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ad19970

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  • @Malakir said:
    Aari_Piggy66 said:


    Orion said:

    @MojoTheFabulous said:

    I assume the trailer shows the first time they are seen in the Fog or just ties in with their lore.

    I don't understand why anyone would want such an absurdly weak power such as a disguise.

    You think having no TR, no red stain, and still being able to attack is a weak power?

    While that will work in the sense of jumpscares scratched mirror Myers comes to mind.

    The idea of blending into survivors to trick them out is only something that is going to work against solo players, as a swf sqaud can periodically just ping their locations anything that doesn't correspond can assumed to be the Killer.

    I don't think so. It might happen but they actually have to ask like "dude, are you close to me?" "No" -get hit- 

    Swf still people, they don't act like machines and need to confirm their location and just few seconds to make sure of it would still be enough to get a hit

    Miscommunications exists too, a shape shifter or survivor like killer almost like pig but more believable would be strong af and also fun for solo and swf if made it right

    I mean sure even against swf survivors a power like that could work occasionally. But it's impossible to deny what advantages swf survivors would have over solo survivors when versing this killer. And that's the last thing this game needs. This game can only be balanced properly once the gap between solo and swf survivors has been closed considerably.

  • @Vietfox said:
    @ad19970 @thesuicidefox
    Both DS and NOED are fine.
    Yes, it's difficult to cleanse and repair 5 totems/gens when someone is being camped, but i'm pretty sure you won't depip.
    PS: two things i know when i'm playing solo:
    1 - survivors are so altruistic (so i dont even try to rescue people because i already know someone else is gonna do it)
    2 - no one does totems (thats why i run small game instead of self care)

    Fair enough. Just in my opinion both perks reward the player for failure, or better said, give the player a second chance. Though non obsessions DS has been nerfed thanks to the new hook placement.
    I don't know. I used to use NOED, but now I just feel like the game is gifting me with kills whenever I use the perk because I didn't do well enough to get kills myself.

    @Vietfox

  • @thesuicidefox said:
    @Vietfox Killers run Ruin and NOED. Camps the first person. There is literally no way that you can do 5 gens and 5 totems before they die, and once they do you're chances of finishes gens goes down the drain. You either gen rush and proc NOED, or you don't do gens and look for totems. Either way the killer walks away with at minimum a 2k, likely 3k/4k because of the circumstances. Don't sit there and tell me you can either because the math says it's impossible. And like people keep saying, if you are solo you don't have a way to know how many totems are done. It's the absolute most braindead, easiest and cheesiest way to play killer.

    Good point with the camping. It's a really terrible perk.

  • @Vietfox said:
    ad19970 said:

    @Vietfox said:

    Cleansing totems is not that hard.

    That's not quite fair. I mean a 4 man swf of course can communicate about how many totems have been cleansed, but a 4 solo survivor team will always struggle with cleansing all 5 totems, since it pretty much requires everyone to run around the map and find out if all five totems have been cleansed.

    I know killer mains like to make you believe NOED is a punsihment for survivors for not cleansing all 5 totems, but that's BS. It's a way for killers to still win and have a comeback even though they failed. It's not fair to say that it's the survivors fault for not cleansing all 5 totems. I hate DS, but I'd argue that NOED is even worse.

    @Vietfox

    @a@ad19970
    I ALWAYS run small game because of noed (and ruin/dh), either if i'm playing solo or with friends.

    That's a good tactic. But even then I just find it unfair to punish survivors that do good and have no way of finding all 5 totems except for running around the map like headless chickens. I always love how people complain about DS but think NOED is totally fine.
    But I've always thought of using small game just because of Ruin.

    @Vietfox

  • @Janick said:

    @ad19970 said:
    Doesn't Botany Knowledge also affect snapping out of it? At least I thought I read that once. So in that case at least survivors with Botany Knowledge also won't be able to snap out of it faster.

    Botany Knowledge will also be changed at some point to not affect Snap out of it.

    Ok sounds good. Whatever though, I think your goal of not having certain perks affect certain abilities of killers is the way to go. It's the only proper way to balance this game.

  • @Vietfox said:
    Cleansing totems is not that hard.

