Visionmaker
Visionmaker
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- Visionmaker
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@Carpemortum said:
Visionmaker said:@powerbats said:
For killers wanting Hex:Ruin or BBQ they have to go through same thing and survivors wanting SC/DS/SB/AD/DH/ whatever ever perk and insert killer equivalents here.
Both sides have to grind for something they want not be given it for free other wise why play if everything is given to you for free?
I think it's fair that for both sides, if something is near 100% usage, then the design needs to be looked at.
For me, I believe that aspects of BBQC and Self Care should be default. Especially BBQC since it's ######### to lock must-have perks. It appears that they decided to go the route of nerfing them instead of making them default though.
Why is bbq and chili a must have? Jw. Bp are nice but you still make more than survivors. And the aura isnt perfect. High rank survivors will avoid it, soon hide in lockers, etc. I think it's a nice, helpful perk, but not necessary.
Simply because it's near 100% usage. If they took the stats of the games of those who own LF, I bet they'll find that they use BBQ near 100% or at same rate as SC. The aura reading isn't perfect, but the 2x BP is necessary for killer because many killers must use add-ons to be viable.
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@powerbats said:
For killers wanting Hex:Ruin or BBQ they have to go through same thing and survivors wanting SC/DS/SB/AD/DH/ whatever ever perk and insert killer equivalents here.Both sides have to grind for something they want not be given it for free other wise why play if everything is given to you for free?
I think it's fair that for both sides, if something is near 100% usage, then the design needs to be looked at.
For me, I believe that aspects of BBQC and Self Care should be default. Especially BBQC since it's ######### to lock must-have perks. It appears that they decided to go the route of nerfing them instead of making them default though.
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@AshleyWB said:
Defend hexes all you like it changes nothing.If you protect ruin. Survivors can just do gens just like it is now.
There doesn't need to be any color coding as it will cause arguments. But just a little variety in hex totem colour would be nice.
Of course I wouldn't mind cosmetic changes. Especially since the next patch is going to epically screw up auras and make them look crazy.
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@brokedownpalace said:
95% of survivors definitely don't use it. A lot less now that it's been nerfed by the healing changes. And no, it shouldn't be part of the base kit.It's more like 80%.
If they're going to even the playing field between solo and SWF, it should be part of base kit. They should add in a regression for all healing as a counterbalance too.
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@AshleyWB said:
I wouldn't say it was a buff. It just lets you play with a strategy as killer. It's always a mess when you have all hex perks and 1 gets destroyed and it happens to be your most valuable hex totem.I really wanted to see some blue fire this winter in dbd.
Being able to selectively defend hexes after not being able to is a buff.
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@Blueberry said:
This would really be a nice QoL change.Would be a huge buff for totem builds, not just QoL.
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They are expected to use it to dodge bad ping, not players. Of course, we all know it doesn't work that way.
There is no answer to your question aside from the fact that the devs think that it is acceptable the way it is. They literally have stated that they are not looking to change it.
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@redsopine01 said:
Somehow I feel if a killer did this trick they would be called a cheater for itHe probably does this to play killer at an advantage. There's almost no benefit from doing this as a survivor.
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DBD was not designed with 1 life in mind.
Yes, being wiped out of the game after being caught the first time feels unfair. For the same reason why it feels unfair when the survivors get 5 gens done in 3 minutes. You make one mistake and you are then unable to play the game.
It is curious as to why this needs to be discussed, or even why the standard scenario needs to have DS in mind. Is dying after being pulled off a gen by a Prayer Bead Spirit 15 seconds into the game supposed to be fair? Should killers be significantly rewarded for simply sitting next to their hook-ee?
The real question is whether camping, and the sedentary gameplay it produces, contributes anything positive to the DBD experience.
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"New" "exploit" "countered to extinction"So survivors give themselves permanent exposed and now Legion is dead (because M1 on 110 is apparently impossible).Lol good bait
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@douggie123 said:
Hahahaha reel them in reel them in. I have caught a few good ones. Course it's bait post.
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Endgame is lacking excitement in general.
And it's not because it's too fast.
