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XRuecian

XRuecian

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XRuecian
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  • It's possible that i could get there by just grinding out game after game. But lately with the matchmaking problem i can't get myself to play that much. I don't have the premium rift pass, though. And luckily the majority of the good basic rift rewards are given early on.

  • Because I don't always run straight to the hook when someone gets unhooked, instead i might be patrolling generators. Instead, i might just HAPPEN to run into a generator with the guy that just got unhooked on it, while the unhooker is nowhere to be seen. There are plenty of reasons why i might not be able to go for the unhooker. Maybe the player who got unhooked is bad and just happens to run to the most dangerous spot after getting unhooked and i spot them again right away. Even if they DONT have DS, i often still have to strategize as if they do. This is why DS is so bullshit: We have to play the game as if everyone has DS, you basically get the benefit of the perk even if you don't take it. Because if you DO happen to be the only player we can find after you get unhooked, or if we DO find you on a generator, or bodyblocking for your friend, we have to assume you have DS and slug you, and potentially let you get back up for free; EVEN WHEN YOU DON'T TAKE DS.

  • When i first started in the tome i felt like it was great. I got to level 25 in the rift in no time, and i thought it was going to be easy. But then it started to get slower and slower, and now i don't think i can make it to 70 at all. Chapter 3 especially feels bad because the challenges in there take way longer to complete but don't really give much more rift shards to compensate. Especially annoying that like 25% of the challenges i can't do because i don't own any DLC content at all.

  • I do think that endgame toxicity gets tiring pretty quick. I have been meaning to suggest that they give an option for players to just disable end-game chat altogether.

    However, i don't agree with your assessment with who is getting the most score at all. Doing generators generally gets you the least amount of points. I would know, because thats generally all i do when i play survivor, and i often have the least amount of points. The majority of points for survivors comes from unhooking allies, stunning the killer with pallets, and cleansing totems, and escaping obviously. If you are being chased by the killer while other people do generators, you also get bonus points for distracting the killer when a generator is completed, that more than balances out those 50~ boldness points that the generator repairers are getting. While it might be true that you will have a low score if you got tunneled, it's not the other survivors fault.

  • I run noed on my wraith and i am lucky if it even nets me one kill endgame. Most people have the gate open before you can even get there nowadays. If survivors play smart and split up as soon as they see noed and go for both exit gates rather than one, noed will have little value.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1168281#Comment_1168281

    You want balance?

    Here you go.

    1. Slug.
    2. Don't tunnel.
    3. Know you you hooked last.
    4. Know if anyone is acting BRAVE, slug them.
    5. Don't open lockers then come to the forums and complain about it.
    6. Wait the 40-30 seconds they have left.

    There is an obvious Witch Hunt going on and baby killer mains want DS nerfed.

    There are many counters to Decisive Strike, this argument is getting as old as people not knowing how to counter BBQ and coming to the forums to complain about it.

    Really? Balance? You have a pretty warped idea of balance. You can't tell people to 'wait' 40 seconds and give up a free generator and call it balance. You can't slug someone who jumps in a locker, so nice try there. So you just want us to let them do generators for free? Our only choice is to let them work on a generator for 40 seconds, or get DSed and waste time. You clearly have no idea what you are talking about if you think those 6 options you gave are considered balance. All 6 of them benefit the survivor and hurt the killer. There is no balance to it at all.

    If you think slugging is just a simple counter to BRAVE DS users then you don't have enough experience as a killer. Slugging still requires you to chase someone and waste time. Slugging still risks them just jumping into a locker and countering you slugging them in the first place. Slugging risks them having unbreakable and rendering all of your time even further wasted. Every single one of these options wastes TIME, which is the most important resource in this entire game. So no matter what option the killer takes, he loses out. None of these actually 'counter' aggressive DS users at all.

    The reason people are complaining about DS is because they ARE NOT tunneling and still being affected by DS in a negative way. You're clearly just one of those pricks who wants to hide behind their iron wall of safety perks and then toxicly teabag as if you are actually skilled, and you don't want your protection taken away. Who exactly is the baby here?

    I do everything in my power to play as fair a killer as possible and never hook anyone twice in a row, regardless of how long it has been since they been unhooked; and yet i still find myself frustrated at seeing someone that just got unhooked run to a generator, or attempt to bodyblock me, or sabo a hook, and now i am forced to just let them have it because if i don't it's considered tunneling?

    Anyone trying to use the excuse "It's only 60 seconds" to justify how DS works now, is just braindead. Games can start and end in like 6 minutes, 60 seconds is enough to do almost an entire generator.

  • They can't make feral frenzy's attack a basic attack. As much as you would like it for getting things like STBFL stacks, it would simply be completely broken when paired with Devour Hope or NOED.

    I disagree that he should be able to see scratches or blood when in feral frenzy. The idea of his power is that legion is in such a bloodthirsty state that they cannot focus enough to notice the recent disturbances of survivors. Legion trades perception for speed.

    I also disagree that he should be able to miss once. You should be rewarded for using his power well, and survivors should be rewarded for countering it well. You have to leave room for survivors to counterplay if they are good enough. It is already hard enough for them to dodge one hit, but to ask them to have to dodge two in order to counter him? Thats extremely difficult.

    You fail to fix any of the problems with your rework here that are keeping legion back right now. Legions main problem right now is not his Feral Frenzy. His killer power does exactly what it was built to do VERY WELL. He is quite possibly the most effective killer in the game at getting all of the survivors primed to die.The thing that makes legion a weaker killer is that he has nothing AFTER using feral frenzy to threaten survivors in any way. Ghostface also primes people to die, except he has stealth to go along with this ability. Myers also primes targets, but he has speed to go along with this ability. Plague has the same ability, but has range to go along with it. Legion on the other hand, has nothing.

    By slowing his base movespeed to 4.4 you would make him even weaker with this rework.

    What legion needs is a way to still be useful and scary even after feral frenzy is used up. He should have his terror radius outside of feral frenzy reduced to like 20-24m, to give him some stealth and allow him to potentially catch some of the survivors he injured earlier with his power. (I honestly think this alone would bring him up at least an entire tier in effectiveness.)

    A lot of your addons are bad ideas. You basically nerfed all his base stats and put too much of his power into addons with this rework which would simply make him super addon-dependant and extra weak without specific addons. And nobody likes playing a killer that NEEDS specific addons to be viable. This is the same problem wraith and trapper has.

