Vox_Nocturne
Vox_Nocturne
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@cenoflame said:
I would love to see anyone from The Evil Within games. Lots of potential there.
If they did do an Evil Within chapter, it would probably be The Keeper, and he could have maybe 3-4 lesser abilities that mix between present Killers.
However, if DBD managed to do a "Last Year" and produce a none-humanoid killer (I know it's not likely) Obscura would be my pic. That thing was legitimately freaky!
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Hawkins is a rather successful map for me as Killer! Midwich is not as good, but the map doesn't appear much and the sheer complexity of it requires much in the way of learning.
I actually like Midwich, but I agree there seem to be many pallet areas which could do with some reducing. The secrets and details are brilliant. However, in the original Silent Hill game rooms were much neater and far less cluttered. Perhaps removing some of that clutter may make it a more cohesive map?
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If it's either one or the other it's a no-brainer to me:
Alien beats FNAF hands down. The potential and legitimate fear an Alien chapter would bring far surpasses the animatronics. Plus Ripley would be a far more popular survivor than whatever character FNAF brings.
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I play within my own preferences, so I do act aggressively. However, if someone has just been unhooked the most I do to that survivor is down them again. I won't rehook them though. I always chase the unhooker, unless it's down to 1-2 gens, in which case I believe that's a fair time to sacrifice them - but again I won't tunnel.
I do play with a sense of humour. Recently I was chasing a very skilled Nea, and after we got to a jungle gym we stared at each other, I went to a nearby crown podium and took it, then pretended to be out of breath. She said she found it funny in post-game chat.
It's important to me to play in a style that everyone can enjoy. At the same time, I find it dull when playing as a survivor and it's just constant farming. I want to play a threatening killer in-game, not a buddy to survivors. So I play as well as I can within those confines.
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/1425575#Comment_1425575
Lol! Yes! Splinters! The only way to remove a splinter is by bringing in a pair of tweezers into the match or finding one in a chest. After getting tweezers you'll have to find another survivor to remove it for you.
Followed by a 10 second sympathy cooldown where the healing survivor says "I know how you feel. I had a papercut last week, and the pain was awful!"
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/1425561#Comment_1425561
Sure, why not?. If we're doing that make it so that survivors have a 4% chancing of unhooking themselves but also a 4% chance of instantly killing themselves.
Absolutely! Whilst we're at it let's have a 4% chance of every pallet drop could cause a splinter, or jumping over a ledge gives a 4% chance of misjudging the jump and landing face-first on the ground!
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Could they have a mechanic that they have perhaps a 4% chance whilst running of twisting their ankle or getting a stitch?
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@Surikato said:
https://forum.deadbydaylight.com/en/discussion/comment/1410872#Comment_1410872
"So it was you all along?"
Were this true, they'd have to make an Eddie Dombrowski skin, and if this is worn amd Pyramid Head instigates a chase, Pyramid Head needs to make those growling noises like when that joke ending showed Eddie's legs!
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1425473#Comment_1425473
https://us.v-cdn.net/6030815/uploads/N2CQPU3ODVY8/image.png
https://forum.deadbydaylight.com/en/discussion/167809/developer-update-july-2020
There's the thread and the paragraph that they said it.
Thank you for finding it! This definitely adds more confusion over why they're doing this change if they seemed content with his power from both a killer and survivor perspective.
It feels to me that they could have focused more on Bubba. Plus, with the bugs surrounding Max, I'd rather them be resolved instead.
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Spirit is tough, but I've found ways to counter, whether with or without perks. She makes a sound like rushing air when nearby, and you can just about tell where she is from this. Also, Spirit players still have to make a guess as to where the survivor actually is, now collision is gone, and it's possible to confuse it with scratch mark manipulation or quiet vaults. Being wounded makes life much harder, but still possible.
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I was trying to find posts or info that confirmed the devs were happy with the way he was. I couldn't find it, but found a few posts which stated that they were happy with his power but wanted to update his add-ons.
