Williamz
Williamz
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- Williamz
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@TheMadDoctor said:
Williamz said:Pig is fine. She can do well and isn't too overpowering. One of the more balanced killers of the game. If she needed anything perhaps a self activation of the trap after 40 seconds instead via a generator completion.
I don't even think she's even remotely overpowered in a good way....hell I think she's underpowered. Yeah she has the traps but it doesn't make sense to have the survivors see jig saw boxes before the timer activates...cause that's 4 people with an annoying advantage cause there's only one killer, that killer needs to be op but balanced properly so they're threatening. The issue here is her power is undermined by not having any advantages that make that much of a difference. Rule No.2 shouldn't of been an addon and the pig should of had a built in aura reading when crouching cause having that put on another ultra rare addon,"Amanda's Letter." Was stupid as it gives her a petty advantage but debuffs her way too much by making her only have 1 trap. That's not a justified set of debuffs for seeing survivors aura's in a range of 12 meters. A good example of a red addon is Freddy's Red Paint Brush, it lowers Freddy's terror radius and Dream transition time but it slightly nerfs his movement speed. She needs this buff.
When I say overpowered I mean she isn't a top 3 killer or low tier compared to Freddy. She's in a sweet spot. I definitely don't think she needs anything adjusted to a large degree. The Rule No.2 addon could do with a secondary buff but I don't think it should cloak boxes by default as that would make it too far strong on larger maps and I do feel like the sizes of the maps reflect her effectiveness as a killer. I do agree that Amanda's Letter should give at least three traps not one though.
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@Maximus7 said:
This is gonna be a long as hell post, you have been warned.
I loved patch 2.1.2. It was far from perfect, but it felt like the one big patch that showed BHVR was noticing that the game needed more balance than it had in patches past. However, too many problems with this patch show me otherwise. Here are the issues I have with the patch and solutions for them:- New hatchet hitboxes. I've already talked about these all over the forums, but I will say this that is new: If the survivors' hurtboxes were altered to where each limb and their head had individual ones, the hatchet hitbox change would make a lot more sense. Right now, the survivor hurtbox is way too small and leads to hatchets literally phasing through their arms, legs, and heads.
Her hatches need to be fixed. It's usually during animations where they are going through survivors.
- Spirit is too weak. She needs major buffs to her power. This includes less cool down, seeing blood at base, and seeing auras from aura-reading perks at base in her power. Also I know it's a bug, but being able to hear a directional sound when she's using her power makes it way too easy to avoid her when out of a chase. Right now she's not good at all.
Spirit is slightly lacking but she is still doing fair. I've listed some suggested changes here.
- The new map is pretty damn bad. It's too cluttered, too big, and too survivor-sided with a ton of safe looping spots. Solution to map design is what I'm least confident on, so my best idea for this is to get rid of some of the bushes where it is so easy to just disappear into.
It's still pretty early on but I'm leaning towards it being a killer map than a survivor map. There isn't too many pallets and there is no real potential infinities on it either. Seems it's more a chase and hide orientated map.
- The Wraith buff was amazing overall, but he really needed old purple Windstorm at base. Other than that, good stuff.
Wraith is now a strong killer with that decloak boost and addon buffs.
- Map design. Fractured Cowshed was edited well now that the barn isn't an insta-loss infinite. But maps like Haddonfield, and Lery's are still littered with safe spots. There need to be less safe spots on all of these maps (and in Lery's case, less RNG).
Fractured Cowshed still has a borderline window infinite on one of it layouts and so does Rancid Abattoir. These are seriously bad map for killers.
- Speaking of hooks, invulnerability to the unhooked survivor. In the PTB, attacks that would hit the unhooked survivor immediately after they got unhooked would hit the savior instead. This was perfect. Now the unhooked survivor just tanks the hit, which is ridiculous. The PTB version of this needs to be brought back.
I agree on this. I preferred it this way. If you are going to dive a hook when the killer is still near it should be on you not the victim. The reason I think they changed it back was borrowed time became redundant.
Borrowed time is one of the main reasons why survivors have nothing to fear in this game. It needs to be brought up fully in a discussion rather than just here. There is only one way they can change borrowed time. It gives a speed boost of 150% for 5 seconds (same as adrenaline) once unhooked and hides scratch marks for 6 seconds.
- Pallet stun hitboxes. The problem beforehand with them was it would stun killers way too off to the side. Now, they still do but rarely stun killers directly in front of the pallet unless they are at the apex of their lunge. This should be reverted and looked at so that you don't have dumb hits from the sides but you can actually stun the killer when they're trying to attack you through the pallet.
It does seem like the hurtbox of the killer shrinks while lunging. Needs more investigation.
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Self care is good where it stands. There are perks that can impact as well.
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@skynight said:
My 2-cents on de-rank:While I am sure a lack of season rewards is part of players not desiring to be "rank 1", I suspect there are many issues in play:
- longer ques due to fewer players
- doubling down on meta perks, slugging and tea-bagging
- lack of "the next thing" to achieve
No matter our rank, players want to have a good time, find quick games and have a way to show what they have achieved. I hope the devs continue to ponder ways to make each rank even more exciting: including rank 1.
When you at Rank 1 the main aspect of survivors and killers in those matches is anything goes. It's the highest elo of matchmaking so there is going to be a lot of use of extremely meta perks and strategies that people at lower ranks are agitated by from both sides. Personally I play to learn and I would imagine most people at that rank are too, asides from those that are there for their ego and bragging rights but they get weeded out quickly as they are usually the players that complain about literally anything in post-lobby.
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Having killer perks hidden till the end of the match is a must.. The ONLY people that benefit from this is Survivors With Friends so this really is a no brainer and needs to happen.
