akbays35
akbays35
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@SyN said:
https://forum.deadbydaylight.com/en/discussion/comment/396517#Comment_396517
and Nurse isn't the same way? I feel like I'm not gonna win anytime against a Nurse and I don't see people auto-dc-ing against her. anyone dc-ing from any game just because of the killer choice is just ruining the game even further
There are places that you can abuse nurses blink and out predict her. Against a decent legion you are 100% going to lose in a chase.
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I started playing killer last night on xbox and my lobbies were quicker as killer than survivor, this is the first time ever seeing this in playing this game for over a year on pc and xbox.
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@Carpemortum said:
Havent had a wait over 3 minutes in the last week.
You guys are having some weirdly long times.
I am on xbox so maybe there's another issue. I didn't have to wait so long before the patch and now I have to wait 5 minutes on average for just a lobby.
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Pharmacy is way stronger than self care it's just that people don't realize it. Self care takes like 16 seconds to heal up and it can't be used on team mates, the green medkit can heal you up in less than 6 seconds and can heal team mates faster.
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@Bongbingbing said:
Oh Come on, Why is everyone going crazy because of DS finally becoming balanced. Don't pretend it wasn't stupidly broken for over 2 years. It's still going to be a very strong perk.There's Things on both sides that could use a nerf Instaheals, syringes, Keys, Hatch, Gen times, Moris, Certain Killer's add ons.... and let's not even get into SWF
I do agree> @Master said:
@akbays35 said:
@Master said:
Genrush
SWF
instaheal
BT
safe zones (also called loops)
hatchJust to name a few
well they already nerfed coop gen time by 10/20% perspectively and gen spawns are pretty wonkey right now and it's easier to 3 gen for killer, SWF can't be balanced objectively on the game by nerfs or buffs, Franklins can counter instaheal but no one grabs that for medkits, Borrowed Time already got nerfed and is only used by swf or really altruistic players, they nerfed overall pallet spawns twice and they have been fixing tile spawns, hatch has to exist to give some sort of forced endgame.
Genrushing is executed by spreading apart and NOT doing gens togehter. Spawns are wonky? not sure what you mean with that
I never understood how 3-gen is supposde to work. There are 4 survivors, 3 gens and only one killer. How can you possibly stop them from doing a gen? All you can do is prolong the game and farm some BP, you will get nothign done since you cant commit to a chase.
SWF cant be balanced? How that? Simply introduce ingame voice comms and balance the game around that, easy balancing
Insta heal can be picked up again, even during the same chase by a SWF member and injected into the downed guy by your friend
BT got buffed, not nerfed, the timer doesnt even tick anymore during a chase
There are still super safe loops on the maps, are you denying that?
Forced endgame? So how about he hatch standoff or the killer having literally no tools to counter the hatch or survivors holding the game hsotage by crouching somewhere on the map? Yeah perfect design
Some gen spawns are so close that you can effectively patrol an entire portion of the map and pressure survivors I have seen this frequently on both ends. They shouldn't balance the game around voicecoms. Objectively they could limit swf to just duos with two other solo survivors, that would make full cooperation more difficult. I honestly encounter more facecamping killers than swf and most of my killer games are pretty boring with quick 3-4ks or they genrush and just leave and no one pips. The BT nerf was from it's original perk but it's supposed to be an anti tunneling perk I really don't even see BT that often I only have an issue with bt being used for endgame, but adrenaline is even worse. Building loops are rather strong but most loops are fairly easy to mindgame or just break a pallet and go to another tile in chase, sometimes there's an infinite or just a bad tile spawn of multiple jungle gyms or pallets really close to each other, but that's just rng and it's pretty rare it's just easier to give up a chase in some instances and go for someone on the objective. Honestly I'd rather the survivors have a hatch than to hold the game hostage only time I need a 4k is just for achievements since pipping and ranking up doesn't mean anything in this game, I've had so many long games from 1 claudette hiding when there's 4 gens left.
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@Master said:
Genrush
SWF
instaheal
BT
safe zones (also called loops)
hatchJust to name a few
well they already nerfed coop gen time by 10/20% perspectively and gen spawns are pretty wonkey right now and it's easier to 3 gen for killer, SWF can't be balanced objectively on the game by nerfs or buffs, Franklins can counter instaheal but no one grabs that for medkits, Borrowed Time already got nerfed and is only used by swf or really altruistic players, they nerfed overall pallet spawns twice and they have been fixing tile spawns, hatch has to exist to give some sort of forced endgame.
