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Yharwick

Yharwick

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Yharwick
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  • I swear there's something in the water, forums been getting more ??? threads than usual today.

    in Pallets Comment by Yharwick
  • I've gone against streamer SWFs doing clock call outs a few times and do still fine (one of them I was on Myers so don't tell me m1 killers can't do well). If you want to know what to do it's just be good in chase, no amount of efficiency can counter short chase times. Also SWFs may be more efficient but they also tend to be more altruistic which can be taken advantage of. If you just expect the flashlight every time you can't be surprised by one and get a few free hits.

  • I never understood why some killers get so bothered by a 3k like imagine "winning" and still being upset it's so odd.

  • I actually like playing against her. It's hard to describe why but playing against her feels like doing a stealth mission in Payday 2.

  • I would say Executioner, I see him put in A tier a lot when they feel top of B to me.

    Being able to hit through walls is good for sure but that's really all he has it's impractical in tight loops and I'm not sure what the point of cages and torment is. Like sure you get around some survivor perks that they may or may not be using but you're literally forced to be a tunnel bot for that to be relevant at all.

  • I think it's just because of design space issues, we've already more or less done every variation of gen regression and gen blocking in perk form so now we need every variation of haste and speeding up actions. I get they're easy to think of and implement but I just find recent perk design of the last 4 chapters or so completely uninspired as far as killers go, survivor perks have been fun they're just on the weaker side.

    I think the problem with killer perks is anything too complex and unique you start to wonder if it's infringing on potential killer power design space down the road. The best we have is hex perks but they're inherently weak due to being able to be destroyed so I'm not sure what the answer is. Maybe a new type of perk involving blood pools or crows? They're not especially important at the moment and it's a common mechanic for all killers so maybe there's something there idk.

  • OP: DBD is played out and repetitive

    Also OP: Play this game with even less variation instead.

    Good one.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724168#Comment_3724168

    Survivors that have had their lobbies dodged by the Killer already have a longer queue time than normal, so their matchmaking range gets expanded to expedite matchmaking. This means you get more skilled survivors against less skilled killers more often. This causes increased burnout for newer killers, and negatively impacts the killer pool.

    At least unless they've changed anything with how backfilling works.

    So yes, killers that cherry-pick lobbies are damaging future games. I'm surprised they don't have a soft-ban like League does with multiple sequential lobby declines, if not simply to ward against bot spam who would cause an issue in the other direction: low MMR bot accounts causing newer survivors to go against harder killers.

    I'm aware of how it works I just don't think it matters very much. The MMR is already rather loose and either you go against a worse killer which okay easy game, it's even coll, or you get a good killer which can be a learning experience of you they ever want to actually get better.

    I swear all this complaining about MMR wouldn't even be a problem if people focused on getting better instead of excuse fishing for when they lose and I mean that for both sides.

  • I still think they're low A tier tbh.

    It's still the only projectile that can hit multiple people at once meaning it's extremely good in unhook situations and can go through walls and ceilings meaning that can get hits nobody else can in indoor areas.

    Then you have the best teleport in the entire game that if you're aware enough can get you free hits and even if you don't it's insane mobility like yes it has the demo problem of having to have been there already to have the hallucination ready but the absolute speed and recovery of it makes up for it.

    I think it's the Singularity problem of them not being easy to use but unlike Singularity the payoff is absolutely worth it and Unknown does have the potential to be extremely oppressive.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725422#Comment_3725422

    How do you assume that people in the EU don't speak the same language? Basically everyone younger than 50 speaks english in europe? I have played with dutch, belgian, italian, spanish, polish and other people and they all spoke english… At least in europe there really is not a language barrier, as basically everyone speaks english…

    I think turning it on or off is just a thing of personal preference, I don't think it has anything to do with rank… Like when I play dota with friends some of them use the voice chat for communication, I prefer to write in the text chat, but we all have it enabled, and dota can be assumed to be far more toxic than this games community, and still all the stuff people warn about has never happened to me or my friends, no screaming and ear blasting, as everyone knows they will just mute you 2 seconds later, so why even try… And players you once muted stay muted, it is a fairly simple concept but effective.

    Well we only ever know if they develop the feature and go for a test run, and then they can see how or if it gets used, I don't think it is too hard to implement considering every even horribly bad free to play shooter tends to have a voice chat… So the ressources spend should be not too much…

    "People only actually want to be in VC with their friends and we already have discord for that."

