Valik
Valik
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- Valik
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Part of it is the aesthetic - I love the rust dust and guts he has.
That and, I love the premise.
Huntress is best in loops and can get some cheeky hits at range if she's skilled enough - raining death across the map is intimidating for sure!
Trickster is less scary and more annoying to play both as and against.
Deathslinger, however, is very intimidating - in my opinion. His skewer is stupefying strong and can yank you away from safety when you least expect it. That and it has the potential to ruin a survivor's day at any window or loop if they make a mistake, but misses are heavily punishing.
Trickster is the electric scooter you don't use because people will laugh at you.
Huntress is the every loyal bike that has carried you for a long time - it's reliable and will always take you where you need to go.
Deathslinger is getting the keys to your dad's truck. It doesn't go EVERYWHERE and is a lot more responsibility - but you're going to wake people up when they hear you coming.
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Because while the generator in the middle is important, it is not game winning/losing.
If you're the survivors on Resting Place or Suffocation Pit - you NEED that middle generator or you're going to have the worst 3 gen headache the world over. It's possible it won't be so bad, but it's highly unlikely.
The killer will try to defend one side of the map and extend out to the midway point to try and keep it up as a security measure. That middle generator IS the most important one in the map. In Azarov's and MacMillan it's also the most difficult to repair as it is boldly placed in the midst of strong loops - making it both a pain and priority for both sides to push into.
Sanctum Of Wrath feels a lot more open - so getting that middle generator is not as paramount a priority as in the other maps, I feel.
That and, as a killer, losing the middle generator is not an instant loss - as the map lacks the supremely strong tiles of MacMillan or the pallet hell of Azarov.
It's just an overall more enjoyable map on both sides IMO.
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Nemesis is a good warmup game because he chews through pallets.
Regardless of how good or bad you do - windows and pallets aren't going to make you pull your hair out while you're still warming up :)
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Perks.
I want all of the D list perks to be overhauled and for all the meta perks to get little reworks to make them at least a little less broken.
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Waiting for it to go on Steam Sale is an adrenaline rush for sure!
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People are a lot less toxic when you instantly go to upgrade in the post game chat.
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It's the switch.
That thing is running on 6kb of ram.
Can't expect all the bells and whistles on that port!
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I've been there for a short stay.
Sadly, the trip was ruined by tourists and the highway system.
I'm sorry Canada - you are a proud people - I cannot stand your highways. <3
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Who drew this? Do they have a deviant art or something?
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Perks are what make the game the most stale - and, hilariously, they are the easiest to fix.
Items have multiple implications that can shift the velocity of matches as the small pool of options can create clear-cut metas. There are 5 kinds of items in the game, if you mess one of them up - you break 20% of what survivors have to bring into the match, which makes things unfun. You make one killer add-on slightly lopsided and it revolutionizes the killer meta and now everyone will be playing THAT killer with THAT addon. It's a lot more specific. It should be a priority overall - but these are general risks for minor rewards... needing a lot of close attention to do right.
Bugs can take an eternity to stomp out with the complex interworkings of the engine. They suck, but they take a glut or resources to stomp out. If it isn't that big of a deal, it can wait.
Matchmaking is a MAJOR problem - but overhauling this system will take a MASSIVE amount of community coordination, research - analytics, updates and directional overhauls, etc. It's a lot of huge steps with colossal implications.
What would it take to make the D tier perks viable? A few lines of code and a week on the PTB.
If the dev team wanted to - a task force of just a handful of employees could be made to overhaul ALL the perks in just a few weeks to balance them out and make the game interesting.
Stale perks are the death of this game. The disparity between strong powers/perks and the weak ones is so incredible that it's impossible to tow the line.
Nobody remembers that Monstrous Shrine exists, but it would take probably 1-2 meetings and a few days of coding and playtesting to have it ready for the PTB. Within a week, Monstrous Shrine could be an interesting addition to the game. Same as Sole Survivor or any other garbage perk.