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They'll bleed out though. How is it holding the game hostage?makayla said:If you mori spam someone long enough, I suppose it could be considered holding the game hostage which is bannable. Doing it briefly shouldn't be, though.
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Doubt it. It's the same as watching them bleed out.
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@ReneAensland said:
How? I'm a dick sometimes and I haven't been asked to chill.
What do you have to do to be put on time out?Same here. I'm surprised I haven't been sacrificed yet. One of the entities must love me. 💃I'm guessing you gotta touch really sensitive topics like using slurs. -
Best baitaltruistic said:Imagine complaining about the pebble perk.
What a world to live in.
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@Peanits said:
But if you ask me, it's high time some people just learn to play against them.Um excuse me, how dare you suggest that I lost because of my own deficiencies. Every game I lose is because playing with friends is basically hacking and should be banned forever. As a mod you should understand this tyvm.
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Killers: *uses BBQC every game and every load out*Devs: *nerfs BBQC*Killers:

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Killers: WELL I'M JUST GONNA CAMP THENDevs: *buffs borrowed time*Killers:

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Killers: All survivors use are sweaty chase perks. They don't even bother hiding!Devs: *buffs stealth*Killers:

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@Vietfox said:
@powerbatsKingB said:@JanTheMan the problem is it's 4 perks against 16. The blood point bonus is what made the mediocre aura reading ability worth running. And BBQ was balanced before this, the nerf is completely un-necessary.
Can u please tell this guy why the 4v16 perks argument is pointless? I'm done for today.What killers who say 16 perks imagine:"Hey viet, I'm about to get downed, could I borrow your DS? I'll trade you my SB. It's on cd anyway.""Oh I'm dead, hey let me give you my Left Behind.""You didn't bring Self Care? No problem, I brought it. We can share." -
You should make it multiple options too.
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@Claudette_Baguette said:
@Visionmaker said:
TBH it'd be over-complicated and underpowered.Almost like what we have now.
You think?
How about an ability like this: Tap M2 to change persona. You can only change personas in a specific order (frank -> susie -> julie -> joey). The new persona will last for ~5 seconds (more wtih addons).
Frank could be faster in a chase. Susie could inflict deep wounds. Julie could be very nice at tracking and finding survivors. Joey could be all about stealth attacks with a low terror radius.
So much ways of making this work.
I'm more concerned because you won't necessarily be able to choose what you need when you need it. It's cute on paper, but I'd imagine getting annoyed if I accidentally cycled past the power I wanted or if the power was the 4th in line when I am at the 1st.
It'd be one thing if it were like an MMO where you could bind multiple skills into different keys or buttons, but DBD doesn't appear to support that kind of format.
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@iTz_KilLaZ_x said:
Visionmaker said:@iTz_KilLaZ_x said:
Visionmaker said:
Because you're not supposed to chase after the same person in Frenzy. That's why you have wallhacks once you hit the first person.
Wall hacks that don’t actually help you. It’s like having wallhacks for a shooter but you can’t actually shoot the people you find. His power is too weak.
Not like audio or scratch marks would help either, if that's your reasoning.
Wallhacks are much, much stronger than audio and scratch marks anyway.
If you actually read what I typed out, I said his power is too weak. That is why the “wall hacks” are not effective. Try turning on your brain thanks
Maybe you should read what the thread is discussing before you post.
Here's a reminder for you:
What was the idea behind removing audio and scratchmarks (basically the most important tracking abilities) while frenzing?
I personally think this should stay while frenzingNow come back when you finish grade school.
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TBH it'd be over-complicated and underpowered.
Almost like what we have now.
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@iTz_KilLaZ_x said:
Visionmaker said:Because you're not supposed to chase after the same person in Frenzy.
That's why you have wallhacks once you hit the first person.
Wall hacks that don’t actually help you. It’s like having wallhacks for a shooter but you can’t actually shoot the people you find. His power is too weak.
Not like audio or scratch marks would help either, if that's your reasoning.
Wallhacks are much, much stronger than audio and scratch marks anyway.