    Your "The Legion Pin" addon idea is way way too powerful. 75 seconds of oblivious would have to be an iridescent addon, same goes with your Smiley Face Pin, 75 seconds of exhaustion is too strong for a power that almost guarantees a hit. That being said, i don't think the idea of these debuffs is bad. But 75 seconds would be overwhelming and it would allow legion to keep an entire squad of survivors permanently oblivious or exhausted. If you were to lower the duration down to like 20-30 seconds, it would be decent enough to allow him to have some 1v1 potential, without just destroying an entire survivor teams information/perks.

    I think you are focusing on the wrong areas to buff legion. Rather than focusing on changing feral frenzy, you should see if you can find other ways to make him shine. Perhaps a new secondary ability or something to give him a little more edge when his frenzy is down. Killers like Freddy and Demogorgon have two powers, it wouldn't be unreasonable for Legion to get a second little something as well. Maybe some passive like: for each injured survivor in the game, Legion gets 1.25% faster, so if he has 4 injured, he is 5% faster, or for each injured survivor, it reduces the time it takes for him to enter bloodlust by 2.5 seconds.

  • If you remove the struggle phase so that people can't allow themselves to die, they will just DC instead, which is even worse. There isn't anything you can do to stop people from quitting a game, you can't force people to play. The best thing they can do is just keep making improvements to the game so that people don't want to quit/give up in the first place

  • While i think thanatophobia could use a tiny buff, i don't think it should be a hex perk. I already dislike having to rely on hex perks as it is, they are extremely unreliable and its like rolling the dice if it even gets any value or not in a game. Even if they wait until you injure a survivor to spawn the hex totem in, it could still end up spawning on top of a hill or right beside a generator for everyone to see without them having to spend any time actually looking for it. Thanatophobia is already counterable by just healing, it doesn't need a secondary counter (cleansing it).

    At the moment, at full stacks, thanatophobia will make a generator take 92 seconds instead of 80 while solo repairing. Which isn't bad, but it is very rare that you will ever have it fully stacked with most killers. It also gains no benefit from dead survivors, so it eventually starts falling off. If you assume on average that you will have two survivors injured, it will add 6~ seconds to a generator, which is pretty underwhelming.

    I think it should be buffed to just slow down speeds by 5% per injured survivor. Any more than that and this perk would quickly become overly oppressive. 20% isn't much on it's own, but if you apply sloppy butcher and dying light, deep wounds from legion, etc. Suddenly it takes so long to heal that they can't afford to.

    The main purpose of thanatophobia is to make players want to heal, rather than be comfortable staying injured, so that you can get more value out of perks like nurse's calling. If you make it a hex perk, it will lose that purpose.

  • Agree, and i think this is the most suggested and reasonable change to DS to balance it out. I also think second chance perks in general should be disabled once end game collapse begins, because at this point they change from tunnel protection/second chance to free escape perks when used as a combo. They obviously would have to fix survivors being able to just 99 the gates to avoid EGC until it suits them though, as well.

  • Suppose that is not a bad idea. She could also use Play with your Food along with Dying light so that she gets even more benefit from ignoring the obsession. Since her Vile Purge does not cause her to lose stacks of PWYF, she can be +15% speed for a majority of the game.

  • You have to play completely different against a doctor when it comes to looping, but that doesn't mean it cannot be done. He simply counters the normal looping procedures. If you are coming up to a pallete that you want to drop, and you hear doctor start to charge up his shock, then attempt to drop the pallet as early as you can, and if you think you wont be able to drop it in time, just keep running and take a turn away from him, and take advantage of the fact that he slowed himself down for nothing. His shock might result in stopping you from using a pallet or window, but this often only results in him getting a hit if the survivor who got shocked still sits around and tries to drop it for those two seconds instead of continuing to run without hesitating. When approaching a window, realize that he IS going to try to shock you, so run towards it and then just dart to the side and go a different way at the last second. You can bait him into shooting at the window and slowing himself down. Also, once a pallet is dropped, don't ever try to play around it, keep running to a new pallet, once a pallet is dropped around a doctor, you can't use it as a safe spot anymore.

    A very good survivor at looping might find that doctor can be looped near infinitely in some places if he keeps trying to shock you when you get close to a pallet. Because the doctor thinks "Now he will drop this pallet, so i will shock him" and he will charge up his shock, but if the survivor is smart, he will think "The doctor is going to try to shock me here, so if i hear him charging, i can just ignore this pallet and run this loop one more time because he slowed himself down."

  • @Kind_Lemon said:

    If you're suggestion deterrents to sick survivors due to survivors not cleansing, you obviously haven't experienced being doomed after that one Meg decides to cleanse, The Plague gets Corrupt Purge, and everybody's in the dying state within five minutes.

    I've understood the design behind The Plague to be similar to Myers' in that she interacts with survivors from a medium range and receives the potential to do a large amount of damage in a short period of time. If smart survivors can avoid that, they will.

    I have seen those games, but they are largely caused by her addons rather than her corrupt purge on its own. I think they need to slightly tune down her iridescent addons so that they can allow corrupt purge to be more available without being completely game-crushing. When she is using both iridescent addons, and she activates a fountain while most of the survivors are sick, its basically a free win right now.

  • @LordEmrich said:

    Am I the only one who plays Plague and actually doesn't want anyone to cleanse? I just enjoy being able to one hit everyone and leave my infection on everything. I get frustrated when I play against people who cleanse cause now I eventually gotta use Corrupt Purge. Meh.

    If you just simply like the idea of injuring all of the survivors and making them easier targets for later, then you are playing the wrong killer. This is what legion is for. Or if you really just want to one hit people period, play ghostface. Her corrupt purge is very deadly and very difficult for survivors to dodge, i don't know why you wouldn't want it available more often.

  • @XayahXRakanFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166853#Comment_1166853

    I already said this once and this is the last time I'll say it I made this idea because this perk cancels out other perks that allow you to heal and you don't see a lot of survivors taking no mither because they prefer not to have a big target over them telling the killer "Kill me first!" it should not matter if you are good or bad it has been said before that players should not be punished for taking certain perks or preferring a certain playstyle and I don't see how it should be a requirement that people have to bring a clutch playstyle just so they can for once play the game.

    If you don't think the broken status is not the problem that's fine and I don't play to win I hold no ill will if you do though but not everybody plays to make big plays I only wrote this to provide some inspo to the devs for new perks or perk reworks that's it.

    It cancels out other perks that let you heal, sure. But what you don't seem to be understanding is that healing isn't always needed. If you watch rank 1 survivors play, they often don't heal at all. Because being injured is not as big a deal as you are making it out to be. You can play a perfectly fine match being injured the entire time, along with allowing you to use Resilience for the entire match. This perk isn't supposed to be a perk for everyone, it's for those players who didn't care to heal in the first place who can find uses for its benefits. If you want a perk for everyone that allows you to get up off the ground, that is what Unbreakable is for. If you want a perk for everyone that allows you to be quieter, that's what Iron Will is for.