    That's not quite fair. I mean a 4 man swf of course can communicate about how many totems have been cleansed, but a 4 solo survivor team will always struggle with cleansing all 5 totems, since it pretty much requires everyone to run around the map and find out if all five totems have been cleansed.
    I know killer mains like to make you believe NOED is a punsihment for survivors for not cleansing all 5 totems, but that's BS. It's a way for killers to still win and have a comeback even though they failed. It's not fair to say that it's the survivors fault for not cleansing all 5 totems. I hate DS, but I'd argue that NOED is even worse.

    @Vietfox

  • @Tsulan said:
    Now we have Freddy 2.0 but at least he can vault pallets!
    Killer being able to kill? Go away with this nonsense!

    We got the killer the survivor community asked for. Someone who gives the thrill of a chase without being an actual threat. Someone who can't even tunnel. 

    I hope survivor mains buy this chapter. Because I doubt that killers will.

    Dear lord man you pretend like the devs are purposefully giving killer mains the middle finger. So they made a killer that isn't as viable. Happens. Both Clown and Spirit, the last two killer, turned out to be viable, especially Spirit.
    Plus we should still wait and see how he plays with the new changes before coming to final conclusions. I still think he might be better than some of the other killers in the game.
    Plus I will get the new killer that's for sure.

  • Doesn't Botany Knowledge also affect snapping out of it? At least I thought I read that once. So in that case at least survivors with Botany Knowledge also won't be able to snap out of it faster.

  • @DarkWo1f997 said:
    ad19970 said:

    @RSB said:

     @DarkWo1f997 said:
    

    Legion changes include mending no longer stopping the timer, reduced vault distance, stuff like that. 

    Such a shame, that "timer ticking while mending" is useless, because it stops at 99% and does not down survivors.

    I think that's actually a nice buff. Especially since now you can hear survivors mending, which means you can just leave them alone for a bit, and then go after them again when your power is recharged.

    The more I think about it, the more I believe The Legion might actually become a viable killer, almost at the same level of Clown or Myers at least. We'll need to wait and see though how he plays when he is released.

    I like that they made him a burst killer. I think Legion will be the most addicting killer for me because of how impactful is power is now. 

    Yup we'll see, but I can see him being very good actually if you apply the right strategy.
    I know many people wanted a speed buff to 115% speed, but that would make him essentially a M1 killer with a constant exposed status effect on all survivors the entire game, since the first hit against survivors is always free. Add to that his ability to slow down the game and he becomes way overpowered. That's why I'm very happy to see they are not just increasing his movement speed.
    I also still fear that the survivor experience against him won't be very fun since there's so little for survivors to do that actually affects the chase.

  • @RSB said:

    @DarkWo1f997 said:
    Legion changes include mending no longer stopping the timer, reduced vault distance, stuff like that. https://youtu.be/1CldLmOsP5g

    Such a shame, that "timer ticking while mending" is useless, because it stops at 99% and does not down survivors.

    I think that's actually a nice buff. Especially since now you can hear survivors mending, which means you can just leave them alone for a bit, and then go after them again when your power is recharged.
    The more I think about it, the more I believe The Legion might actually become a viable killer, almost at the same level of Clown or Myers at least. We'll need to wait and see though how he plays when he is released.

  • I'm all for nerfing camping. But making unsafe unkhooks even easier I don't believe is the way to go. I think the best fix for the beginning is adding kindred Tier 3 to the base kit of survivors, which will also get rid of the biggest advantage swf survivors have over solo survivors. Just that the radius in which the killers aura is shown should be 16 or 20 meters at the beginning, and even grow the longer the survivor is hooked, up until a 28 meter radius.

  • @Malakir said:
    Idk about these weird hits I hear, even playing mostly survivor I could Always predict if was going to hit me or not but w/e.

    I'm just happy that lag switchers won' exist and without the p2p killers are less exposed to hackers. I'm just concerned about the servers locations

    I get those weird hits onky very rarely. I'm not saying getting hit at a pallet while dropping it should not happen. In most cases survivors just didn't drop the pallet fast enough. However I have seen some weird hits both as survivor and killer at pallets and windows, but at least in my experience those are very rare. That's PC though. Whenever I play on console survivor I always feel like I get hit much more often where I shouldn't really have gotten hit as survivor. Hitbox at least on ps4 is much more wonky.