    Well kind of, but that's kind of twisting the purpose… The reason people want to be in a voice chat with their buddies is to talk while playing the game, not necessarily about the game, but just in general… However that's not the purpose of the voice chat… You're not sitting there starting communication… You make callouts, there will be games where there is just nothing to say and other where you make calls… Just like in dota for example… For example in dbd:
    he has perk x, hex perk over there, he is camping, I'm going for unhook, don't finish x gen or we will be 3 gen'ed , reset at x , just run I will take a hit, x pallet dropped, don't go there it is a deadzone and so on… It is not about having a chat or bonding with those randoms, but if you wanted you could which is great, but about being able to give necessary information to your team and I think it would work perfectly fine for it. You could surely try to get other stuff to not have to use voice chat, for example text chat, a ping system a chat wheel and what not… But the most usefull thing would always be voice chat, because you can use it without the need to stop playing, whereas all those other features at least to some degree take your attention and your hands away from the game. At best we get all of them, just like basically any other game out there has it anyway… I will never understand why it is such a big deal to have basic functions in this game…

    I had a Croatian friend that played overwatch and he told me he much preferred playing on NA servers because there was so little communication on EU servers due to language barriers.

    Even outside of EU on DBD I've run into many Mexican and South American players that speak no English post game. It's definitely not true all younger people know English.

    Also even ignoring the increased toxicity that would come with VC you inadvertently make DBD harder to balance than it already is. Because if you put all survivors on potential SWF level then you'd need to buff killer accordingly (Hexes for example would probably need to be reworked at that point because they'd be nearly unusable if one person knowing the location meant everyone did) but then they'd be too strong for teams that don't use the VC. I just think that even besides the toxicity DBD has never been balanced around VC so while adding the technology would be easy enough it would have a ton of unintended consequences.

    It's kind of alright now with discord as 4 mans are fairly rare and it's mostly two duos or a duo and two solos in a game but if it was technically a 4 man every single game I think it would cause far more problems than people realize.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725231#Comment_3725231

    The great things about having options is that it is up to you to use them... You can set the graphics how you want them, the key binds and so on... I doubt everyone would just turn it off, but we would see that. If you are free to disable it, and it therefore does not change your experience it is hard to argue against other people wanting it or wanting to use it... I mean it is fine if you don't want something, does not mean I should be prevented from using it because of that.

    Another example would be someone wanting mini games instead of skill checks when doing gens... It is hard to argue against it when you can just toggle between both in the options menu.

    Except we know how pointless VC is because let's use overwatch as an example a game with VC that allows you to opt out.

    My understanding is everyone in bronze and silver has VC off then gold and plat it's a bit more common to have it on then diamond and above everyone turns it off again especially in EU where not everyone speaks English. Reasons for this is generally to avoid toxicity and general introvert behavior or in the EU case it's kinda pointless cuz people can't communicate anyway.

    So take DBD a community that in my experience is especially sensitive to toxicity and I think it's extremely likely 50%+ of players would turn it off effectively turning it off for the remainder making the entire thing pointless.

    People only actually want to be in VC with their friends and we already have discord for that.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724469#Comment_3724469

    There is this awesome magic spell called "mute button" have you heard of it?

    Idk if "we should add this feature so everyone can turn it off" is the own you think it is.

  • Clown and Skull Merchant seem to use them much better than other killers but otherwise they're not too exciting for anyone else.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724639#Comment_3724639

    Saying that "a large part of the community is playing with exactly 3 people in a premade" is probably not true. Do you have any proof of that?

    I mean I've mostly ever played in duos and trios I don't think I've ever been on a full 4 man and that checks out with what people tell me when I play killer, it's mostly duos and trios.

  • It's unfortunate because Knight is so close to being a great killer they literally just need to make map basekit and let you scroll between guards and he'd be perfect.

    Being able to scroll between guards would make his power so much more fluid you'd have carnifex for pallets, assassin for chases and jailer to start chases from long range. He wouldn't be A tier or anything but he'd feel a ton better to play.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724370#Comment_3724370

    They need to find another friend. This is very common in team based games as it is, where you can queue up for solo, duo, or full squad but not "partial squad"

    Screwing over a large part of the community because killer players can't cope with people playing together is absolutely ridiculous.

