anarchy753
anarchy753
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My favourite part was:
"Oops, we added super overpowered perks, and didn't even check that the mechanic to snuff them actually worked, so we're making it work but YOU BETTER BE GODDAMN GRATEFUL WE BOTHERED TO EVEN TEMPORARILY FIX IT."
And taking Dead Hard, realising it had a server-based issue for survivors and going "well, let's just move all the issues to the killer players instead of fixing them. Done!"
Anyone who plays both sides knows Dead Hard is still as broken as it was before, except now it's the killer player that has to deal with the bugs, and apparently that's their idea of solving it.
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@AVoiceOfReason said:
Just create a killer perk for it and call it a day.
A perk takes 25% of a killer's build to counter 6.25% of the survivors' perks which acts as a 5th perk for 3 other survivors. It is in no way equivalent and would almost certainly provide no benefit outside of affecting boons, and let's be honest here, not even effectively countering them.
This attitude has given us garbage perks like Hangman's Trick because people hate saboutage, Forced Penance because people hate bodyblocking, Mad Grit because people hate bodyblocking, and about 5 different hex perks all designed to protect hex perks because hex perks suck as a mechanic and even then, none of them really do a heap because they're all hexes themselves and suffer the same issues.
Just whacking in a perk that has a negative effect on boons doesn't even come close to solving their issue of being extremely strong, applying to the whole team, wasting the killers time remove them, and then being infinitely restored.
The base mechanic of boons needs a realistic risk to them, whether it be breaking the totem when it's stomped out, only being applied once, or something else completely different. There's no realistic downside to them when they're completely gamechanging as perks.
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Main event is truly awful. I can't count the number of times it triggers on the last dagger when I down someone, then I just have a shiny effect and a power bar that ticks down to zero with no effect.
What do they want? Just switch to being a 110 killer trying to basic attack for a down so that you MIGHT trigger it later to get a down that you probably would have got with basic daggers anyway?
Why does it tick down when I don't use it anyway? Oni doesn't lose his blood charge when it's fully charged unless he uses it. Stalk meters don't go down until you proc the full effect. So why do I have to charge up a power which is just going to disable itself before I get to choose to use it at a useful time?
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If they put it on the killer's side, it would be more wild hits than now.
If they put it on the survivors' side then the Huntress player has to throw hatchets where survivors are going to be later rather than where they'll be when the hatchet hits them, otherwise it'll get validated every time.
You can't put validation on a projectile like that and have it actually behave the way it should.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2643337#Comment_2643337
Yeah sure but do you think without the addon you can infect the 7 generators at the same time ?
I ask for advices Im new to Plague 😊
You probably could, but I don't see it realistically progressing you in the game any more than infecting a couple in key places and then getting a fast down.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2643315#Comment_2643315
Because Ive played against team that tried to wait my Corrupt and my infected generators but with this addon its just not good. They can wait very long so they touched an infected generator or they loose the game.
For me the best with this addon is the map pressure. I know exactly where they are. I know when to chase and when to come back to a generator.
You cant vomit on survivors in chase but I have the feeling that survivors think to counter this addon they should cleanse.
I never had so much red vomit since Im using this addon its beautiful.
Yes, but it's not like it unlocks the ability to infect gens, you can do that anyway. I quite often get into 3 gen situations with Plague and keeping them all infected is never really a concern. Especially later in the game because as they lose pallets, chases with broken people become really fast and easy.
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2643307#Comment_2643307
And what do you think of the new brown prayer tablet ? I use it with Corrupt, I think its really nice to control generators
I haven't actually used it. TBH I don't see it as a game changer one way or the other, I generally play her without add ons and can't say I have much of an issue getting people infected early, and I play for the late game as Plague anyway. I've seen it used and it certainly can get people infected, but I can't say I'd find it very satisfying to not be able to puke on people in a chase and have it affect them. And I know it can break people pretty quickly on gens, but I don't see very many situations where a survivor sits on an infected gen and doesn't break quickly anyway.