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@Eletrikk said:
Wich one is better in terms of perks? Are they good atm?gonna go with Hag on this one, but Hex Ruin is very inconsistent with how good the survivors are and where they spawn. Pop is strong with certain killers with mobility and how you position your hooking and going to a gen to kick.
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It's the most reliable exhaustion perk, it has no requirement at all and it can have tons of utility for reaching objectives fast or positioning. Dead hard can be a nuisance for missing a hit, but good survivors can keep the exhaustion at 99 and use it to sprint to another tile set or a better loop in a chase.
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@The_Crusader said:
ShrimpTwiggs said:Killers: If the killer camps, rush gens.
Survivors: rush gens
NOED pops
Killers: Do totems.
On a side note, I can't stand the argument that NOED counters gen rush. Please stop defending the devs' habit of fixing game play problems with perks.
Lol when you conplain about campers and the killer mains on here tell you to rush gens, then when you complain about NOED they tell you it's your own fault for rushing gens.
They want to camp their cake and eat it too. How dare those survivors not wait for me to camp this guy out of the game!
Every time that I've run into Noed and died was from this, a killer camps one guy, we do the gens, then he slugs me or someone next to the exit gates and continues to camp. But to clarify, I don't think the perk is at fault it's the player abusing a toxic play style and not being countered for it. Then again, every game I'm in there's atleast a minimum of 2 d strikers.
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@GT_Legend2 said:
Because holy ######### is that game ######### every time, I understand why people tend to dc, but I never dc.I actually have fun playing against Legion, I just don't like how small their terror radius is with moniter and abuse. I usually like juking them and the chases last a long time. Main tricks are to break line of sight when they hit twice and come out of frenzy, then hide behind something, loop around pallets as long as possible, juke their m1 lunge when injured and do 270 or 360 then go for a pallet or vault.
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@PubStar87 said:
85% of matches you dieWhy bother bringing in items?
you might die less if you bring in a toolbox to get gens done quicker or a medkit so you don't have to rely on self care and open up your perks better. Not only that, a key is frankly overpowered and can save 2-3 survivors and bypass the killers end game build.
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@HatCreature said:
Normal Killers already have bad Surivors making unsafe saves without Borrowed Time and when the unhooker goes down it's fair because they were an idiot. Normal Killers will have an even hader time when SWF use this and BT so he can't even get a fair trade for the hook. BT is fine it protects the person on the hook, you're sacrifing yourself for them, if you have a perk that gives you BT as well then it creates a whole mess of unfair unecessary situations for the other player.You're in the Killer's TR, get hit, you hook a Survivor and then get hit but you have DW now and just run off, just like the person who got saved because you also have BT, Exit is right there too and you both get away with the Killer being robbed. I know that's an ideal sitution as a Survivor, of course, I feel great writing it, but on the Killer side is BS.
I just think there needs to be some counter to face camping and tunneling I run into it way too much and I just get bored doing gens and watching one guy die on his first hook or being hooked and knowing that no one is gonna try to save. It's one of the reasons gen rushing is an issue, killers in many games are not leaving a hooked survivor to go pressure other survivors.
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I've found him to be the strongest farming killer, he reliably gets more points than doc. He has the most variation of any of the killers with interesting builds that require strategy. He's just below Spirit/Billy/Nurse but he requires way less practice to master and be effective.
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Seal of the Entity:
The Entity's power is revealed on the map, certain areas now contain areas of tainted ground near a hook location. Survivors can cleanse the taint by certain interactions (sabotage, working on generators, cleansing totems, unhooking/healing survivors and altruistic actions, engaging in chase actions with the killer) that give different rune shards. Killers can completely taint the ground and achieve different runes by doing certain interactions (chasing, breaking pallets and kicking generators, hooking survivors, using their power, mori's) on the tainted ground. The runes work as key components that unlock a special bloodweb The Seal of the Entity that requires different runes to progress. The Seal of the Entity will provide unique bonuses of Iridescent Shards, Bloodpoints, Unlockable Perks, and special currency for event cosmetics. There will be 2 new additional offerings, one that increases the chances of multiple tainted grounds, and one that increases bloodpoint gains on tainted ground.