It's better to have all 190+ perks be viable and make the game fun than have the same 10-15 perks dominate the game.
Maybe the game's buggy, maybe the matchmaking is bad, maybe items suck - but is the GAME FUN? So long as making perks and killers both interesting to play with and against isn't priority 1, it will struggle to remain fun for long.
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It depends on what kind of games you want to play.
Custom built is a lot of work - but you can buy your parts individually over time and construct your PC when it's ready, which makes it less of a gut- punch to your wallet.
Having more than 16g of RAM is a must, and you have to have a 2080 or better to keep things future proof these days.
That being said, there are plenty of quality pre-builds out there.
Pro tip - NEVER get water cooled.
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Songs of Death and Resurrection
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Absolutely.
They need to crank this out ASAP and have some launch skins that include his new incarnations.
I do not understand why this would be such a difficult proposition - as the IP is likely in desperate need of positivity after the bomb of the most recent film.
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Wrong.
Red bag S
Brown is A
Yellow and Purple B
Blue ones C
All the other ones are F - not even D.
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Congrats! PC is where it's at - you can finally enjoy setting up your games and spending more time modding Bethesda titles than ever playing them!
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No - the third way is for the developers to involve a test of some sort.
to 'Escape' you must have the code accept as much: ( A zone that changes the value of 'QueryEscapeStatus' to 'QueryEscapeStatus = T' )
You can't leave the trial to win using clipping methods, there are no strange ultra-escape Easter eggs to be exploited. There must be a designated zone with this code effecting the game.
There is no hidden locker nor a hyper secret code that allows survivors to use a weapon.
I wish this were the case - but it simply is not in the game.
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Killers are either an army of replicants - or the only continuous sources of unnatural life powered by the Entity.
What happens after the match? They bide their time during the day and wait for night to fall so that they can sacrifice the survivors to their god.
From the tomes, it sounds like after escaping - there is a strange nightmare land of dream logic that keeps survivors and killers alike wandering aimlessly. It seems hard to survive with an inhospitable landscape. Survivors always find themselves around a campfire at dusk and go to sleep - waking up within a trial in the early AMs alongside the killer.
The cycle repeats. Hence the name Dead By Daylight. The Trials occur every night.
Although some maps insinuate that they can be carried out in the early morning hours as well.
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Yes, because it is not written particularly well. It is very dry and takes a long time to set up and pay off of its own structure.
It's the kind of stuff that would have had entire sentences crossed out by an English 101 professor with a 'See Me' at the top so the professor can explain that you're basically wasting his time with redundant and useless sentences that are ineffectual for the purpose supplied.
Not only that, but the narration is a more potent sleep aid than Nyquil
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Agreed.
Leave the vast majority of her lore in tact with the following tweaks
Have her be an immigrant (Either from south America or to south America) and use this as the spark of her interest (or comfort) in crows.
Have her harbor pet crows through her lore, which she cultivates into a massive crow family.
Have her funnel her hatred, frustrations, and convictions into her art. Her art is the most important thing in her life - or anyone else's in her eyes. It isn't just art, it is truth. The truth that everyone chooses to ignore.
She doesn't let people ignore injustice. She takes 'bad people' that seek to silence her art and uses it to fuel it instead. She uses blood to thicken her ink for her to better paint with - and she feeds the bodies to her growing crow family.
Crows develop a taste for blood and her favorite method of murder is to... murder. The crows attack the victim and kill them as she watches and begins her sketches
As time goes on she grows increasingly addicted to killing and using ink from the body's materials in order to create an epitaph of the person in a way that speaks her version of 'the truth'
Her quaint life as an unpopular artist is turned upside down as her fame grows. She claims more victims and her crow family becomes ever larger.
She is found for her crimes and is tortured for what she had done. But is saved by her loyal crows who attack and eat those who aren't her.
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I disagree, but here's the more important question.
Forget about everyone else. Why would this perk be helpful for YOU and YOUR playstyle?
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I agree completely.
