there was no one hit downs, literally nothing changes.

    Self care has some clear downsides like noises and Nurses Calling, and if they balanced gens around 2 hit killers then you'd be even more of a potato for using it.

    This is making my head hurt. You're all still posing this against the normal game. This is a hypothetical situation. Does everyone think the game would function exactly the same except you're even more crippled?

    What are gen and action speeds? Are there more status effects? Which killer abilities change? Which get buffs? Does no one know how balancing works?

    I mean, all the Killers with instadowns would likely need to be substantially reworked anyways, regardless of what else about the game is rebalanced accordingly.

  • @Cassandra_Alexandra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128710#Comment_1128710

    You’re changing the subject. The comment is in reference to survivors suiciding on the hook.

    This is in direct reference to the following quote you made:

    I think if someone is in a match and they decide they don’t want to play that match anymore, that is their prerogative as long as it’s within the rules.

  • Everything here is my opinion, as always:

    Spoiler Spoiler Warning ▲▼

    Increase crouch movement speed: Sure.

    Increase crouch/uncrouch speed: Also fine.

    Move roar to end: Thumbs up.

    Delay Undetectable icon to when Pig's TR is actually 0: Also good.

    CCW Skill Checks on Jigsaw Boxes: Seems pointless, but I guess it would not hurt.

    Workshop Grease: Still trash IMO.

    Combat Straps: I think this is fine?

    Utility Blade: A bit risky, as this + Medical File or Video Tape can potentially lead to too easy hits. I won't necessarily say no.

    Razor Wire: Still trash IMO. The removal of Great Skill Checks on boxes wouldn't be a terrible idea for base kit, though.

    Face Mask: Hm...maybe? Idk if it would be redundant with Pig having the ability to crouch anyways.

    Slow-Release Toxin: Very dangerous IMO. Would encourage tunneling, which I don't think is good.

    Rusty Attachments: A lot risky. I doubt this would be balanced.

    Interlocking Razor: A rarity change doesn't stop this from being trash IMO. I would scrap it entirely.

    Amanda's Secret: Reminds me of Tampered Timer where it does nothing unless it kills, only with a huge downside. I feel this would only be usable with Tampered Timer, at which point it would be frustrating as hell.

    Amanda's Letter: Thumbs up.

  • @Cassandra_Alexandra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128273#Comment_1128273

    There’s so many reasons why people suicide. I think if someone is in a match and they decide they don’t want to play that match anymore, that is their prerogative as long as it’s within the rules. I’ve had matches where I suicided because I needed to for me. My most recent example was a killer that downed me and kept downing me when someone would heal me to injured state. I wasn’t enjoying myself at all. I just got home from a stressful day at work and wasn’t in the mood for that. I just wanted to actually play and have fun. Once he decided to hook me, i suicided and went on to another match they was actually fun cause I got to play and not just lie on the ground most of the time. You never know the reasoning behind people’s decisions to suicide. Perhaps they should do an anonymous poll.

    What's the killer's way to leave the game that's within the rules?

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128633#Comment_1128633

    Ghostface highlights them the longer they're stalked. They're exposed as in they show up better and you see their aura for a duration. Would also compliment his photography background.

    Oni they would turn his dash and charge attack into a large AoE explosion.

    Leatherface already has a multi-hit mechanic so they would have to adjust only the values for the speed of the attack and it's duration. Remove bump penalty.

    Aura reading would not be worth the time spent stalking. I still say he would have to be reworked.

    AoE would really depend on the execution, as making the attack too big would make it nigh impossible to counterplay, and making it too small would make it not worth the effort.

    Multi-hit would not be worth it, as it would have to be balanced such that it doesn't function as a "may as well be a one-hit", which means it won't be multi-hitting people very often.

  • Leatherface and Ghostface would need to be re-worked entirely. Oni probably as well. I could see a case for Billy and Myers to be re-worked too.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128502#Comment_1128502

    There are no benefits to the receiving end of that action. There are many benefits to multiple people with suiciding in certain situations. Let's not play dumb, they're not the same situation at all.

