THE_Crazy_Hyena
THE_Crazy_Hyena
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As long as he keeps "Scratched Mirror" I'm happy 😉
"A scratched mirror a day, keeps the tilt away" -
Lethal Pursuer, Nowhere to Hide, Franklins + Weave and Plaything as survivor.
Boil Over, Finesse and Chemical Trap as killer
edit: And of course Head On -
To be fair on the Nurse/Blight players. I have been on the receiving end of too many tunneling + slugging Nemesis players recently - Like 60-70% of my survivor games has been nothing but Nemesis.
And surprisingly, Pinheads too.These are the kinds who are really souring the event for me, whenever I play survivor.
More often then not, these come from the Epic Games launcher (which I wished to God that you could turn off the cross-play for that platform) - Speaking of which, apparently you can not turn off cross-play on the Steam version of the game, at least I was unable to do that last time I tried.As killer, I tend to get much less sweaty opponents, and I often end up having fun and goofing off with them in the end.
I think I have had two matches (out of at least 25) that had a really good survivor team put up against me.
I often see survivors give up or DC though. It really should not be necessary to do in the event, as it only makes the game 100 times harder for the remaining survivors. -
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822027#Comment_3822027
I'm not convinced. You're broken and exhausted in the void, and that's it. Any advantages the killer got with event abilities, survivors have enough tools to counter those anyway. And you're complaining about aura reading. What's wrong with it? The fact that the killer can find you? Is that the determining factor whether you live or die, the killer simply finding you?
I'm not the one to hide away like some urban evading Blendette in a bush, if that is what you are thinking. But hiding near a gen, waiting for the killer to leave, so that I can put more pressure on them. Thanks to the over-abundance of killers running Nowhere to Hide these days, this strategy is too easily countered.
Really makes me miss the old days where you could almost hide in plain sight 🙃
So many funny moments were made back then -
The "derpface" mask with the tongue (from Scary Movie) is in the game.
Now, a Santa Ghost Face would be really cool
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Windows of Opportunity is fine. It does not need nerfs
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On certain maps, like Temple of Purgation, Midwich, RPD, Ironworks, and The Game, totems can spawn in really out of place locations, or spawn in ways that lets you practically set up a perma-stealth zone that covers a very wide area.
Try loading a custom game with 4 survivor bots, equipped with Shadow Step and see for yourself. I was pretty surprised to how well it actually worked, and how easily you lose chase with them, especially on an indoor map.
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@I_Cant_Loop said:
Because there are some players who are only happy if they get to t-bag the killer at exit gate and get an escape in 100% of their matches. I've also seen amped-up sweatiness on the killer side. The increased level of try-hard on both sides makes events extremely unfun.
I have seen this too much, just from playing the event for one day.
Either you get matched against a comp killer, who plays the tunnel-driving simulator, or you get matched against a comp team who know every tile-RNG per map like the back of their hands, who genrushes you into oblivion before teabagging in the exit gates.The few times this does not happen however, the event is very fun to play.
As killer I go for my 8 hooks, and then I goof off with the survivors, farming as much points as possible.
As survivor, I try to max out my objective score, and then I goof off with the killer. Extra funny if it is Ghost Face with the derpy mask. -
@Caiman said:
My only problem with the event is the sweatlords. Nurses and Blights running full meta builds and slugging and tunneling for that 4K. Oh, and rage-quitters. So the usual DbD problems.
Other than that, I think it's been fun. And I love a good event tome to boost my Rift progress.
Don't forget the tryhard Nemesis players who has extreme tunnel-vision, locked on you at all times.
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@Nazzzak said:
If by ratted out you mean they take the killer to you, that's actually reportable as it's considered working with the killer. Support just needs to actually do something about it because from my experience they just let it slide. If there are actual consequences, even just a warning, then alot of people will stop doing it.
Well, if a teammate does the "Doing gens, you?", they kinda deserve to be ratted out.