As survivor, Max was perfectly fine to face. If he hit an object, even the best add-on to reduce the stagger still punished him sufficiently. It takes much practice to get him right for chainsaw mind games and even then it's not guaranteed. He had good map pressure, but you could also hear him, even with a decent sound reduction.
I admit I'm at a loss as to what they were trying to achieve here. Unless there is some bizaar code they've put in that is being used for both Bubba and Max (& I can't imagine that could even be a thing) that links their chainsaws and power, I really do not get it.
On the positive side, the perk changes to Lightborn and Tinkerer are much needed. Not sure about Franklin's power of making the item disappear after a set period of time. They could perhaps change that to the object being thrown 20 metres or so in a random direction from where the survivor is downed to take some more time to find it.
However, it's strange this was considered. I did see some people earlier in the year requesting changes, and no I don't believe in this idea of the devs taking sides - there's ample evidence around to prove this. But this is definitely a mistake. Hopefully they'll realise this before the actual release, but I fear at most they'll just lengthen the time you can rev a chainsaw before cooldown.
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If it were to be a licenced killer, it may be one of the following:
• Xenomorph
• Walter Sullivan
• The Old Man (SCP-106)
• The Keeper
• Eugene Victor Tooms
• Spring-heeled Jack
• The Schizophrenia
• The Goatman
• Richard Trager
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Silent Hill brought psychological and intelligent horror to the games industry, and no game for me since has ever engrossed me as much as that has. The closest since has been Outlast, but Silent Hill is just special.
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By griefing them, you are in essence doing the same amount of damage as they are. Perhaps worse, as there are now 2 of you messing about instead of 1.
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HybridPanda was always my favourite, and a shout out has to go to Ohmwrecker. Those guys made great commentary, and HybridPanda did Shrinewatch and really promoted positivity in the community.
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They've all got some potential, depending on how they're used. However, I'm basing these on an alternative reality where The Entity did not abduct them, and they're simply characters for a movie:
Philip Ojomo: Perhaps a mobster film about his being brought up through gangs; the struggle between him wanting to do the right thing and to keep in their favour.
Anna: A biopic on her younger years and the gradual change into a murderer, intwined with somewar movie genre.
Evan MacMillan: This may not focus exactly on Evan, but he could become a secondary antagonist in a movie not directly related to him, and yet it sets up a sequel for his alter-ego taking over.
Kenneth Chase: Basically a grim, gritty and dark psychological thriller of a killer clown.
Rin Yamaoka: Definitely a horror, focusing more on her spirit form. Her design would give a unique creature-feature to other ghost movies.
Max Thompson Jnr.: Either a horror focusing mainly on his parents - maybe making them secret murderers, and again their son is built up for a sequel movie, or a typical hillbilly slasher.
Lisa Sherwood: Found film footage of both the tribe who captured her and Lisa becoming a monster in the swamps - based on the wendigo idea.
The Legion: I'd make this a dark comedy, picturing them as punks who'd try to be some super-villain crew but inept. Maybe do a last minute genre switch to horror.
Adiris: A Game of Thrones style epic with Adiris as one of the varied leading cast, but focusing on the plague thay could wipe out the land. Unlike the other movies, Adiris would be the hero.
Sally Smithson: A ghost story, but in a really dark setting that also shines a light on the plight and horror inmates had to endure. A period horror.
Kazan Yamaoka: A period thriller of his life.
Herman Carter: I'd make it based during the 80s, but have a dieselpunk aesthetic, and make Herman more about using torturous tests purely for creating abominations and weapons.
Caleb Quinn: A western with steampunk aesthetics, casting Caleb as a good guy out for revenge.
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I nearly always randomise my perks, but I did create a meme build called "APB - Absolutely Paranoid B*****d"
• Spine Chill
• Premonition
• Dark Sense
• Object of Obsession
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The one about 99 bugs. I admire their ability to laugh at themselves.
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The Red Stripe Chavs (Legion)
Ten-Year-Old Teabagging Tosser (Ghost Face)
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I can see how a game can become so frustrating for whichever reasons that may make people want to quit. However, because of dc's it hurts the game for all other players and would ruin their experience. The ratio of players whose game was ruined vs the dc is 4:1, meaning 4 times as many might leave the game due to constant dc's. I remember reading numerous discussions in the past which expressed anger at the number of dc's.
