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THE_Crazy_Hyena

THE_Crazy_Hyena

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THE_Crazy_Hyena
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  • @CruelLimits1982 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900299#Comment_3900299

    Man South African servers would be so nice I still remember the P2P days when I got matched with people closest to me

    Those were the days. I also remember pretty well having a ping indicator in the lobby, so if you got matched with someone who had high ping, you could just find a different lobby with better ping.

  • Sounds like a bug to me. Usually, getting stunned would stop Bubba's chainsaw.

  • Hot take: What if you went back to square one with Skull Merchant, since nowadays we have the anti-3-gen prevention in place, making Chess Merchant pretty much impossible.

  • This might be a hot take, but SoloQueue has really gone downhill ever since BHVR implemented MMR/SBMM, and the way that the matchmaking algorithm prioritizes queue time instead of actually matching players based on skill, like it used to do in the old days when the matchmaking was based on ranks.

    @Musxussu575 said:

    Solutions for Solo-Queue?

    I think, aside from at least letting players see the perks that the teammates are bringing, the easiest fix would be to match players with and against other players of a similar skill level (maybe +/- 100 MMR of you), and not just pick randomly based on fast queue times.
    Then, the way MMR works has to be calculated differently, and not just be simply based on kills vs. escapes. Like using the emblems, which are already in the game, as a way to calculate MMR gains/losses. Granted, with certain categories carrying more weight. In essence, if you gained MMR by playing well enough to pip, did not change MMR if you were between the first pip and the old "safety pip" treshold, or lost MMR if you were in the old de-pip range, this would have been a much better system.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441070/what-are-some-recent-good-bad-changes

    gen kick limit is awful i came back to the game and found out it was in there now i have to sweat even harder

    Well, it was put in there for a reason, thanks to Skull Merchant and Knight players abusing 3-gen setups.
    Personally, I think it is a good change, and it is possible to play around it.

    But I do understand the frustration it has caused for some players, since it affects all killers.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900344#Comment_3900344

    That 2.5% number seemed SUPER low to me. Just in general, you have ppl giving up against any killer in way more games than that and SM had probably the highest suicide rate. It really makes me skeptical about the accuracy of the stats. I have back to back instant suicide attempts sometimes when I play PIG, with on average it happening in probably 20% of matches.

    You have a good point. It's like people still expected Chess Merchant, even though that playstyle got entirely removed.
    Also, why would people "go next" against the Pig, when they could instead "boop the snoot" 👉️🐽

  • Silent Knight is probably my favorite build on him.
    Though I love running actually scary builds on my killers. No terror radius for the win

  • Scratched Mirror Myers is not bad when you don't play like a sweat.
    Playing as him or against someone who is genuinely going in for jumpscares. That is the kind of match I love

  • Sable. I don't know, but she resonated well with me.

  • Scratched Mirror Myers, or any stealth build on unexpected killers, like Demo, Knight or Wesker
    Super fun, and you often end up scaring the living daylights out of the survivors

  • Yeah, I too always hated those challenges that require you to escape, or even make it into the end-game.
    They are doable, but they are often limited by the luck of the draw, especially the safe unhook during the end-game collapse.

  • I have been thinking, what if survivors could have a general perk where they could create a temporary window vault in a breakable wall.
    I mean, it would likely be limited use cases for that, but it would have made a cool interaction for the survivor side. And killers could just as easily break down the wall entirely.

    It could have come in handy on maps like The Game or Dead Dawg Saloon

  • BHVR.. Give us tiny killer skins for survivors
    Those were the most fun things about modding

  • @TWS001 said:

    It comes down to solo queue vs SWF. An even half decent SWF with a semi decent knowledge of the game mechanics stacking up on coordinated 2nd chance perks is going to be a massive pain for most killers, whereas a strong killer running meta that's needed to keep up with SWF stacked with 2nd chance stuff will absolutely stomp a solo queue of randomly put together players that can't communicate and don't have a clue what the other 3 are running.

    The game is a never ending circle of solo queue getting stomped by meta killers and killer losing to SWF stacked with survivor meta and being on comms which in effect gives them several other perks as well as completely nullifies any killer stealth perks.