  • @akbays35 said:

    @Vietfox said:
    ad19970 said:

    Wait, are you saying killers will need a buff because of dedicated servers or they will be buffed because of dedicated servers?

    @ad19970
    I think op meant the first one. Some killers won't be able to rely on laggy matches to land their hits now.

    I'm not sure, it will depend on survivior/killer ping but that lag for inputs on an already finicky time constrained game will be hell on killers in high ranks. Nurse and Billy might be unplayable because of the minor imputs needed to play those killers. It also depends upon if the servers are just going to be in America? This will split their playerbase as well in a physical manner.

    Hmm we'll see. Like I said if that's the case they will probably adjust the killers before dedicated servers are implemented into the actual game. The last thing killers need is a harder time actually hitting survivors when they get close enough to a survivor, I'm just happy that the bs hits through windows and pallets that shouldn't have actually hit get removed this way.

  • @akbays35 said:

    @Malakir said:
    akbays35 said:

    It's going to be a good change for the game, but there's definitely going to be some hiccups I think the biggest issue will be for killers dealing with lag now it's possible they will be forced to buff killers by giving a hit vacuum which might explain some of the hitbox issues with survivors and hitting through pallets.

    Being hit through pallets have nothing to do with any of these

    You just dropped them too late, a general you, since I never had a problem with that and knew before dropping it if I was going to get an hit. People just think to be in a safe bubble when close to a pallet that's it

    I'm just theorizing because hit boxes have seemed off for a while both as killer and survivor, but ping added to killers will cause serious issues.

    Well I'm pretty sure if it does affect the gameplay of killers negatively because they now have a ping then they will implements adjustments to keep the killer experience as it is now, just without the bs hits through windows against survivors that are clearly far enough from the window to not get hit. They will test out dedicated servers on PTB first I believe so if killers will be weaker and struggle more in chases, they'll have enough time to react and adjust killers accordingly. I don't think it will become a problem though, as long as 360's don't get more effective.

  • @Vietfox said:
    It will work as intended. No more hits when being 2 meters away from the window even when the ping was green, no more lagswitchers.

    That would be very welcome. I even already got some very weird hits as killer against survivors that clearly dropped the pallet early enough to normally not get hit. I hope that gets fixed as well with dedicated servers.

  • @Vietfox said:
    ad19970 said:

    Wait, are you saying killers will need a buff because of dedicated servers or they will be buffed because of dedicated servers?

    @ad19970
    I think op meant the first one. Some killers won't be able to rely on laggy matches to land their hits now.

    Yeah well that shouldn't be the case anyway right? I got to admit even I have already been able to get some very weird hits at pallets as killer. Luckily these are only rare occasions. But yeah that's a good thing. If you're like a meter away from a vault or if you are on the other side of a pallet you shouldn't get hit.
    As long as 360's don't get any more effective than they are now I'm all in for the changes.

  • I agree. I don't get all the negativity. Sure this game is far from perfectly balanced, but it's still a great game and it's nice to see that the game's still got a long future.

  • Wait, are you saying killers will need a buff because of dedicated servers or they will be buffed because of dedicated servers?

  • @Tsulan said:
    Angelicus23 said:

    Yeeeeah dedicated servers are coming thanks devs ;D

    If you think dedicated servers are the solution, you gonna have a bad time. 

    What do you mean?

  • @Visionmaker said:
    No, that'd be way too much of a buff.

    :^)

    I got to ask, that's sarcasm right?

  • @White_Owl said:

    @DocOctober said:
    Didn't know there are so many noob Doctors out there that rely on Nurse's Calling.

    Actually, I do, 90% of the Doctors I verse suck. No good Doctor player gives two [BAD WORD] about that nerf.

    It's not about relying on it, it's the fact that the perk was good on some fun builds like sniper Doc or sneaky Doc that won't be as effective without it. Besides, bad Doctors very rarely use NC from my experience, because they tend to tunnel, and without leaving survivors you don't get much use of the perk.