With dc punishments, it makes the game much more enjoyable. Even those who suicide on hook cost the killer time, and sometimes one may even continue the game when they discover they have a decent team! It discourages people from taking liberties, and again with regards to the ratio 1 person who wants to leave the game vs 4 who are happy with it is better than 4 wanting to leave Dbd because 1 didn't want to play (and who also may leave Dbd due to frustrations with the game anyway!)
From sportsmanship, business and fairness points of view, having penalties for those who dc makes much more sense than not.
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1421241#Comment_1421241
Definitely. Every now and then, even I will be like "oh man, why did [x] killer get nerfed by not [y] about survivors?" It's easy to think like that if you're not being rational.
This community overall is great! I just wish the most vocal ones used their voice for positivity instead.
Same here. I'd just like to state that it's perfectly fine to feel angered or concerned or worried .. initially. However, it's always worth letting it subside, think about it and by doing that you might either:
a) realise the reasoning behind it,
b) wonder why it upsets you and see if you can do anything to your gameplay style to integrate it, or..
c) still believe it is wrong, but by cooling down and assessing it you can put across a rational and thought out argument as to why it may not work and perhaps offer an alternative in a constructive way that the devs won't look at it and go "Really? That attitude sucks. Not interested".
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Your 4 examples are good examples to show both sides have had balance changes to even everything out. It is odd when you have discussions appear that completely lamblast the devs on "having no clue" when it's just not possible to fix everything in one go.
Fortunately, there are a lot of decent people in the community, but those aren't always the most vocal.
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It's a positive change. The previous one worked fine, but still could be overcome by the rare phenomena of many survivors with flashlights. Plus flashlights also could still cause headaches when transporting survivors to hooks.
The new change makes flashlights completely useless and penalises the survivor for utilising it. For those who don't use it, the change won't mean anything. However, for those who are experimenting with different perks, use it as a main perk, or at lower ranks, this willmake a sizeable impact.
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The game was fine. You do not need to change any aspect of your play, other than anything you feel you can do better. It doesn't matter if survivors reckon you didn't play fair because it's just their perspective. You'll never be able to change it, so don't try and don't take their comments to heart. You could play the "fairest" game imagineable and can still get salt.
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Sending someone to a cage can disrupt survivor teamwork, and is a great way of map manipulation. If a group of survivors hang around together, this is a decent way to split them up. Also if they 3-4 gen themselves, this tactic definitely causes them problems.
His ranged attack is one of the few attacks that can hit numerous survivors and can go through any object - something other ranged attackers cannot do. It has a limited range because of that and also it can be used as stealth attacks through walls and completely bypass jungle gym mind games.
I've not experienced any skill checks in those cages, so if you've noticed they're not common then I do agree they need to appear much more often. From feedback I've seen it's barely been a factor, so maybe that mechanic is not useful as it stands.
It may be worth revisiting Pyramid Head another time, or trying different tactics with him. It is frustrating when it doesn't work as you'd like, but I do believe he has more potential than you currently feel he has.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1417683#Comment_1417683
Blood Warden doesn't activate if the gate isn't open. I can see an argument for opening the gate quickly in case someone's getting chased out, and that's fair. It's a situational strategy but in many cases it makes a lot of sense.
The trouble with No One Left Behind is that it's active for so little of the time that the effect had better be strong, but it really isn't. The aura reading is usually not as helpful as you'd think, because you're probably only hanging out after the gates are open because someone's hooked, meaning you already know where they are. The aura reading is most useful if you're playing cautious and hanging out near the gates, but that's not what the perk is for. May as well run Bond or Aftercare and get somewhat worse aura coverage for the entire match. 50% increased altruism action speed is pretty weak too. Botany gives 33% for the entire match, plus 33% efficiency with healing items. It can give you some really speedy unhooks too, but it's extremely rare for this perk to be the difference between an interrupt and a save. Usually if a killer is right on top of the hook like that you shouldn't be going for the save regardless. I still like running it because I like using random niche perks, but it is really bad.