    I play both sides and you can tell within one minute how a game will go and what you are playing against or with.

    Yes, the strongest survivor perk of all: Discord

  • https://forums.bhvr.com/dead-by-daylight/discussion/440819/what-is-considered-winning-to-you

    Killer side:

    • Getting at least 8 hook states
    • An even and tense match against the survivors
    • Taking out the most annoying survivor. Bonus point for a mori.
    • Landing epic skillshots, or getting a near impossible hit.
    • 4K'ing a bully squad

    Survivor side:

    • Escaping by any means.
    • Having a fun and interactive game
    • Not being the target of tunneling
    • Having an even match against the killer, where it comes down to the wire
    • Sacrificing myself for the greater good.
  • @tyantlmumagjiaonuha said:

    Isn't Fluxard and Torment Creek still a survivor side map depending on how the chase positions are connected? There's a generation that can chase against 4.6m/s killers for a long time from jungle gym to pallet to shack, and you can also chase near the main building for a reasonable amount of time.

    It's hard to say because Thompson's House is very balanced depending on the placement of the Gen. Rotton Field has always been a flawed map. Unless they add more buildings or something, the size of the map just determines which side has the advantage.

    They made changes to Torment Creek as well, such as the hole in the wall next to the old infinite window in the main structure. It is really not that strong for survivors anymore, and especially with many killers having high mobility these days, getting distance is tough.
    Rancid Abattoir is just horrid to play as survivor now, since the main building got severely nerfed, and most tiles on the outside are pretty bad and unsafe.
    I would somewhat agree that Thompson House is more balanced, but it is really not great. It's too open, especially in front of the house, since the corn got nerfed, and the trees got taken away.
    Cowshed is fine. I find it pretty balanced nowadays.
    And Rotten Fields is just way too open, since the corn amount got nerfed a lot.

    That is my take on Coldwind in its current state.

  • @xCakeStick said:

    The original Coldwind farm use to be really difficult as Killer mainly due the main buildings and the RNG that use to spawn, which was quite frankly insane.

    The map itself hasn't "shrinked", they've removed all the fog making the map appear smaller when it isn't, with the addition of also removing majority of the corn that use to be present. This I don't know why. (the map outlines still match the previous, pre-reworked versions of 152 square tiles)

    But from the maps changes, especially from "The Realm Beyond" has seemed to of absolutely gutted these maps, to the point where I love it when I'm the killer, but dreading in a solo queue situation as I know the pallets will be all gone by the time we've got to 3 gens. At least AutoHaven and MacMillian didn't get the same fate, but it's sad to see Coldwind get it.

    Not just the corn, they took out the majority of the trees that used to be on the outskirts as well

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898694#Comment_3898694

    Varies from games it seems as in final fantasy 11 and 14 the elves are fairly taller than humans but thanks for the input I have 0 knowledge of dnd and so this helps thanks.

    Games like Dragon Age, which are heavily based on D&D does portray elves as shorter and more slender built. And you can say the same about the Lord of the Rings universe, if we want to go down that rabbit hole.

  • @OneGoodBoyDemo said:

    I can't blame the killers for tunneling/camping/slugging in chaos shuffle. they simply have no other choice.

    They always have a choice. They just choose to take the easiest and laziest route to victory.
    Like it or not, it is just the fact.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898705#Comment_3898705

    Debatable, highly debatable.

    Then similar to now you could borderline carry someone up to a rank they weren’t supposed to be at by swf because naturally they were able to do more because they had more cover, and escaped more often. So then just like now, you have players in places they shouldn’t be doing similar things like swarming the hooks and causing snowballs at the start of a match from over altruism. When instead of just letting a person hang for a little bit, doesn’t crawl away from killers when slugged, or start crawling away when slugged in general and left alone. Like there’s always actions that you can tell when perks or a team has carried someone. It’s why I predominantly solo so I’m exactly at where I’m supposed to be.