    Besides, with the logic they used to remove the interaction between NC and snap out of it, they could make that the Nurse can't insta-down survivors with a blink attack since the Legion can't during a frenzy. Do we really want to extend killers weaknesses to others just for consistency?

    Actually, any nerf to Nurse would be more than welcome in my opinion.

  • @Wolf74 said:

    @ad19970 said:
    Doesn't this only affect a Doctor that uses Nurses Calling? Or does it nerf a different perk with Doc as well? Don't really see how that's a big deal to be honest.

    This only affects Docs that are using NC, but NC was very strong on him, since he was the only killer that had an extra benefit from it build in his core kit.
    This is a major kick in the nuts to a mediocre killer.
    We are not talking about nerfing a top tier killer, like Nurse or Billy, but we get a drive by shot in the knee to a MEDIOCRE killer.
    They basically streamlined their take on healing actions the wrong way.
    All the other perks that affect healing should actually affect snap out, mending, etc.
    Instead they did the opposite for no logical reason, but spoon feeding the survivor.

    I got to disagree. Mending in particular should not be affected by any healing perk. It would make the perk on Legion too good. Just imagine multiple perks that slow down healing all used at once, that would be horrendous. If perks become to useful for one particular killer, than balancing that killer will also be hard, cause he'll either be only viable with a certain perk combination, or he'll be viable normally but overpowered with a certain perk combination. Which is why perks shouldn't just give certain killers advantages that other killers don't get.
    Although NC on Doctor never seemed to problematic. But even as a Doctor main, I don't feel like it's such a problem personally. NC will still be as viable on him as on any other killer. Never liked the idea of perks being better on one particular killer because it enhances a power of the one killer.

  • I'll be getting him with ingame currency, even if just for the new perk Discordance, which I see some potential in. Really hope it will be as good as I expect it to be.

    I don't get the drama people are putting up about this new killer right now. So they screwed up a bit with the new killer. The last two dlc killers, Clown and Spirit, both turned out to be very viable. No reason to say that the devs don't care about killers.
    If they buff Legion to the level of a Top Tier killer, he'll easily become by far the most hated killer in the game, cause there is very little survivors can do against him that affects the chase.

  • @Blueberry said:

    @ad19970 said:

    @Blueberry said:
    Man those are some trash changes just like where they decided to leave the new killer..in the trash. Those changes are QoL at best, definitely not the buff he needed.

    I doubt he will be buffed to a point where he is as viable as top tier killers. They can't the way he is designed, sadly, otherwise survivor would hate him more than Doctor probably. Problem is, the survivor is in very little control during the chase against the Legion, Either he is Frenzy mode, where survivors can't do anything against him, or he plays like 110% M1 killer, in which survivors have a very easy time looping him. So it's essentially get hit twice while Legion is in Frenzy, wait, get hit again while Legion is in Frenzy, wait, and then get hit again while Legion is in Frenzy and go down. I feel like the devs forgot to take into account how playing against The Legion will be as survivor. Part of a killers design is always how survivors can defend themselves against the Killer, and with legion there's little survivors can do to affect the chase in anyway.

    Basically yeah.

    No one is going to heal against him making his power on the verge of worthless. Then we're all going to either loop him the entire game because he's a hag with no traps or he's gonna eventually get us like you said...after using his power 4 times...LOL. There goes 3 gens.

    I know. I love the idea of this killer, pretty much having abilities of survivors, but the way it works right now is not good. He's either underpowered, or he'll become by far the most hated killer in the game. And we don't need more players stop playing survivor. Survivors already have to deal with insane frustrations like getting camped or tunneled.

    Though the double stun removal could help him a bit

  • Well that's really more of a ranking problem than a game balance problem.
    Although I agree getting camped is really frustrating, I still hope they'll nerf camping a bit in the future without punishing killers patrolling hooks because survivors are near hooks.