If it proc'd when the gates were powered though, it'd be an awesome perk! You'd be able to see which exit gates your teammates were opening, who's currently getting chased, etc. right as the last gen pops, which is crucial information. You'd also just have more time to use the altruism buffs, which is really pretty necessary given how they're not that strong compared to other perks that are active for more longer.
It's still a bit of a "win more" perk since usually you're already doing pretty well by the time the gates are powered and it won't help you at all if you're getting wrecked, but still, I could see it getting some more play.
Yeah, I get that. It does have a limited use and maybe when SWF may not have been a thing it could be an excellent last ditch attempt to get everyone out. The healing and unhooking speed is still useful. Maybe it could be adjusted to once someone starts activating the gates, so that it has more usage.
If I chose my perks it wouldn't be in my top 10, but I have found some good use in it. And thank you for your courteous response - it's nice to have differing opinions and be respectful of the other at the same time :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1403429#Comment_1403429
No One Left Behind is still garbage even after the buff. They need to make it activate the second the gates are powered like Adrenaline and Hope do. Waiting until you open a gate is useless, because a common endgame strategy is often to 99 the gates. You don't want to put your team at a tactical disadvantage (Blood Warden, having to leave someone on the hook due to lack of time, etc.) because you wanted an alright perk to work for a minute or two.
Never had an issue with it myself. I always do random perks, but when I've used it before it's helped prevent hooks and heal much quicker. Granted it's not top tier though.
Probably controversally I don't 99 gates, since as Killer I've taken people out with that as it gives a little extra time that an otherwise opened gate wouldn't, and Blood Warden activates regardless.
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It just feels rather bizaar to have a game which kills off a popular character (in my mind fair enough - it could build into an emotional rollercoaster), but then make you play as the very person who killed 'em! It gives no empathy towards a character if that's done, and could create an empty experience.
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It's a high-risk/high-reward perk, which gives the survivor an almost permanent view of the killer, but can also give their position away and makes the Killer more likely go for them than others. Hence the name "Object of Obsession".
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Feels like it's all banded together with the anime/ UwU/ kawaii thing, and the exaggerated perceptive nature with which they see it with. The culture is very different to those, and the wackiness of it is entertaining.
I admit I don't do that, but not because of anything negative; just wouldn't suit me. However, the Click YouTube channel has references to this which I do find funny at times!
But yeah, it's probably due to the dramatic and different behaviours that stand out that makes it desireable.
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I had a couple escort a Huntress to me and point me out, and also block my escape so I was downed and killed that really annoyed me, so I filed a report.
Funny thing today I was playing Killer and I recognised one of the Nea's name as a survivor! I played fair regardless, but what was interesting was that it was that Nea as the final survivor - the gates were open and really it was in her favour when she suddenly dc'd! I like to think that was the ban starting - I had a fair bit of evidence recorded 😁
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The room is a dead end for a chase, but also a unique hiding spot. It can benefit both sides, and on this episode of 4gamers this room isn't necessarily the death-trap you'd think .. although you'd need to be against a somewhat unobservant killer (4:16 for clip).
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Honestly, the cooldown really hasn't damaged the perk at all. It's certainly better than having so many notifications around you it feels like you're experiencing a World War battlefield!
And the cooldown is pretty quick anyway. I've found this perk change pretty decent honestly!
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For Slippery Meat, they could change it to make it quicker to escape the Killer's grasp whilst being carried.
For Monstrous Shrine, make the effect affect all hooks, and increase the percentage for the basement.
I actually like Deja Vu as it is. It's a good, tactical perk when used correctly.
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They're all beautiful in their own way, but I remember when Silent Hill 3 came out I definitely liked Cheryl a lot, so if I had to pick it would probably be her.
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On Xbox they're stacking as they should currently.
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The luck of who I face plus the time day seems to factor with me. If I play on a Friday or Saturday night, the odds of facing SWFs vastly increase, and it is a lot harder to rank up. Other times though are good times to rank up. It's just the luck of the draw really.