    Idk if I want it to go back to exactly that SBMM, but I do believe if they do SBMM lightbringer and evader should be your heaviest categories graded , but altruism and boldness count for less(not count for nothing but count for less when considering grading skill to progress the rank). So you don’t end up with people who can’t touch gens and can’t last a certain amount of time in a chase at the top, because ending up grouped with people who run around waiting or standing around waiting for saves that entire time , and over boldness from over stealthing sucked much. I know because I never really cared for “second chance perks” that much, and preferred info perks to see what was going on since I wasn’t on comms to help make better decisions for the team or perks that would silence my crying or erase my scratch marks quicker for line of sight breaking. A lot of players straight up were doing the most mid level knows some but not enough- to new person played with their friends things. I still get annoyed thinking about it. Should hatch help your scoring, not much, but gates should count. Do I care if I escape all the time?No! I do care about if my team is actually trying though, because I’m trying. People should want to at least try.

    You shouldn’t just pip down after a few matches so you can feel good picking on people lower than you, you should be actively trying to get better, it’s a PvP game. If you want to play like that fine, I don’t think anyone should stop you honestly the game is what you make it, but I don’t think you should get bragging rights of R1 or high mmr if you’re not trying to escape and be a team player on the team side. Like honestly just change the tag line to escaping is not an option if at red ranks you get grouped with two people flash banging the killer while they repeatedly down the poor person that got boosted from their friends and doesn’t know how to interact with killers even a little. If I’m up in red ranks I want to at least feel like I have a 50/50 chance at winning whether I’m solo or not, and be grouped with people that also deserve to be there because they’re at least trying for the gate.

    Edited for grammar.

    Yes, I was a bit crude in my comment. Certain categories has to be weighted heavier than others of course. Players has to pull their own weight if they want a rank up. This is also a good measure for SWF's so that they can't carry their lower ranked players as hard.

    As for the matchmaking itself with the "old" system back, a tight grouping of players around your own rank should be the priority (like +/- 1-2 ranks), as to avoid "rainbows"

    With SWF's (especially 4-man SWF), the matchmaking should match the killer with a bias towards the highest ranked player in the group, but not to make it a complete stomp against the lower skilled players.

    There could also be a smurf prevention system in place, to allow for rank skipping if the player has too easy of a time against the other side.

  • It would have been really fun if they could randomize everything in this mode, such as survivors, skins and even the killer.

    Random perks, random add-ons, and random items would have made it so much better. - Of course, with some restrictions in pace to make it fair on both sides

    Disable map offerings and the higher frequency maps, so that everything is truly random. BP offerings could be allowed

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898547#Comment_3898547

    It wasn't OP when it was 50% before the medkit nerfs when healing became 16 seconds, it definitely won't be OP if it's the new 24 second timer (meaning self-care takes 48 seconds to heal yourself), and it hasn't been OP since healing times went from 12s → 16s back in patch 2.3.0 - the perk has been mid since October 2018 and the 6.1.0 nerfs served to kill it outright.

    Like don't get me wrong, self-care used to be the best perk in the game, bar none except maybe Decisive Strike. It has not held that crown for a long time because it wasn't the 50% that was busted, it was the 12s heals.

    You are absolutely right.

    With the current 16-second base time, self-care takes 48 seconds (or roughly 55% worth of a generator's progress) to complete, which is an utter waste of time, and a waste of a perk-slot, unless you pair it with Botany (which brings it up to 32 seconds).

    I would be fine with them reverting self-care back to 50% and also giving it the efficiency bonus back. Though it could be more useful if the efficiency buff was 25% to counteract the debuff on self-healing with medkits

  • @I_Cant_Loop said:

    Having killer “skill” be based on hooks rather than kills would be a healthy change.

    On the survivor side, it’s absolutely insane that “skill” is still based on escapes only and nothing else. There needs to be some way of rewarding players for playing well even when they have useless teammates and don’t escape because of it.

    Yeah, there used to be a thing called emblems back in the day, when the game had actual ranks. It functioned a lot better than the system we have today. Emblems were earned based on several factors, and actually required you as a player to interact with other things than generators.
    For survivors, you gained emblem progress for being in chase / winning chases, doing objectives, being altruistic and lastly, surviving the round by any means necessary (with a bonus if you did not get downed).

    For killers, you gained progress from hooking (the more hooks, the better), using your power, winning chases, sacrifices / kills and halting progress for survivors (gen patrolling and kicking / regression).