I hope this is the case. Hopefully gets put in next sub-patch.
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A lot of borderline infinites usually involve buildings with windows. I feel like that they spent a long time trying to change window layouts which does work to some degree but what I think is the right approach is increasing entity window blockers from 16 seconds up to 36 seconds.
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@LRGamer said:
Blueberry said:Her power isn't reliable enough to warrant her slow movespeed. She needs either normal move speed or her power to be more reliable since she is reliant on it for hits. Her Ultras also seem like a joke. She should see blood in spirit realm at base. This would at least give her more reliability with the ability on an already injured target and add more builds on her with sloppy butcher/bloodhound.
Also it sucks that the Scratch Marks bug makes them appear one second later so the only thing she can rely on is even bugged
scratch marks seem perfectly fine.
https://gyazo.com/f81a610c64c901c3bceb26a0683986c5 -
Pig is fine. She can do well and isn't too overpowering. One of the more balanced killers of the game. If she needed anything perhaps a self activation of the trap after 40 seconds instead via a generator completion.
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@DarkWo1f997 said:
A lot of killers do not use totems because they already have to patrol 8 freaking generators at the speed of a dying snail. (unless you’re billy) Why would we want to waste a perk slot to patrol another point of interest, that actually can leave us with one less perk?Allow us killers a single hex totem slot, this way, Ruin can exist without the need to compromise our already extremely limited play styles. If they destroy it within the first few seconds, at least we have our build uncompromised.
I promise everyone reading this, that the change would go unnoticed unless someone told you that it had occurred. It won’t compromise survivor play, but will greatly help killer play with control to a much less frustrating extent.
NUH-UH-UH! I can hear you angrily typing away, just remember, the longer killers remain frustrating to play, the less, and less of them there will be. And the survivor mains will pile up and bloat to the point of a two hour waiting queue now being possible.
Do you really want to scroll scroll through twitter outside of being on the hook? I don’t think you do.
Totem placements need to be better. Having a fifth slot just for Hex's is a big no, no.
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@Dreamnomad said:
@Williamz said:
Those changes to noise and base cooldown is far too much.
All she needs is her base movement speed put to the killer standard. Perhaps a 10% base reduction to phasing noise as well.
Those changes aren't too much if her movement speed remains the same. If her movement speed is increased then they would be unnecessary. I would rather the killer be centered around her ability as opposed to being a wannabe wraith.
She wouldn't be a wraith clone. I didn't completely disagree on what else you said either. 60% cooldown reduction would be a bad idea with rare or very rare addons meaning you could just stack reappearance movement speed and reappearance movement duration addons and she would instantly be top tier because she could just tap it every couple of seconds and shoot around the map with that cooldown rate.
Some people here expect to be 4king people with just common addons. 4king isn't as common as it use to be at R4+ even with rare addons in a match. People that just bought the killer would be expected to play their current main to progress her bloodweb until she becomes adequate to be played with addons like every other release. Someone that just bought the game and had her would be playing with rank 20s where nobody has anything and it's all vanilla play so it wouldn't matter and even then they would be using common addons after the first game anyway.
So let me put my actual suggested changes along with some of your ideas and others:
1. Carry speed to be identical to other killers (if it isn't already).
2. Husk no longer has any visible difference from the spirit.
3. Haunting noise reduction 20%.
4. Prayer Bead Bracelets: Completely reduces the range of the sound emission radius by 70% while using Yamaoka's Haunting.
5. Mother-Daughter Ring: No longer removes scratch marks.
6. (Rare --> Very Rare) Juniper Bonsai: Moderately increases the frequency of the passive phasing. -
--Read below---
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@Dreamnomad said:
This is the patch notes I want to read next.The Spirit:
The Spirit has a 50% reduction in noise range when using her ability.
The Spirit's husk no longer has any visible difference from the spirit.
The Spirit's base cooldown on her ability is reduced by 60%.
While The Spirit is phasing scratch marks appear sooner near running survivors and appear much brighter.
Mother-Daughter Ring: No longer removes scratch marks.
Father's Glasses: Survivor's suffer from hemorrhage when hit within 5 seconds of coming out of phase. Survivor blood trails are visible while using Yamaoka's Haunting.
Prayer Bead Bracelets: Completely removes the range of the sound emission radius while using Yamaoka's Haunting. Slightly increases Yamaoka's Haunting movement speed. Slightly increases Yamaoka's Haunting duration.
Dried Cherry Blossom: Slightly increases the passive phasing duration. Slightly increases the frequency of passive phasing. Moderately increases Yamaoka's Haunting duration.
Juniper Bonsai: Slightly increases the frequency of the passive phasing. Slightly increases Yamaoka's Haunting duration.
Those changes to noise and base cooldown is far too much.
All she needs is her base movement speed put to the killer standard. Perhaps a 10% base reduction to phasing noise as well.
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Pretty much agreed with what's being said here.
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It's intentional design for jukes.
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Wraith is DEFINITELY not worse.
His speed boost out of cloak is pretty powerful now. If you can catch them not responding to decloaking in time by just a couple of seconds it can guarantee you a hit. His addons are far better, especially coxcombed clapper where you can decloak round the corner and shoot round with the speed boost and hit them off a gen or even possibly grabbing them. I usually approach survivors so they have objects/walls behind them and try to body block while decloaking and guaranteeing me a hit every time.
He has definitely gone up to mid tier now. Iv'e been playing Myers but as of late I'm finding him having trouble with the current meta at R1 and I've tried out wraith for the last couple of days and he has a far better time than Myers does in terms of sacrifices. Imo he's currently better than Myers, Huntress and Freddy at high level.