ad19970
ad19970
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@[Deleted User] said:
I find this odd.
I’m not being dismissive.
I just find it one of my favourite maps as killer in a long time.
I'm enjoying it too, both as surv and as killer. But I think Scott is spot on when it comes to the pathetic sound bugs.
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Well I can definitely understand why some people don't like Pyramind Head, or why people wouldn't like the new map. But there are enough people I feel like the map and/or the killer, like me for example. I personally think the only real problem with the new map is OoO. That perk is just insanely bad for map design, as you can tell with the new map.
However, when it comes to sound design, I can't agree more with Scott, and it is the one reasons why I constantly take big breaks from the game. The fact that the sound is this broken for more than 6 months is honestly just sad. And I'm not saying this to be rude, I just don't see any other dev team struggle even remotely as much with in game sound as BHVR does, so I can only believe that it has to do with some level of imcompetence,,and it really, really hurts.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1361661#Comment_1361661
I'm not saying those people aren't allowed to voice their opinions and concerns. But just straight bashing the Devs and outright insulting the work and effort they put into something instead of giving constructive criticisms with possible resolutions isn't the way to go about it. Especially when it's the same "Nerf Killer; Too OP" when it's only been a day is just ridiculous. This happens every time a new chapter comes out because no one knows how to adjust to the new Killer/Map yet. Once the people who come back seasonally leave and others adapt, it'll just be a drop in the bucket like DeathSlinger.
Hardly anyone has talked about the positives, especially for Clown's buff.
True, some people go way overboard.
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While I kinda agree, I do think people are allowed to voice their opinions and concerns.
I do really like the killer, and maybe he does need one or two small buffs, but I definitely agree with the argument that his tunneling potential is too good. Of course people will tunnel with any killer, but giving the people that tunnel a killer that is much better at tunneling than any other killer is a bad idea. Because now they'll have even more succes with a strategy that is just insanely unfun to go against and often doesn't require much skill at all.
I'm also definitely enjyoing the new map a lot but I do understand why some people would dislike the map, and I'm not talking about the people that dislike the map just because they played it twice and didn't do well on the map because they don't know the layout yet.
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I think he has a lot of potential since he can injure survivors whenever they are in an animation lock, so his chase potential is pretty strong. I think it's too early to really say if he needs buffs or nerfs, but I would definitely say that his tunneling potential needs to be weakened, as it's just too good at the moment.
And he might need some other small buffs, I wish the tormented status effect did something else in addition to its current effect. Something that helps him with his lacking map pressure.
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I agree, I think the only problem are the Legions addons, that could reduce the cooldown to 2 seconds, which would be extreme. But they could simply reduce the numbers on those addons or just completely change the addons to have a different effect.
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@Kobeskillz said:
https://forum.deadbydaylight.com/en/discussion/comment/1361480#Comment_1361480
I think that good skilled players can use the Doc but it's my belief that he's a beginner friendly killer.
i do think his power is very spammable. Most doc users just run around in circles using the power shocking everyone.
I'm not going to argue against that. Doctor is one of the easier killers to pick up, his skill cap mainly comes from timing your shocks perfectly. It's pretty hard to always time your shocks perfectly in order to end chases fast enough, but yes even if you are bad at killer, you'll most likely do better with Doc than with most of the other killers.
I do think it was worse before the rework though, but maybe the devs can take a look into making him a bit fairer at low ranks, and maybe make changes to make him less annoying for some people.
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@53nation said:
https://forum.deadbydaylight.com/en/discussion/comment/1361480#Comment_1361480
Not only that, but because of his unique detection ability, more varied perk loadouts are encouraged.
I use distressing + unnerving presence (not original) but still 2 perks i probably would have never used on a different killer.
Sure, though to be fair I'm not the biggest fan of encouraging more perk variety with certain killers, just because survivors never know what killer they will go against, but I do see how some people would find that to be a postive thing. I personally just want more of the weak perks buffed so we can get more perk variety that way.
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I've enjoyed the map so far, though I can't really comment on the issue of struggling with finding gens. I do think it needs some improvements, like one or two more stair cases or a few more doors. And probably a better way of finding the generators.
Still, so far I've been enjoying the map. I just like it's unique design, think it's quite balanced, and it has great atmosphere
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1361418#Comment_1361418
We see how significant that is on Plague, which is not very. There are more than enough pallets and windows to have all the gens done before they run out.
Survivors staying one shot can be heavily punished with the right killers if you play them right.