I think this would be a good idea since killers and survivors won't have to change how they play or doing a side objective it just matters on what part of the map they are doing it at and the rewards could be chosen with a progression system that we're familiar with instead of just a linear currency gain.
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He's one of my favorite killers and probably one of the least add on reliant killers. I think one issue with him is that his add-ons don't bring that op factor especially his iridescent, if it was changed to just injure survivors on hit rather than make them exposed it would be better. I think if they fixed the bottle physics and some of his visual glitches he would be way stronger.
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My favorite moment was getting saved in the basement by a camping wraith, getting slugged and borrowed time activating and one other survivor body blocking the wraith so I could run to the exit and I always play as a solo survivor.
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Jeepers Creepers monster, Pumpkinhead, Pinhead, Ash or Mia Deadite from Evil Dead, Jack Torrance from the Shining, Look-See from Crypt TV, Jeff the Killer(I would settle for a Legion skin of this) or Slenderman (I would settle for a Wraith or Spirit Skin) from Creepypasta, Ghostface (I would settle for a Shape skin).
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@RoKrueger said:
akbays35 said:@Orion said:
Last I heard, survivors are the ones having long queue times.
oh yeah cause of the event a.k.a. getting a meng skin, I just mean in general. When you're conditioned to watching a survivor being motionless on a screen for a generally long time, you develop a psychological need to keep watching that.
Is that a joke? If so, you must work on it
I genuinely believe so, when people are used to seeing something they continually want to see that over and over again.
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@Orion said:
Last I heard, survivors are the ones having long queue times.oh yeah cause of the event a.k.a. getting a meng skin, I just mean in general. When you're conditioned to watching a survivor being motionless on a screen for a generally long time, you develop a psychological need to keep watching that.
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when you hook a survivor and find a lantern

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I only use moris for achievements and dailys. I find facecamping and tunneling boring and easy so I don't do it. If I run into the same survivor I just hooked I slug him down and give another survivor a chance to pick them up and go through gen patrolling. When you do this you actually see how bad most survivors are and how often much of the game objectives are done by 2 people.
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@Rogis_Right_Hand said:
And if you can, any good perks or full on perk builds?As a killer he's stronger than Trapper but weaker than Spirit, his mori is really creepy and i do enjoy his hearty laugh when he hits a survivor. Perk wise Bamboozle is pretty strong in some circumstances, pop is really strong on high mobility killers like Spirit, Wraith, and Legion. Coulrophobia is decent on a Sloppy Butcher Distressing Doc/ Freddy build.
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@mistar_z said:
Seems the speed boost plus healing of Adrenaline sounds very good.The 'problem' with adrenaline is that if you aren't injured or not near an exit gate or chase, it gives you exhaustion. Hope doesn't have any potential drawback.
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@TangledNoodles said:
I remember the devs saying that it could be built in instead of being a perk at some point. It would be nice because having a full lobby with solo people is a mess, and I'm pretty sure no one likes to get to second stage or end up dying on the first hook because people don't know if someone is going for the save or not.The main reason they were gonna implement it, particularly tier 3 was to punish camping, they went for emblem changes, but I would honestly just prefer this since it punishes killers for camping which is really just an unfun playstyle for both killer and survivor because it restricts interactions both between survivors and the killer. Honestly if people still want to camp just make them play Hag, Nurse, Billy, Freddy, Wraith, or Spirit and require them to use their power boost to get back to the hook. I'd be ok with it honestly, but maybe balance the effect to 30s so survivors can't just get free team aura.
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@Master said:
@akbays35 said:
@Delfador said:
The reason why different playstyles are not preferred is not because they are totally crap but the genrush meta is by far the best option.You can try to save someone spending 5 minutes saboing the hooks or you can finish the gens as soon as possible and give him his adrenaline. I think that the preferable choice is obvious here.
I think that with the recent buffs to sabo and the new hook distribution system, they plan to bring the sabo meta back but they will not succeed. The best option for survivors is to finish the gens as quickly as possible, even more important than the healing.
As long as they don't do anything about the genrush, there will be no different playstyles.
yeah but if they buff sabotage in a meaningful way where the team can utilize it outside of swf that would make it functional as well. > @Master said:
@akbays35 said:
I think the problem with this perk is that it requires team knowledge and teamplay to be effective or just godlike prediction of where the killer is heading. My suggestion is to have sabotaged hooks have their aura revealed for survivors so they can run towards there as a safety and utilize what their teammate is doing.What would be a compensation buff on the killers side?
having survivors do something outside of gen rushing? Killers still get a notification when survivors are sabotaging maybe a 2 second aura or something.