    What about the pallet thing I said? :P

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128407#Comment_1128407

    DC mostly - but if they don't want to do that, just wait for the last gen to finish and open the gates...done in a couple minutes. They don't want to do gens --- what's the problem? That's still a party in my book. Killer sets the tone for the match, their options may be limited depending on the survivors (not chase, slugging, camping, switch to friendly and farm, go tool in a corner at the very worst). If you feel survivors set the tone every game, you aren't killer material or just easily manipulated.

    All part of potentially getting a bigger paycheck at the end and not being in risk of elimination from the match.

    Oh, so you're telling me they have no way to leave without DCing, ergo they are forced to stay in a game they don't want to play in?

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128455#Comment_1128455

    You seem to really just want to punish people lol

    its a videogame, jesus

    Video games already have systems in place to punish people, so saying "it just a game" doesn't accomplish anything.

    @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128455#Comment_1128455

    Friend, there are a lot of problems in the world that deserve this kind of attention. There are hobbies you can take up. Maybe a walk, get some fresh air.

    If someone suicides, life will go on and it will be ok.

    None of that means excessive early hook suicides shouldn't be punished. :P

  • @scenekiller said:

    I'm sorry, but anyone saying "punish first hook suicides" isn't using their brain.

    Basically, you're calling for punishment of the use of all game mechanics in ways you don't like. That just doesn't make any rational sense.

    Deliberately wasting all the pallets to troll your teammates is already a reportable offense, so...

  • @BigTimeGamer said:

    You all only seem to care about your own enjoyment rather than others and it really shows with the mental gymnastics needed to justify punishing people for wanting out of a videogame

    Those "mental gymnastics" are what led to the DC penalty system, no?

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128370#Comment_1128370

    Oh yeah plenty of times I have seen them do so. Quite a few do it if they don't like the map or if their Ruin was destroyed (I wonder what they do now that Ruin has been changed - probably not go to parties at all now).

    But how do they do it?

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128308#Comment_1128308

    What is excessive? If I bring slippery meat??? And try to escape every game are you trying to give me a temp ban? If my teammates all gone down and I try to escape to pick someone up are you gonna to ban me?

    Only if your proceed to just let yourself die on hook every time Slippery Meat doesn't save you.

    @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128299#Comment_1128299

    Exactly right - throw a bad party and people will leave. Same thing - a lot of killers throw a bad party, so the survivors leave.

    How does the Killer leave if Survivors throw a bad party?

  • @BigBubs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128308#Comment_1128308

    Or instead of listening to people like you who seem to think that punishment is the solution , they could just remove button mashing struggle and make it automatic.

    I mean, I'm okay with that too.

  • @ZoneDymo said:

    OK so 1 what would you have the devs do?

    and 2. you still get a lot more points then if they were to DC the moment you down them.....

    EDIT: not to mention to usage of perks like BBQ or Huntress Lullaby

    Punish excessive first-hook suicides.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127588#Comment_1127588

    So were they aware of how to change Legion to get rid of the moonwalk, to reinvent it with Nemesis, having to rework Deep Wounds just to keep how Nemesis works

    I'm not sure how that is relevant.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127252#Comment_1127252

    Do you really think this wording explicitly negates any debates on mechanics of other perks? Like they never had bad wording before. If they figure out that they need to remove the synergy with perks, they can simply change the wording. Or forget about the wording and change it anyway. Or simply change it and introduce a bug that Iridiscent Coin doesn't work. Wouldn't be the first time something like that happens.

    And you can talk about how Legion works as much as you want, with status conditions or whatever. Try to explain how Legion works with the same logic before he was changed, when Frenzy hits applied Sloppy Butcher mangled status. The power hasn't changed, the description hasn't changed, they just removed that Frenzy applies the perk's effect. So if your logic is correct, how come that doesn't apply to pre-hotfix Legion? Then Sloppy never should have applied the mangled status on Frenzy hits. It is just BHVR decision to say "nope, consistency, let's remove it". There's no reason or arguing why this could not happen to Deathslinger as well.