    Benefit 1 of this perk: It completely removes slugging as an option for the killer.

    Benefit 2 of this perk: You don't leave any blood, ever.

    Benefit 3 of this perk: You make a lot less sound.

    Benefit 4 of this perk: You can make use of other perks that require you to be injured, at all times. (Empathy will always reveal you to your friends, Resilience will be activated from the very start of the game, This is Not Happening will be activated from the very start of the game)

    All i really hear from you in this post is "I want to be able to get all the amazing benefits of this perk but i can't handle being injured".

    And all i have to say back is: Then this perk isn't for you. There are, however, plenty of people who are fine being injured the entire game.

    There are plenty of perks that give strong benefits while also having drawbacks or having bad synergy with other perks, as you claim is the biggest problem. Object of Obsession for example lets the killer see you at all times, yet this is one of the strongest perks in the game when used correctly. Autodidact starts out as a negative perk but once you get it rolling it completely counters any anti-healing perks a killer might use.

  • I don't disagree with what you say here. But i think a bigger priority should be focusing on making a lot of the perks that are useless regardless of their tier level more useful.

    I mean... Fire Up, Monstrous Shrine, Unrelenting, Beast of Prey, and Gear Head just to name a few from the killer side, are like joke perks.

  • Luck offerings are bad in general (Its kinda bullshit that they actually counter trapper, lmao). So i doubt anyone would cry if these were removed from the game.

    The addons for killers that reduce the amount of chests in the map are also pretty useless, never seen anyone use one, it's just not a big enough deal to worry about. There are going to be people with items, regardless if you use this addon or not. It serves no purpose.

    Mist addons can actually have some use sometimes. On some specific maps, mist can be very strong. And as a killer, there are sometimes you want more mist even, for example if you are playing Pig, Ghostface or Trapper, more mist is beneficial to allow you to hide yourself or your traps. While if you are playing a ranged killer like Huntress or Nurse, you might want less mist so you can find and threaten your targets from further away. That being said, they probably could remove the brown and purple mist addons and just leave the green ones.

    I'm a little mixed on hook offerings. Now that sabotaging can be used to stop hooks, a few good hook offerings can make a difference. However, it still feels weird to rely on an offering for this, would be better for them to find a good balance by default and maybe just make these offerings unnecessary.

    All that being said, i think the amount of addons and offerings isn't really a big deal or the core problem for survivors when it comes to their bloodweb. The biggest problem is that survivors earn way less BPs overall compared to killers, unless you play absolutely perfectly. This means that beginner and mid-tier players are just getting half as many BPs as killers in general, especially since WGLF is a garbage perk. While on the other hand, if you are a beginner killer and play like crap, you still are likely coming out of games with 20k base BPs, x2.5 for BBQ and a BP offering, you are getting like 50k BPs per game as a killer usually.

    One of the reasons i think this is considered justified by the devs is because if you die early as a survivor, sure, you get less BPs, but your game was shorter, therefore you can just quickly jump into a new game and continue earning BPs. However, most survivors like to spectate the game after they die, so that they can participate in endgame chat, or just to watch their SWF buddy finish the game up. At the very least, they probably could give survivors who are spectating some BP per minute bonus to make up for the fact that they are staying in the game a bit longer even after they died. Or you know.. just fix WGLF perk already so that it has some use.

  • Problem is that when the game first came out, there were very very very few cosmetics, this made bloody character clothes actually something valuable to work for. Nowadays cosmetics are way more common, and much better ones can be unlocked with rift/holiday/iri shards, so the bloody clothes is pretty bland.

    You are SUPPOSED to get an increased chance of getting more yellow/green and less brown items show up in your bloodweb for each prestige level you obtain, but i have heard that part doesn't actually seem to be true? If they simply fixed this part alone, that would be enough reason for me to want to prestige.

    Another option would be to just increase how much player XP you obtain when playing on a prestiged character, so you can unlock iri shards a bit faster if you play prestiged. 10% per prestige level shouldn't be enough to break the game or make iri shards too easy to obtain. Would be a huge help to some of the players who are grinding to unlock killers/survivors/perks rather than buying all the DLCs.

  • Well of course 99ing the gates is also a problem, i have already made my opinion on this in other topics that the gates should regress so that they cannot be safely 99ed. Though i guess starting endgame collapse after the last generator is also an option, they might have to extend the timer a bit longer to compensate.

  • First off, its probably most important to point out that most of the killer problems only really show up and become prevalent in the higher ranks. If you are a mid to low rank survivor, you probably won't notice many of these as being a problem yet.

    Genspeed in general isn't the problem, its usually the speed that the first generator pops that is the problem. Because this first generator can be done so quickly, there are only a few killers you can use to properly even put pressure on it. Especially on some maps more than others. I never played killer before Ruin was nerfed, so i never really got used to what that was like. But coming in now, there are times when i enter a game, and depending on what killer i am playing, i will only have enough time to check one generator out of a possible three that they might have spawned on, and if i choose wrong, they get a free generator without any counterplay, it was like rolling the dice. And if you are playing trapper, well, you basically give them a free generator regardless of where they spawn. Since this game is heavily momentum based on both sides, if you give them a generator for free, then the only way to catch back up and have a chance is often to start playing dirty and rely on slugging or things like NOED.

    Also Bond is nowhere near a good enough perk to compare to SWFs information sharing ability, even if you made it mapwide. Even if every survivor got bond for free, it wouldn't even be CLOSE to how much information advantage a SWF group will have. Bond will not tell you which generator is closest to being finished when one of your teammates had to leave it and now you are looking for one to complete. Bond will not tell you where the killer is, which a SWF can easily do anytime one of them sees you. Bond will not tell your teammates which pallets are used up so they don't accidentally run to a deadzone during a chase. Bond doesn't tell you which of your teammates has DS, Unbreakable, or Borrowed time so that you can use them to their maximum potential strategically. Bond doesn't alert the rest of the team that the killer is running a specific perk when you notice it being used so that they can play around it more tactfully. I could probably keep going, these little bits of information stack up and the advantage becomes enormous. It is basically second to having wallhacks while stream sniping the killer.

    As for 'survivors have broken stuff' I don't think anyone can argue that Keys aren't good for the game in their current state. Moris either, to be fair.