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@Exerlin said:
@Visionmaker said:
@Exerlin said:
@RSB said:
@PhantomMask20763 said:
What was it about???About the new, famous quote made by M. Cote - "Legion has trouble finishing the business (downing the survivors) and it's fine!" - they literally said he should be weak, because they don't want another Billy/Nurse tier killer.
About their level of gameplay - they wanted to show the possibilities Legion has and how he should be played but... People playing there were R20 players, the killer were missing 5 TIMES IN A ROW WHILE IN FRENZY while he tried to hit the surv, he ended up killing only one survivor by accident, not_Queen literally wrecked him. If that is the level of gameplay of the devs, then I have no doubts why this game is so poorly balanced. In favour of killers and survivors.
That's pretty lame. They should try to get good players like Monto and Tru3 to show off the new killer's capabilities when every party knows what they're doing.
Or they could just choose the devs that have actually played the game for a while to do it...
In case people forget, we actually have those.
Honestly, the only person that's part of the company I've ever seen play well is Queen.
There is an employee that played like 3000 hours somewhere too.
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@Exerlin said:
@RSB said:
@PhantomMask20763 said:
What was it about???About the new, famous quote made by M. Cote - "Legion has trouble finishing the business (downing the survivors) and it's fine!" - they literally said he should be weak, because they don't want another Billy/Nurse tier killer.
About their level of gameplay - they wanted to show the possibilities Legion has and how he should be played but... People playing there were R20 players, the killer were missing 5 TIMES IN A ROW WHILE IN FRENZY while he tried to hit the surv, he ended up killing only one survivor by accident, not_Queen literally wrecked him. If that is the level of gameplay of the devs, then I have no doubts why this game is so poorly balanced. In favour of killers and survivors.
That's pretty lame. They should try to get good players like Monto and Tru3 to show off the new killer's capabilities when every party knows what they're doing.
Or they could just choose the devs that have actually played the game for a while to do it...
In case people forget, we actually have those.
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Wish they'd cycle around themes rather than maps.
That way, say, Crotus Prenn would have just as much chance as the Farm.
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Because you're not supposed to chase after the same person in Frenzy.
That's why you have wallhacks once you hit the first person.
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I can't live without 2x BP.
I forget to look at the auras half the time anyway.
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@Blueberry said:
@Visionmaker said:
@PandaChris said:
As a player that just came back and plays about 70% killer and 30% survivor, why is tunneling a bad thing? I do not hook camp, but if i see a survivor going for a unhook, i will head to the hook. Normally by that time i am a little late getting there so i go after the unhooked injured survivor.Isn't that the smart thing to do? go after the injured survivor that takes 1 hit and shorter chase rather then the other survivor that needs two hits and a prolonged chase? If i end up going after the survivor that needs two hits, the unhooked survivor can just get healed then its back to a long chase and 2 hits again.
I noticed someone said just grab them off or hit them when they are trying to pull the other survivor off, but correct me if im wrong the only real killers that can do that consistently is the nurse or billy (maybe spirit) with their extreme movement? with the other killers you would sorta have to patrol the hook, then get called a camper.
It's easy to do, low effort, and knocks players out of the game quickly. It is not fun to be on the receiving end, and it is not something the game wishes to encourage. You're basically chasing around a person that's Exposed past the first hook, and you'll always know where they are (by the hook)/when to chase them (when they are unhooked). It's smart unless the person is using Borrowed Time.
The easiest ways to combat this change is to walk away from the hook (MYC, BBQC, Devour Hope), use TR lowering perks (M&A or Insidious), use a stealth killer power, or facecamp. People who complain are just people who camp, like how they complained about every camping nerf.
Every killer can grab survivors off from unhooking. The best killer to do this is the Doctor. The worst is Freddy.
" it is not something the game wishes to encourage" this is just fake news.
The devs have said otherwise on stream and they do encourage it as a style of game play.
Panda is also right, it is very effective given the alternatives.
" It's easy to do, low effort, and knocks players out of the game quickly. It is not fun to be on the receiving end"
This sounds like something else I know called looping, yet all the survivors do that. There's a lot of hypocrisy is saying these things about tunneling/camping.The new killer is literally anti-tunneling. Borrowed Time discourages camping and tunneling. The Chase Emblem discourages camping. Please stop saying fake news. lol
Which is why looping got nerfed like three times.
