Wolf74
Wolf74
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- Wolf74
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And what about those killer that do NOT run Enduring?
Just because there is one perk to counter it, can't be the justification to make it op versus anybody who does not have that perk.
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I think Resiliance should work also.
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Yea, nice logic… there is a perk that's literally made to reduce stuns from survivor, but lets exclude effects from specific perks, because… I don't know… just because.
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Oh the sweet survivor memes… lobby times for killer are so long, because everyone wants to play killer, because they are so op.^^
There needs only 1 player playing killer per 5 player overall. According to the last stats I saw, we have a shortage on killer player, not the other way round. Most player play survivor and a lot of killer already quit or switched sides, cause of all the nerfs killer recieved.
But yea, for someone only playing survivor and being stuck in the low ranks it might look like it.
Maybe try to get better.
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"Woprked on"?
The DS rework is a joke. It will become even more popular and in a nutshell it is a buff.
Self Care was NOT nerfed. Healing was nerfed. SC in relation to getting healed by teammates stayed the same.
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The amount of red ping has skyrocketed.
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"You are only pushing more to SWF rather than balancing it so SOLO play is fun."
Have you ever bothered looking at this from the killer perspective?
How is further boosting overpowered SWF with voice com any "fun" for killer player?
I know… "fun" is exclusive for survivor only.
Serious, I hate this narrative.
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How about: Try not to be the first person found?
Would solve a lot of issues, especially for killer, because that way games would last longer.
But survivor are to cocky and don't see the killer as a threat.
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Sorry, but that won't change anything.
So this perks needs to be weaker, otherwise it is a force multiplier.
Those that are strong (SWF) will get even stronger, while solo survivor only gain less from it.
Do you notice the Ironie?
If you buff those perks, so that solo survivor gain a good benefit from it, they are totally broken on SWF, which would be completely unfair (and unfun) for killer player.
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What's your point?
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But you want to exclude Ednruing from that. If a killer hates DS, he can't do anything about it.
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When did I say anything about "wait around the hook"?
If I am anywhere near, chasing, kicking gens, collect traps, refill hatchets, protecting Hexes, regular stuff killer should do and a survivor gets rescued near by… I go there to check for it and it is always easier to follow the bleeding, groaning injured survivor than the healthy one. And it is much easier to down an injured, than a healthy. So yes, this is mor efficient.
There is no need to call everything names like "tunneling". If I can find the unhooked -most likely because it was a bad, unsafe rescue anyway- I will go for the easier prey. Because it is logical and not "tunneling".
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*lol*
I can't count the times I read "camping became an increasing issue".
This comes over and over again. Camping has always been there and the amount of camping never really changed.
With the increased sacrifices timer it became even more beneficial to the survivor if the killer camps, but they refuse to do gens and escape, because they are cocky and entitled to do every safe.
"Playing normal", for example: choosing to camp.
There is no right to rescue or get rescued. The killer is not obliged to give you a free unhook.
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Killer player are "people" too. And they want to have "fun" also.
In an asymetrical game the best way to win as the solo player is to reduce the team as fast as possible.
This is a core element of the game. If survivor are to entitled and spoiled to deal with that, they might better stay away from these kind of games.
There is no "right" to play a certain amount of time in the game (unless you are the killer).
If you -you in general, not you personally- hate being the first one to get killed, better be stealthy and avoid being the first one found. That mindset would actually solve a lot of killer issues, since the games would be longer.
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"you simply choose your perks based upon what you hate the most."
So you say that this is exclusive for survivor and killer are not allowed to do the same?
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Are you serious or sarcastic??
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This suggestion is really over the top.
Some survivor mains show true colors here. They don't want a balanced game or a healthy meta, they just downright ask for getting the edge. Their stuff is allowed to counter killer stuff, but not the other way round.
#doublestandards
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My suggestions:
Since holding the puke forever is really a strange concept, I am ok, with the slow down while holding it, but than the slow down while charging it should be lessen or removed.
Fountains should not insta heal survivor, just remove broken and sickness, or if it should still give a heal up, make it considerable longer to use a fountain.
Make it more rewarding for the Plague to use her power on objects. Right now it feels pretty weak.
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Why is it unfair? Survivor have perks that completely counter other killer perks. Why not the other way round?
The main reason to pick Enduring is DS. It's not like there are so many different uses for this. It's pallets and DS.
Why is it fair for the killer? Killers best chance to win is to remove one survivor early in the game. The longer all 4 survivor are alive, the more difficult the game becomes for the killer.
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And here we go again… "but bad teammates…"
If we -as a community- insist on balancing every survivor related thing around the bad teammates, we also need to balance KILLER thing around bad player.
A team consist of different people and still has to be considered as ONE side in an asymetrical game. Sometimes you have to live with what they do. Survivor ain't complaining if one of their teammates is really good and completely carries the team, but no one is asking for nerfs because some player are better, right?