To be fair, Plauge literally only has that, and nothing else. If survivors don't use the fountains, she is just an M1 killer with no power. If survivors don't heal against other killers, well then that's more dangerous since those killers still have their power that make them stronger.
And even then, some people consider the Plague to be quite strong, at least on the balanced maps.
No doubt gen rushing and not healing can be very devastating for the killer, but it can also shift very easily and become devastating for the survivor team if the killer plays well enough.
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It's normal to dislike certain killers in this game. But don't expect the devs to change certain killers just because some people don't enjoy going against them, otherwise they'd be forced to change pretty much every killer.
The Doctor's detection ability is simply one of the aspects that make him an actual, strong killer. Doesn't mean it's a cheap trick and that people who use the ability aren't smart killers. It's just one of his powers that make him stand out from other killers.
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I really don't think Pyramid Head is op. His chase potential is really strong, but it still has counterplay, and he lacks in map pressure. His rites of judgement are a good tool to apply a bit of pressure around maps, and it can at times be good for detection, but other than that, he doesn't have a lot to apply good map pressure, making him pretty balanced in my opinion.
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The perk would still be pretty weak I believe, but I do fully agree with that buff, now that Ruin is changed.
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I feel like he has enough counterplay at the moment. No killer always has counterplay at any given time.
I think just waiting at the pallet and dropping it the second he cancels his power is pretty good counterplay, since he can't lunge out of his power. More complex tiles like Jungle Jyms are also pretty good against him I feel.
He needs deadly chase potential though to make up for his rather subpar map pressure.
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I do wish they would have gone further with the buff. But I'm happy they at least attempted to make it better.
I'm also pleasantly surprised that Deathbound got buffed, which already seemed like a decent perk. I feel like that perk could actually see some viable use, at least I am hopeful.
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Killer can be very punishing. If you don't get momentum fast enough and mess up a few times at the beginning of a match. then you might lose the match because of that. Killer in general can feel more stressful and punishing than survivors. However, once you get better and better at chases and applying good map pressure you'll get into these situations much less frequently.
So it's not really that killers are underpowered, at least not the strong ones, but killer in general is simply more punishing. A new early game phase or at least some kind of changes to the early is something the devs have seemingly planned, though I hope they keep in mind that such a change will most likely make top tier killers way too overpowered.
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I mean nobody should ever think of themselves of something like a god just because they are really good in a game anyways. That's just generally pretty laughable.
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Killers shouldn't need to tunnel in order to win games at high ranks. And as far as I can tell they don't have to. DS exists for survivors that don't want to get wrecked by killers that tunnel like crazy. Having a perk for tunneling killers that can heavily counter DS is not really a good idea.
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@NursesBootie said:
You think DS is good and balanced, we all got it. The reality is, that it's by far the most used perk in red ranks for a reason.
If it really is the most used perk in the game at red ranks, then the reason is most likely because of tunneling and camping killers, simple as that. No reason to conclude that it's the most used perk because it is overpowered.
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@Dzeikor said:
I still think its not worth it,I mean if you play with survivors that unhook you and not heal you,gonna lose the game anyway,so bad survivors,self care,you gonna lose anyway,using self care doesn't mean you will magically escape or do better lol,if anything you just gonna waste time.
You need to keep in mind that self caring doesn't actually waste any more time than being healed by another survivor. Normal healing time is 16 seconds, and the time to self care is always double that, so it's either two survivors off of gens for 16 seconds, or one survivors off of gens for 32 seconds, so generally speaking it's the exact same time not spent on generators. With sloppy Butcher it's 20 seconds and 40 seconds. In fact, if you have no team mates close to you, self caring can even save you some time because you are not wasting time running around and looking for a team mate.
The problem really lies within how some people use the perk. Even though you don't actually waste more time not doing gens, you yourself are still healing for double the time, in which the match progresses and all kinds of things can happen. So sometimes you can't heal up fully in time before you are needed else where, like when a survivors is on a hook and they need your help, and that's where people often use the perk inproperly.
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I kinda agree with this, in a sense that at this point it would be nice if both sides would get a bit more time for matches. Smaller maps and killers with more map pressure are a good thing in my opinion though, simply because they allow for more interaction bettween killer and all 4 survivors, whereas if the balancing was more focused around extending the survivors objective time and the average chase time, survivors at average would be spending more time just doing their objective without interacting with the killer, which wouldn't be the most exciting thing.