I want to see a rework where the bell radiates with a red glow when it resounds - as if powered by an ancient and incomprehensible power that gives the Wraith his abilities.
His Mori could just as easily be him ringing the bell once as it rips the survivor's should out of their body while they scream and reel in agony.
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Read Lovecraft. There are a lot of other beings that are far older and more powerful than Cthulhu.
Besides, Cthulhu is trapped beneath the ocean in a prison of non-Euclidean, otherworldly constructions that require the stars and outer spheres to align like a key to summon him from his unfathomably long slumber within is infernal sarcophagus.
So... probably not.
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This would do 3 things:
1.) Be creative and a positive addition to the game
2.) Require minimal work
3.) Intelligently create positive community sentiment.
For these reasons, Behavior will not do this in a million years.
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I do not think that he says that they have escaped the Entity's realm - but rather, that they have escaped the trials in the past.
In addition, The Entity has proven its ability to create flawless replicas of the survivors at will. If Dwight is stabbed several times, impaled through the chest, then torn apart by the Entity as his entire ID EGO and SUPEREGO are lifted into the Lovecraftian horror's being to be absorbed as pure life essence... He just shows up at the campfire again the next night as if nothing happened.
Claudette may have been sacrificed a thousand times, but not only does she continue to come back - but at times she goes into a trial with 3 other perfect copies of herself.
The Entity is able to conjure physical and mental states out of nowhere within its realm. If a survivor ever truly escaped the Entity - they were merely a copy, and the Entity could just as easily conjure more from the ether of its own power.
Survivors may or may not have escaped - but their echoes will remain within the Entity's clutches forever and ever until they fade into dust.
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The Executioner has such a perfect look that I doubt any changes could make him look 'better'.
There's a perfect mixture of organic brawn, blood-soaked fabrics, and rusted metal. It fits the aesthetic of the game and the feeling of the art style so perfectly that I'd be hard pressed to find an imagination that could arguably upgrade it in any way.
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Probably the guy at the very end of the original Hellraiser
Which I suspect might have been a time-traveling Clive Barker who'd rather have Pinhead in DbD than in the horrendous sequels of the movie.
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Silly, this is a teaser for the upcoming chapter based on greatest horror films of all time: The Rescuers.
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The Clown.
His lore is filled with humanity and eerily frightening truths about how true psychopaths develop.
It was very deliberate and unambiguous. It was well structured with several points without divulging too much or going into needless territory. However, he is a dastardly evil man - which makes him absolutely compelling as a villain.
There are many good examples of fine lore in these games, but the clown's starts in his youth and follows him throughout his development as he turns from an innocent child that loves the beauty of birds - into a vapor weaponizing serial killer with a finger collection. It is brutal, gritty, and profoundly human in the darkest of ways. The perfect example of good killer lore.
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Remember when the original Destiny pulled this back in 2014 - 5 years before this game's Archives were ever introduced - more than 7 years ago?
Yeah, not sure why the decided to make that mistake.
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I Agree 100%
Her lore is incredibly bad, in my opinion.
I'll tell you my convictions first, by beliefs about Behavior's approach second, and finally - I'll answer your question.
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The best killer lore writing revolves around misallocated convictions (much like you pointed out) which leads to some demented vice that the Entity twists. The Blight sought to understand the Entity and survive at all costs - twisting him into a half-entity monster, The Deathslinger was brutal and ruthless on his path to revenge, The Oni butchered hundreds in his attempt to purify strength in a zealous pursuit of crafting the perfect warrior culture, The Trickster viewed the sounds of dying victims as authentic humanity ripe for sampling, The Doctor loved to hurt people and relished in their agony, the Hag ate people before the Cannibal was cool, The Clown was addicted to the feeling of power he felt when taking a life. Villains. Evil. DLC characters often get this right as well - Ghostface, Shape, Cannibal, Pig - these are all compelling characters because of the extreme depths of their evil and depravity. Amanda believed that people deserved to die, that they did not deserve the second chance that she had. Ghostface is a psychopath that views other humans as pawns in a thrilling gambit to win clout. The Shape was simply pure evil.