* Doing gens, you? is a reference to an old No0b3 video of a Claudette who were hiding around the map instead of actually doing the objective, despite No0b3 being chased for a good 20 minutes. (for those who don't understands the context of it)I have played quite a few games where one teammate is always hiding away, never participating in anything, never going for unhooks, never doing gens, totems or what not. They just urban evasions away, and does nothing good for the team.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822241#Comment_3822241
As for the part about bat form, what you're describing is the reason why bat form didn't use to be overpowered. Survivors should have counterplay against you. Now it is overpowered with the 2.5 second cooldown since they don't have counterplay. You just show up in the window and insta-shift back. It's basically a THIRD chase power now, it should only be for moving around the map.
it was always a chase power to begin with. it is just that 5 second version was over-punishing for killer. in my opinion, most killer don't have counter-play towards shift-w and every killer should have anti-shift w tools in my opinion to the level of dracula. unfortunately, the issue with that is that it makes every power need to be homogeneous into a mobility creep power where every killer feels same. ideally BVHR would be able to balance the game with DIFFERENT killer powers so not every killer looks and plays the same but that is different problem altogether.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822005#Comment_3822005
it is not good but BVHR is unlikely to improve wolf because of posts like these that say that dracula is too strong. a killer that is too strong won't received buffs. only negative changes.
Shift+W is probably the only counterplay survivors have nowadays, since everything else has been nerfed to the ground by the likes of anti-loop powers and fast map traversal.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822461#Comment_3822461
Sometimes, I want a random map, but there is always a survivor that uses Eyrie
Or a killer that want to play a boring jumpscare build and uses lerys or any indoor map
No thanks, I will close my game and try again
What's wrong with jumpscares?
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822064#Comment_3822064
But this one goes for both sides: Relax, and try to goof off a little more, instead of the constant tunneling/genrushing that is going on inside the event. Go out there and smash some pumpkins instead!
that's what i'm doing, Agi only + event offering + pumpkin smashing. Going for 8 hooks and then nodding to everyone to goof off in the void
Same here. I go for my 8 hooks, and then I just goof off with the survivors, and farming with them
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822027#Comment_3822027
except for easy 2-taps with haunts, nothing else gives killer incentive to play this event mode. Entering the void as killer is a lose-lose situation because you not only lose all the map pressure because you are completely isolated from the rest of the map, but also have strong loops inside the very void.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822029#Comment_3822029
party games are the ones that are almost exclusively played in custom isolated lobbies, dbd isn't a party game + the very nature of DbD being a pvp game makes it competitive. I have nothing against people playing to win, i hate it when people want events and regular game to gift them free wins while handicapping opponents as much as possible
except for easy 2-taps with haunts, nothing else gives killer incentive to play this event mode
That is just a lazy way to play in my opinion. Pretty sure this "mechanic" is an exploit, and was never intended to work like this. It is like you are giving every killer the Knight's power, with a guaranteed hit, which is super-unfun to go up against.
But this one goes for both sides: Relax, and try to goof off a little more, instead of the constant tunneling/genrushing that is going on inside the event. Go out there and smash some pumpkins instead!
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@foolsparadise said:
im biased but...Rebecca!! Ada too, but Rebecca still only has her cowgirl fit 😔 id love to see her red s.t.a.r.s. outfit added, but id be happy to get anything at all for her!!
I do agree. Rebecca had so many cool unlockable outfits in the Resident Evil games, and yet, we are still stuck with the default and the cowgirl.
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I think you need to play the survivor side in the current event to be honest. You will be surprised to how bad it actually is.
And before you complain or argue: I have been playing both sides 50/50 during this, so don't think that I am biased.What BHVR did this year was to flip the table completely, instead of finding the sweetspot in the middle, and in short: Killers are way too strong in this event. Also, don't forget that last year, survivors had access to pre-nerf Made For This, while this year, no one is using it any more.
* Not to mention the ridiculous amount of aura reading we have today as well. -
@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821999#Comment_3821999
You're making this up as I've yet to see this brought up on the forums. You intend to diminish any argument because you want killer to be easy and fed victories, as it is now. Keeping in mind this is a PvP game, the current balance is what I would expect from a single-player game.
the current balance is what I would expect from a single-player game.