  • @Dr_Trauts said:

    @ad19970 said:
    Doesn't this only affect a Doctor that uses Nurses Calling? Or does it nerf a different perk with Doc as well? Don't really see how that's a big deal to be honest.

    pretty sure it does a few other perks. obvisouly the main one is NC, but other perks like thanto and coulrophobia i THINK affected it? as it was technically a healing action
    Sloppy didn't affect it

    Oh that's interesting. I was sure Thana and Coulrophobia didn't effect it cause I knew Sloppy doesn't effect it. But maybe they do. Bit of a pity then. With Doc though, I'd anyway recommend perks like Enduring plus Spirit Fury, perks that help him in chases since pallet loops are his big weakness, not tracking or slowing down the game.

  • @Blueberry said:
    Man those are some trash changes just like where they decided to leave the new killer..in the trash. Those changes are QoL at best, definitely not the buff he needed.

    I doubt he will be buffed to a point where he is as viable as top tier killers. They can't the way he is designed, sadly, otherwise survivor would hate him more than Doctor probably. Problem is, the survivor is in very little control during the chase against the Legion, Either he is Frenzy mode, where survivors can't do anything against him, or he plays like 110% M1 killer, in which survivors have a very easy time looping him. So it's essentially get hit twice while Legion is in Frenzy, wait, get hit again while Legion is in Frenzy, wait, and then get hit again while Legion is in Frenzy and go down. I feel like the devs forgot to take into account how playing against The Legion will be as survivor. Part of a killers design is always how survivors can defend themselves against the Killer, and with legion there's little survivors can do to affect the chase in anyway.

  • Doesn't this only affect a Doctor that uses Nurses Calling? Or does it nerf a different perk with Doc as well? Don't really see how that's a big deal to be honest.

  • @tt_ivi_99 said:
    Master said:

    @tt_ivi_99 said:

    Master said:

    @SanKa_Games said:
    

    @SwearDie said:

    Is there a certain direction that survivors prefer? Like is going clockwise on the t-walls faster and safer? I just see streamers/youtubers saying they need to push the survivor in a certain direction and i'm just not 100% why
    
    edit: forgot the "L" in clockwise :s
    

    And that's the little thing that can save you so much time if you're lucky enough, actually.

    Good survivours look around and think where should they go next so they usually pick a trajectory that is facing the place the want to go next.
    
    Example: you have a pallet. In front of it is a jungle gym, and behind it is a pile of trash without pallets or windows. Obviously survivour wants to go to the jungle gym after they throw the pallet. And they want to go straight to it, without having to do another loop around the wall and risking getting a hit. And they want to end up in front of the pallet. But you want them to end up behind the pallet.
    
    On this scheme you can see where should you go and where would survivour go.
    
    Same goes for every other loop in the game.
    
    
    
    Why did the survivor run into your arms on the last pic? He could have easily continued to loop on the left side until you break the pallet. When you break the pallet, he simply switches to the pallet bellow
    
    
    
    I know why he did that but Sanka just forgot to talk about the killer and survivor placement  when the pallet break happens.
    
    The survivor can not just switch to the window if the killer breaks the pallet while he is between the window and the pallet. 
    
    If the killer he breaks the pallet on the other side he just made a terrible choice cuz he's letting the survivor get away and use the window.
    
    If the killer is between the window and pallet and then break it, survivor has no chance of getting to that window without getting hit.
    

    This particular loop is pretty strong if the pallet is thrown. The killer has to just break  that pallet afap if the survivor knows what he's doing.

    Yes its important from which side you break the pallet, but if the survivor walks to the left side when the killer breaks the pallet, then he could have easily uised that long part of the wall to make it to the other loop.

    Alternatively, he could have just run back and go to another loop in that direction.

    Only a rank 20 looper would have made that decision :wink:

    There is no way there is another loop nearby since pallets now spawn at least 16-20m away from each oother.

    If the survivor goes for the long wall when pallet break happens you can just moonwalk since that long structure is one the strongests to apply that technique. You can even fake moonwalk if you know the survivor is good at mindgame.

    And even if there was a loop on that other side, It wouldnt be that much save since this structures are pretty far away from each other.

    Honestly I dont get why killers struggle that much with chases, I allways end them in less than 1 min, and I play at rank 1 killer.

    What perks do you usually use?