    Second chance perks have a place in this game, and they do help against tunneling and camping, at least a little. However, It's not that DS shouldn't be in the game, it just shouldn't be used as an offensive tool instead of a defensive one. They need to take out its offensive capabilities. When someone gets unhooked right in my face, and then jumps on a generator right beside the hook because they know they have DS, that is NOT using DS to counter tunneling. Now the killer is forced to either give up the generator for free, or waste time getting DSed. And a smart survivor won't even let you slug them to counter this, they will just run into a locker to force you to pick them up.

    If you don't think some of the totem spawns are total bullshit, then you obviously have never used hex perks. There are many games where your hexed totem will just spawn right up on top of the hill RIGHT BESIDE where the 4 survivors spawn so they can all see it within the first 3 seconds of the game. When your hex totem is broken, you are literally down to 3 perks now. You have to finish the game with 3 perks. Do i think these powerful hex perks should have risk associated? Of course. But it should at least require the survivors to look for it, not spawn out in the open without them even having to try. Taking a hex perk right now is like a 50/50 chance whether it will last more than 60 seconds into the game.

    Some of the maps are pretty annoying for killers, but its really only some of the coldwind farms layouts that takes the cake. It just has an unlimited amount of space and pallets as well as well zero visibility and a building that can be looped forever.

    Anyways, these are just replies to what you said.

    If i had to give my opinions on the real problems that are affecting killers in order of priority, i would say...

    1st is Matchmaking - the fact that killers are having to go up against teams many ranks higher than them is amplifying all of the other problems, this should be priority number one to fix.

    2nd is Killer Power Disparity. - There are several killers who lack enough pressure to even have a real chance. Trapper is forced to spend the first minute of the match findind, picking up and setting traps that may or may not even be stepped on and are fully countered by map users. And even if they are stepped on, there is a fair chance that the survivor will escape it within 4 seconds before you can even walk around a wall. His killer power is a mixture slowing himself down while hoping the survivors mess up and then rolling dice. Other less mobile killers have a chance that they wont even get to the first generator before it gets finished, instantly putting them into a dire situation that is very difficult to recover from. The entire game is balanced around speed, and the way that killers slow down survivors (aka play the game) is to apply pressure. There are just a lot of killers right now that do not have the capability to apply adequate pressure and must play the game at a disadvantage. More killers need to have their kits closer in line to Ghostface, Huntress or Oni. Oni has a good balanced kit. There are times when he is average, and times when he is very dangerous, allowing him to apply pressure when he needs to at a critical time. This gives him the ability to make plays, rather than just rely on randomly stumbling across survivors and hoping you down them fast enough to matter. Then you look at a killer like wraith or legion, who might run up to a generator with 3 or 4 people on it at lightspeed. He can hit them, they will run, but he has no way at all of actually pressuring that generator. He can chase one guy, and the others will just finish the generator right away. Yet if they tried to come back to that generator right away against an Oni, Ghostface, or Huntress, they risk all getting downed one after another because these killers actually have enough potential to apply pressure where needed.

    3rd is Uncounterable uses of second chance perks. - For the most part, i think Unbreakable is fine, i think borrowed time is fine, and with just a couple of tweaks to make DS un-abusable, it also will be fine. But i do find that putting all three of these perks together on all 4 survivors adds up to too many second chances that makes it extremely extremely difficult for a killer to deal with. ESPECIALLY end game. There is absolutely nothing a killer can do, no matter how well he plays endgame, if he manages to down one person, and they have unbreakable, DS, and borrowed time, they are getting away for free. I think second chance perks should be simply disabled once the end game collapse starts. You shouldn't be able to unhook someone, and then have them be protected by an invincibility shield of Borrowed Time free hit, DS and Unbreakable; leaving the killer with 0 chance of fighting back. Once the endgame starts, these perks put together change from 'second chance' perks to 'free escape' perks.

    4th would be Keys and Moris. - I haven't personally had too many issues with people using keys. And i don't ever use Moris. But it is still pretty annoying when the game ends at halftime and then you derank because of it. Feels pretty wrong, should be fixed somehow. Keys probably should have a time required to unlock a hatch rather than be near instantaneous, to at least give the killer a chance to stop it. Mori's should only be usable on people who would die on hook anyways, regardless of which mori offering you bring.


    As for SWF groups, i can't really put these into the list properly. I don't think removing SWFs from the game would be a good idea, it's fun to play games with your friends, and that should be an option, period. But they probably should find a way to bring the capabilities of solo players and SWF groups closer together, so that regardless if a killer is going up against a SWF or not, it wouldn't feel so drastically different. They have stated that they want to bring solo players information sharing/gathering abilities up to be more in line with SWF groups, that way its more or less the same regardless. And then they were going to buff some killers to be able to stay on par with those changes. We will see if that is what happens, and if they do it right or not...

  • There are maybe some tweaks they can do with him to make things a little more clean and less frustrating, but i doubt you will see any blatant huge buffs for him like movespeed increase, or allowing him to kill you with his gun from range. He did only just come out, so maybe you might see changes with reeling speed or chain durability. But i don't think he only relies on survivors making mistakes as you say. If you are good enough at predicting survivors movement and knowing where its a good idea and a bad idea to attempt a shot, there are a lot of plays you can make, regardless of if the survivor makes a mistake or not.

    And while i agree, no killer should be addon dependant, i don't think it is possible to make the killers non perk dependant. Unless they nerf every perk to have a much smaller impact on the game, there will always be killers who just have too much synergy with a perk to not use it. For example, if they buffed Deathslinger to recover faster after landing a shot/reel in, so that he isn't dependant on STBFL, he then could STILL run STBFL and just be extra strong instead. So their only choice is to leave deathslinger and STBFL how it is, or buff deathslinger and nerf STBFL so that he isn't OP with it, which would hurt a lot of other killers instead.

  • I don't disagree that he has difficulty pressuring gens enough to keep up with the games speed. But that is not a Deathslinger problem, its a general game problem. Pretty much every killer that can't teleport or dash across the map is having that same problem, which is why i think when they do fix the game speed problem, deathslinger will be just fine. Otzdarva has played quite a lot of him, and even though he misses at least half of his shots, he generally has been winning games more than losing, regardless of rank.

    I feel like deathslinger is directly a mid-tier killer, which isn't that bad when you consider how much worse some others are doing. Because he is half ranged half melee, he has amazing perk synergies. Pretty much every perk that is good on huntress is better on him, and he gets the benefit of still being able to get the best out of M1 oriented perks like STBFL/Devour Hope/NOED/Make your Choice.