Yes, with the current balancing being the hardest difficulty setting.
Playing survivor in the event has been a nightmare, aside from the first game, where I got a very chilled out killer.
Every game after that has been nothing but "tunnel-tunnel-tunnel-slug".
I would advice players going for the tome challenges to do it as a killer, because you are going to have a hard time getting them done as survivor.Edit: Also, survivors needs more ways to earn BP from the event. More often than not, you end up with 20k or less, while the killer laughs at you, earning triple that amount for most of the time. - My 135k game was definitely an outlier, and will likely never happen again.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821778#Comment_3821778
No because you know the rank 20s like to complain and keep every killer neutered and watered down so they can Tbag you and get their clicks. Breaks their little minds to see a killer who isn't a complete pushover and can actually do something scary instead of getting caught in their same old tired bullshit. Notice how every suggestion would make him so laughably weak that he'd fall off. All you'd be hearing after is…Where is Drac? Whatever happened to him??
I think you must have misread my post about him, but he really is overtuned in the current form, and has too much going for him.
I suggested toning down the worst offenders in his kit, notably the short recovery time on both Hellfire and Wolf form, as well as his strongest add-on. And of course the bat form, which is his strongest tool.Once those are dealt with, I am sure he will be in a much fairer spot.
And yes, before you complain or try to argue, I have played a fair share of games both as him, and against him.In short: He is much too easy to secure downs with.
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@hermitkermit said:
Playing Solo is the hardest role so think of it like playing a dark souls game or playing on the most difficult mode. It can be absolutely miserable and it is designed for you to die ALOT. But when you win…it's ecstsasy! Quite the high. But then you'll forever be chasing it and…well…
Or playing the good old Devil May Cry games on "Dante Must Die" difficulty. Extremely hard, but so satisfying and rewarding when you beat it
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Playing as or against Dracula has left me these impressions, and what should be changed about him:
- Bat Form (I) - Needs a longer transformation time, or a longer slowdown period after transforming, so that he just can't Bat form into Vampire form, and immediately M1 you after.
- Bat Form (II) - Slightly longer cooldown on teleports
- Hellfire (I) - Needs a small nerf to its base cooldown time (Make it 10 seconds, up from 7, and he will be much fairer), and buff his stacking add-on to compensate for this, so that it reaches 40% cooldown reduction (up from 25%)
- Hellfire (II) - Needs a longer window between casting it, and being able to M1 afterwards. The window is too short for it to be punishing him for missing Hellfire.
- Medusa's Hair - Lessen the amount of Hindered. Does not need to make it as bad as Freddy's pools, but a middleground between that and the current amount.
- Wolf Form - Slightly longer penalty from missing Pounce attacks, so that he can't just M1 you right away if he misses you.
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@100PercentBPMain said:
Is there truly no reason to go into the void? Last year people said the same thing but I just ignored them and I was showered in BP.
You do get a ton of BP from farming event stuff, and being a void-walker
Two guys brought BPS, and I ended up with a nice 233k total
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Windows of Opportunity is fine as it is.
Granted, many survivors use it as a crutch perk to help them locate pallets - I am not one of them, fortunately. I know my tiles pretty well.But it is great for beginners, learning the ropes of the game. Couple WoO with Open Handed (Ace) and you have a super-long range tracking on every available window and pallet around you.
Windows of Opportunity does not need to be changed. Let it be!
Edit: You know how to counter WoO? - Simple thing. Don't chase the survivor too far from the area you are supposed to guard - If they run to shack, a T+L or a long wall, just leave them and go back to pressure gens instead.
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I often times challenge myself with random perks (doing a wheel, kinda like Monto used to do), and random characters too.
This way, I hardly ever play with meta perks, and I more often than not do pretty well with what I am given. Adapt and play to your strength.I also have a personal challenge when playing killer that I need to hook all survivors twice before I can sacrifice or kill them.
That way, the matches often become a lot closer.
Granted, if one survivor is particularly annoying, I will get rid of them as fast as possible. -
@MaddieMage said:
Zero reason to ever enter the void. In void survivors are exhausted, broken and don’t know when killer are there.