The BEST Lore for killers is based off of ones that had some form of deadly ambition that was EASILY turned into a threat. Killers that had a core ambition that made them a terror in the real world before the Entity claimed them - their powers are twisted gifts of the Entity that embody their core traits before they were taken. Twisted and vile - but created as tools to serve their great Entity.
The BEST lore for killers - in my opinion - is what shows how they are evil and horrifying.
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BEHAVIOR, however, prefers a different approach.
The Trapper was a sad and confused man, the Wraith was tricked into doing bad things, the Spirit was merely a victim, The Twins were social outcasts, etc. They want you to feel BAD for the killers - a sense of sympathy. Even in circumstances like the Hag and the Plague, they really dial up the abuse in hopes that they become more attractive as underdogs. The Hag was tortured and cannibalized, the Plague tried to lead her people through a time of great sickness and death. But, in their lore, none of these characters truly have the marks of a killer in them. Phillip, the Wraith, was not a killer - really - he unwittingly helped bad people and sentenced them to a similar demise. Why is Phillip, the crusher operator, an invisible tree man wrapped in gauze and ringing a supernatural bell with a skull-spine axe? Never explained. The writers wanted you to feel pity for Phillip more than they cared to explain why he is terrifying, why he has his abilities. This can be seen even in the Hillbilly and the Huntress lore - they were just confused children that were abused and neglected in their surroundings.... it's not their fault they turned out like this! Look, the Huntress tries to help little girls! Don't you feel bad for her?? The spirit came home from school and was brutally hacked to death by her father for no reason - she died full of grief and confusion. Why is she chasing strangers around and slashing at them with a shattered-glass sword? Uhhh... Angy. Ok?
The Artist embodies this perfectly. They honestly did not give a rat's tail about her lore's relation to her being a killer. They did everything they could to make her sympathetic. Her family is shattered. Her brother is killed and she bears the blame of her own mind and the voices of those around her. Her art is her only avenue of reprieve. She uses her platforms to speak against rich people, she is brave and strong in spite of her disabilities. The mafia tortures and kills her and her friends. Oh the humanity! Do you not feel moved? Do you not feel bad for such a tormented soul?
Behavior, in many of their original characters, does everything that they can to try and make them sympathetic victims of circumstance. Trying to turn them into horrifying slashers that send shivers down the spines of those unfortunate enough to know their names ... that's the road less traveled. The creators of these characters want the Killers to be like twisted versions of survivors - they're not bad people, the Entity just twists them into something evil. Making a threatening and scary killer is less of a priority than making a morally gray killer that is in some way sympathetic. Behavior wants killers to be tragic.
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To answer your cleverly structured and legitimately hilariously written question, eNtiTY.
The crows were, in some way, motivated by the Entity - who structured her life to develop her into a killer that could be harvested.
Does that make sense? No, not really? Well neither did the Wraith.
Behavior doesn't care if it makes sense or if it's aligned.
I cannot tell if they do not pay their creative writers enough to care, or too much to fire.
There is no true overarching concept because her lore is riddled with grief, anger, idealism, apathy, expression, isolation. Completely contradicting concepts that flow into one another without reason or direction.
It would be easy as cake to make her a house-of-wax style killer that uses blood to make her ink runny. That she kills people she feels are bad and uses their corpses to fuel her art - maybe even feed crows. Eccentric and dangerous, confused and filled with conflicting emotions that find certain clarity in the art of killing. Yeah, it could be good - and it probably would have been written as such if the writing team wasn't crunched for time, talent, and budget.
As it stands though - you are correct to question it. It simply is not well written.
If you're looking for a deeper meaning, there really isn't one.
If the writer comes out tomorrow and reveals some deep analogy and layered allegory that was created by such a complex string of events - it wouldn't matter; they failed at their job to convey the depth of their thoughts into a concise script. If they had something smart to say, they didn't say it. You're looking for logic where there either never was any - or where it was accidentally and catastrophically misplaced.