  • They need to just make exit gates progress regress if someone lets it go, period, without the need of any perk. 99ing the gates shouldn't be a viable option for survivors. If they want to be able to leave at a moments notice, they need to open the gate and begin the end game collapse. Its kind of bullshit that they basically can 'open' the gate without starting EGC, allowing them to get the benefits without any of the risks.

  • His shock therapy is way stronger than his blast. His blast only gives him information, and information means nothing if you cannot catch and down someone. Even if it hits 4 people he can only chase one. Shock Therapy is what gives him kill potential.

    Once you get into the high ranks, being able to 'know where someone is' doesn't mean as much as it does in the lower ranks. Survivors often don't even care if you know where they are, because they know how to extend a chase long enough to make it not worth it for you. Not to mention there are several perks that can reveal where someone is that any killer can use. Discordance will let you know when people are on a generator, Im all ears will let you know which way someone is going to try and mindgame you, Whispers will let you know if someone is around you or not.

    Every killer has different strengths and weaknesses. The Doctors strength is in information and slowing generator progression, in exchange he gives up his lethality and his stealth. If they take away his information gaining ability, he would have almost nothing left to make him unique.

  • It's true that his killspeed potential is lower than huntress but that is only in that one scenario where they are attempting to down multiple enemies one after another. He has other advantages that huntress does not. He can sneak up on people way way way way easier. He can shoot through tiny tiny holes in almost every wall to hit an enemy. He never has to end a chase to go get hatchets if he runs out.

    Huntress hatchets are way more lethal, but they are harder to aim, and its basically like trying to throw beach ball sized shots, they require way way more precision to not accidentally hit an object. It's only natural that someone would be rewarded more for landing her shots over his. If they did buff his lethality to be equal to huntress, then huntress would instantly become a useless killer because he would simply be better at all things with no downsides.

    Yes, he has a lot of downsides, but you can't just complain about them and ignore the fact that he has plenty of upsides as well. You cannot underestimate his ability to be stealthy. Unlike huntress, he can walk around a corner and instant-shoot you, he doesn't have to give away a sound queue that he is readying a shot. The survivors have WAY less reaction time to counterplay him. Sure, he can't hurt someone who is on the other side of a pallet.... but guess who else can't do that? Almost every other killer. If he could, he would be the only killer anyone would ever play because it would be so easy and so unstoppable. You can't play him like a huntress, because he isn't huntress. His strength comes in stealth, rendering windows unusable, and having the potential to down someone before they can reach a loop in the first place if you are skilled with him. Huntress has some of the same strengths, but different weaknesses. In exchange for her having lethal hatchets, they are harder to use, she has zero stealth, and they give survivors a warning that you are aiming a shot.

    The problem is, if they buff deathslinger much, he will quickly become more than just okay, he will be straight up broken. Since his gun is so so easy to aim and shoot quickly (you can literally quickshot it, no need to prep a hit like huntress) any little buff will be amplified by anyone who is good at twitch muscle gaming, and i don't want DBD to become that. He basically makes every window in the game completely useless already, and a lot of the longer loops, like shack, are also useless against him.

    If you want a killer who has range, speed, and full lethality, we already have nurse. And there is a reason she is so insanely difficult to use. Any easier and she would just dominate every game without any skill needed. The same applies with Deathslinger, just in the opposite direction. Instead of being super difficult, ranged and lethal, he is super simple, ranged and less lethal. There is a balance to be kept. If you make something easy to use, it has to be weak to compensate. And if you make something very strong, it has to be super hard to compensate. It is only when this formula is not followed that imbalance is created. Freddy and Spirit, for example might be a little too strong in comparison for how easy they are to use. They TRIED to make spirit hard to use, by making her unable to see survivors, but it seems that does not make her as difficult as they thought it would.

  • I don't think suffering from the broken status effect is what is wrong with no mither. There are plenty of killers who can kill you in one hit, which means that no mither is amazing against them. Besides, a lot of high rank survivors never heal anyways, whether broken or not, because once your skill level is high enough- the time it takes to heal isn't worth it, you could have done half a gen instead and rely on second chance perks to keep you going, which is more likely to result in a win than healing would.

    I have been beaten by people running no mither before, as long as you are good enough, the perk actually gives huge benefits. The killer doesn't have the option to slug you, which sometimes he NEEDs to slug to have a chance to build momentum he has lost, and second, you get a low tier Iron Will perk as well, not to mention they can't follow your blood. It makes you very hard to track, and if you are experienced enough, you can go the entire game easily without ever being found.

  • I don't think Deathslinger is in an unplayable state. All things considered, it could be a lot worse (Cough Clown Cough).

    He does have a lot of strengths to make up for his weaknesses. And if they do fix genrushing then he might be in the perfect spot. And they have hinted at wanting to do something about generator speed, especially in the first minute or two of the game.

  • You know, when i first started getting into more competitive games when i was younger, i used to play a lot, and i never really seen blatant hacking in most games firsthand. So i always was under the belief that people who cried about hacking were just looking for an excuse to explain their loss. But as i played more and more, i started doing something. Whenever i play a competitive game now, and i dont SEE anyone hacking, it makes me wonder: Is this game just well made and hack free? Or are the hackers just using very discreet hacks that you can't notice outright? So, i will go online and try to FIND hacks for the game, just to see if they are available, or if there are any youtube videos showing off these hacks. And to my surprise... almost every single game, even the ones where i thought there wasn't a cheating problem, had wallhacks/aimhacks/etc. It really broke my heart as a gamer that the games i had played and trusted in were possibly not being played in good faith by my opponents at all. How many games have i lost and thought that i sucked, or complimented the enemy for being good when in fact it could have just been them cheating all along? What if half of these rank 1 players that keep kicking my ass are in fact using cheats, and not just that much better than me?

    I am actually afraid to even look up the state of hacks for DBD. I am afraid i will run into videos of survivor hacks that just straight up let them see the killers aura at all times, or get the benefit of a toolbox infinitely, etc. I already have enough problems getting motivated to play killer, if i see that, it might just destroy my will to play completely...

  • A better idea would be to start the match healthy, but once you get injured you cannot heal it, ever. And all of the benefits of no mither will activate for the rest of the game. This would basically leave it as mostly the same as it is now, without you having to be injured from the very beginning.

    The biggest problem with No Mither is not that it is not useful. It actually is like two perks in one, which is why you have to stay injured. The problem is that killers KNOW you have no mither from the very beginning, therefore any killer with two brain cells will never allow you to put it to use. Imagine if Unbreakable put an icon next to your name to let the killer know you had it. He would simply never let you use it.

