ThiccMick
ThiccMick
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- Username
- ThiccMick
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Comments
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Dead Hard and NOED - They both reward players for making mistakes.
COH is a close second, as I miss my Wraith hit and run.
Ruin is also VERY annoying if it stays up for a decent amount of the trial. I suppose it at least requires the killer to pressure you off the gen to get value though.
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I think in the current meta, Plague has probably taken the 5th slot.
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@Pannat1 said:
Deathslinger feel so bad playing with in high MMR, I'm sure I have a very good aim and prediction but long range shot is just can't, you can't miss long range shot with Deathslinger because it will extend the chase for possibly 10-30 seconds (one gen) or even more since he walk so slow and he need to reload. You will be forced to take long range shot alot of time in natch since you cant just walk up to them with your 4.4 speed especially on big map survivor will just hold W untill they find new pallet. Deathslinger are
Also he don't really have any high skills celling, for long range shot you just need to predict where survivor gonna go, most player can do this, for close range shot most people who have 500 hours at the game can hit.
Huntress if she miss 1 hatch, he doesn't get big punish as much as deathslinger and she can also bypass pallet, she can pressure gen from far away with long range shot and can also down people on exit gate( I do that a lot of time)
They both heavily nerfed and only slightly buffed a mid tier killer. He was never going to feel great to play.
This is 100% a case of survivor's fun, being prioritised over a killer's viability.
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@playhard said:
If we look back to 2016 DBD, the survivor gameplay and strategy becoming more stuck than ever. No progress and all player usually using the same perk and the same strategy.
On the other hand killer gameplay have been progressing more in terms of strategy and perk. You need to think more than survivor do. But instead become an interesting game, many player prevent it and only focusing playing survivor. no wonder killer becoming stressful and only become a supporting role of this whole community since BHVR only care about their cashcow survivor (main customer)
Survivors have had a lot of NERFS since 2016.
I personally think that before Boon's went live, the game was the most balanced it had ever been.
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I would love it if they made MMR visible and gave rewards for hitting certain thresholds.
Everyone that plays this game seems to think they are top 5-10% skill wise, would love to finally see proof.
Imagine if a game like DOTA did not have a visible rank and everyone that streamed the game claimed to be "Top MMR".
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@km66 said:
Jeezus how many dead hard posts do we need? I guess you all are going to keep whining about until you get your way and dead hard is nerfed.
Hopefully
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@egg_ said:
Interesting how you're nerfing only survivor meta perks but not a single gen regression/stalling perk
I think the slowdown perks are mainly fine.
They are only really obnoxious, when a killer brings 3/4 of them at once.
How would you change them?
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@StarLost said:
This is interesting. Assume that anything I don't mention I agree with (about half are really, really good suggestions).
- Tinkerer: I'm not sure if this actually needs a nerf. It's strong, but it has counterplay. The major issue is Blight. Let's nerf his nutty addons slightly and see where we land.
- Bamboozle: Absolutely does not need a nerf. It's essential to handle some loops as some killers on some maps, and this would make playing Bubba and Billy a misery.
- NOED: Eh...honestly I'd rather just redesign the perk completely. Something like 'as soon as the endgame collapse begins, all survivors gain the Hindered status for 10 seconds and their auras become visible for 10 seconds. Any survivor who remains in the exit zone for more than 3 seconds becomes Exposed'. Make it not a hex.
- Nemesis: This is still really weak. I'd say something like 'the obsession's aura becomes visible to you for 3 seconds whenever they perform a rushed action' in addition.
- COH: It may need more nerfs, but this is a fine start. It shouldn't stack with perks either.
- DS: I think this would be too much of a nerf. I'd just have it deactivate if you enter a locker, to allow for counterplay.
- No Mither: This would still suck. I'd rather give No Mither something like an extra life, say - you can survive 3 hook states before sacrifice.
- Up The Ante: This may be overpowered, and it would allow a team to genrush like you've never seen before.
- Basement having Scourge Hooks sounds nice, but in reality it would probably be overpowered.
- Pinky Finger: The 5.5 nerf seems fair. Let's see how that plays out.
- Tombstone Piece: No. This still retains the really frustrating 'I got hit once and now I'm out of the match' issue while also making it unfun for the killer. I'd rather have it be something like 'Downing a survivor while in Tier 2 will refresh their 'stalk' meter to full'.
- Deathslinger: This would probably make him too strong, honestly. I'd rather keep his 'slower' theme, and just put his TR back to a sensible value. Sniping was really fun, and the quickscoping nerf is more than enough.
- Pig: The core issue with Ambush is that it makes a distinctive noise and is too slow and predictable, making it super easy to spin or juke. I'd also give the Ambush strike a bigger hitbox, to make landing it a little bit simpler.
- Boon Totems: I'd rather just have snuffing the bloody things break that totem.
- Skill Rating: I'd be happy just letting us see our own ratings.
- Why can't killers also earn cosmetic rewards?
Otherwise, great job.
I like a lot of your ideas!
The cosmetic rewards was a typo. I meant to say: Players will earn rewards.
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@Mandy said:
Sorry, I edited your post as it was causing a forum issue with all the line spaces you had in there - I formatted it for clearer reading whilst I was at it.
Thanks :)
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@GannTM said:
Trickster would be even more annoying to face.
He would still have a basic terror radius, just not a 60 odd meter warning.
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@Laluzi said:
Wait... so you're going to nerf DS so that it doesn't work if the unhooker gets downed as they're unhooking you, the killer hooks them, and then goes after you again? Or if the killer downs you off hook, chases the rescuer, downs them, hooks them, and then comes back for you? But you're only going to nerf CoH's heal-in-chase-with-a-green-medkit aspect without touching how giving everyone 16-second self heals and We'll Make It destroys pressure and the entire-team perk can't be stopped without tunneling out the holder?
I like a lot of these (preventing survivors from stealing Victor, bloodweb rerolls, better MMR data-taking, and joint rift challenges), but some of these nerfs seem pointless (Bamboozle) and others won't fix the problem presented (Hag can trap before hooking someone, and 6m will still suit her just fine.) Also can't say I'm a fan of giving the basement another entrance or medkits only having 16 charges. And if Spine Chill doesn't work on Undetectable killers, it's pretty much pointless.
Self-Care seems legit, though.
The DS point is a very good one that I overlooked.
Spine chill is 1 survivor perk, it should not trump a very strong aspect of many killers powers and perks.
How would you balance COH?
Thanks for the feedback.
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@AngyKiller said:
Why are you nerfing Tinkerer and Bamboozle? You have not put any logic behind the nerfs.
Tinkerer is far from oppressive, and Bamboozle is barely used. Why nerf either?
Hey, thanks for the feedback.
The logic behind the Bamboozle perk follows the map changes at the bottom of the post. In an ideal world, where maps are better balanced, just having an instant loop shutdown with no cooldown seems a little excessive. I think the perk as a whole is badly designed and seems to just remove any sort of outplay potential from both sides.
The logic behind the Tinkerer nerf is as follows: Blight.
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@YOURFRIEND said:
Hoo buddy. These are all over the place. I'm sorry that bamboozle inconvenienced you one time, maybe.
I am a Bamboozle enjoyer.
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Hex Totems should only be visible (The lit effect) after a dull totem has been cleansed.