    This is DBD not CS:GO lmao.

  • Literally the last thing anybody needs is getting their eardrums blown out by some 15 year old screaming into the mic to unhook them while the killer is still carrying them to the hook. No thank you.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724170#Comment_3724170

    Their bodyblocking was overpowering I could had chance if they didn't do it so optimally. That should be nerfed once tunneling get addressed. I didn't even tunnel or camp in that match so it always punishes killers playing fairly. I go that far and say it's survivor equal to tunneling.

    Are you genuinely suggesting survivors shouldn't be allowed to try and protect each other? I get it if you're saying they were abusing basekit BT or something (but in that case literally just tunnel and that counters that strategy pretty quickly) but suggesting protection hits shouldn't be a thing seems pretty dramatic and unnecessary.

    I'm NGL this comes off as pretty entitled. "I was playing a mid killer and wasn't camping or tunneling therefore survivors should have let me hit them and shouldn't have been allowed to protect each other" like come on you know that's not how that works nor should it be.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/414941/do-you-think-survivors-swf-need-nerf

    Yes, but also no.

    The solution is not to nerf people for wanting to play with their friends.

    It is obvious from the way the game is designed, and the fact that SWF was not in the game at launch, that the game was originally designed to never be played with your friends. The game was designed specifically around survivors having a lack of coordination, and communication. It is pretty clear of that. Otherwise, why would perks exist to simply give you information about which generator your teammates are on? Or bond? Those perks are pretty much useless in all but the newbiest of newbie SWF teams.

    However, SWF is a core part of the game. Playing with your friends in general is pretty crucial to a game's longevity. So the solution is not to nerf it.

    The solution is to split up the queues. Finally once and for all just create a ranked mode. This mode is where MMR actually matters and is accounted for, and you have a ranking that you can see and compare to other players. Maybe even a leaderboard. This ranked mode is for 4 man SWF only.

    The idea is you have 4 modes of play:

    • Ranked mode
      • This mode is only for killers and 4 man SWF
    • Casual Mode
      • This mode is the current mode we have now, but you are unable to play as a SWF of more than a duo. And each match can only have 1 duo and 2 other solos, or just 4 solos. It should not be possible to have multiple duos.
    • Modifier Mode
      • These are where the fun modifiers go.
    • Custom Match
      • Current custom match parameters

    The idea is that if you want to play SWF, you have to go into ranked mode. If you are just casually playing with a single friend, then you can just queue up with that friend in casual mode and still have a good time. They can even balance the modes differently.

    For example, in the ranked mode, only brown and yellow items/addons, no map offerings, maybe even a limited map pool (or always the same exact RNG generated map that rotates out periodically) perhaps with limited, or even no RNG. Maybe survivors are limited to 1 perk per team, so only 1 survivor can run DS etc. They can give killers a basekit corrupt, or force the survivors to have a slower game as gens go extremely fast in coordinated play.

    In the casual mode, they can give bonus bloodpoints for playing nicely. They can make tunneling completely impossible from a basic standpoint. Maybe a basekit OTR or DS that doesn't need a skillcheck to prevent tunneling. Maybe a better anti-camping measure. Some other thing.

    There are plenty of competitive games that have ranked and casual modes that are balanced differently. For example in Counter strike, the casual mode gives you more money between rounds, and free armor and defuse kit. So generally, even if you lose rounds you can usually buy a good weapon for the next one. The matches are more chill and people are just vibing. Whereas in the ranked mode, the economy and how you buy items as a team plays a bigger role in coordinating with your team and determining if you win or lose a game.

    Honest question, how many killer players do you think would honestly queue up for ranked mode on that scenario?

    Also do trios just not get to play the game then?

  • So it was an extremely cracked team and you still had 7 hook 1k on a mediocre killer like wraith? That doesn't sound like that bad of a result in all honesty and I feel like most of your stress came from playing Wraith who has to respect pallets and doesn't have very many tools compared to most other killers.

    I'm not really seeing anything that suggests they did anything overpowered or anything. I feel like if you play the same team on the same map with Billy, Oni, Huntress you probably wouldn't be feeling the same way.

  • You can't damage a game that hasn't happened yet it's not exactly the same thing.