  • @brokedownpalace said:
    I mean if by this standard Ruin is getting nerfed then all console killers are getting massive buffs. I imagine we'll see a lot more Nurse and Huntresses soon.

    True. Curious to see how it will be on ps4 though, I definitely know that right now it's much harder to hit a great skill check on ps4 than on pc.

  • @xmenfanatic said:
    It’s fixing a graphical error. I’d be cautious of using the term nerf. Yes this will make hitting the skill check easier, but it shouldn’t skip frames and jump a quarter inch randomly.

    The spinning marker should be reliable unless they decide to make a killer perk that effects the speed on purpose. Maybe slowing it down and then speeding it up randomly.

    Yeah I get that. But what do you mean cautious? I mean indirectly you could call it a nerf because it will make that perk a bit less useful at higher ranks. I understand why it isn't technically a nerf though.

  • @Orion said:

    @ad19970 said:

    @Orion said:
    This is not a nerf.

    Read my other comments if you want to understand what I am getting at. I do understand that, it's more of a indirect nerf because it could lead to Hex: Ruin being less effective at high ranks.

    I know what you're saying, and I stand by my position. This is no different from fixing an exploit. When balancing the game, you shouldn't take into account conditions like exploits and bad framerates.

    Definitely. Like I said in my last sentence, I'm actually happy about this change. Honestly I just wanted to know if I need to stop using Hex: Ruin at high ranks because it's easier to hit them. If anything, they would have to buff Hex: Ruin in a different way, I don't want skill checks to not be improved, don't get me wrong.
    Just without Hex: Ruin I always feel like I am forced to play less fair at high ranks which would be a shame in my opinion. On the other hand they are probably just better off nerfing gen rush slightly in a different way.

  • @Orion said:
    This is not a nerf.

    Read my other comments if you want to understand what I am getting at. I do understand that, it's more of a indirect nerf because it could lead to Hex: Ruin being less effective at high ranks.

  • @PigNRun said:
    I dont think of it as a nerf. I see it more like how they actually intended Ruin to be upon release.
    The needle lagging a bit can happen sometimes, but most of the time it doesnt, so little will change.

    Yeah totally. I get that. I'm just curious if I should expect shorter games even with Ruin now that great skill checks are easier to hit and will probably be hit more often by people who are really good at hitting great skill checks. You know, Hex: Ruin is the only viable perk to counter gen rush because Thanatophobia is awful. If that perk gets less useful at higher ranks, than I need to stop using it, which would be a shame though cause it allows me to play fairer as killer.

  • @DwightsLifeMatters said:
    It's not a nerf, it's a QoL change. Finally the needle doesn't skip frames and u can actually hit the skillcheck if u have the "skills" for that instead of random occasions 

    Yeah I get that. It just indirectly could make Hex: Ruin less effective if people can now hit great skill checks more often. My point is that right it's a great perk to slow down the game, but if people good at hitting great skill checks will hit great skill checks more often, than that means games will in future be shorter again and Hex: Ruin will not counter gen rush as effectively anymore, especially since gen rush is more of thing that happens at high ranks where survivors are better at the game. So Hex: Ruin might still be really good at low ranks, but lose it's effectivity it has now at higher ranks. Which is a shame. Anything that helps against gen rush so I can play as fair as possible with killer, without puprosefully losing of course, would be welcome.

  • @alivebydeadight said:

    @ad19970 said:

    @alivebydeadight said:

    @Vietfox said:
    Running ruin is a risk because it's a hex, not because survivors can hit the great skillcheck, so it's fine.

    running ruin is a risk because its like using devour hope, gets destroyed in seconds of it being discovered

    Although Ruin at least let's you gain some momentum at the beginning. Devour Hope is just a totally wasted perk slot if it gets destroyed early enough.

    well what I mean is the perk ruin is somewhat easy to hit the great skill check if you have some add-ons in toolbox like for example, the brand new part

    Oh well that's true. Although a Brand New Part is luckily just a one time use. But yeah. Still it's overall one of the best killer perks in my opinion never the less. And I'm just curious if great skill checks can be hit normally now easier with the new graphics update

  • @alivebydeadight said:

    @Vietfox said:
    Running ruin is a risk because it's a hex, not because survivors can hit the great skillcheck, so it's fine.

    running ruin is a risk because its like using devour hope, gets destroyed in seconds of it being discovered

    Although Ruin at least let's you gain some momentum at the beginning. Devour Hope is just a totally wasted perk slot if it gets destroyed early enough.