Offering an alternative to genrushing is not a buff, either it doesnt change the situation at all or it is a survivor buff, depending on the alternative.
look man, I'm trying to find a way to make sabo appealing for solo survivors and the best idea I came up with is communicative action. As a killer main would you actually have a problem with maybe one more guy in 20 games saboing hooks as opposed to the 90% of gen rushing adrenaline, dead hard, ds users? The only time I ever use sabo is just to do a daily and I don't even need the perk to get that done.
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I like the point grind, I like playing meme builds, I generally have fun as killer but I find it unsatisfying since good survivors will gen rush and leave the game in less than 5 mins and bad survivors will die on being hooked once.
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@Claudette_Baguette said:
Every single game I played today was a 3v1 or had someone rage DC or whatever. It is super annoying.3v1 games should never happen and people who rage DC should have a huge penalty. It's annoying to waste addons and offerings and time with this unfun and toxic #########.
some of this is due to patch problems. I dc a ton on consoles just because they haven't actually fixed 2.4 patch still.
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@Delfador said:
The reason why different playstyles are not preferred is not because they are totally crap but the genrush meta is by far the best option.You can try to save someone spending 5 minutes saboing the hooks or you can finish the gens as soon as possible and give him his adrenaline. I think that the preferable choice is obvious here.
I think that with the recent buffs to sabo and the new hook distribution system, they plan to bring the sabo meta back but they will not succeed. The best option for survivors is to finish the gens as quickly as possible, even more important than the healing.
As long as they don't do anything about the genrush, there will be no different playstyles.
yeah but if they buff sabotage in a meaningful way where the team can utilize it outside of swf that would make it functional as well. > @Master said:
@akbays35 said:
I think the problem with this perk is that it requires team knowledge and teamplay to be effective or just godlike prediction of where the killer is heading. My suggestion is to have sabotaged hooks have their aura revealed for survivors so they can run towards there as a safety and utilize what their teammate is doing.What would be a compensation buff on the killers side?
having survivors do something outside of gen rushing? Killers still get a notification when survivors are sabotaging maybe a 2 second aura or something.
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@Paddy4583 said:
akbays35 said:I think the problem with this perk is that it requires team knowledge and teamplay to be effective or just godlike prediction of where the killer is heading. My suggestion is to have sabotaged hooks have their aura revealed for survivors so they can run towards there as a safety and utilize what their teammate is doing.
You can do pretty well as solo player, if you Sabo near loops and gen clusters your likely to pull it off. I don’t think allowing survivors to see the hooks for safe downs is fair at all
An swf would already abuse this info, it would > @antgnstea said:
Agree with @Paddy4583
Also with the new Breakdown perk hooks are pretty hard to find. The only advantage we have while carrying a survivor is being able see our next hook. Let’s keep it that way.Problem is that the devs have been trying to find another map objective for survivors. The really broke any functionality with sabotage with the extra hook spawns then they continue to tweak this weird system they had to fix in the first place. They pretty much have an unused mechanic in their game that serves no real purpose in the game beyond a toxic tactic that swf can utilize. But as a solo survivor sabotage is literally a hinderance to the team since most survivors don't know or care if someone is saboing and it just creates a dead end time sink. And maybe just a temporary aura or a visual notification would work too, but something needs to be done to communicate this activity to other survivors.
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@MegaWaffle said:
Every single patch released introduces a slew of new bugs. Its clear they either:
A: Don't have enough staff testing the patch prior to release.
B: Have inadequate staff (I doubt the staff is inadequate and believe its more a time/resource constraint).
C: Do not test everything and only focus on bug testing from the last patch list.
Enjoy our suffering and secretly feed the toxic sludge that is DBD.Like EA has created a mistrust of their business model and Bethesda has created a mistrust in their capability to deliver good games (recently), BHVR has created a mistrust in their patch releases.
D, final answer.
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@Vietfox said:
"Why does Trapper step into his traps?"
Because has legs i guess.Trapper is 7 feet tall, he should easily walk over a bear trap.
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@brokedownpalace said:
If you place it so survivors can get by and you can't walk around that's your own fault. It's really not difficult.I usually don't have issues with it myself. I think it's just bad design, why does trapper need that much counterplay just as a joke or a meme?