    I'm also quite confused about the fact that everyone talks about what a bad thing SBMM is for DBD but then constantly complains about it either not working or people doing things that they think effect it so it feels like people actually do want SBMM? I don't quite get it.

  • I just think his TR should go back to 24m, stealth slinger was incredibly fun and watching teammates get randomly dragged away off gens was really funny. We have enough aura perks on the survivor side where I don't think this would be an issue.

    I don't think you could really do anything else to him without buffing his chase and we don't need the killer with insane 1v1 to have that being even better.

  • @board24jason123 said:

    Im say

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723091#Comment_3723091

    im saying they don’t bother nerfing her yet they nerfed Chucky is what I’m saying did you even read my post?? I said they rather nerf Chucky but don’t touch skull merchant which means there are more ther killers that are way more powerful than Chucky and the devs never thought to address and fix the situation if they want to make the game balance they need to look at all killers and not nerf the least playable ones

    Chucky was only nerfed if you over relied on scamper otherwise he's stronger.

    Also it's very hard to determine if Merchant actually needs a nerf or not because the community just instaquits against her and insists on acting like children.

  • It's not really encouraging anything killers aren't already doing. But besides that it depends, if you rat with Distortion yeah it's a bad perk but if you're other 3 slots are devoted to gen perks it can actually be pretty effective. The other 3 survivors take chase while the Distortion player cranks gens.

    Distortion/Deja/Built to Last/Streetwise can actually be pretty dirty.

  • Meh it could be annoying but it's not like Agitation isn't already commonly run with Pain Res.

  • We get a new Skull Merchant thread almost every day what are you saying lol.

    Also Skull Merchant doesn't have anything to do with Chucky or how brain dead old scamper was so I'm not sure what point your making.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722511#Comment_3722511

    "Do you play nemesis all that often? The rare occurrence of a zombie appearing in a loop during a chase is way more exciting and interesting than his basic "if survivor throws pallet, use m2"."

    And how much input do you have on if this happens? How much agency does a Survivor have to prevent a zombie from appearing at a loop? How much effort do you have to put in as killer to guarantee this happens? What's the skill cap in mastering making the zombies appear at key loops when you need them?

    If the answer to all of the above is zero, then it's not a skillful gameplay mechanic both sides can plan around and play around, but instead just a random event that happens sometimes when you're playing as/playing against Nemesis, with no agency from either side to encourage use of that element of his power.

    If we're emphasising zombies and making more (and more, and more) of them appear in the map, then they need a complete rework to be something the killer actively controls and can spawn/despawn. They can't just be a brainless (literally), skillless husk that sometimes does something but instead there needs to be actual agency and skill behind them.

    It's not entirely zero you can slightly manipulate it with add-ons and perks that create loud noise notifications the Zombies do react to. But also who cares? Why does everything have to be skill based? Why can't we just have something because it's fun? Remember fun? The reason people played video games to begin with? I hate this gaming culture thing of everything being uber skill based because why? Who are we trying to impress? So people can put up some montage on Twitter 20 people watch? So they can feel justified in winning because they did enough difficult things? Do we not think this thinking has something to do why gaming is so toxic these days? Because we're making games as difficult and stressful as possible?

    Like 0.01% of the community plays this game for money everyone else is just trying to relax and chill so why are we actively advocating for creating a game that stresses people out and isn't fun? We can just have more zombies cuz they create more goofy moments and make the game more fun. As long as something isn't so oppressive for the other side as to be unfun I don't think skill matters especially for a game like DBD.

    This community really needs to decide if we're a goofy party game or if they're trying to be "e-sports" but I'd argue the latter isn't in the spirit of horror at all but that's a different discussion.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722365#Comment_3722365

    No, not at all. For some reason players always want more Zombies, probably because it is the part of his power which requires 0 input from the Killer, so it would be free value.

    What Nemesis REALLY needs is more interesting Add Ons. Two Zombies are fine.

    Or maybe because having more zombies to create more of a feel of being in a zombie apocalypse during a trial would be fun and more like RE?

    Not everything is for cynical reasons.

  • I don't think Wizards would want BHVR to release the DnD chapter to promote a different franchise nor do we have any indication we will get any more Stranger Things cosmetics in the future, I obviously don't know the contents of the new licensing agreement but I wouldn't be surprised if it was making them available for purchases again but no new content as Netflix is still making their own Stranger Things games as far as I know and wants to funnel people towards that.