Killers know when you’re there and are undetectable and their powers work in void.
No haunts this year to release which was HUGE for gaining extra BP inside and outside of the void. The BP gain this year is pretty garbage.
Useless smoke bomb that hinders you just as much as killer
Killers can use their event power and their M1 almost simultaneously to basically instadown survivors.So again… why should survivors even play this event? I’m basically gonna do the tome so I can get the event items and that’s it.
Just a quick note to the devs: You know it WAS possible for you guys to give killers some needed buffs to make this event fun for them without completely destroying the experience for survivors correct? Just checking.
Survivors does not become broken if they are healthy when entering the Void
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819655#Comment_3819655
Coh if they made them one time use like Hex perks or just made that killer boon kick perk basekit it woulda been fine
I agree completely. The original effect would have been fine if Boons (or CoH in particular) could be permanently destroyed.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819670#Comment_3819670
Yes, there was indeed a certain double standard during the CoH discussions.
I remember that when I suggested that Boons should be permanently destroyed as a way to balance them without changing how the three Boon perks available at the time worked, I was told that it wouldn't work because of how different Hexes and Boons were from each other.
However, I think many players didn't realize that CoH was strong enough to require a downside, or more accurately, a risk. The perk itself wasn't unhealthy for the game, it was the Boon mechanic around it that made it a problem.
CoH was the problem, but it could have been fixed, and kept its original effect, if the downside was that it could only be applied once per totem.
* I mean, since you have the totem blocker mechanic in the game now, it could have worked with blessing, to where you try to re-apply CoH to the totem, and it would just be blocked by the Entity. -
Been experiencing this too. First I thought my mouse was about to say "bye-bye", but then more people mentioned having the same issue
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And then you get these Russian kids who trash-talk in the end game chat, and not a single word is filtered. Go figure
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817454#Comment_3817454
I mean basic medkits saving more time then toolboxes were probably to blame for it, and on top of that throwing stronger medkits and addons on top of it was just crazy time efficiency for the survivor side
I mean just look at numbers like this
Cumulative time for 1 survivor to heal another ~32s
Time for 1 survivor to heal themself with a brown medkit ~16s
Time saved by a commodious toolbox on generators ~10.66s
A default brown medkit, saves more time by freeing up another survivor to not have to heal you than a commodius toolbox, now just for arguments sake lets add some addons to it
Wire spool for 44 total charges and socket swivels to go up to 180% repair speed. That toolbox saves ~19.56s
Here comes a default green medkit from the top rope healing in 10.66s, saving ~19.34s
Medkits even at their default saved time across the team even more competitively than the strongest toolboxes in the game.
Theres no easy way to balance a game based around time with one of the strongest effects in most scenarios (being healthy) buys more time to do it yourself with a basic item than it does to have someone else do it for you, and saves more time than the strongest items that should "speed up" objective progression in the game.
Medkits deserved to be nerfed down to 66% speed and 1 heal max without addons they were just too good for time efficiency
Defaullt altruistic healing speed is 16 seconds per health state.
- With a purple medkit (50% faster altruistic healing) = 10.6 seconds - With Botany as well = 8 seconds
- With a brown medkit (35% faster altruistic healing) = roughly 12 seconds - With Botany = 9 seconds.
- With We'll Make it = 8 seconds.
- With Boon: Circle of Healing = 8 seconds.
Default self-healing speed is 16 seconds per health state.
- With any med-kit (66% of regular speed) = 24 seconds - With Botany = 16 seconds.
- With Self-Care (35 % of regular speed) ~ 46 seconds - With Botany = around 30 seconds.
- With Strength in Shadows (70% of regular speed) ~ 23 seconds - With Botany = around 15 seconds.
Personally, I think the medkits should have better represented their tiers more. Considering the common brown camping-aid kits are easy to find in the bloodweb, they should by far offer the least efficient values by default.