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@ModernFable said:
Because people find it funny.Or at least I’ve yet to hear a legitimate reason as to why.
That is another issue, why do the devs put comedic shenanigans into their horror game.
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@Sinner said:
I had a rank 1 game vs a nurse that I ran across swamp map for 3 gens (not in the big boat). Eventually she caught me and put me in the basement and camped me til I died.
My build was No Mither, Resilience, Prove Thyself and Sprint Burst.
I didn't t-bag or had any bm.
When you have to camp the No Mither guy to punish him cause you're too bad at blinking, of course I will remove Sprint Burst and slot DS.
Sorry, just venting, some of these players are just unbelievable.I too have seen more camping lately, pretty much the only reason why I get DS and Adrenaline.
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This really makes me question bhvr now.
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@Gardenia said:
lasombra1979 said:Legion needs balance. Use gen pressure, avoid being sucked into death loops, and know when to quit a chase.
Other option is to run a 3 gen game. Gives you map control and forces all survivors into a smaller area.
The thing about this, is that it's not enjoyable. You can employ all of these solutions, but the end result is that it's not enjoyable
I'm sorry it's not fun for killers or Survivors in my opinion. It's unnecessarily stressful for no reason. And even when you win, you can barely feel a sense of accomplishment only relief that you manage to make it through the game as killer. Idk, something in the games formula needs to change...The joy of being a killer is that you can at least make 20k not even getting a kill and don't have to worry about being camped and playing hook simulator. Sure it's not fun being gen rushed but in reality how many games do killers get gen rushed as opposed to survivors getting camped/tunneled? Granted the devs have kind of pigeonholed this playstyle by nerfing every other survivor mechanic in the game and giving killers free hits through pallets and vaulting animations so a form of objective power creep has occurred. Odds are if survivors are just gen rushing and leaving, they are not pipping either since they didn't get enough points or emblems to accomplish it.
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@The_Manlet said:
Decisive Strike is the most brokenly overpowered perk in the game by a wide margin. Losing even one hook at the end of a long chase can cost the killer the whole game and the survivors can do it four times in a single match at no cost.
Also, there's nothing situational about Adrenaline. Unlike NOED, where you would prefer to kill the survivors before they even finish the generators, for a survivor repairing the generators is the primary objective so Adrenaline should always be kicking in.
But the real issue with Decisive Strike isn't even that it's overpowered, though it is. The real issue is that it's a slap in the face to the killer. They won the chase fair and square but the survivor gets away for free. It's bad game design. It punishes the killer for doing their job. Where is the killer perk that lets them kick a fully repaired generator to shut it off completely?Pop goes the weasel...
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@CookieBaws said:
Just played a few trials and in summary:
- Amount of tokens is pathetic. If killer uses aura reading addons or/and plays Freddy, he can delete perk in a few minutes.
What i want:
- Make Tokens given scale with level 4/4/5.
- Cloak time increase to 10/12/14 secons.I think a better solution would be to give it the same requirement as Stake Out, where you can refill tokens by hiding in killer radius and start off with 0.
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It wouldn't be balanced with swf because you would always be forced on the maps the survivors want. Sad to say, but the system in place is the most balanced where people have to burn offerings and hope for a 50/50 between. Plus it would drag lobby time way more longer.
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I think there should just be a flat 40s cooldown on hooking a survivor, that way even if a survivor gets tunneled the killer can't hook him and has to leave him on the ground, if he decides to just wait and hook him that's another time to get a gen done and punish the killer.
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@WaffleFalafel said:
PigNRun said:I think he means making skill check bonuses (aka how much you progress through a bar when you succeed a skillcheck) worse the more you heal with SC. Like, by default, it gives 5% progress, then 3%, then 1%, and so on.
Ah, I see. With that kind of perk in mind, I think it would be a nice alternative to Self Care. The numbers I would change though, like giving a 5% decrease for every skillcheck. Starting point could be 0/5/10% max though with that. Just about 1 free heal and an actual thought process around getting hit next time.
yeah thats what I mean, the more skill checks, it starts going into the negative progression so it would be useless after 2 or so heals.
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She is, I have never been killed by one at all and she averages less kills than freddy and wraith in my games.
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I wouldn't mind them reworking her to have a lower skillcap and be functional for console. Console nurses are like Pig or Doc tier.