  • It's not cheating you just have a high quality headset, the idea that anyone would call this cheating is absurd to me.

    Not everyone is going to get this reference but it's like saying the New York Yankees cheat because they spend more on payroll than any other club to get the best results possible.

    If BHVR didn't want people hearing those sounds they wouldn't have coded them into the game.

  • The interesting thing about ghost face is that he's like spirit but for the survivors if you play without headphones I supposed that makes him stronger but with good headphones the flapping noises his costume makes is as bad as dredge's squelching noises making his "stealth" terrible. The problem then becomes his back up power Dredge has a bunch of little things to back up their bad stealth, wraith can go zoom, Myers can just kill you with tombstone and even with that not equipped his stealth is much better and he can actually snowball, Sadako can also just kill you and has better mobility, Chucky has a great dash attack, Pig has one of the best slowdown mechanics basekit.

    Meanwhile Ghostface is just going around making loud af flapping noises like he's in a wind tunnel at all times and even if you get stalked you just play him like you're against Oni and play super safe dropping pallets and what is he going to do? He has 0 chase power so he just has to eat them. I do genuinely think he's the worst killer in the game because at least Trapper can shutdown a loop or if he gets basement just end the game right there and Freddy has antiloop and mobility. Ghostface is just bad stealth and an instadown mechanic good loopers don't care about.

  • I could see this being true especially with blight's add-ons getting toned down however that in no way means Blight needs a buff he's still the 3rd best killer in the game, it's not like Blight players are struggling at all.

  • Ghost Face gets way overrated in my opinion, I think he's one of the worst killers. He's good on 3 maybe 4 maps and nearly doesn't have a power against aware survivors on any other map.

  • I think it's boring AF personally and I think the only times I've ever done it is for adept achievements. Otherwise the vast majority of the time I find hatch first anyway and win cuz door spawns usually favor killer.

    I truly do not understand why people do not value their time more and go for more games instead of a potential extra kill they probably will get anyway if they don't slug like that's the craziest part to me is the survivor could be literally anywhere when you slug for the 4k but when you find hatch you know they're only gonna be one of two places making it way easier to find them. Slugging for the 4k just never made sense to me.

  • Yeah was thinking with invocations being introduced a warlock would make sense which going by what's common in DnD they'll be a tiefling.... who's bi.

    1. WotC sucks like for all the ish I give BHVR they're not openly malicious like WotC is sending hired thugs to people's houses over leaks.
    2. If we had to get a WotC license Magic would have been more hype getting Elesh Norn or something.
    3. It's hard to be excited with all the rampant bugs and cheaters lately and the chance to chapter will bring even more bugs with it.
    4. Meta is a bit stale regardless of whatever the chapter is.

    All that being said I'm doing my best to be open minded and hope the stream tomorrow can surprise me.

  • You know what's good for knowing if you can heal under the hook or not? I'm gonna say one word and then I'm gonna run away.

    Wicked.

    runs away

  • I'd say 150% is probably fair maybe 125% to be safe but it is a hex perk that can be cleansed so it should be on the strong side.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717040#Comment_3717040

    Fair enough, then how about stuff like Alert/Troubleshooter for aura reading combinations, or Distortion/Urban Evasion for stealth, or my personal favorite do-nothing-and-benefit-greatly combo Stake Out/Hyperfocus so I barely worry about hitting great skill checks by playing the game near a TR.

    Edit: I forgot to mention my other favorite one for toolboxes, Streetwise/Built to Last.

    As to lower more bias toward survivor side, what of stacking aura reading? Lethal Pursuer with any other aura read is 'free x for playing the game' as well. And if we continue the idea that hooks is 'doing nothing' than my favorite combo of Nemesis/Furtive Chase is also just as 'free' as anything else.

    Alert/Troubleshooter/Urban Evasion - None of these are meta and UE is on the borderline of being a killer perk.

    Distortion - I really really don't wanna have the distortion discussion in this thread because that will turn into it's own monster so the only thing I'll say it's a perk that has a chance to do nothing if the killer has no aura perks whereas pain/pop will get value every game.