    I think this is just too much interpretation on what we see or read, which does not have any definitive meaning. We can get an idea, we can be right with that idea, but we can also guess more than there is. Like two different wordings flashlight effects, meaning the same thing. Or knowing how efficiency actually works, just by defiing what efficiency means.

    Do you really think this wording explicitly negates any debates on mechanics of other perks?

    Yes, I do. Because in this case, the wording denotes a Status Condition applied to the Survivor (Exposed) that straight-up would not function unless M1ing the harpooned Survivor counts as a basic attack.

    Try to explain how Legion works with the same logic before he was changed, when Frenzy hits applied Sloppy Butcher mangled status.

    They changed their mind about what should apply these effects, obviously. The Deathslinger was designed at a time where they have already figured out what they want to count as a basic attack and what they don't. The Legion was not.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126315#Comment_1126315

    Can you tell me what happens to the one that is hooked at that moment? When you swing, you basically break the chain, the survivor would not even be injured when you swing too early or miss. I think you don't apply Deep Wounds to anyone in your scenario. So it should be the combination of M1 and gunshot. And your third paragraph explains exactly how Legion worked before the nerf. Frenzy "applies Deep Wounds to your basic attack", and Frenzy hits applied Mangled etc. through Sloppy Butcher. And then they changed it.

    @ZoneDymo @TAG @NuclearBurrito As I said, we can keep discussing, but they will change whatever is needed, if intended or not, when they argue with "consistency". The current state is PTB and most likely not the final version, maybe even buggy. Let's just see what happens. Noone wanted the Legion changes to let Frenzy hits not be basic attacks anymore because it simply removed a bunch of perks being useful. I think they will change this for the Deathslinger as well.

    I mean, they flat-out wrote "Exposed" in Iridescent Coin. If they wanted to, they could have just instead written "Blah blah blah put into the Dying State" like with the wording on Iridescent Head. Seems pretty open and shut to me.

    Also, the Deathslinger's power applies a Status Condition when the Survivor is damaged by the basic attack under certain conditions (in this case, when the Survivor is at full health and hit by a basic attack while speared OR when the Survivor breaks the chain while speared). Legion's Feral Frenzy just always applies a Status Condition but deals no actual damage. The Status Condition in both cases is just one that happens to force the Survivor to be in the Injured State.

  • @Nickeleye said:

    I'm always amazed by what people say in regards to the devs and game stats. Their flawed, dont read to much in to them, etc etc.

    As a business owner for almost 20 years now. I have a saying that I teach to all my young managers....Numbers dont lie. You might not like what they say. But dismissing them or justifying them with excuses doesn't help.

    What do you do when the devs say not to read too much into those numbers?

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126765#Comment_1126765

    Well, the thing is you would need to stop the timer for every survivor, although they could make it slower, like if there is one person hooked. As a main pig, I am all for buffing Amanda, her ambush is good for a first hit but she could use some help in-chase I don't know, something like a short dash pressing a button.

    Although a lot of people doesn't know how to use her ambush properly.

    Stopping the timer for every Survivor is completely fine by me. Not much different from slowing it down for everyone when someone is down/hooked.

  • Yes. Why it hasn't been removed by now is beyond me.

  • This is early to say and I could easily end up being wrong, but I'm gonna go with Deathslinger. Not because he's gooood persay, but I think the calls of him maybe being the weakest Killer are kinda overblown IMO.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126745#Comment_1126745

    Basically that was made precisely for the EGC. If I have 2 mins timer I can't go and try every jigsaw box, that would be a win-win situation for the killer. And about setting traps at the exit gate, that was made because some Pigs used to put a trap on your head and carry you to the exit gate so you would die for the trap timer. Wich was unfair for survivors.

    The EGC thing is still dumb IMO because that could have easily been solved by just making it so the EGC timer pauses while someone is wearing a Trap.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126394#Comment_1126394

    This doesn't even take into consideration that Pig has already killed a survivor or two before end game. You're hinging your argument on hatch which has very clear cut rules and makes a losing scenario even more impossible. It also hinges on them being an swf who are working closely together. Any random will abandon the helmeted survivor who has now become a burden. Close the hatch and find the last survivor with both doors closed? Sure, they're pretty screwed. An active helmet would be overkill.