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@Pizzaman said:
@Dwight_Confusion said:
I wouldn't mind 4 or 5 limitation to it honestly.I mean how many times to you heal more than 4 or 5 times anyways? Not often.
If you assume that it's ok to impose an artifical limit of 4 or 5 because (according to you) nobody heals more often than 4 or 5 times, then I could ask you as well: Why do we need a limit that nobody is going to reach anyway? Doesn't make much sense. If you're creating a limitation, it needs to be set to a lower value to have an impact on the game and to make sense.
Also, don't forget the implications of turning the knobs of Self-Care. If survivors can not heal (or do not consider it viable anymore), they will prioritize repairing generators. Which will lead to the good old "GEN RUSH" meme.
That's kind of what's happened here, survivors aren't healing they are just doing gens. It's mostly due to tunneling btw. There's no point in healing if you can never get away or get an opportunity. I just think putting a limit on a power is the only way they can reasonably buff it and would put it in line more with Pharmacy and Adrenaline as the other healing perks.
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@ad19970 said:
Well the sprint burst would be way too much. I feel like that perk would be absolutely broken.As opposed to the other exhaustion perks that don't require a trigger from the killer and being in a specific map location doing a specific action with good timing and possibly having both those things taken from another survivor throwing pallets?
And as someone who plays killer half the time I think it would be a tad strong (still weaker than balanced landing and sprint burst), but what would be worse is having a perk that gives invincible frames on pallet throws, then having dead hard available.
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@White_Owl said:
@akbays35 said:
Throwing pallets help you avoid damage (.25s invulnerability during pallet throw animation). When stunning the killer with a pallet, break into a sprint at 150 % your normal running speed for a maximum of 3 seconds.
Causes Exhaustion for 60/50/40 seconds.Nah... first a stun already buys a lot of time to survivors, a sprint after that would be adding insult to injury. Second, if you drop a pallet and get hit it's because you [BAD WORD] up the timing, you shouldn't be rewarded for that.
it's not just about timing, there are issues with latency and lag this was the main issue why dead hard was considered a bad perk for a long time. main reason I proposed this was something with an invulnerability so killers can't just get a free hit through pallet swings. Plus pallets are a limited resource it wouldn't even be guaranteed and it would be a counter to spirit fury.
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@Bbbrian2013 said:
@SadonicShadow said:
@Bbbrian2013 said:
@ScottJund said:
No, almost nobody likes the proposed changes.How would you make him strong then? He shouldn't need mix tape to be viable. Every killer should be useable man...
I dont think many people would argue against that. He should for sure be made viable and useable without addons as all killers should be. The problem with Legion is his power at its very core is the worst of both worlds. He is extremely unfair and has almost zero counterplay as survivor yet as killer he is trash tier and worse than freddy at securing kills. I agree when people say he needs to be reworked. He needs to be both fair and strong and right now he is neither. I dont have a solution but we cant simply buff and nerf our way out of this. He needs a fundamental rework. Legion is just poorly designed mechanically.
So you're saying we either get this buff or we wait a year or more for a rework...
This is Freddy all over again this buff HAS to go through then rework in a year. Don't let him be useless for a year.
he's not useless, he's right below spirit. If anything he just needs his add-ons buffed since they are pretty garbage. Idk why people keep saying Legion is weak, I see them 2k on average and typically get 6-8 hooks in a decent match. Legion already counters all of survivors stealth and healing perks and he has no real counterplay to his tunneling.
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@Delfador said:
You are right about the bloodpoint part.
I always play solo and honestly, I don't ever expect this level of coordination from solo survivors. It would be a cool buff for swf but it would hardly make a difference for the solo survivors.
I see people saboing all the time lately trying to get the achievement, if I had bond and saw someone saboing as a solo survivor if I had the option I'd work with him and get the area ready. Btw what I mean too is that the coop person doesn't require the sabo perk or toolbox they can just assist for bp or to help or make sabotage an aura perk so they all have the attribute.
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@Delfador said:
I can see accidentally saboing hooks instead of leaving them 99%.It would honestly be a nerf.
2 survivors trying to bodyblock could just run to the hook and sabo it in a few seconds, plus it would be a good way of getting bonus bold points.
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@ForeheadSurviors said:
And people are going to complain even more about being gen rushed.you need someone to help you on the gen to make prove yourself worth it and killers will have to get discordance now
. Leader might be a tad too strong, but would be good if you get tunneled alot (faster unhooks and heals).