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Behavior needs to get off their feet and start moving on this IP FAST.
The third installment in the new trilogy is coming out soon, best not to miss out on the momentum.
IMO they should roll out a mini-time, several skins, new mechanics, perk and item overhauls, model updates.
This October should be Halloween month with a massive glut of constructive content injected into the game surrounding everyone's favorite boogeyman. Not only would it be a much needed reprieve from the onslaught of uninspired and horrendously implemented 'original' content, but it would give the developers a chance to focus down on a cornerstone of their community for its own health - while making a pretty penny in the process.
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While I do not agree with a lot of the ideas here.
I do want to say:
Bravo.
I want to see more community members posting ALL of their ideas.
I hope this takes off as a trend.
People should feel like posting all of their constructive changes like they're the devs - see what sticks!
I really like the Tombstone Piece idea - because it fits with his theme, has synergy with his perks, and can be a valuable addon while also giving it a much needed nerf!
Thank you for being a constructive and creative member of the community!
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Is this how many reworks / overhauls the killers have had?
HillBilly has had a metric ton of reworks, Oni has seen a lot of minor tweaks - same with Trapper and Twins.
Demo and Hag have seen very little changed in their kit. Doctor only had one big overhaul.
Freddy is the only one that obliterates that theory though...
It could be average generators completed before their power spike...
(Trapper and Oni need time to get the ball rolling, Billy has no built in slowdown, Oppressive killers are at the bottom)
It could also be, by your experience, how quickly they could punctuate chases
High mobility and oppressive chasers at the bottom, snowballing and contextual killers at the top.
Bubba throws a wrench in this one.
it could also be average pallets eaten before first hook...
Can we get another hint?
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@VirtuaTyKing said:
Yet gens fly in seconds. My be alright if the rest of the game was balanced accordingly. It's a long way off.
If generators are flying, what's the killer doing next to a hook?
@Kuinzu said:
It's a good rework, but I hate to see it be moved from a team-based survivor perk to a perk about having no one around you. This makes it... well, not camaraderie and more... lackthereof? I don't want Steve's legacy to die!
Hmmm... fair enough, I guess. But let's be honest - the perk doesn't exactly encourage nor benefit from any form of Camaraderie as is.
I might suggest that it may be more Camaraderie to take one for the team and have everyone do gens while you take the Killer's camp - a sort of indirect version.
But pointing out that the perk thrives on a LACK of friends nearby is a legitimate mention.
@SuzuKR said:
This exact mechanic has been tested by BHVR, and scrapped because it was immediately abused to hell and back.
Has it really? I'd love to look at that test!
Abused how? Even if this perk was taken in every single match by every single survivor - it would only work in very particular circumstances. The only way for survivors to exploit it is to always leave their teammates on the hook - which will always be detrimental to them if the killer backs away to even nominal proxy distance.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2882919#Comment_2882919
I think BHVR has learned over the years that providing a road map is bad. When something happens and you can't release content on the date it was announced, the fan base then gets angry. If you don't promise a date then they can't get angry when you have to push it back.
Honestly, it shouldn't be THAT hard.
You shouldn't be making a tight schedule - you should be announcing things with a LOT of wiggle room. If there's a crunch to get things out, it's better to release a broken version to the PTB for 3 days and pull it back than it is to just pretend it doesn't exist (which is their preferred strategy)
They are a multi million dollar company with hundreds of employees.
If they don't have a grip on what this year looks like within a reasonable forecast - someone up top needs to be replaced.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2882979#Comment_2882979
Just FYI holding W doesn't work against Victor. I'm assuming you're talking about Twins players who chase more with Charlotte than they do with Victor (which isn't how I play them, I mainly chase with Victor and use Charlotte mostly to pick people up.)
It is if you're healthy.
Keeping Victor hostage and just abandoning loops against Charlotte is the best way to waste time.
Victor is the real killer in many ways, but yes - holding W is the best counter to him, preferably around a slightly large boulder or a tree.