  • @Vietfox said:
    Running ruin is a risk because it's a hex, not because survivors can hit the great skillcheck, so it's fine.

    Yeah I know that. That's what I meant with risk. That wasn't my point. I wanted to know if it was easier to hit great skill checks with the new graphics update cause that would also effect Ruin and make it a bit less effective, which would be a shame since it's a risk using it because it is a Hex Perk. Just wanted to know if anyone has experienced a difference.

  • Like totally white? As if you got blinded?

  • I think we need to see with the borrowed time buff. It might be a bit much, but I honestly was happy when I read those changes to BT. Anything that helps against tunneling and camping is very welcome.

  • This might be true if a survivor and killer were equal in power, but they are not. It's a 1 vs 4. No team can just hide from the killer the entire time, and losing a killer in chase is much, much less likely then the killer eventually downing you.
    I wouldn't really say camping is unfair though, it's a strategy that is sadly supported by the devs. But to me it's very clearly a design problem. A game in which some of the most viable strategies for one side are the most frustrating strategies to deal with for the opposing side is obviously flawed.
    There are a lot of people hoping for a gen rush nerf, but any kind of gen rush nerf, except maybe for nerfing tool boxes, is not possible without a significant nerf to camping, or people will just quit playing survivor entirely. If people really expect a gen rush nerf yet want to keep camping as effective as it is now, well I don't know what to tell you.

  • @ad19970 said:

    @EmpyreanSin said:
    Go ahead and act like the victim. Take the coward's way out by pinning the blame on everyone else. If you didn't want to be called out, then you shouldn't have been a troll to begin with. Man up and take the consequences. You reap what you sow. 

    To be fair, some people just got immediately offensive on this thread, including you. I mean I disagree with his changes as much as everybody else, but seriously why do people need to get so upset because of a post like this about changes to a video game? I mean a video game. Nothing has happened, this post did no harm. Getting so offensive over something like that seems just so ridiculous. Like just tell him normally that you think his suggestions are awful.

    Although I hadn't read his second post yet which admittedly is a bit ridiculous as well.

  • @EmpyreanSin said:
    Go ahead and act like the victim. Take the coward's way out by pinning the blame on everyone else. If you didn't want to be called out, then you shouldn't have been a troll to begin with. Man up and take the consequences. You reap what you sow. 

    To be fair, some people just got immediately offensive on this thread, including you. I mean I disagree with his changes as much as everybody else, but seriously why do people need to get so upset because of a post like this about changes to a video game? I mean a video game. Nothing has happened, this post did no harm. Getting so offensive over something like that seems just so ridiculous. Like just tell him normally that you think his suggestions are awful.

  • @douggie123 said:
    ad19970 said:

    Wait do you want all these suggestions to be applied at once or just one of them? Like just imagine all of these changes happening, that would be horrendous. There'd be no reason to not run Hex Perks at all anymore. Even just some of these suggestions alone are too much though. Survivors shouldn't get injured for cleansing a totem, punishing them for helping their team.

    Exit Gates are fine in my opinion. The only change to Hex Perks I'd like to see is maybe have Hex Perks be active within like the first three minutes of the trial whether the associated Hex Totem has been destroyed or not so they can't just be removed immediately, and then after the three minutes if the totem is destroyed, the Hex Perk loses it's effect. Just so you don't risk going into a game with only three perks since one of the Hex Totems gets cleansed right at the beginning.

    To be honest I don't really want to talk about the hexes anymore because survivor mains will whinge. I do have another idea but I aren't sharing because no one will be impressed. Everything especially to survivor mains will be op because they want easy matches. Which this basically suggests they want the killer to stand in the corner whilst they repair gens.