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@jorkle said:
https://forum.deadbydaylight.com/en/discussion/comment/1412805#Comment_1412805
Possibly, though remember, the Sun Goddess has a point in what she does and Silent Hill really only effects people who have sinned, the greater the sin the greater the torment within Silent Hill, which is why (I can't remember her name at the moment) a child was able to stay within Silent Hill but not suffer the torment that it inflicts upon others because, as a child, she is protected theoretically by her own innocence. And it seems that Pyramid Head and his other incarnations are reserved for only the most egregious of sinners, such as those who are responsible for *SPOILER ALERT* murder and the suffering of others, however doing horrible things whether directly or refusing to save people can also bring him about, such as how in the Boogeyman ending of Homecoming (it isn't exactly Pyramid Head I know, but supposedly he is meant to be related) he transforms Alex into another boogeyman because of his bad actions such as not forgiving his father, not mercy killing his mother and refusing to save the deputy.
The whole point of the suffering that happens to everyone within Silent Hill is because, as humans, no one is completely without flaw or sin, and thus everyone will be punished for their crimes. The Entity however operates in a way that is completely in the face of everything that the Sun Goddess is meant to represent. The Sun Goddess is a malevolent force, but she doesn't torment for enjoyment, she tortures those who she deems as sinners and evil, which is anyone with darkness in their hearts which in a way means everyone.
Despite that fact however, as I stated previously, Pyramid Head isn't thrown out there just for any old sinner, it's for those who commit truly awful acts.
(also thank you a lot for taking kindly to this theory :>)
You're welcome! And with all respect I'd like to offer a contrary thought on Silent Hill: That town definitely effects those who sin, but that was the seeming focus of The Order. Before the Native Americans were evicted from there by the Europeans, that same land was held as sacred and magical, and it's eluded to that the blood spilt and sins created corrupted it. So, my thought is the town isn't so much there to punish sin, but its origin was more to do with reflection - as can be seen with the way Travis traverses realms via mirrors.
So, the town feels to me that it really is not quite as understandable as first seen. The Order's religion was partially based around Christianity and the idea of sin, yet sin is a human term, as is hope. So the religion effectively was created around the magic, rather than exact magic. Even the belief of paradise from Claudia was more based on pure faith than any education. Nobody in The Order actually understands the full potential; not even Dahlia.
This, in turn, may mean the magic within Silent Hill is much more than what The Order made of it. It's a reflection of subconsciousness. If the universe has such a thing, then this may be just a small cosmic cell of something far bigger than The Entity could conceive. The Entity is a monstrous Deity, but confused as shown by how jumbled it gets the realms. It's powerful and has God-like powers, but this small sample of power from Silent Hill is already tricky for it. It may incur the wrath of something much more fearsome!
Your theories are great to read, and it's this which makes the subject and lore so fascinating, so thank you for sharing and your respectful comments :)
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The really interesting part for me is that on the Midwich map there are massive chains that are buried deep into the courtyard. There's an odd link between this and Silent Hill: The Room, where chains kept Henry from leaving his apartment. Likewise, perhaps those chains are utilosed by The Entity to keep this essence of Silent Hill within its realm.
Should that be the case then this shows the power of whatever is responsible for the magic within Silent Hill is problematic for The Entity. The fact The Entity had to effectively strike a deal with Pyramid Head shows that it suddenly realised this place is tougher than it thought.
And as you say, the scars Pyramid Head leaves rips the realms, whether they be a part of The Entity or a construct of The Entity. The former suggests Pyramid Head constantly torturing The Entity the only way it knows, hence why the scars are temporary; the latter idea could suggest it's carving the essence of Silent Hill through the cells.
Either way, The Sun Goddess from Silent Hill is a deity of sorts in its own right. It wouldn't surprise me if The Entity gave something in return. Wouldn't it be unique if that "gift" was The Void which appears to suck Murphy into it at certain points within the game...
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Trapper is definitely a fun, non-addon build, and Demi, Pyramid Head and Caleb have been recent killers I feel have been more well-rounded without addons.