Victor's primary weakness is terrain, so it can be very easy to 'loop' him due to his 'pounce' slow down. Best thing to do is run around in a little circle - otherwise, run to the other side of the map. Even if he gets you down, it's going to take Charlotte a long time to pick you up.
Gaining distance, stopping for a quick circle, abandoning loops to gain distance from the big sister. This is what counters Charlotte very much so.
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I used to be indifferent - but I noticed a trend.
Look at the strongest, most interesting perks in the game.
Look at the strongest, most interesting killers in the game.
Now look at the fun ones - who are the fun killers to play as and against.
Who are the most creative killers, most creative perks?
I feel like, although given unbridled creative liberties - Behavior always brings their A game when pulling an outside IP into the game.
Nemesis really is a truly interesting killer who looks awesome. The perks are off meta, but actually fun to use.
This goes all the way back to Meyers and Cannibal.
Meta? No. Best perks ever? No.
Fun? Yes. Enjoyable perks? Yes.
I'll do three examples for you:
The 3 OG Licensed killers with their parallels at the time:
Licensed: Shape, Nightmare, Cannibal
Original: Hag, Doctor, Huntress
Neck and neck for interesting and fun.
2 years ago:
Licensed: Ghostface, Demogorgon, Executioner
Original: Oni, Plague, Deathslinger
The Licensed killers are more fun to play, while the Original ones are generally much stronger (especially at release!) But when Executioner first came out especially - they were considered one of the most enjoyable to play as, even while the Oni and the Plague were prominent in the meta.
Most Recent 3 killers:
Licensed: Onryo, Cenobite, Nemesis
Original: Artist, Trickster, Twins
Do you remember when the Trickster and the Twins came out? Reviled as some of the weakest killers on release - only played because they were broken and had built-in exploits. Perks so strong they broke the game and had to be tweaked so that Nurse didn't run away with them - powers so boring that people complained endlessly.
Onryo was recent - but do you remember this past year when Cenobite and Nemesis came out? Fun, ingenuity in powers that brought new perspectives to the game. Hyper entertaining moris and community love. Off meta perks that were fun.
It looks to me like Behavior are going in a certain direction:
All of the interesting, cool, and FUN stuff is in the licensed content.
All of the Meta and unfun stuff is in the original content.
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There's a difference between potency and fun.
The Artist and the Twins both have the same problem, though - which is interesting.
The best way to counter them is to hold W and leave loops.
Act unpredictably to avoid the skillshots (Crows, Victor)
If hit, bait the survivor by keeping the crows/ Victor on you
If killer comes for you - run to loop.
Use the pallet or window.
Leave with crows or victor as bait.
Rinse, repeat.
it's up to the killer player to determine how effective this strategy is. Which can be agonizing and not at all satisfying in the least.
Both of them have a 4D chess level aspect to their power - but have a low skill ceiling. This means that their power needs a lot of constant thought, anticipation, and skill to pull of reliably - but it doesn't yield fantastic results.
It doesn't help that neither of these killers LOOK compelling in any way. They don't have the traditional killer vibes and lack a certain air of terror.
They're just kind of gross - aesthetically and practically.
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Don't know what's going on with your matches - games are still pretty okay from what I can see.
Matches are also very killer dependent.
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The problem is the different approach maps have gotten.
MacMillan, Coldwind, Autohaven - these realms have several base maps each.
However, the other realms like Yamakoa have only 2.
Crotus Prenn Asylum has 2.
Red Forest has 2.
Backwater has 2
Eerie of Crows, Medical Theater, Ormond, Badham, Haddonfield, RPD, Midwich, The Game - these are standalone.
17 maps have more niche appeal, but MacMillan and the others each have, what, 5 maps?
17 maps belong to 12 realms.
15 maps belong to 3 realms.
What this means is that there's a 5 in 32 chance of being sent to Coldwind.
There is a 1 in 6.4 chance of being sent to that realm.