I have heard though that the devs are working on an early game phase, which could extend the time of matches and the time that killers have to deal with survivors, which i think would be fantastic, but as you said, implementing such a balance change would make the top tier killers broken if these changes really just benefited the killers without buffing at least solo survivors in some other way. So the devs really need to be careful about that.
I think if they do add an early game phase which would slow games down a bit, solo survivors would need some information buffs as well, camping would need to be nerfed, and top tier killers would also require some small nerfs.
Freddy shouldn't be able to make you fall asleep too fast, and a small nerf to his chase potential might also be needed.
Oni just needs his slugging potential gutted. He should at the very most be able to down two survivors with one use of his power, and only if he outplays the survivors heavily. Increasing the time you lose of your power when downing a survivor from 7 seconds to something like 15 seconds or even more would be a good change. They could increase the amount of Blood Orbs that survivors drop when being hooked to compensate a bit for the power loss, so he doesn't get nerfed too much when playing normally by hooking survivors instead of slugging like crazy.
Spirit's counterplay honestly just needs to be more skill based, but no idea how to do that.
However despite that I do think this game is in a pretty good spot balance wise at the moment. It still has a lot of room for improvement, but at the moment the game is pretty well balanced. I'd also argue that Demogorgon is pretty decent even now, you just need to use his portals while patroling gens and applying map pressure as much as possible, but I would say he is not viable against top tier survivors teams.
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I'd argue that Monologue would be broken, just because it would make you so much stronger in chases and break certain loops that are supposed to be balanced.
Not sure about the other two honestly.
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You're not the only one to find Doctor annoying, but that goes for many killers in this game. It's normal to have certain killers you dislike.
When it comes to balancing though, I personally think the Doctor is one of the most balanced killers in the game right now. His shock is strong but between these shocks you can indeed use pallets and vaults against him, but of course against a good Doc this will become very challenging. Just please keep in mind that killers need the ability to potentially down survivors very fast to keep up with the fast gen speed. Especially a killer like Doc who doesn't have a lot of map pressure, since he can't traverse the map particularly fast. Which is exactly his big weakness and what makes his great chase and detection potential balanced in my opinion.
However I wouldn't mind at all if BHVR took another look at Doc to try and make him less annoying for some people. I just don't think he needs any nerf, at least none significant one. He has a lot going for his base kit, but none of that is too oppressive and instead combined just makes him an actual viable killer, not an overpowered one in my opinion.
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@MadArtillery said:
https://forum.deadbydaylight.com/en/discussion/comment/1333891#Comment_1333891
Totally disagree. He gives way too much info for any map pressure. Even mediocre solos can easily organize around that and feel completely confident they are safe to do gens. Demo can't even walk without telegraphing it. I find it's not even needed to think or make reads against him, he'll just make everything a surety the whole match. It's far too easy to loop him even without los and he's unlikely to even hear you over his own stomps.
I do agree that he gives survivors too many sound queues, the devs could improve that aspect. However, being able to teleport across the map still allows him to have decent map pressure, and his shred ability is very strong in chases in my opinion.
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I think at this point some people just like to use swf as an easy excuse as to why they lost a match. Swf definitely has it's advantages over solo survivors, but I don't think it's as bad as some people make it out to be.
It's interesting that Legion and Leatherface were some of the best in your matches, since they are generally considered to be some of the weakest killers. Dr. and freddy doing well makes more sense.
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@MadArtillery said:
https://forum.deadbydaylight.com/en/discussion/comment/1333833#Comment_1333833
I think everyone likes demo because he's usually a free escape. I know I'm always happy to see demo, what's he going to do? Kill me? Not likely.
I mean it's hard to say whether he is viable or not in my opinion. But I don't really feel like he is a free escape. Though many people probably don't know how to use him optimally, so against them he might seem like a free escape. Still I think he has both fairly good map pressure and chase potential to be potentially devastating in the right hands.
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@Blueberry said:
People are pretty nice when they see a Demo as well since he's so rare.
I'd argue Demo is very much liked just because of how well designed he is. A fair trade of good map pressure and chase potential, he is probably one of the most well designed and balanced killers in the game, being a viable but fair killer against any team except maybe a 4 man depip squad.
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Yes I highly agree. The grind in this game, even after the update that made it less ridiculous, is still extreme. The fact that literally all the best killer perks are teachables is particularly problematic. You simply need to try and get the killers with good perks, whether you want to play them or not, which either takes a lot of play time, and as you said, all that play time you have to spend in matches where you are at a clear disadvantage, or you have to spend money on the killers to get their perks faster.