    The Pig has all match to pressure people into not doing their objectives. There can be ways they could boost her mid-game potential. Require two keys for an active helmet. One to deactivate, second to remove trap. But dumping it all on an already precarious situation is bad design.

    I don't see how the number of Survivors alive at the end of the game factors in unless that number is already at one. I am hinging my argument on the Hatch because that's what a Survivor with an active Trap at the end of the game is hinging on. Currently, if someone not on a Hook has an active Trap when all the gens are done and the Gate is already open, they can either do boxes to free themself, or they can find the Hatch and wait for everyone still alive to leave. That doesn't require SWF coordination; it requires common sense.

    If the Pig is looking for the Hatch, they are not looking for the Trapped Survivor and allowing them to free themself. If they are chasing the Trapped Survivor, they are giving them the opportunity to escape through the Hatch when everyone leaves. If the gate is 99'd, you wait for the Trap to come off or until the Pig tries to force you out, in which case you open the Gate and run. If the Gate is already open (say the Pig decided to forcibly open it herself), you can still wait until either the Trap is off or until you are forced out either due to the Pig herself or due to the timer (depending on whether you think the Pig is going for a Bloodwarden surprise). You'll even know when the Pig is chasing the Trapped Survivor because then the RBT timer will pause.

    Ironically, the Trapped Survivor is in a worse position now than they would have been had they sensibly implemented the changes to Pig for EGC because it is still possible (albeit more difficult) to have someone with an active Trap while the Endgame Collapse has started. And in that scenario, the Trapped Survivor is screwwwwwed unless the Pig completely leaves them alone.

  • Maps. Old map design was not meant for the way the game is played now, and it shooooows.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126373#Comment_1126373

    Needing a helmet to tunnel one person to death seems Candylandish if you believe it will solve the end game issue. You're not patrolling gens at that point, you're running circles around boxes.

    And at end game there's nothing stopping you from helmet hooking. It rewards bad play all game so you can get everything in at the end.

    Tunneling a Trapped Survivor at that point is not very different from just camping a hook at the endgame, except the Survivor in question can still use the Hatch once everyone escapes. If you choose to go for the Hatch instead, you give them the chance to do Boxes.

    What putting a helmet on someone at the end allows you to do is try to find other people without the need of camping the Hatch since you know they cannot immediately beeline for the Exit Gate.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126313#Comment_1126313

    Noed everyone, slap helmet on. Congrats, you only have 3 minutes not to die.

    Even if it did pause, Noed is the gamechanger.

    That seems kinda Magical Christmas Land-y. Even if you threw in Bloodwarden, that's still kind of a gimmicky strategy at best that hinges pretty hard on one totem not being cleansed (assuming the totems aren't even cleansed in advance).

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126175#Comment_1126175

    Exactly. The change to her traps was to prevent tunneling someone to death for a cheap kill. Same with dropping someone at the exit gates to pop their head.

    Pig "mains" want your head to pop on the free escape (hatch) too if your trap is active. Your management skills are awful if you let them run you around like that when you have the advantage.

    The change to her traps was to prevent tunneling someone to death for a cheap kill.

    But that's what the Hatch is for. If you have a Trap on your head, and you're the last person around, you can either find the Hatch and get out there, or you go for the Boxes while the Killer looks for the Hatch so you can escape through the Open Gate. As long as the Endgame Collapse timer is paused during this time, there really shouldn't be a problem.

  • @batax90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126213#Comment_1126213

    depend if 2 survivor do this you cant start he egc but if its the last one yeah you can start the egc

    My guess is that if they're able to do this for as long as they allege, then there's probably a partner in crime involved, but that's just me guessing.

  • @IFeelFantastic said:

    Oh, I'm not being serious ;) Just having a bit of fun

    I mean, either you're holding the game hostage, or you aren't. :P

  • @Peanits said:

    You know you just admitted to taking the game hostage, which is against the rules, right?