This being said - people often also bring map offerings to be sent there more - as the maps usually are larger and have Cowtree, which is a powerful loop for survivors to exploit.
(Also, from what I understand, Badham is 6 maps - but it's counted as 1 map with 6 separate versions.)
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@Waterfall said:
I felt like Deathslinger was made to draw in FPS fans but the slow aim nerf completely ruined that. I always felt like they could have nerfed him some other way without ruining his FPS play style. Hopefully someday they look at him again.
I really think so.
Like - you can snap ADS just fine, but you have to hold ADS longer to either make the shot more accurate or give it range - which makes it up to players to determine how long they should hold their shot. If they're at point blank range, they shouldn't have to take 2 million years to mosey on over to their sights - but they shouldn't be able to fire off a quickscope cross-map skewer in 0.2 seconds either.
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I don't know what you're smoking.
He's not played the same in the least.
He's both an ambush and an anti-loop killer that wears a kingly crown in vault-based loops and has paramount presence when it comes to pressuring outdoor objectives.
The changes to his terror radius and ADS were murder - but it doesn't change the fact that landing his power allows you to shut down loops other killers could only dream of.
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The Anniversary never falls flat, because everyone comes out of the woodwork to return to the franchise - and get tons of bloodpoints!
It's a great event, but I'm less worried about them NOT having a great release and MORE worried that they're going to roll out some massive controversial update that kneecaps the game before the event, which would crash the party for many.
I honestly don't care who the next killer or survivor are at this point. After Ringu, it looks like most people honestly don't. People don't have an appetite for more content, they want to see the health of the game improve.
I'm hoping they roll out improvements as fast as possible. But all it would take is another garbage perk that breaks the meta, a bad press release, a bad map, or a horrendous update to the MMR system and that anniversary event is going to be crickets and curtains.
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@GamerEzra said:
I don't think you're insane but I don't think it's a good idea.
Thanks!
I'd like to hear your thoughts on why it's a lame idea though.
I love these discussions :)
@Plsfix369 said:
If the killer remains within 16 meters of a hooked survivor for a total of 30 seconds, unhooking won't be interrupted and both unhooker and unhooked survivor will be protected by endurance.
If the unhooking survivor is interrupted - they really won't need Endurance, in many cases, as interruptions are either self inflicted to bait out a hit - or the unhooked is grabbed, which circumvents this.
Upon this, Borrowed Time is a top meta perk. By echoing its effects, this becomes a bit redundant,
I do like the idea of an opposite borrowed time, though - the person who unhooks you gets Endurance for an extended period. Yes!
@SkeletalElite said:
The survivor range should be slightly bigger than the killer range. Like killer within 16 and canceled if a survivor is within 20 or 24.
But this could be a decent idea otherwise.
I'd prefer if camaradirier kept its current effect, but automatically triggered when you're about to stage on the hook and also gave other survivors an indication you have it. Something like your aura appears yellow instead of red when you're on the hook and have this perk equipped.
Not a bad suggestion! I can see that being a point.
You really want survivors to stay away for this perk to find value - and you want to make sure they know about this.
Maybe by having an icon in the lower corner of survivor's screens when you are hooked - show a yellow aura when they are within this radius.
Also, this should display on the killer's screen so that they know "Hey, you may want to NOT face camp me or things are going to get very unpleasant for you very quickly.
@Sakurra said:
It's perfect. Why not? If you want to camp then assume the risk wasting survivor's time and also the killer's time. If I can't play because I'm facecamped then stay with me longer, bubba.
Thanks!
I feel that this is probably the most eloquent solution to a very ugly problem.
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I fundamentally agree.
There is tons of creative potential for this killer that can make a truly interesting gameplay dynamic.
However, they are in a very, very awkward place.
On one hand, to survivors, their power can seem exceedingly unfair - it removes health states extremely quick and forces survivors to take more time to deal with their mending timers than what it's worth...