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@PandaChris said:
As a player that just came back and plays about 70% killer and 30% survivor, why is tunneling a bad thing? I do not hook camp, but if i see a survivor going for a unhook, i will head to the hook. Normally by that time i am a little late getting there so i go after the unhooked injured survivor.Isn't that the smart thing to do? go after the injured survivor that takes 1 hit and shorter chase rather then the other survivor that needs two hits and a prolonged chase? If i end up going after the survivor that needs two hits, the unhooked survivor can just get healed then its back to a long chase and 2 hits again.
I noticed someone said just grab them off or hit them when they are trying to pull the other survivor off, but correct me if im wrong the only real killers that can do that consistently is the nurse or billy (maybe spirit) with their extreme movement? with the other killers you would sorta have to patrol the hook, then get called a camper.
It's easy to do, low effort, and knocks players out of the game quickly. It is not fun to be on the receiving end, and it is not something the game wishes to encourage. You're basically chasing around a person that's Exposed past the first hook, and you'll always know where they are (by the hook)/when to chase them (when they are unhooked). It's smart unless the person is using Borrowed Time.
The easiest ways to combat this change is to walk away from the hook (MYC, BBQC, Devour Hope), use TR lowering perks (M&A or Insidious), use a stealth killer power, or facecamp. People who complain are just people who camp, like how they complained about every camping nerf.
Every killer can grab survivors off from unhooking. The best killer to do this is the Doctor. The worst is Freddy.
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@Ihatelife said:
@Master said:
@Ihatelife said:
Em no? She is already powerful. Just use stridor, mother-daughter ring and yakuyoke amulet and you will get everything what you want.Just use the best addons every game.
Thats not how it works broBro, you can always use katsumori talisman and dirty uwabaki
Prayer Beads and Amulet are pretty disgusting together too.
Spirit is good enough as she is.
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Mending shouldn't be considered healing. The healing changes were already crippling as it is, and the number of inconsistencies regarding killer powers and what is considered healing is getting ridiculous. The killer already makes injuring multiple survivors easy. To have that synergize with Sloppy Butcher, NC, Coulrophobia and their own add ons? Too much. Way too much.
Agree with 1 and 3 though. Kinda iffy on 2.
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@Janick said:
@Might_Oakk said:
The devs designed him so you don't use his ability to down survivors. Downing with Frenzy is pretty much similar to blood lusting efficiency wise.The playstyle is once you hit 1 survivor the others nearby are highlighted. You hit everyone nearby then run down the last guy you hit without your power.
The powers strength is when you hit multiples they must heal thus slowing the game.
Power is just a slow down game thing assuming survivors are dumb enough to be close together.
Hello
That is correct. I just wanted to confirm our intention. It is very easy to get a hit with him but harder to down survivor.
At first, the balance is in the favor of the killer then it is put back in the hand of the Survivor. We will probably talk more about the design intention on a future stream. Thank you!
I think you might have triggered half of the community with that part, lmao!
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@kaister901 said:
The average rate is 2? So that means 2 people survive and 2 die..How are you quoting a statistic that supports what I said?
A plethora of nerfs to survivor? Care to list them down? Cuz the biggest one was removing the vaccum of pallets which is something both sides loved.
"Survivors make mistakes. Survivors are overly altruistic". There you go, again another point agreeing with what I said which was said by tydetyme in the video. Which obviously you didn't watch because if you did. You wouldn't be making that argument.
A killer has no control over how the game goes. It's all in the survivor hands. Survivors makes mistakes by being overly altruistic? That's my point...
That's not an ideal game...if you want a definition of an ideal game...is when both sides play smart...no over altruistic team. Good gen management. Good hook management. Killer does his best in hooking every one at least once. If both sides play optimal. The killer is still heavily punished for the 2nd kill. Coming from your very statistic that is 2 or more on average...in other words it's 2...the middle number is 2...