    The better you did, the quicker you ranked up to your skill level, and you also got matched with players of your own skill, more often than not.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898369#Comment_3898369

    Did you just suggest removing medium vaults?

    I encourage you to look up some footage to when there actually where no medium vaults and how horrible that made the game.

    Yes, 2016 DBD comes to mind when you mention this.

  • @LordDeathly said:

    I keep getting games where the killer keeps trolling, and slugs all 4 survivors down, and we are left there to bleed out. I keep getting a dc penality cause I keep running into these games only in chaos shuffle where the killer likes to troll. It's making me not enjoy DBD when I am being punished for leaving a match where the killer likes to troll. I guess I shouldn't play chaos shuffle then.

    It's the same in every "fun" mode these days. It's always the sweatiest and easiest way possible, and that goes for both sides.

  • @buggybug said:

    I like we have Aestri as a tall female survivor but was it explain why she uses the male survivors animation?

    Also if and when we get a short male survivor are they gonna be using the female running animation then?

    Yes, they made her tall due to her and Baermar essentially being skins AND sharing the same kit (perks), even though they could have made them two different survivors (like the legendary survivor skins) instead.

    From the perspective of someone who has played a lot of RPG's and adventure games, they kinda did Aestri dirty in that regard, since elves are typically a little shorter than humans, and they are also have more slender bodies

  • @Na1ts1rhc said:

    Maybe I'm a trash killer stuck in bottom of the barrel dumpster mmr. Maybe it doesn't matter? Either way I've noticed that I get looped insanely efficiently by bots as opposed to players. To as point where it feels like straight up walling. At times bots will perfectly mirror me at powerful pallets / tiles and maybe I'm missing some mind game forbidden knowledge but it doesn't feel very fair to me. I will say in defense of the survivors, It's nice to have a leg up with a wall bot after one of your baby rager teammates leaves due to the slightest inconvenience. But It's disheartening to see as a killer main. "Well the survivor that kept running in front of me during chase left, now I have to deal with the T-1000 of dbd looping fml"

    Bots do have wallhacks, so you can't mindgame them, but you can make them mess up on window vaults quite easily, making them trigger the entity blocker.
    When that happens, their AI just melts down, and they stand there with a big question mark over their heads, and you essentially get a free hit/down.

  • It could be that you have been unfortunate enough to run into Hens, JRM, Otz and Ayrun running the Hardcore Survivor challenge.

    They are doing a new iteration of the challenge these days. And they know every little trick in the book, being extremely efficient survivors.

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/440490/thoughts-on-the-qol-changes-for-survivor

    Cleansing now awards Survival points

    Oof, yeah, I don't like that. I always grab totems, whenever I see them, because it's a nice little bit of BP, and I often don't necessarily fill out Boldness completely.
    Your change suggestions, to keep totems as they are, seem good to me. I'm okay with letting pre-drop pallets become Survival.

    More specifically, Hex totems should be kept as they are, since they are an active killer perk.

    Dull totems on the other hand are neutral objectives, and preventing eventual hidden killer perks that activates on totems later in the game should be counted towards survival.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873810#Comment_3873810

    High MMR games??? Those show Killers with a 61% KR or, at worst, a 51% KR. Winning either way.

    It saddens me, genuinely, to see just how badly the gen kick meta ruined Killer players. It is actually depressing to see people wholeheartedly believe that gen defence is the worst its ever been.

    This whole notion of slugging being better is built off of the idea that most people ARE NOT in a SWF. All you are doing is punching down on Solo and Duo queue players.

    I question how any of these newer Killer players would have handled the game when it was actually Survivor-sided.

    They would probably go and sit in a corner and be salty about never being able to catch a single survivor.
    I remember old DBD, when survivors were actually strong. Even solo queue players.

  • @danielmaster87 said:

    Making a mountain out of a mole hill, every time I see this topic. The reason killers play sweaty in events in because they want to win AND they want the BP bonus, of which they get more BP if they win rather than lose, so they're gonna play to win, not to "have fun." This isn't recess at kindergarten, it's a rated M game. Survivors play equally sweaty in these events, and that fact is brushed over far too often.

    The key difference is that killers have a much easier way of getting said BP bonus, while survivors has to work their asses off to get a similar amount.