Personal take on reworking med-kits:
Med-kits - General:- Removed self-healing efficiency penalty (1 heal = 16 charges)
Camping Aid Kit (brown):
- Reduced charges back to 16
- Self-healing speed = 50% of default speed = 32 seconds per health state (same as pre-nerf Self-Care)
- Altruistic healing speed bonus = 25% (down from 35%)
First-Aid kit (Yellow):
- Reduced charges down to 16
- Self-healing speed = 60% of default speed ~ 27 seconds per health state.
- Altruistic healing speed bonus = 35% (down from 40%)
Emergency Med-kit (green):
- Rarity changed to Very Rare (Purple)
- Reduced charges down to 16
- Self-healing speed = 80% of default speed = 20 seconds per health state
- Altruistic healing speed bonus = 50% (up from 45%)
- +100% bonus to all Bloodpoints gains from this item.
Ranger Med-kit (purple):
- Changed rarity to Iridescent (Red).
- Reduced charges down to 16
- Self-healing speed = 100% = 16 seconds per health state.
- Altruistic healing speed bonus = 66% (up from 50%)
- +150% bonus to all Bloodpoints gains from this item.
Event Med-kits:
- Charges stays at 24
- Self-healing speed = 66% = 24 seconds per health state.
- Altruistic healing speed bonus = 40%
- +50% bonus to all Bloodpoints gains from this item.
- This change would treat event med-kits as separate entities, and as a more "jacked-up" version of the default counterpart (like what is the case for event toolboxes).
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The Mountain Man (killer) and Jannicke (Survivor) from the Cold Prey movies.
Map: Based on the movie location, in Jotunheimen (Norway).
I think that would have made a lot of sense for DBD to have.Since the killer in the movie is using stealth and is pretty quiet when moving, I think this character would bring some much needed horror elements back to the game.
I mean, his design is pretty creepy too.
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Hag was actually stronger when survivors had to use flashlights to remove traps.
Now, anyone can wipe them away. Granted, the interaction takes longer, but neglicible in the grand scheme.Hag does need a significant buff. Why is she still a 110% killer, when she has no ranged attacks? Fine, she can teleport, but that could be offset by making a part of Mint Rag basekit. Keep the 15 second cooldown, in order to prevent abusing teleports, but make her move at 115% speed by default.
Default teleport range should be a little longer as well.
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Personal hot take:
DBD was better before MMR (SBMM) -
I think this is a feature that many OG players would want back.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817094#Comment_3817094
i didn't know 50% winrate means game is killer sided
Where did you get the 50% from?
I thought at most, a skilled SWF team had around 44-46% win-rate.
Solo/duo/trio is sitting at around 39-40% -
@WalanAke said:
Vampire form is very tall, probably as tall or taller than nemesis because he decides to float around, making him easy to see over a TON of loops. Hellfire is a pain to hit given that you can't flick it like other killers that send out a damaging wave, leaving your only real use for it being when survivors are stuck in animation or stuck in a thin hallway.
Wolfs lunge is fairly easy to dodge given the very short amount of time they have after the first bite before the second one goes off.
Bat form is only really useful for traversal around the map, any other use is nearly pointless given survivors can tell how close you are to them leading to them walking away from the area early, survivors can see you as you teleport as well as see what exactly pallet or window you're teleporting to making surprise attacks with it only possible against non observant or new survivors.
I'd say his shifting and cooldown to attack after shifting are fine as is.
He is not taller than Nemesis, but on par with killers such as Michael and Artist.
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Sable. I have always liked the "goth girl" look.
Like the sound of her voice too, and the menu theme.Currently at P37 - level 48.
And yes, I will always bear the Puppers charm. The community lost a very good guy that day.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816630#Comment_3816630
you forgot Zanshin Tactics (Oni) and Human Greed (Dracula).
Scourge Hook: Floods of Rage (Onryõ) also.
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One thing I would have wanted, especially for maps like "The Game" is a general survivor perk that lets you create window vaults in breakable walls (which the killer can destroy afterwards). It would have helped greatly to fix these dead ends that occur on this map.
Something like this:- New basic perk: Carpenter
- Start the trial with 1/2/3 tokens.