By the way how many hours have you clocked in by any chance? I have 3k hours and I know when a killer perk is too op and when a survivor perk is too op. You don't sound anywhere near to having played this game long.40% of people survive through gates and hatch, 60% die. The rates would be even lower to account for D/Cs. That's not 2:2. This goes for all ranks. Including the supposed tippy top.
I thought we were talking about a realistic game, not a sweaty hypothetical ranting about an asymmetrical game's core necessities.
I was going to list the changes for you, but then I recall that you clocked in 3000 hours of the game. So if you don't notice how your games have been changing for you over time, then perhaps that speaks for the 'value' of your 'experience'.
Go. Cling onto a disillusioned rant from January. The devs should see exactly who they are pandering to and how much they actually get from it.
@KingB said:
@Visionmaker did they dodge swf groups? What killer/perks did they use? How many matches were played and how many kills did they average? There was also a depip experiment and 94% of games depipped the killer I believe. I don't need to facecamp either, if I camp it's either to 3 Gen or proxy.I don't know. I think you can search "Camping experiment" in the forum and you can find the thread. I posted once, but I wasn't very active at the time and can't remember the user's name. IIRC, HybridPanda also posted a gameplay series that he tested camping with, but I don't know how far he went with it.
That's great. Marth had an interesting concept. That doesn't defeat the fact that camping is practical enough to bring a killer to Rank 1 May not be helpful in a tournament, but it is enough for our ranking system.
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@KingB said:
@Visionmaker thats untrue. Camping is a terrible strategy. If the survivors are even semi-competent they can pop 3 gens minimum. The best way to deter is to incentivize not doing it. Self-care has nothing to do with this. The patch nerfs BBQ into the ground, the counter is so brain dead easy now it's insane. But they buff BT? How does that make any sense?There has literally been a poster that camped all the way up to Rank 1 and documented his progress. lol
and I mean, I can't tell you what is what since I don't exactly need to facecamp as Hag (or is that technically all I do?). I'm just going to agree to disagree here then.
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@kaister901 said:
@Visionmaker said:
@kaister901 said:
@purebalance said:
@HellDescent said:
You know how you try to secure that last kill when the gates are open? Well, no more....You still just have to hit twice like before. I carry borrowed time on characters that don't have the perks I want because too often there's camping shitters who want to sit there and slash at the hooked person like an idiot and even if I body block one hit they still try for that potato that they know they're going to get.
Then what about legit players that do go to patrol and hunt others? In a realistic game. You get about 2 kills and the second kill is usually the last unlucky player when gates are open.
So with BT basically being infinite use and infinite timer. I am going to get punished for also playing a normal game. Given it's a meta perk it's a guaranteed in every game.
I am sorry for you if you only have 2 kills on average, with your last kill being a facecamp. I do not think that is an accurate depiction of the game.
You should try to punish the unhooker, especially if you are going to camp anyway. It will net you more points and take the same amount of effort.
Uh buddy that's what a balanced game looks like. If you are not camping a balanced out game gives 2 kills on average.
Getting 3 or 4 kills often involves survivors doing mistakes on their part.
The control of the game winning or losing is predominantly in the survivor's hands. Since all killers are susceptible to loops with a few exceptions. No killer has the ability to slow down gens to give them more time. Other than certain perks like ruin which often disappear within a few seconds.
Tydetime did a good job in explaining this.
Punishing a killer trying to lock that last kill in is dumb in so many levels. Especially if they played a fair game.
So the killer is suppose to "fall for the bait" and go after another fully healed survivor and obviously lose that survivor eventually. What logic is that? Only S and A tier killers would even stand a chance to down a healthy survivor. Other tier killers would be screwed massively. Like you can forget about freddy or wraith. No special ability to lock in a fresh kill.
That's a realistic game. Survivors make mistakes. Survivors are overly altruistic. Survivors can come in two pairs of SWF, each with their own different agendas. Survivors throw others under the bus or expose their teammates.
Statistically, the survival rate is below 2 survivors, not accounting for D/Cs and matches that start with 3 players.
Where were you the last ten months? #########? Do you need to see the patch notes? The only remaining issue is the strength of SWF over solos and average gen time. There has been a plethora of nerfs to survivors and various killer buffs over each and every patch, including the most recent Spirit patch.