  • @SoGo said:

    They should slow down the influx of new chapters.

    4 full chapters + multiple paragraphs is just too much.

    They should reduce it to 3 chapters per year and focus more on quality, not quantity.

    I highly agree here. Change one chapter release patch to a "substantial bugfix and QoL-patch" once per year, that aims to fix most, if not all the bugs still present.

    This gives devs more time to work on chapters, and it also gives the QA teams more time to iron out bugs. A win for both devs and players alike.
    Let's say if the 4th major patch per year (like 8.4.0) was an extensive bugfix and QoL patch, with some balances thrown in as well, I think players would love to see something like that

  • @Godbodyaudi said:

    when is the last time you played against a Jeff Johansen? I see a lot of mentioned names but him and i feel like if he slips your mind then maybe it’s him because he’s overlooked. Just wondering lol

    I see Jeff from time to time, so he is not that under-represented to be honest.
    I would much rather say James Sunderland, Jonathan Byers and Rose Marigold being really rare to see.

  • To be honest, a reward like a special skin or something to show that you have put a lot of grinding into one character would not be too out of place.
    Like a legacy skin, but with an iridescent red shimmer instead of gold.

  • I was also suspecting Haddonfield to be mentioned here. That map is just death for survivors

    @GeneralV said:

    Coldwind Farm is basically a death sentence these days. And to think most of its maps used to be good in the past (except Cowshed, that one was never balanced).

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/433806/why-do-killers-have-to-let-one-go-but-giving-the-killer-a-pity-kill-is-bad

    Because a mercy escape from the killer changes the outcome from their side from a win to a win (slightly less).

    Giving the killer a mercy kill would change the outcome for that survivor from a win to a loss.

    Also it's like 7K BP, isn't it?

    It is a net loss of 7k BP for the survivor.

  • @GeneralV said:

    Hello, friends! I hope this thread finds you doing well.

    So, over three years ago I made a post here on the Forums called "Just one bad day: aiming for The Pig.", which detailed my horrible experience trying to learn how to play Pig effectively, shortly before the Fifth Anniversary.

    Needless to say, it was an absolutely miserable experience that I would have been happy to never repeat.

    …However, a recent discussion made by @Valuetown ignited my interest towards Singularity, a killer that I bought with Iri Shards quite some time ago, but never played. So I asked my good friend @TheSingularity for some tips (thanks again, friend) and decided to give it a shot.

    And now I can say I understand EXACTLY why most people claim this killer is hard to learn. I know from experience that learning a new killer in DBD means you'll have a bad time for a while, but I had not struggled this much since Piggy in 2021.

    I see the appeal and I get why many Forum members here play Singularity. When my tactics worked they were really fun.

    But that is the keyword. When.

    This is really, really difficult. But I'll try my best to not give up, as I did Pig. If you out there happens to main Singularity, wish me luck!

    And may the Entity help me. Again.

    Well written, and I will emphasise on the "when" part.
    I can really understand the skill ceiling this killer has, from playing him in a couple matches. When his setup and everything works as it should, it really works (almost too) well. But in other cases, you just stand there dumbfounded, and ask yourself what the hell went wrong.

    Playing and learning Singularity is like riding a rollercoaster.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848843#Comment_3848843

    No. I support healthy gameplay. Slowdown that comes naturally. There are also healthy slowdown / regression perks. Making totems take forever, something that hurts soloq exponentially more than swf, is not healthy in the slightest.

    As someone who often play solo, I wholeheartedly agree!

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848039#Comment_3848039

    The problem is that you need to pay $5, because Jill is a licensed character.

    I don't know it seems they are creating a problem to sell the solution.

    Well, you do have a very valid point.
    Personally, I think they would need to revert the change to Thrill, or introduce a general survivor perk that has totem cleansing in mind.

  • Personally, I think if there was a mode that should be permanent, it should definitely be Chaos Shuffle. Not only do you get a random experience, where you don't have to face meta perks every game, but it is also a great casual mode, that builds on the standard 1v4 mode.
    I would like for it to have a randomizer element for items and add-ons as well, as it could make things even more fun, where you really have to play to the strengths of the perks and items/add-ons given to you.

    Random characters could also be a thing to consider, making this mode fully random.