- Consume one token to allow the player to create a temporary vault location in a breakable wall (12 seconds).
- Consume one token to rebuild a broken pallet (10 seconds)
- Perk deactivates for the remainder of the trial once all tokens are consumed.
- If the player also holds a toolbox, they can spend 6 charges to double the speed of these interactions.
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I must agree that Bat form has too little downside to it. It needs a longer fatigue duration during shapeshift, since it is near instant.
It needs a MUCH longer cooldown and a second or so added to its fatigue duration. Other than that, it is fine.This is coming from someone who just picked up Dracula for the tome challenges, and have had nothing but 3-4 kill games, aside from one where I showed mercy to the survivors. Though, even against fairly experienced survivor teams, I had little to no problem getting a 4K.
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@legiondoctor said:
Telling you right now game is survivor sided
Having sunk around 100 more hours into the game over the past 3 weeks or so, playing both sides pretty equally has made me realize that the killer side is pretty overtuned. Especially the newer killers like Dracula and Vecna. Any semi-decent player could easily 3-4K every round if they set their mind to it. The fact that you have a plethora of killer powers available on relatively short cooldowns - Dracula's bat-form + Hellfire, Vecna's skill rotation and the reworked Knight's guards being notable entries here.
There is too little counterplay available for survivors to deal with these, unless the killer is (sorry to say it) god-awful at the game.Not to mention all the aura reading that is available. Do we really need any more of it, aside from one or two perks per side that grants/enhances it?
As for survivors, the game is clearly catered towards 4-man teams, where you can co-ordinate between perk builds, and strategize on the fly, depending on who runs the killer. Remember, the strongest survivor perk in the game is called Discord.
I play mostly duo or solo, so I get to see the side where the majority of players end up. It is not pretty to say the least. Often times we get matched with teammates who hides edgemap instead of being on objectives, while I am often the one running the killer. Few are willing to take chase, or trading hook-stages when necessary. That is just how it plays for most of the time. The few times I (and my duo) get competent teammates, it often ends in a 3-4 man escape, and I am not afraid of sacrificing myself for the team, if it means that they will escape.
Playing both sides however has also made me obvious to these facts:
- Most maps are too small, and killers have too easy of a time patrolling between a 3-4 generator area.
- Not enough "safe" loops on certain maps (Coldwind and Haddonfield being the worst offenders)
- Solo survivors needs more tools to help them, like a buff to self-healing (since you are often spending too much time looking for other survivors for help)
- Aura reading has gone off the rails, and is far too available, especially on the killer side.
- Certain killers needs some love though, but the majority is in a good, or too strong of a spot.
- Survivors are too harshly punished for making mistakes. They have to play the game near perfectly to win.
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I also preferred the old layout of the menus and all. Much more easy to use and understand.
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It's good that the survivor side can have at least ONE good map, when all the other good ones has been reworked into oblivion (looking at you Haddonfield, and Coldwind Farm).
Personally I feel that the killer side has many more great maps now compared to survivors, with map sizes being shrunk down, making killers like Nurse, Billy and Blight even stronger, due to the much shorter traversal time.For obvious balance reasons, I think we should leave Disturbed Ward as it is.
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@Zakon05 said:
It's because she's two survivors in one, the other being a male human.
I don't mind the idea of a female survivor using the male survivor skeleton, in fact in any other circumstance I would have supported this decision. I think a lot of people in the community would love a female survivor who looks big and buff.
I do think that doing this with the elf was an odd choice, though. D&D elves are supposed to be smaller and more slender than humans. It's odd for the first non-human survivor to be a D&D elf who is then bigger than every other female survivor.
I think this was a missed opportunity to have made the duo a male elf and female human. A male elf using the female survivor skeleton and animations would have looked completely natural and fitting for a male elf. And I think a lot of people in this game's community would have lost their mind in a good way over a male survivor with a "girlish" body type.
As someone who has lived and breathed Dragon Age for the last 10 years, I must agree on this.