    By allowing No Mither users to start at full health, the killer would no longer be able to instantly know you have it until it actually activates.

    Also, i have never tested it, but I assume No Mither also makes it where you do not leave blood orbs for Oni, since you do not bleed?

  • While i will agree that DCing is bad, the developers (and many of the players who complain about DCers) are missing the main problem. Instead of looking to just simply punish DCing, why not first ask yourself why DCing is becoming so frequent in the first place, and fix it?

    DCers are already losing their addons/offerings and getting a derank pip, there is obviously a flaw with the game if they still want to DC.

    If matchmaking was fixed (And they put a rush on it instead of making us wait months), this DC problem would likely largely diminish. People are DCing because often your game is just unable to be enjoyed.

    Yesterday i watched my friend play a game as killer over discord for fun. He doesn't play killer much at all, and usually sits around rank 20-18 because he doesn't play enough to counter the rank reset. He was rank 20, and he was put up against four rank 5s, he didn't get a single hook, it was like watching a bronze player have to fight diamond players in league. He didn't DC, but i would have. Nobody should be forced to play in a game like that or be punished if they decide to leave. Same goes for people who DC when they are being facecamped on a hook. Nobody should even be mad if they do that, they were already being facecamped and unable to help their team, whether they stay on the hook or DC doesn't change that.

    At the very least, we should be able to get a free unpunishable DC every 5-8~ games, both to account for these situations or accidental internet drop outs/power outages, etc.

  • We all WANT to love this game. That's why we complain so much. It's so frustrating seeing a game with amazing ideas that is so close to being great all go down the drain because they just have their priorities completely wrong.

  • I was at least lucky enough to get BBQ/Chili like over a year ago in the shrine. TBH it doesn't feel like leveling a single killer to level 50 is really that hard, i could level one killer to level 50 in one day pretty easily starting from 0 BPs. The problem for me is that the majority of those games i will play to grind up to 50 will be frustrating and unfair rather than fun.

  • I do watch otzdarva, but the majority of perks he recommends i just do not have access to yet. No pop, no play with your food, no discordance, no corrupt intervention, no make your choice. Also, regardless of what kinds of tips he can give, Trapper still relies (maybe more than any other killer) very good map knowledge. There is no way for me to learn the maps other than to just keep playing the game, it will come with time. I also have stopped playing trapper because in order to keep him playable i have to keep refreshing his addons, which doesn't leave me with many BPs to continue unlocking things i need from other killers.

    When i came back to the game recently, i really thought Legion was going to be a killer i would like. But once i fully understood how his power worked, i feel like he is basically just a slightly better Wraith. They both use their power to get in fast and grab an easy first hit, but then they have to just chase the guy down as a normal M1 killer to get the kill.

  • "Always live tweaking the game"

    I can't tell if this guy is serious or if this post is sarcasm.

    Every live tweak is full of random buffs or nerfs that nobody wanted while they consistently ignore all of their players primary complaints.

  • My favorite killer is trapper but he is almost unplayable without very specific addons and relies heavily on perks to help his heavy weaknesses. So i don't even get to play him. I can have fun trapper games if i am playing against people in the mid ranks, but he just has too many disadvantages against red ranks. It wouldn't feel so bad being put up against red ranks if the game wasn't so competitively oriented. I have to struggle through a frustrating match that i cannot enjoy because i know i am going to derank/miss out on points/waste addons on an unwinnable game.

    They want to force low rank killers to go against survivors who are 6+ ranks over them, have every second chance perk in the game, and are sharing information over coms? Sure. But i better get a 100% free safety pip and get a BP bonus to compensate for the bullshit i have to suffer through.

  • Probably just like most other dev teams when it comes to games, they don't play their own game. Probably especially not competitively. They likely play little casual games once in a while. They seem completely oblivious to what the actual balance of the game is like at the competitive level. Somehow they deem it OK to put several abilities on one killer like freddy, who has a very rich and interesting kit, yet leave trapper, wraith, and clown as killers who almost don't even have a killer power at all against a competent team.

    People have been complaining for months/years that the clown wraith and trapper need love, but what did they do? They buffed doctor...?

    Not that doctor didn't need a little help, too, but why was doctor higher on their priority list when there are clearly killers who are suffering way way more.

    Instead of tweaking the killers that need a buff in small little patches, they make us wait 3-6 months for a full rework update when all we needed was a few small buffs here and there that shouldn't have taken more than a few weeks to put out.

    People complained that Gear Head was too weak... and they nerfed it instead of buffed it?

    They are driving their game off a cliff, all while laughing at our feedback and saying we don't know what we are talking about.

  • Right after i posted my comment earlier i queued up for a game. After a 5-10 minute wait, I ended up going against a full premade SWF of rank 3 and 2s. I am only rank 12, still haven't had time to grind out and unlock the meta perks/killers, so as you can assume it was just a fiesta of chasing as they beelined from one pallet to the next, and having all 4 of them bodyblock, sabotage hooks, and borrowed time/adrenaline run to the gate when i finally managed to hook one at the end. What a nice ranked experience. /s

  • I agree with most of what you say here. I also have made a topic suggesting a training tool or practice mode.

    You aren't the only one having problems with matchmaking, its been an issue for a while. They said they were doing something to fix it, but i can't tell if that fix was supposedly already released, and did nothing, or if they are still working on it.

    When i queue as a killer it seems like a 50/50 chance whether i will get put up against players around my rank or all the way up to rank 1s. I have started to get so frustrated with it that i will launch the game now, and right before i press Ready i realize im actually just not in the mood to get stomped on by tryhard SWFs and then i usually just close the game and go watch youtube instead. I bought Freddy a few days ago because i figured he would at least stand a chance in the higher ranks, but i haven't played him even once yet, because i can't get motivated enough to grind the BPs to level him up first.

    I think the main reason lower ranked killers are getting put up against red ranks is 100% because not many people are queueing up for killer lately. Ever since they nerfed Ruin the game has been extremely frustrating to play as a killer. So a bunch of red rank survivors queue up, and since the game cant find a properly ranked killer after 5 minutes, it just starts pairing them with lower ranked ones to get them in a game. THIS IS UNACCEPTABLE in a ranked game. They claim that if you go up against opponents who are a much higher rank than you, that you will be compensated by not de-ranking as easily, and vice versa. But i have not been able to notice any difference. If i go up against four rank 2 players and they all brought toolboxes with Brand New Parts and insta heal medkits, and i don't even manage to get one hook, i'm still losing rank. Which is going to be the outcome every time. There is no room for 'compensation'.