If the game had at least four or more really good killer perks that weren't teachables, thing would be at least somewhat better, but sadly that's not the case. NOED and maybe Whispers are the only real good killers perks that aren't teachable as far as I know.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1323454#Comment_1323454
The devs definitely have to keep numerous things in mind. If they just straight up give killers more time by implementing an early game mechanic that slows down gen progression then they will also have to do something about camping otherwise all killers will 4k if they just facecamp first hook which is obviously not tolerable when there's no counterplay. Right now there's the "just rush gens" argument which obviously can't be said when there's an early game mechanic preventing you from fixing gens.
I'm fairly sure the devs will come up with a smart solution, though and I'm curious as to what the result will look like.
Yes exactly. I think in addition to doing something against camping, a few buffs to solo survivors to shorten the gap between solo and swf survivors would also be necessary if killers get more time in the beginning of a match. A nerf to camping would only be a nerf to a certain killer strategy, whereas something like a new objective for the early game is a complete survivor nerf, and since stronger killers can already do really well even without camping and tunneling, survivors will need some more than just a nerf to camping.
At least that's what I believe. We'll just have to wait and see, a nerf to camping alone would already be so fantastic.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1320637#Comment_1320637
They mentioned it briefly. Quote (Fibijean):
"Similarly to last year’s introduction of the End Game Collapse, they will be releasing a new feature along the same lines which will affect the start of the match instead. This is a topic that has been discussed widely within the community, and which the developers themselves also feel strongly about – the beginning of the match can be quite busy and stressful for both roles, so they will be looking into “cleaning up” the start-of-match experience and making it as fun as possible for all parties involved."
Hmm ok. Thanks for the info.
Theoretically changing the early game to have killer be less stressful sounds fantastic. However, a change like this will also need a change that at least benefits solo survivors. If this would be just another buff for killers to gain more time, than top tier killers would become too strong.
So I'm hopeful solo survivors get some nice changes as well in the same patch in which an early game change would release.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1319600#Comment_1319600
I mean it really depends what exactly that early game change is going to be.
If the devs just make it so all gens are blocked for a minute (for instance) it will not have much of an impact (unless you're a Hag or Trapper main who can use that minute to prepare the map) because survivors will just wait it out (especially teams with communication).
If the survivors have to find randomly placed tools that allow them to repair a gen however (for example) games will look a lot different. Most survivors would probably play more immersed at the start of the match and killers would be a lot more scary early game as every chase before collecting the tools would be a major disadvantage for the survivors.
I'm really excited for all the upcoming changes. I wonder what matches will look like in the future.
Wait, have the devs talked about a change to the early game or what? In their latest stream?
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@Pheonwings said:
https://forum.deadbydaylight.com/en/discussion/comment/1295970#Comment_1295970
I bounce rank 1-3 as a survivor. I have died to many killers obviously and won many games the only killer I have literally 0 fun against is the doctor. How is it fair that he can hit someone 2 feet away and someone at the very very end of his static blast and they'll both be affected by exactly the same thing? How his madness never fully goes away you get it once and that's it for the rest of the game. Or he can spam static shock with no problems whatsoever so even if they somehow manage to get away if you weren't paying attention you have maxed out madness so if they miss the clockwise or counterclockwise spin for the skill check theyll scream but if they get past that they may mess up the generator because of madness or fake docs will pop up so he knows where you are. No matter what way you swing it he really is op he needs a bit of a rework, a small nerf sure keep him annoying with taunting doctor players blah blah but fix him make it so I don't dread playing a 15 minute game with the worst killer I have more fun against unfair Freddy than I do the doctor. And yes I use calm spirit, but that's not that much help anyways.
I really don't think his skill checks are in any way a problem, skilled players can still hit them easily. Static Blast is also fine the way it is in my opinion, I don't see any reason why it should affect survivors differently based on their distance to Doc.
I think Doc has strong chase potential with a good detection power, but his map pressure is lacking a bit, i would say he is very balanced the way he is now. I understand that you don't enjoy going against him, but no one can really like every killer. There are always people that dislike certain killers.
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@Pheonwings said:
https://forum.deadbydaylight.com/en/discussion/comment/1279351#Comment_1279351
I won't screenshot my account to prove anything to you I think it's rude that you decided to devolve the conversation on insulting my rank. This is why new players wont join.