Can you see the iussue in your own argument??
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I just played a couple of matches with her and I do not have strong perks or add ons and my impression is, she is pretty mediocre.
Rather on the low end of the powerscale.
She is easy to loop, because of the slow down while holding the puke or charging it.
It feels like a Leatherface, that needs to piggy back ride a survivor to have a chance to score a hit with his power.
Spraying over obstacles to counter loops is very inconsistent and feels just like luck.
The survivor gain much more from using fountains than the killer does.
The killers use of a fountain can be a complete waste of time, if he can't engage in a chase fast enough, but survivor are insta healed.
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*lol*
God forbid that killer actually have a counter to anything survivor have.
Only survivor are allowed to have 100% counter perks, right?
What people here call a counter is just forcing the killer to play to your liking and give free escapes.
You know what you all could do to avoid this "issue"?
Don't do stupid unhooks while the killer is near. Problem solved.
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Just to repeat one point that is a little off topic… this new quoting system makes it really difficult to follow the debates.
In case some mod is reading this… please go back to the old system. Thx.
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"Block/nerf infinite.
Nerf to exhaustion perk.
Nerf pallet (system and number)
Nerf flashlight
Nerf healing
Nerf sabotage, BT and now DS.
This is only the stronger nerf/buff to survivor, i'm not saying that most don't deserve the nerf, but stop complain that game is survivor side."
So fixes are nerfs? Ok, I see the direction you want to take this.
Anyway:
Infinites got FIXED.
Sprint abilities got FIXED, or do you want to tell me that 2x SB per chase is balanced?
Pallet system gut FIXED (original state of pallets, vacuum removed)
Pallet numbers have overall not been reduced. Only the most palletcrowded maps lost 1 or 2 pallets, while other maps gained several.
Flashlight got FIXED, insta blinds had been op af.
Healing got slightly BALANCED, which was wrong, I agree on that, because the issue is SELF CARE, which was not directly affected.
Sabo got BALANCED. Perma hook breaks had been a pain in the rear for a looooong time.
BT encouraged and still encourages stupid unhooks and is in fact a band aid fix to tunneling, that only punishes the killer player for bad plays made by survivor and is still bad game design.
Same is true for the new DS, which I still do not consider a nerf.
Should we go on and for each of you little nerfs I come up with 2 killer nerfs?
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I would actually really interested in you balance ideas.
But on the other hand, playing "perfect" (like you call it), does NOT require SWF and/or voice com.
If every survivor plays well and is not fooling around and doing dumb crap for longer periods of time (sitting in a corner, jumping from locker to locker; those typ of players), they can perform like I explained.
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Before that crap my lobbies had been filled up and already started.
I rarely had to wait for 4 minutes to fill my lobby.
So this new system is not just an UI change, it makes my lobbies slower.
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So the killer shall be forced to be entertaining to play against for the survivor?
Yea, that sounds like a healthy balancing tool and totally FUN for the killer player, right?
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The pathetic part is that those survivor don't DC versus the really STRONG killer, but versus those that they would need to change their playstyle.
Freddy, Legion, Doc... not Plague is added to the mix.
None of those is particular strong... Freddy and Legion are bottom tier and fighting for the spot of the weakest killer overall, still people DC against him.
Doc is mediocre and Plague… she is new, but with the nerfs she got pre release the has lost top tier potential.
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Haha... everybody is complaining about Nurse and Billy are the only killer played, but say they don't play them. ;)
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4 min before the lobby even opens up?
Really?
In 4 min my lobby usually already started before the change.
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Maybe you can show that in numbers, but not in quality.
A lot of survivor "nerfs" are a "slap on the wrist" at best, while killer nerfs mostly happen by swinging the nerfhammer.
Survivor mains usually only see their nerfs as "hard" and downplay the kilelr nerfs, while in fact it is really the opposite around.
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Yea and all your other posts on this forum show that you are such a balanceminded player, right?
Every post ist just nerf killer/buff survivor, but you are non biased and play both sides, sure.
*rolleyes*
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So the fountain insta heal stayed, but holding the purge slows her down now?
Pretty good job so far.
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The new DS will cause more slugging now.
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Are you aware what " a few feet" is in real life?
Most machetes are already 2 feet plus the length of an arm... especially the arm of a giant like the Trapper.
Maybe you should rethink you scale.
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"This is what I call "A Perfect World" Scenario. "
Actually with your very first sentence you made everything that follows meaningless.
Survivor bring that pseudo argument over and over again.
But you can't balance a game around player just playing plain bad.
Sorry, but if they can't play well, they deserve to lose.
It's again the weird survivor logic that anything survivor related has to be balance around bad teammates.
Are you aware what that means when the team is actually good?
On the other hand most survivor mains want killer related things to be balanced around the best skilled player imaginable.