    I mean, imagine playing league of legends and queuing up as a silver or gold player and then get put up against challenger players and then lose your promotion game. It's like a joke.

    The only thing i would disagree with is being able to buy bloodpoints. Once people get the perks they want, bloodpoints are solely used to unlock addons and offerings. Once you open the door to buying bloodpoints, then next it will be "Buy our VIP pass and get 2x bloodpoints, 2x iridescent shards". It will end up being a game where you either go up against rank 1s who have bought enough bloodpoints to run purple toolboxes and brand new parts, or killers running only pink addons and moris.

    You should have to earn your addons and offerings by playing the game, buying these things would destroy this games competitive structure.

    However, i would not be against letting people just buy perk unlocks, so that they don't have to buy an entire killer or survivor to get the meta perks. But what would be even better than making them purchasable with money is just to increase how many perks are available in the shrine now. The shrine has existed for years, and 4 perks at a time back then was fine because there were half as many perks as there are now. Now that there are so many more perks, the chances of the perks you want showing up are much lower.

    But GL getting any devs to hear your voice, or care at all about what you say if they do manage to read this. They actually think Legion is in a good spot right now. Just proves how little they understand about the competitive state of their own game.

    If you took a look at the survey they put out a week ago, 90% questions were basically about monetized aspects of the game. "Do you like these products? Would you prefer these products over these products? Which of these products are you most likely to buy? Are you happy with the selection of purchasable ######### in store? Would you be more likely to buy these products if we did this and this?" Kinda tells you all you need to know about the only kind of feedback they want from you.

  • I actually think wraith should be fully invisible for the first 2~ seconds when he cloaks, this way he can hide what direction he decides to go when leaving a hook without them just calling you out instantly on coms and rendering his stealth useless. Also would allow for some potential mindgaming in some tiles, instead of them just being able to see your 'spirit aura' over walls.

    You probably could add dropped pallets to the list of things he should be able to phase through (maybe he moves slower while moving through walls/pallets so it isn't too easy to use) while in spirit mode. His killer power Wailing Bell specifically states that it allows the wielder to enter and walk in the spirit realm, yet he has none of the actual benefits of being in the spirit realm other than losing his terror radius and moving fast.

    But you have to consider the possibility that if they allow him to phase through stuff, then they will likely remove his ability to bodyblock survivors while cloaked as well, which is one of his few strengths right now.

    I was kinda disappointed when i read about Spirit and her power. It seems like they should have just reworked wraith to be what spirit is now. He rings the bell, becomes fully invisible, but also cannot see the physical realm, etc, same thing as spirit. We already had a spirit realm walker, we didn't need another 'simply better' one.

  • It would be easier, simpler, and equally rewarding to just say that if all 4 survivors get slugged, and one of them doesn't get up within 60 seconds, then all of their aura's get shown to the killer, until they are all dead/hooked, or until one of them gets up.

    If your entire team loses because all of you got slugged, you just deserved to lose anyways. It's often harder to slug than it is to hook people. It is much harder for a killer to manage slugged players than hooked ones. Slugging someone doesn't activate BBQ and give him information. Slugging someone doesn't let him use Pop Goes the Weasel. Slugged players can crawl to more advantagous locations to be saved, unlike hooked ones. Slugged players aura is hidden from the killer, unlike hooked ones, so if they get saved, the killer doesn't even know where to start looking for you again. Slugged players might have unbreakable and not even need a rescue. Because of this, there is no reason to punish the killers points or rewards for slugging 4 people (unless he lets them bleed out instead of hooking). If all four of your team went down at the same time, it means your team made a lot of mistakes. You somehow all got caught, and lost a chase, one after another, before your other teammates got the downed ones up. That's simply called being defeated.

    The main reason you wouldn't want the entity to come in and devour them all right after they get slugged is because you would take away their chances of unhooking themselves and having a tiny second chance.

  • I have had a few survivors sabo hooks right after i downed someone. At least 4 or 5 times they have tried, and only once has it ever worked. Most of the time you can just reach a different hook without a problem. Or, if they sabotage the hook before you even pick up the other survivor, just leave him on the ground and chase the saboteur for 30 seconds, and then the hook respawns. 30 seconds goes by really fast, you can usually use that time to get a hit on the saboteur then just go back to the guy on the ground and hook him. If the saboteur stays around, or they sabo even more hooks, it's still not technically a loss for you. That's two survivors that are not doing gens, you are effectively wasting two peoples time, instead of just the guy you downed.

    Or hell, if you down someone and a sabo shows up, just drop the guy you were carrying and fully commit to chasing the saboteur right away. Now they have one guy on the ground and one guy in a chase. They will have to send a THIRD person to pick up the guy off the ground. That's three people not doing gens, instead of the usual two when you hook someone. It might feel bad not getting to hook the first guy when you down him but it still successfully is wasting survivors most precious resource: Time.

  • His kit feels a little awkward in a few ways to me. His GUN, which is his defining factor, has no lethality on its own. You can not kill someone with his gun. This is the same problem legion has, basically. It's hilarious that they named Legion's power KILLER INSTINCT when it literally cannot kill anyone. Think about how legion works: You get a very easy free first hit, to injure the survivor (or multiple survivors) by being super fast. So, now you have effectively readied every survivor to die in one hit. Guess what other killer does this exact same thing? Myers. And Ghostface. All three of these killers 'prime' their targets to be able to down them the next time you hit them. Except at least Ghostface has stealth to help him secure that kill. And Myers has speed to help him secure the kill. Legion has.... nothing to help him 'secure' the kill.

    Deathslinger seems to suffer from similar problems. His gun isn't nearly as hard to use as Huntress' hatchets, but his lethality suffers more than it should in exchange. I am sure that deathslinger must feel very strong and oppressive against newer/less experienced survivors. But this doesn't mean he is actually overpowered. His terror radius is small, but that only feels overpowered because you haven't learned to have proper awareness around you yet. There are plenty of killers that don't have a TR at all, and are capable of killing you in one hit. But all of these killers are considered underpowered in the highest ranks. Once you learn how to be more aware, control your character more effectively, look behind you while running, know the location of safe spots, etc; he quickly starts becoming weaker and weaker the higher up the ranks you get.

    I would have much rather them made him move even more slowly while reloading, but allow him to down survivors that he hits if they are currently debuffed with Deep Wounds. This way, if he successfully reels in a survivor on the first shot and melee hits them, they get deep wounds. He would have a slightly more punishing reload, but if he hits his second shot afterwords, they get downed immediately. By making his reload slow him a little more in exchange for making his gun a bit more deadly, you would make him effectively harder for the average user to pilot (because missing would be more punishing), but he would be more deadly in a skilled players hands who can land multiple shots in a row. This would also help with making pallets a complete ironwall defense against him, because if you are deep wounded, you can't simply drop a pallet early and camp it.