1. I have played the doctor and so has my partner we both play survivor together as well he agrees the doctor is far more powerful he feels bad using him but he uses him to farm bloodpoints to level up all of his other killers, he feels bad but it's the fastest way to do it.
2. I have had one game where his range didn't reach me all game because 3 people were bunched on one side of the map which was my saving grace, yet ever other map like Gideon meat he can hit you even if you're a floor above or below which is completely unfair, the plague couldn't puke on floors above her so why should he be able to?
3. He isn't punished for missing though it is really hard to lose when chasing a survivor if you really want to see what slow is play as the nurse.
4. The doctor absolutely dominates in indoor maps than any other killer, Hawkins, Leroy's, and Gideon I really don't think you understand his range as much as you say.
Play against the killer who's using the doctor as a high rank survivor instead of just killer and you will understand. When I first started yes I whined I was new and thought stupid things as a killer. As I played more and am close to being able to prestige my main survivor a 3rd time with calm spirit to avoid screaming and iron will etc I still find myself struggling when the doctor has madness 3 since it will never go down past 1, if anything I'm asking to atleast lower it after to 0 if you're far enough away or even better yet fix it so he CAN'T cover 2 entire floors with it seeing as he's the only killer that can.
I don't think he disagrees because he doesn't go against Docs at high ranks. I've played against the new Doc at red ranks often enough and I think he is perfectly fine. Not too strong and not too weak.
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@magicmaster2020 said:
Pennywise is an entity that was created as soon as the universe was created, and his main enemy is literally a giant space turtle that created the universe. He would have no reason to work for entity because it creates no real chaos or fear for him to feed off of. Plus the fact that he is like 100x stronger than the entity.
Would you really say he is 100x more powerful than the entity though? He can be beaten just with courage as it seems.
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@Dwinchester said:
Tru3, because he has to deal with the very best survivors on a consistent basis. Umbra and monto stomp, but any decent killer would stomp the survivors they get.
The few times I've seen monto get the really strong teams, he's depipped.
Why would tru3 get such good survivors at a consistent levels, but people like umbra or monto not? Stream snipers aside maybe.
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I totally agree that he has counterplay. Claiming he doesn't have counterplay is simply false. And you explained his counterplay perfectly.
But I'd say he has the same problem that Spirit has, and that's a complete lack of visual feedback. Which people often misjudge as having no counterplay at all.
Deathslinger's projectile has the same travel speed as a fully charged huntress hatchet. If you can predict where a huntress will throw her hatchet, you can dodge it. And since Deathslinger's harpoon has the same travel speed as huntress hatchets, you can do the same with him. That's the essence of mindgames in this game. Both sides try to predict the move of the enemy. Maybe the Deathslinger will predict a dodge by a survivor, and aim to where the survivor might dodge, but the survivor can also predict that and not dodge.
The difference between Huntress and Deathslinger is visual feedback. Huntress has to first wind up her hatchets, and that even makes a sound notification for survivors. They know when they need to try and predict your shot. It's the indication of when you have to engage in the power specific counterplay of huntress. And that's what Deathslinger lacks. He can shoot at any time, which means you are in danger any time he has line of sight of you, as you mentioned. Having to try to predict when and where he will be shooting at any time during which he has line of sight of you feels more like a guessing game than trying to predict his move. It's prediction without reaction. And whenever you don't have line of sight of Deathslinger, you also can't see him, which also means that you don't know when he'll pop out of some corner and immediately shoot you.
Theoretically, Deathslinger and Huntress have similar counterplay. In both cases you have to try and predict where and when they'll throw/shoot their projectile. The difference is that with Huntress, you know when you need to engage in this kind of counterplay, whereas against Deathslinger, you don't. Deathslinger's counterplay is prediction without any visual feedback to react to, which feels mainly like a guessing game, and nothing more. It's the same problem people have with Spirit, and what some people mistakingly claim as having no counterplay at all.
He definitely has counterplay, but personally I'm not so convinced that his design is actual good design. I haven't had too many problems going against him myself yet, but I can understand why some people have problems with him, and I do hope that future killers are designed to have more engaging counterplay for survivors.
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@bigbucks76 said:
https://forum.deadbydaylight.com/en/discussion/comment/1294998#Comment_1294998
He only got to hit them once to start getting blood orbs, and if you forgot blood rage is not fun to deal with. Plus even if you say that it's just blood orbs he cant track him you can see the blood orbs they highlight it.
Oni is just an M1 killer with no power except for a small tracking ablity, when he is outside of his power. He has to waste time getting his power, that's what makes him balanced.