(if survivors can reliably loop a killer for 15 seconds before getting hit, sprinting over to a survivor for a free Rush hit is a free 30 seconds for the Legion on each survivor hit. It can take 10 seconds or less to hit 3 grouped survivors, gaining 90 seconds of value, if not more relatively)
... There isn't a lot of counterplay from this perspective - you just have to take the health states and mend up, God forbid you actually heal and waste precious time. Its frustrating to newer players and annoying to seasoned ones.
On the other hand, the Legion is extremely weak. Very low kill potential, low mobility outside of chase, low map pressure, and can be countered by either a strong healing team, objective rush, or great chasers - all of which can be found in spades at higher skill levels.
With the new precedent of granting 5% speed on consecutive Lethal Rush survivor hits - it will become easier to use the killer's power more effectively and spread survivors out. (Spread them out*)
With the ability to down a survivor after hitting all 4, the Legion gains a lethality buff that's much needed to make them competitive as a killer - albeit in very particular circumstances - but this can also feel veritably unfair to a survivor that's minding their own business, gets chased down by a 145% movement speed Legion only to instantly get hit again by a 150% Legion and get pushed to the ground instantly without any REAL ability to avoid it at that stage of the encounter.
This can feel very unfun and cheap to survivors - and can especially be frustrating to those who know better, but cannot escape the speed range of the killer once they begin to chain together hits.
On the other hand, without this 'cheapshot' reward for chaining together 4 hits - the Legion sits in C tier for the rest of their lives.
Really, what it comes down to is the misconception from the developer team about how their game is played.
(Spread them out*)
Legion's power thrives on grouped survivors, which is why Discordance and Mad Grit is also part of their base kit - it keeps survivors separate and unwilling to stick their necks out for each other.
The problem is, this is NOT what you want as a killer.
Having the survivors spread out across multiple generators, tackling areas of the map that you are too busy to patrol - this is the opposite of what you want as a killer. You want survivors to group up on one or two generators that you can patrol and harass, you want to chain together hits while chasing multiple survivors in a corner, you WANT to have 4 survivors trading health states so that they can all 4 rush down a single generator. But you NEVER WANT to see all 4 survivors spread to the corners of the map and start sitting on generators - because once you chase one of them, the other 3 will get popped soon enough.
The fundamental problem with the Legion is that, while lacking in creativity, the method behind the killer is completely impractical.
Each Killer has a sort of mission statement that they capitalize on.
Plague: "Stay injured, or give me momentum."
Oni: "Heal up or I will become stronger."
Trapper: "Mind your step."
Cannibal: "DC."
Artist: "Don't try and loop me."
Doctor: "Play safe or die."
Legion: "Separate from your team or I will gain value"
That's a bad core to build on.
The Legion's current design philosophy is the greatest weakness that the killer has. It incentivizes survivors to separate and tackle objectives simultaneously.
Either they will buff the killer until Survivors leave the game out of frustration, or they will let the killer stay in the dust. But the Legion will always feel unfun and uninspired so long as this core philosophy continues to be followed by the development team without new direction being injected into the killer.
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This really needs to be a priority.
Even if it takes time to develop and tweak to make sure it launches without as many bugs... I'd like to see it on a roadmap.
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IRL problems such as sick family members and getting really, really bad news.
It doesn't matter how macho you are - some news just can't be taken properly in the middle of a match.
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I agree 100%.
There should be no risk involved, it's already a dead perk.
Here's what it should do:
Suppress explosions caused by your failed skill checks.
Generators you work on have 30/60/90% reduced audio and have reduced visual cues.
Generator pistons move much slower as you actively repair.
Then at least the perk would do SOMETHING.
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Objectively wrong.
While certain killers are stronger or weaker at the current state of the game - you can absolutely shred survivors with just about any killer at high ranks.
While it's harder (a lot harder) you can absolutely play on the expectations survivors have.
Playing clown, for instance, is MUCH harder against organized SWF teams. But if you play well enough , you can catch them by surprise with how you approach situations.
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How do you counter it? Simple:
S L U G