    Stakeout/Hyper - I've never used this and I've never really noticed it being used against me so I'm skeptical of it's power level but I can't really comment on it because I have no experience with it.

    Built to Last/Streetwise w/ toolbox- This on the other hand I have a ton of experience with using and I don't think it directly compares to Pop/Pain because there's the devil edged sword of if you ever get caught in a locker with it that's a massive tempo loss so it does have a ton of risk attached to it not to mention I don't think I'd say going into a local as normal gameplay per se because going into a locker is so dangerous that taking the chase can be preferable instead a lot of the time. But I will concede it's extremely powerful when it does work if built to last worked only once instead of going 99/66/33 I don't think that would be unfair.

    But again you seem to be missing the point with all these which is it's not just one thing of "playing the game and getting benefits" it's also power level. If we look at pop/pain it's two perks that are strong by themselves, do the same thing, and you don't have to go out of your way to use them. The closest survivor equivalent I can think of is prove/deja vu and is that too strong? Idk perhaps, tbh I think BHVR needs to avoid gen related perks entirely for both sides cuz it only ever causes trouble.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716913#Comment_3716913

    We can't pretend it's just those perks that get value from 'literally' playing the game though. We can debate if they're too strong or not, but perks activate and deactivate from 'just playing the game' in general and opens up a can of worms in terms of balance justifications.

    I had an example for We'll Make It doing this above, but what of perks like Sprint Burst and Lithe for more examples? Just simply holding shift and running activates them, regardless of the downtime much like how Pop/Pain Res' downtimes are between downs.

    Or Windows of Oppertunity, a perk that highlights all untouched pallets/windows in a large radius simply from 'just playing the game.'

    You see where I'm going with this?

    Sprint Burst is a weird one cuz you have a little less control over it and you can actually be bad at using it if you just walk everywhere so it doesn't really compare to Pop or Pain Res which you can't really use wrong.

    But sure we'll go with Lithe but here's the thing where Lithe deviates for Pop/Pain Res. You're not activating Lithe then going into balanced landing or dead hard. But you can absolutely Pain Res a gen and then go over and Pop it and it doesn't require you doing anything you wouldn't be doing anyway. It's not an issue of just powerful effects for playing the game it's an oversaturation of being able to get the same effect in a small time period just for playing the game.

  • Can we pretend there was some time cost to pop? YOU LITERALLY GET IT JUST BY PLAYING THE GAME. Stop pretending like putting survivors on hooks and checking gens wasn't what y'all weren't already doing.

    Pop and Pain res were both guilty of this and while I don't think they're bad designs because having killers go on side quests isn't really something you can do with how little time they have it was clear they were too effective for what they did especially considering you could run them together. I think BHVR finally understands all anyone does is run 4 slowdowns and wanna temper how effective that is while buffing killer's basekits which is a choice I support but this is a transition that unfortunately is going to take a lot of time because you can't do this to killers en masse like you can to perks. I wouldn't be surprised to see more killer QoL and basekit buffs over the coming months while gen regression takes another hit or two.

  • Honestly the next invocation doesn't even have to be broken it just has to be decent and that perk with WS will be worth it. I'm fairly confident before Anni 9 we will see an invocation meta.

  • Honestly more meme luck based powers/perks would probably feel more fair than what we have now.

  • This feels like one of those patches that doesn't make a ton of sense now but will in a couple months when we get other changes.

  • What "genrush" perks are we talking about? Prove? Resilience? Neither of those are super crazy.

  • Absolutely needed to happen and to be fair you can still do the combo it's just MfT/WGLF instead which is a much more healthy version.

    I don't think new buckle up is terrible just niche it could maybe fit in with DS/Unbreakable.

  • Idk where people are getting 3 second DS was meta from I very rarely encountered it.

  • I'll wait for the ptb to say anything although it seems highly probable to me we may be getting another AI power which historically hasn't been very good.

  • I think it's actually a good thing to stop power creep from happening. I do kinda wish different types of perks got buffed but it is what it is considering perks just get better because the context of the game changes.

    I mean we may be entering a meta where Territorial Imperative of all perks might actually be decent which is crazy to think about.

  • I would imagine most people are going to slap on Grim or DMS in place of Pop and call it a day tbh. Pain is still efficient enough to be run. Ruin might creep back into the meta but probably not.

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