  • If anything i think they should make the struggle phase more important, not remove it.

    They should no longer allow you to pan your camera while struggling. You shouldn't have the opportunity to feed your teammates information while you are struggling against the entity. This would help reduce SWFs power and keep it (at least a tiny bit) more in line with the average players information sharing ability. If you want to share information to your teammates while hooked, you should be incentivized to use Kindred.

    They could buff the BPs (maybe double the current amount) you gain from struggling, to help incentivize people to not give up and die early.

    However, i don't disagree that they could do away with the button mashing method of struggling. They could feed you a randomized string of button inputs to follow instead. Like Up, Down, Up, Left, Left, Down, Up, Right, Up, Right, etc.

  • @Milo said:

    Everytime i see a change about Plague i will say this:

    If you want survivors to cleanse by decreasing action speed or any other debuff, corruption version should get nerfed.

    I agree that if they make the infection stronger in order to encourage cleansing, they would need to balance down her corruption. That is why i suggested requiring 2 people to cleanse before she can get a corrupted fountain. This way her corruption can still stay useful and strong, but she wouldn't just have infinite fountains available from everyone cleansing constantly. Suppose they could maybe just reduce how long corrupted mode lasts or something instead.

  • A lot of players would be against this, especially in some niche cases. There are a few perks, not many, but a few, where you might want to keep your perks at a lower rank for specific reasons. Discordance, for example is arguably more useful at Tier 1 than it is at Tier 3. Or if you play doctor you might want to use Whispers at T1 instead of T3 when using a large terror radius build, that way you can use it to know when someone is inside your radius more precisely.

    I have been wondering for a while now why they haven't made an option for you to choose what tier you want to use with a perk. If they did that, then i would have no problems with this suggestion.

    I feel like prestiging isn't really worth much. You get a cosmetic, but with how many cosmetics you can unlock with iri shards nowadays, that doesn't even have much value. They should find a way to make prestiging more meaningful in some way. You supposedly get a higher chance of getting rarer addons and offerings when you prestige, but i have heard that data shows it doesn't really help as much as they claim it should.

  • You know, i always thought it would be cool to have immersive voice chat. Where its directional/local, so you have to be close to your teammate in order for them to hear you whisper. And the killer might hear you talking, etc. But that just would never work, since the SWFs are just using discord anyways. Not to mention it would be used to ruin the atmosphere by toxic players rather than improve it. It's already bad enough just having to deal with toxic chat only in the end-game chat. Would be a miserable experience to have people on voice chat screaming and flaming each other.

  • To be fair, he is already getting punished for this. Your other three survivors should have been able to complete all the generators way before you even bled out and escaped. He gets very few bloodpoints for letting someone bleed out and ignoring everyone else.

    That being said, there isn't much other way to punish them. It would be very difficult for them to have some sort of auto detection system in place to suspend/ban people for doing this. It would undoubtedly affect people who were slugging for good reasons too.

    No matter what kind of system they put in, people can always find ways to get around it.

    There is a reason there is a report button after a game. Use it. And actually write a few words when you do. I'm sure if enough people are using it to report the same person, it will get noticed.

    It's a game, a competitive game at that. You are always going to get unsportsmanlike players once in a while, it's just something you have to expect coming in. Just brush it off and go into another game. At least you know this killer isn't ranking up and you won't have to see him again.

  • He literally just got buffed a week ago. What do you mean by 'about time' he got some nerfs? They haven't even had enough time to collect data on how he is doing yet. There is an entire perk (Calm Spirit) that completely negates his ability to make you scream. There you go. It also counters Freddy and Clown, too. So now you can counter three killers with one perk. Very underrated perk.

  • @Raven014

    It's not my argument. It's the devs argument. I'm pretty sure i read a dev's post just a day or two ago saying that they tried to even the challenges out (On PTB i guess? Or maybe one of the tome pages specifically), and as soon as they did, the survivor/killer queue ratio got really off balance since there weren't enough survivors queueing up because they had all finished their survivor challenges and started queueing as killer instead. That's why they added MORE (and slower) challenges to the survivor side than the killer side.

    They need 4 survivors for each killer, even though it might seem wrong, its just natural that they are going to give more incentive for people to play on the 4 side than the 1 side.

    A better idea to fix this problem is everytime you are ready to choose a new challenge, the book will ask you: Do you want to do a survivor challenge, or a killer challenge? Then it will give you that. And you make your choice everytime you choose a new challenge. However, you can only do a total of 12 challenges per tome page, period. That way, even if you do all 12 of them as survivor, you dont THEN have incentive to queue up as killer and do killer challenges (because you can't, you already did your 12).

  • I definitely think they need to find a way to make survivors want to cleanse/heal against her. It seems pretty backwards that her entire kit is built around getting people infected and having them cleanse, and yet the smart survivors will just go on without cleansing instead. It's way too easy for survivors to completely deny her power. Sure, she can get everyone injured, but all that really does in the end is make her a really crappy version of myers. It's the same reason why legion is considered low tier. Getting people injured means nothing when you just end up as a base-stat M1 killer afterwards. Why play a killer who can get everyone injured, but then has zero tools to actually secure any of those kills, when you could just play myers or ghostface and do the M1ing except only need one hit from the very beginning?

    It's not even like they need to do anything extreme, but if a survivor doesn't want to cleanse they should be punished for it in some way, so they have to make a choice between keeping a bad debuff or cleansing.

    Instead of making her power non-denyable, they just gave her a free fountain every game. The free fountain is nice, but thats like just a huge band-aid for the real problem.

    They could just do something like whenever a survivor becomes fully infected, they become debuffed with sickness. And the longer they remain sick, the stronger the debuff becomes, until eventually they just have to cleanse. The debuff could be anything from slowing all of their action speeds, or even making them Hindered (slightly slower movement) until they cleanse.

    As for the fountain location, it does feel like it could be fixed. Rather than having random fountains on the edges of the map they could just make them all spawn more centralized so that you are never too far from one.

    All that being said, she still isn't the worst killer to use. It's just a shame that the power that defines her is so easily ignored.

    Even if they have to make it where two survivors need to cleanse before she can ingest the corruption, that would be fine, if they just made it where the survivors had to cleanse eventually.

    They need to take a note from how they built Oni. You WANT to heal against an oni because you know if you don't it will be worse for you.

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