This double standard is just plain WRONG. There is no to argue about it.
Either both sides get balanced for top player or neither.
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I know lots of survivor really suck at mathematics, but this perk will make single hits even less rewarding for the killer.
Survivor always want killer to switch targets, spread damage and not tunnel, but this will reward the survivor even more if the killer is playing like that.
The nerfed Thana instead of buffing it and now this?
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Feel free to go over all of it. We -killer mains- have done that already multiple times. I gladly give it back to you that you must be one eye blind to ignore all the nerfs to killer and I think YOU can't read patch notes.
But I give one thing, the Devs don't bring all changes into the patch notes and sometimes they do not mention killer nerfs.
But hey, since you call me an idiot, I am totally eager to keep discussing with you, because you are such a sweetheart, right?
I think there is a "all killer nerfs since release" thread in the steam forum, go over it and enjoy.
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"I don't think it means what you think it does. Basically it says it is disabled when you get downed. Lets go on this series of events if this works like I think it does:
A: You get hit twice and are now downed. You get hooked and then unhooked but are immediately downed again. You have now been hit 3 times so the perk activates. However you were just downed so it deactivates. The perk is now not active
B: You get hit once and then heal back up. You then get hit twice and are now downed. The perk refreshes like in case A.
C: You get hit twice and are now downed. You are hooked and then unhooked, your unhooker heals your back to full. The killer comes back and hits you. The perk is now active and will absorb the next attack.
D: You get hit and then heal back to full on 2 separate occasions without getting downed. The Killer injures you again and now the perk activates and will absorb the next attack.
In cases C and D if you were to then heal back to full then your aura would be revealed while the perk remains active. Note how in both cases you NEED to successfully escape the Killer and put work in to get it meaningfully active. Even using an instant heal doesn't cut it."
I think you explained it all correctly, but anyway, this perk will have a terrible impact on the killer.
With BT and the new upcoming DS the killer is literally forced to go for the unhooker instead of the unhooked. So that guy gets a free chance to heal up. With Self Care used by 84% of all survivor we can take that as a given.
Next chase, the survivor will need 3 hits to get downed instead of 2. Now imagine every survivor using this.
With an average hit taking ~35 seconds, the killer will lose 140 seconds!
Don't forget that it says "ignores", so even people in broken status or with deep wounds can take advantage from it.
Also it will reward tanking hits. If I just interfere in a chase to tank a hit for a teammate and heal it up while the killer keeps chasing the original target, I get the chance to stack up on single hits to get the chance to ignore a hit.
This would make single hits on survivor even more meaningless as they are now. In fact, single hits would benefit the survivor.
The whole game design of this perk is fundamentaly broken af.
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Please tell me again when did they nerf survivor at all?
For every step the killer make towards balance, they get pushed 2 back by the Devs.
In all the time I play DBD -since 2016- I can only remember TWO patches that had been in overall favor of the killer. Literally every other patch favored survivor and still I hear survivor player complain about "how hard survivor got nerfed every patch".
I call complete BS on that urban legend. It's fake news.
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Sorry, but a lot of entitled survivor scream havoc and betrayal on every hit and in fact 90% of those hits have been perfectly legit.
Some screaming children are no proof.
I read way to often that even grown up people here in the forum think that "windows" should be place that you can't hit through. *facepalm*
On the other hand, when I play killer I have it way to often that my swing gets blocked by the window (hitting the frame) while I should have totally swung through it and hit.
But of course the survivor do not notice those misses and only complain about the hits.
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"Buffing Thana and then nerfing it (it's actually worse than before)"
Yep, teasing everybody with a buff to terribly weak perk, only to flip it upside down and nerfing it instead… unbelievable to me.
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In all honest, I consider the whole DS rework a buff and we will see 4xDS every other match again.
People will do more stupid unhooks and expect the other survivor to have DS and in return the survivor will react to that and equip DS.
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Plague nerfs? What exactly?
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Oh yea, I guess every survivor is excited about the upcoming DS buff.
We can have 4x DS every match again… yay.
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Dude, you should really stop embarrassing yourself.
Looping is about the circle geometry and the killer losing his speedadvantage because of his bigger hitbox.
That way the survivor gains more "rounds" aka "loops" around every obstacles and can drop pallets later, but "looping" is NOT about the pallets.
Educate yourself before playing the wiseguy.
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The "trigger area" was removed from SFTS ages ago. Now they need to fly of to give an alert.
But that's the way they work for over a year now. They changed it in a shadownerf without mentioning it in any patchnotes.
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Erm… where did anyone called the use of pallets an exploit?
Are you talking about "looping"? Because if you think that the pallets are the exploit, you might have not understood the concept of "looping".
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My wild guess… they already worked on GHOSTFACE and then they did not get the Licence for him.
So they used everything they already made and created the LEGION from it.