    They did say it was a confessional, to be fair. :P

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1110011#Comment_1110011

    A reduced aura reading range from hooks sounds fair. 8m to 4m perhaps?

    I personally think anything less than 12 meters for Tier 3 would be too weak.

  • Can't the first thing be dealt with by just closing the Hatch and starting the EGC?

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114998#Comment_1114998

    I think you are missing my point. The purpose of a perk hasn't changed in any given rework. Sure, it isn't impossible. They can change anything they want in the game. But there isn't a precedent. If you want to talk about Left Behind then we can sure do that. What is the purpose of Left Behind? The purpose is to increase your ability to escape if you are the only survivor remaining. Whether it increases your speed to finish gens, open exit gates or find a hatch isn't the important part. After the end game collapse was introduced, fixing generators when all the other survivors are dead is utterly pointless. The perk had to change. But the purpose didn't. This is super relevant to the change to Hangman's Trick. What is the purpose of Hangman's Trick? The purpose is to be a counter for survivors tampering with your hooks.. in other words sabotage. Does the rework serve that purpose or a different purpose? My argument is that it now serves a different purpose.

    But there isn't a precedent.

    Tinkerer.

    The original Tinkerer was a perk that increased the effectiveness of certain add-ons. Then, because the perk caused too much of an issue with balancing add-on numbers, they completely changed it to a perk that alerts you to whenever a gen is close to popping and takes away your TR to let you try and ambush them.

    The designs of old Tinkerer and current Tinkerer are completely different in form and function with no similarity in purpose whatsoever.

  • @Carpemortum said:

    Pigs traps go off if you put it on BEFORE the last gen is done.

    If no gen goes off, trap doesnt activate.

    They should revert that and pause the EGC timer instead, but that's a different discussion altogether. :P

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125941#Comment_1125941

    You kinda miss what I was talking about in this quote.

    Regarding your point, I highly doubt that his reel in hits will count as basic attacks for too long. If they argue with consistency while removing Frenzy attacks synergy with Sloppy etc, then I'm pretty sure ranged almost-insta hits are not meant to trigger exposed effects either. Also that you get a free first hit on the obsession without losing a PWYF stack (and further: gain a stack if you shoot at your obsession) will probably also be changed until release or with the next hotfix. Bubba may not break pallets with his chainsaw without losing a stack but Deathslinger keeps the stack and Bleedout applied as bonus.

    And don't get me wrong, I would like this to stay, as I don't think he is the strongest killer and could use these little tweaks (just as Legion could use the Sloppy Butcher effect). I'm just pretty sure, as they argued on Legion, they will do the same to the Cowboy

    Regarding your point, I highly doubt that his reel in hits will count as basic attacks for too long.

    They have to, though, because he has an add-on that applies Exposed to someone only while harpooned. Said add-on would be non-functional if his reel-in into M1 did not count as a basic hit.

  • @CrescentGent said:

    Before I continue, let me preface this with "I'm a killer main" but I also play Survivor and I have been a fair amount recently.

    Anyway. Recently, I have gotten into 3 games, back to back with The Oni. Now the way to beat the Oni is to gen rush him, don't both healing. However, personally, I feel that the Oni should be nerfed in many a capacity

    For a start, he can whip around corners with his demon dash, who came up with that and why? With the Billy, it's a tad different, you have a chance to miss but with the Oni, it's near impossible to miss. Especially around trucks etc.

    and lastly but certainly not least. He gains blood fury ridiculously quick, I get the idea of the power but my god, he can go from Blood Fury to Demon Dash to Downed Survivor to Hooked Survivor and back to Blood Fury again within easily 1-2 minutes if he's efficient. Why?

    Please, nerf him.

    Also, off topic. Why did BHVR feel the need to remove the thing where you can't leave the trial with a bear trap on your head from the Pig, that's literally her entire kit and is precisely the point of the bear trap and yet they removed it. Now Pig mains get to be bullied at the gates and still escape, nice one.

    Anyone else notice that he edited his post from "Now the way to beat the Oni is to gen rush him, don't both healing" to "Now the way to beat the Oni is to gen rush him and heal?"

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