    2v8 is fun and all, but there are some major drawbacks to it, such as killer queue times, little variation when people find the best killer combo, and so on.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848580#Comment_3848580

    This is interesting. It's been a long time since I've seen multiple survivors teabagging in the exit gate at once. Do you see this often?

    Maybe once every 8-10 matches as killer, but it does not happen that often anymore. Unless the survivors are a toxic SWF group, it really does not happen very often. Most of the time, I get survivors whom I can joke around with

  • @Rudjohns said:

    My ideas

    Counterforce
    Cleanse and Bless totems 20% faster
    Every time a totem is cleansed by any survivor, you gain 1 token. Each token increases your cleansing and blessing speed by 20%
    When you finish cleansing a totem, the aura of the totem farthest from you is revealed to you until you are 16 meters from it

    Small Game
    Keep the notification
    When you cleanse a dull totem, reveal the killer's aura to all survivors for 8 seconds. If it's a hex totem, the aura is revealed for 12 seconds

    And some other perks as well

    Better Than New
    Increases their Action speeds for Blessing, Cleansing, Healing, and Unlocking by 30/40/50 %.

    Calm Spirit
    Remove the pointless penalty

    Inner Strength
    Add blessing as well, but can only activate once per totem

    Good ideas, but Counterforce already has the stacking 20% speed increase.
    I highly agree that the 30% debuff on Calm Spirit needs to be gone, as it makes no sense whatsoever.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847427#Comment_3847427

    You're free to disagree, but yes singularity does not have a high skill ceiling. The skills you attribute to him can be brought to all killers. That's just the truth. Also if maps are the issue, then the maps need fixing.

    Oh, maps definitely needs fixing. There is just a minority of maps with good balance, and not for all killers.
    Then you have the obvious killer/survivor sided maps, with the likes of Haddonfield and Coldwind Farm (killer) or Eyrie and Badham Preschool (survivor)

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847591#Comment_3847591

    Hard-tunneling is bad for the game. Everything that makes it harder is a welcome addition if you ask me.

    (Hard-tunneling = getting someone out at 3 hookstages / at least from my perspective)

    I agree, anything that can tone down hard-tunneling would be welcome.

  • @Marc_go_solo said:

    It's not a good move by them. I like the idea of a few perks offering something other than an in-trial benefit as it offered variety and another way to go through the Bloodwebs.

    I never understood their need to do this anyway. It's a rather silly thing to do, and probably goes up there with the Hillbilly nerf (when it happened ages back) as one of the BHVR changes which made no sense and barely anyone (if any at all!) wanted.

    I have to agree on this. People ran perks like BBQ and WGLF back in the day, thanks to the stackable BP you got from them.
    BBQ was totally fine, as it provided info, but you needed to be far away for it to work, and it also gave an incentive to spread out hooks, so it worked well as an anti-tunnel tool.
    Then the BP bonuses got removed, and people stopped running them, or at least, they saw a lot less use, thanks to that.

    Same can be said for perks like Prove Thyself. People weren't really running it for the repair speed increase, but as a way to get more points from co-op'ing gens (you only needed around 1.5 gens worth of teamwork to max out your objective score, compared to 3 co-op gens nowadays)

  • You know, there is a perk that counters this, right?
    Counterforce (Jill Valentine).

  • I have not noticed any motion blur yet.
    But I guess if there were any, people would definitely call for an option to turn it off. There is a reason why it is optional in so many games.

  • The only part of Myers that needed a nerf was the Tombstone Piece add-on.
    What did BHVR do?
    Made it possible to 4-man mori with said Tombstone Piece, while absolutely gutting the Tombstone and infinite T3 add-on combo. Tombstone was fine, since it reduced movement speed, making it much harder to catch up to survivors, but you gained the ability to instantly kill them, without any prerequisites other than being in tier 3.
    In short, Tombstone Piece got a net buff, and Tombstone is useless junk.

    Scratched Mirror could have used a 2.5% increase to movespeed (from 4.2 to 4.3 m/s). Small, but a nice quality of life change, while still having a downside of making you slower for the wallhack trade-off.

    And the close-range stalk modifier needs to be brought up a bit again. From 40% to 60 or 70%

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