If you are within facecamping distance and fail to injure an unhooker twice, that is your mistake. The same would happen in a regular game. You need to hit them twice or they escape, except you can't chase them around the same pallet for 20 seconds anymore.
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@KingB said:
@purebalance Camping already has a punishment gen rush and it works perfectly. It was perfect before. I had no problems but this buff is ridiculously unnecessary.In a coordinated 4 man SWF.
Solo players will never be optimal versus campers.
Parts of the game need to be designed to punish camping to counterbalance the fact that much of the game's design also encourages camping. It is ridiculous to expect players to coordinate perfectly, sacrifice a player, and interact with nothing for two minutes to combat a zero effort strategy.
Why is tunneling efficient and desirable? Why is camping efficient and desirable? Because the victim is far beyond easy to catch. Naturally killers will gravitate toward that option. (Myself included.) That does not promote good gameplay.
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@kaister901 said:
@purebalance said:
@HellDescent said:
You know how you try to secure that last kill when the gates are open? Well, no more....You still just have to hit twice like before. I carry borrowed time on characters that don't have the perks I want because too often there's camping shitters who want to sit there and slash at the hooked person like an idiot and even if I body block one hit they still try for that potato that they know they're going to get.
Then what about legit players that do go to patrol and hunt others? In a realistic game. You get about 2 kills and the second kill is usually the last unlucky player when gates are open.
So with BT basically being infinite use and infinite timer. I am going to get punished for also playing a normal game. Given it's a meta perk it's a guaranteed in every game.
I am sorry for you if you only have 2 kills on average, with your last kill being a facecamp. I do not think that is an accurate depiction of the game.
You should try to punish the unhooker, especially if you are going to camp anyway. It will net you more points and take the same amount of effort.
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@KingB said:
@HellDescent I can't believe there aren't more threads complaining about this. Or even the patch in general, insanely buffs survivors.These are changes that takes the game in a desirable direction: anti-camping and anti-tunneling. Camping and tunneling have been the most efficient (and lowest effort) strategies to take out survivors, and it's clear that they have been working to deter it through various means over the years.
I am not a fan of making Self Care more valuable, but it has been put in its place by the healing changes along with Sloppy Butcher being upgraded to a top tier killer perk, and furthered by indirectly buffing Nurse's Calling.
@KingB said:
@Visionmaker distortion really only counters NC. If someone uses it for any other reason they obviously don't know hiding in lockers disables aura readings.It also counters Iron Maiden, since some killers would probably run it along with BBQC.
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Killers: "I will facecamp because of OP Distortion perk"
BHVR: "Hold my beer." massively buffs Borrowed Time -
Too bad Legion can't put bear traps on peoples heads.
Pig has way better stall potential.
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IT'S ALREADY BEEN AN HOUR AND DEVS DONT IMMEDIATELY RESPOND TO MY COMPREHENSIVE AND EXPERT FEEDBACK
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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Theygender. They/them pronouns.
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@Kebek said:
@Visionmaker said:
@Master said:
@Visionmaker said:
QnQ buff, sweet. Until the Killer uses Iron Maiden.And the reaction from killer mains is rich. Not one person can say that aura reading is good for the game, and yet it's suddenly arms up in the air when the most used killer perk in the game has a minor, stealth-based counter perk.
Maybe they should've added another Exhaustion or second-chance/health state perk.
I still stand to my opinion that aura reading on both sides takes away a lot in a horror game.D
Doesnt change the fact that if you take away the BBQ aura reading, camping will be more common againBut that all is due to the core issue of everything, I think you are aware of what im talking about

And campers will be punished with lower pips, as the emblem design has intended.
Every change supposedly forces killers to camp even more (e.g. unhook changes that 'forces killer to camp') so I don't really buy that argument whatsoever.
I don't know if you camped with new anti camp changes to emblems but when I play basement leatherface the highest penalty I ever got was 4%. So if you get overalturistic survivors you get only benefits and no pnalties.
Sounds like it's working as intended.