Also, he still has counterplay while his power is active, loops still work against him, just less than any other killer, which needs to be the case since he also has to spend time with almost no power at all. I actually enjoy going against him because things get scary whenever he activates his power.
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I actually enjoy Hawkins as you can chain some pallets with each other, which creates new mindgames and therefore makes looping more challenging and interesting. However, it does depend on which doors are open and which aren't, and the map definitely has too many pallets that are completely useless for survivors.
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Please let this be a joke. People don‘t complain about tunneling and camping because they are bad, they complain about it because it‘s insanely unfun to go against. How can one not understand that?
And how did it ruin anything when there have been no changes made to Camping yet?
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@MadArtillery said:
Like you actually READ Stakeout right? You know, before making a post about it? You may want to go do that.
Overall it got buffed, people can't even say it's a crutch perk anymore because as long as you have atleast one token it buffs great skill checks. Now it actively benefits great skill checks on top of covering for hitting goods.
Boy I really hope nobody ever called Stake Out a crutch perk.
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Applying map pressure is not a myth, people can actually do it.
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Damn these accusation towards the devs of some people on these forums are getting so ridiculous. As if the devs had some plot to completely destoy the playerbase of one of the game's side.
People need to stop, just because a game gets changes you don't like doesn't mean the devs only care for one side of the game. And I highly, highly doubt the mods are specificly only going against people that are in favor of survivors. These forums have both killer mains and survivors mains that don't know how to behave. Granted, the forums do have more killer mains, probably because killer was more frustrating to play as for a long time and people that visit the forums tend to be people that have complaints with the game.
I do agree that this game isn't survivor sided anymore, especially not after this update. However, if one only considers the intended changes of the last update, I think the update is great, making the more unbalanced maps more balanced. Deadzones are a huge problem though. I haven't played the new update myself yet though so I can't say how much deadzones are a problem to me personally.
I just don't see how killer has become too easy though, when ignoring the deadzones of course. Killer is not easy if you go against a good team. The reason why survivors have received many more nerfs since launch was because survivors were so much better than killers in the early years of the game.
In general though, I think the game is in a very good spot balance wise, at least once the problem with deadzones is fixed. I feel like Matchmaking is the biggest issue the game has at the moment.
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@Shocktober said:
https://us.v-cdn.net/6030815/uploads/990/PMPKKG3EQWC5.png
https://us.v-cdn.net/6030815/uploads/901/OIN9CEQ5LBCK.png
Whole maps are deadzones now. They say they didn't reduce the number of pallets but I honestly don't believe that from what I have seen so far.
Terrible rng. I have seen that map with no pallets in the middle before though, but if I had to guess they somehow screwed the rng up and made some unintended changes that have made the rng worse.
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@TheReyGamez_ZX said:
https://forum.deadbydaylight.com/en/discussion/comment/1230026#Comment_1230026
Regarding No pain, No gain, I purposefully said that co-op actions disable the perk. With One-way, its like Adrenaline. It can clutch, but there's no guarantee it will activate.
Oh yeah I was thinking of altruistic actions, sorry. I still think it would just handicap your team because you would be repairing generators slower. Nobody wants someone who repair gens slower on their team when they want to win. So I'm rather against that.
Not to mention that barely anyone would want to use that perk, just like barely anyone uses No Mither.
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This post is so weird. Bloodlodge didn't even get touched, and that map could actually need a reduction in pallets, because it spawns so many most of the time.
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I don't think No pain, No gain is a good idea. When using that perk, every other survivor will just hate your guts for handicapping the team because you are making gens take longer.
Also, One-Way sounds pretty useless. It doesn't do anything outside of the endgame, and I'd rather have the hatch open than exit gates get completed by 50% once all 5 generators are repaired.
Hex: Synthesis sounds fine, though I think the devs favor stalling perks that don't just give flat action speed debuffs to survivors.
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I'm hopeful that they will buff Thanataphobia once they follow up with their plans of reducing the synergy of slow down perks. I'm gonna guess they'll remove the stacking of perks like Thana, Dying Light and Sloppy Butcher. Once that is done, I think a small buff to Thana would be good. Tier 3 should be 6% though, 8% is too much.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1226747#Comment_1226747
but in reality no one ever going to do that
People disconnect to give their friends hatch. This will most certainly be abused by some people.
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That's a bug most likely, maybe post that video in the bug forum section, then the devs will hopefully see it. That should not be possible.