    Well that's not really fair. And I'm pretty sure it's not just survivor mains that are saying this is way too much. I mean sure sadly there are people who get way to upset about a post like this, but just ignore the provocation and try to evaluate the general opinion on your suggested changes.
    Sure there are some survivor mains that want to keep the survivor role as easy as possible, one has been banned mutliple times now, but most people just want a balanced game, nothing more. We've seen a lot of killer buffs lately and while the game still needs more, especially for the weaker killers, the devs need to improve the experience of survivors now too, and not just nerf them and buff killers.

  • Wait do you want all these suggestions to be applied at once or just one of them? Like just imagine all of these changes happening, that would be horrendous. There'd be no reason to not run Hex Perks at all anymore. Even just some of these suggestions alone are too much though. Survivors shouldn't get injured for cleansing a totem, punishing them for helping their team.

    Exit Gates are fine in my opinion. The only change to Hex Perks I'd like to see is maybe have Hex Perks be active within like the first three minutes of the trial whether the associated Hex Totem has been destroyed or not so they can't just be removed immediately, and then after the three minutes if the totem is destroyed, the Hex Perk loses it's effect. Just so you don't risk going into a game with only three perks since one of the Hex Totems gets cleansed right at the beginning.

  • @Eninya said:

    @Blueberry said:

    @Mister_xD said:
    lets be honest here:
    doc is pretty much the only killer who can make use out of this perk by eliminating one of his counter plays.

    like, as soon as you leave a locker once you are notified that the killer runs it by giving you the exposed status effect, so you will probaply never go in a locker ever again in this trial. if you are in a SWF group, no one will go in a locker anymore.
    this perk is too weak to even be a threat, so you will see literally no one use this perk in competetive and serious rounds.
    i can see this perk being used in troll builds though...

    This basically ^^

    It's a highly situational perk that will basically never be used or be worth a perk slot bar troll builds/maybe doctor.

    Two-fold issue: The perk is broken with the Doctor (like BBQ & Chili is with Hillbilly), or the Doctor is broken with the perk.

    And lockers are otherwise not very valuable against everyone else.

    So, either lockers must change, or/and Doctor must change in tandem.

    I really doubt this perk on the doctor will be broken. Maybe just wait until the patch releases and then we'll see. I just can't believe that people actually go into lockers that often when facing doctor that this perk would become more effective on doc than any other perk.

  • @PigNRun said:

    @ad19970 said:
    The problem I have is that I don't know how long the hook stays destroyed.

    By default, it stays destroyed for 3 minutes.

    Yeah that's not good. Should be 30 or 40 seconds, no more.

  • Their not bad in my opinion. Honestly they still look good. Just that Claudettes won't be able to disappear in bushes as much.

  • It's not out yet on PC. Only on PTB Server. The patch hasn't actually released for the actual PC game yet.
    And as far as I know the devs said that PTB on console doesn't work, as of now at least.

  • Downing survivors that are injured with frenzy would be too much. Survivors have absolutely no defense when the legion is in frenzy mode, he is comparable to Nurse that way, only he struggles with dowing survivors. But that would make him too good. If anything, if an injured survivor gets hit by frenzy, they should immediately lose like 30% of the deep wounds meter, but not more. I agree with 1 and 3, that would be enough to make him viable honestly. Maybe increase his speed to 115%, then he would be really, really good.
    There is one addon though that allows the Legion to only need three hits while in frenzy mode instead of four in order to down a survivor. If they built that add on into his base kit he would also become viable, I believe.

    What I really don't like about this killer is that it almost doesn't matter at all how a survivor does during a chase against The Legion. If he's in frenzy mode, it doesn't matter what you do because he can just ignore any defense survivors have. If he's in normal mode, well than sure survivors can fight back. But since he only has 110% movements speed he is very easily loopable, so it's pretty much just wait until The Legion gets his Frenzy back and then goes for you again while in frenzy mode, and then you can't fight back as survivor anymore since he'll hit you anyways, so you might as well just run in a straight line as survivor again.
    So honestly, buffing his lethality to much so he becomes a top tier killer, would probably make him the most hated killer, far more than even Doctor. Maybe I'm wrong though, but trying to survive against a killer in which the length of the chase pretty much does not depend on you as a survivor at all, but only depends on how the killer works is not very fun.

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