@kaister901 said:
@Visionmaker said:
@kaister901 said:
@PigNRun said:
@kaister901 said:
Well Aura is basically any perk that makes the survivor glow. So yea Rancor will be affected too.Except that isnt how Rancor works at all. It doesnt make Survivors glow, it shows Survivors as if their madness had tiered up.
And that lighing up is an Aura.
Ok put it simple Aura is basically survivors lighting up or glowing in any shape or form.
What is not an Aura is if you are actually looking at them or if it's a sound alert. Like quick and quiet stopping locker and vault sounds.
So yea rancor is definitely getting affected by the perk. Making it useless for 3 gens.
It's more likely that the effect doesn't even trigger. Meaning regardless of them going in or not. Their aura or alert won't be shown to you till 3 of their chances has been used up.
Rancor doesn't use auras. It reveals locations, not auras. Have you used Rancor at all?
So you are telling the red pop up silouhette of survivors is not an aura? Then what is it? it's red I can see it.
If you want the difference between and alert and an Aura. An alert is you vaulting or jumping into a locker fast. That loud sound is an alert and you don't see any body silhouette of the survivor. Like spies on the shadow alert. That is an alert.
If the survivor's silhouette pops up it's an aura. Simple as that.
So yes your rancor is gone for good too.
Auras move around, and is an accurate silhouette of the survivor. Rancor's location does not move at all and is a pop up. I don't know how to make it any simpler for you.
Go ahead and test it with Sole Survivor if you have any doubts.
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@Master said:
@Visionmaker said:
QnQ buff, sweet. Until the Killer uses Iron Maiden.And the reaction from killer mains is rich. Not one person can say that aura reading is good for the game, and yet it's suddenly arms up in the air when the most used killer perk in the game has a minor, stealth-based counter perk.
Maybe they should've added another Exhaustion or second-chance/health state perk.
I still stand to my opinion that aura reading on both sides takes away a lot in a horror game.D
Doesnt change the fact that if you take away the BBQ aura reading, camping will be more common againBut that all is due to the core issue of everything, I think you are aware of what im talking about

And campers will be punished with lower pips, as the emblem design has intended.
Every change supposedly forces killers to camp even more (e.g. unhook changes that 'forces killer to camp') so I don't really buy that argument whatsoever.
Stealth options are welcomed in this game regardless. I think you forget that one of these core issues is the efficiency of pallet looping and long chases. This change helps with neither.
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@Barron said:
@kaister901 said:
The killer perks are not that great to be honest.But the survivor perks. Holy fking #########..
Breakdown? So they made an instant sabotage that punishes the killer for letting survivors escape? #########? So am I forced to bring along hangman's trick just to counter that? ######### on earth?
Then distortion? So basically my BBQ won't work for 3 hooks....#########....
Then what's the point of BBQ then? The BP farming with it is good but the main point is tracking survivors. Encourages me to leave and go find the others...
Ah whatever...have to see how great the killer's ability is first.
You will not see a single survivor perk go meta. They are all garbage. I remember the last 4 survivor releases everyone on the forum was like "this survivor perk is so OP, it's going to be so meta". Yet, no survivor perk over the last 4 releases has become meta.
AUTODIDACT IS BASICALLY AN INSTAHEAL ON DEMAND!!! ######### DEVS
DELIVERANCE IS SO OP AND BROKEN
WINDOWS OF OPPORTUNITY IS SUCH A CRUTCH
rip
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@kaister901 said:
@PigNRun said:
@kaister901 said:
Well Aura is basically any perk that makes the survivor glow. So yea Rancor will be affected too.Except that isnt how Rancor works at all. It doesnt make Survivors glow, it shows Survivors as if their madness had tiered up.
And that lighing up is an Aura.
Ok put it simple Aura is basically survivors lighting up or glowing in any shape or form.
What is not an Aura is if you are actually looking at them or if it's a sound alert. Like quick and quiet stopping locker and vault sounds.
So yea rancor is definitely getting affected by the perk. Making it useless for 3 gens.
It's more likely that the effect doesn't even trigger. Meaning regardless of them going in or not. Their aura or alert won't be shown to you till 3 of their chances has been used up.
Rancor doesn't use auras. It reveals locations, not auras. Have you used Rancor at all?