With addons, The Wraith has always felt a very diverse and fun killer with the variety he has at his disposal.
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It'll create different tacticsbfor Pyramid Head and, in a way, gives him more map pressure with the ability to basically send a survivor all around the map, providing they know the spawn points. Looking where survivors head will give the position away sometimes.
I don't necessarily see it as a buff, but I agree it's not really a nerf, unless it's used by tunnelers who don't remember where the cages are. It's more of a shift in the power; promoting a more efficient way of playing and more in-game tactics, but without the obvious prompted silhouette that used to stand out.
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@DanPie said:
https://forum.deadbydaylight.com/en/discussion/comment/1406647#Comment_1406647
i like this approach, a lot the only thing that messes this up is how it feels to play killer, you dont feel like a murderer, and thats why i play this game, when you get to feel like a merciless murderer putting beartraps on heads and scaring people its awesome, but with toxic swf groups, they take that fun away.
I see where you're coming from, and it's a valid point with that particular situation. Therefore, there are other approaches to the game you could do:
So, against a Red SWF group, split those rounds into a specific aim. For example, use the runner to practice hunting skills and make your aim to get the runner. Learn how they juke (they will appear impossible, but that's where you learn the ropes) and experiment with different tactics. Or another time, it may be to see if you can create a 3 gen by defending that area ferociously. And then, there are the meme games.
There are other silly ways to play those rounds. There's the "Not in my house!" game where you go into a house at Haddonfield, the hut in the Red Forest, etc. And make the aim to prevent any survivor entering! If they do, either down them and hook in basement if there, or down them, pick them up and throw them outside.
Another could be "Detention!" where you do the opposite and get the player to stay in Badham School, or now Midwich is here, fine a room for detention and keep dragging people there.
The game can still be as fun and silly as you want it to be. Heck, if the red rank swf notice this, a friendly group may play along!
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The great thing about being the killer is that you dictate how you want to play. Yes, there is the objective of hooking survivors, but if you treat killer as a sandbox game you'll find it infinitely more satisfying, as opposed to a linear experience:
As an example, rank doesn't mean greatness as I've come across better players at yellow rank than red. So, whether you see yourself as The Entity's servant, or more a killer which just wants to psychologically torment survivors it's up to you. As a survivor, you have to work together otherwise the whole team can come tumbling down.
In short, ignore the community section which dictates the way you play to their standard and portray your killer as who you want. When you forget about other people's realities, the game becomes so much more enjoyable, and as a result you become a better player by becoming cooler in your approach.
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It allows me to get the most out of a game, since I play both sides equally. I have good sessions and bad sessions, but regardless it's fun and there's always room to better my skills and learn from them. It's that realisation that there's always opportunities for improvement that keeps me going.
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This change in power will hopefully result in Pyramid Head meeting his full potential as a map-controller and manipulator, rather than the tunneling tactic which really doesn't make much sense.
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I haven't experienced that myself, but I know of quite a few cases when people have played The Executioner that way. It's still a very time-deficient way of playing him. Maybe the changes will make for better playstyles.
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In terms of your question, the gates having a regression would work as mentioned previously to disrupt the 99%, but am not sure a small speed boost would make a significant difference.
But to balance the game better, then something really needs to be done to slow down the start of the game, which I believe BHVR are currently working on. If that beginning is made longer, that would give a better edge for the Killer than a small speed boost.
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It should actually help players utilise him correctly. He was a bad choice for a tunneler, since he's about separating groups and map manipulation. If someone wants a tunneler, a much more appropriate killer would be Bubba.
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There is also a rare but potential extra play that can be done now:
The change states that if Pyramid Head hangs around a cage for too long it will teleport to another end of the map. Imagine if Pyramid Head finds the cage and defends it against 2-3 other survivors, when the cage disappears and goes to the other end of the map? They've still been counted down to death, but now the survivors are yet again ages away. Follow the survivors and again defend - this may result in the survivor dying and the others wasting their time!
Ultimately, Pyramid Head is much better than Pig in my opinion and still a very viable killer.