Elves are supposed to be slender-framed and slightly shorter than their human counterparts. -
After playing Chaos Shuffle, I can for certain say that it was a very refreshing game mode, to play on both sides, and how surprising it was to gain value from perks you never really think about using, on either side.
I can totally agree with your list. I play mostly survivor, but I do switch it up from time to time. (somewhere around a 70/30 split)
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Toolboxes in general does not need a nerf, to be completely honest. All they really need is a good add-on pass, to make charge and repair add-ons more rare, and sabo add-ons common. Maybe push commodious into iri tier?
Or change the commodious toolbox into a better repair box, but restrict the use of add-ons.My take on suggested changes below:
- Worn-out Tools (Brown) - Charges increased to 24 (was 16), Repair speed decreased to 30% (was 50%).
- Toolbox (Yellow) - Charges increased to 24 (was 20), Repair speed decreased to 40% (was 50%).
- Mechanic's Toolbox (Green) - Fine as it is.
- (New) Saboteur's Tools (Green) - Increases Sabotage speed by 75% - 18 charges. Has a 15% repair speed increase.
- Engineer's toolbox (Purple) - Fine as it is.
- Alex' Toolbox (Purple) - Fine as it is.
- Commodious toolbox (New tier: Iridescent) - 40 charges (was 32), +100% repair speed, 50% sabo speed - Does not accept add-ons.
Add-on pass:
- Scraps (brown) - New tier (Rare / green). Increases charges by 12 (was 8). Decreases repair speed by 10% (new effect)
- Wire Spool (yellow) - New tier (Very Rare / purple). Increases charges by 16 (was 12). Decreases repair speed by 15% (new effect)
- Worn-out cloth (brown) - New tier (Uncommon / yellow). Increases repair speed by 15% (was 20) - Skillchecks triggered has a 50% greater success (great) zone, and gives 1% extra progression upon hitting a Great skill-check (new effect).
- Socket Swivels (yellow) - New tier (Very Rare / purple). Increases repair speed by 20% (was 25) - Skillchecks triggered has a 50% greater success zone, and gives 2% extra progression upon hitting a Great skill-check (new effect).
Note: Brand new parts are fine as they are in their current form, and does not need any more nerfs. I also did not mention sabotage speeds as much, since we have yet to see the full effects of the new changes.
By changing the commodious toolbox into the "ultimate repair box", which does not accept add-ons, will limit the usage of brand new parts. Therefore if survivors wish to bring BNP's with my changes to the repair aspect of toolboxes, they need to either prioritize losing speed for more charges, or gain less speed, but more skill-expression through skill-checks.
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@Coffeecrashing said:
Toolboxes need a complete pass, to balance the repair times, especially when a commodious or event toolbox is stacked with repair addons and perks. There's only really a problem when the repair stuff is getting stacked.
BHVR repeatedly nerfs generator regression and slowdown perks, because of stacking…… the same should apply to generator repairing stacking… like when a survivor uses a commodious toolbox with wire spool, socket swivels, streetwise, and built to last. And it's extra broken if they are good at hitting great skill checks, and can reliably use hyperfocus.
Do you remember when Commodious used to have 180 charges? - Enough to complete 2 full gens, and then some (since gens had 80 charges back then).
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Zoey would be a good companion character to Bill.
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Survivors on their own does not need any nerfs. That side is a chore to play in the normal mode.
SWF's, and more specifically 4-man SWF's are the ones who needs to be looked at a bit closer.
Like people have mentioned before, having restrictions on larger SWF groups (3 or 4-man) where they can not put the same perks on would be a good step in the right direction, since it can help balance the perks around solo/duo players better.
Taking out the root cause of the problems is the best approach imo. -
Nurse is pretty good for dealing with high-tier SWF's.
Practice her a lot, and you will stand a good chance against those kinds of teams -
@Marioneo said:
without meta slows matches end in 3 mins
Not true at all. Well, unless you are facing a comp-level survivor team, but for the most part in my experience, matches have lasted at least 10 minutes on average
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I think I have been escaping around 50% of my matches as survivor in Chaos Shuffle. A stark contrast to the measly 20-25% I usually have in normal play