Outside of that, people still are really against cleansing, so even when it's effective it tends to do nothing the default power doesn't do after the first minute or so anyway, but that's an issue with most of her add ons.
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I've been a Plague main for years, and to be honest, I don't even think she's that much better. The cooldown reduction makes her a bit smoother to play which is excellent, and the ability to tap right click to infect a gen without cancelling the power at minimum charge is an awesome QoL change, but in terms of strength I don't think she's actually gone up all that much, she was always pretty damn strong.
I think she just feels so much better at the moment because every other killer is facing even more constant pressure from boons, and she largely gets to ignore the worst of it.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2643041#Comment_2643041
The problem with that is that it's easily abused - it's incredibly easy to just disconnect your internet in that case.
The DC penalty has to punish all disconnects because of the very fact it's easy to manipulate. This is also the reason that it's kept at such a low amount initially, so if you are thrown out for Steam Maintenance for example, by the time Steam is back up the penalty is already over.
That'd be a great reason if the DC penalty wasn't disabled every other week regardless.
Seriously, it's better to punish people for doing nothing wrong than to not punish people doing the wrong thing 1/7th of the time?
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I agree with Rizzo, the rat hooks were pretty cool.
Other than that, so happy to see it gone, especially those exit gates.
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Flip Flop, they talked about it years before it actually came out with Ash, and I was really excited cos I thought it'd be great fun to use.
Turns out it was not at all useful outside of a full anti-slug build.
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Remember Me
- The obsession is now affected by the slower gate progress the same as every other player.
- Increased seconds per stack from 2/3/4 to 3/4/5, meaning at the max 4 stacks the exit gate takes exactly double the default opening time.
- When not being held, the exit gates will regress at half of default opening speed, ie the same speed as they open with maximum stacks.
This would solve the following issues;
- The perk is very niche. It only has an effect when the gates are powered, meaning in a great game it does nothing. Almost every meta perk on the killer side is guaranteed to have an impact in the game even if it is temporary, (Ruin, Undying, Corrupt) or is guaranteed to be triggered. (BBQ and Tinkerer)
- On top of the above niche, it also only does something if a difference of 16 seconds on the gate is important. Multiple survivors alive when the gates are powered? You may get one extra chase from a person trying to get the gate, but far more likely they're going to open the gate while you're busy anyway, or you have to defend the one person you have caught so they have all the time in the world to open the gate anyway.
- On top of that, there's a 1 in 4 chance that after building 4 stacks of your perk throughout the game, even when the effect would be useful, the obsession opens the gate so the perk just does nothing. Most of the time this isn't even planned, and they just ignore your perk by accident.
By making the gates regress with Remember Me, there would be pressure to open the gates immediately, countering the 99ing meta and potentially putting survivors in a more difficult position even in cases where you don't have an opportunity to shoo them off gates. It would also create greater synergy with other perks like Blood Warden as it means survivors must choose between the gate regressing while they save allies, losing an ally to essentially camp the gate to keep it 99ed while others rescue, or open the gates and risk being trapped by Blood Warden.
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@Kebek said:
In other words, to stop people from using perks like dead hard, devs need to release perk stronger then dead hard or buff old perk to be stronger then dead hard.
There's 2 directions you can go in.
You can buff the ######### out of all the crap perks until they're so broken that people use them, and you can add increasingly ridiculous perks like boons to try to one-up the meta perks. That's how you get power creep and get an entire fanbase frustrated at the game, because you're either only seeing the meta stuff which is boring, or you only see the new stuff because it's flat out broken. (And especially in this community you'll see a hoarde of people who like broken stuff just pretending they're balanced.)
The other direction you can go, and what I'd prefer, is to actually nerf the meta perks. Not just Dead Hard, Boons, BT and Iron Will that are in literally every game, but on the killer side too, things like Ruin, Undying, Corrupt and Tinkerer that are seriously overused. Make them less desirable to have every single match and we might actually see some other stuff get used now and then.
It's a fairly even tradeoff too. Survivors lose strength in perks that essentially give extra health states and extend chases drastically, and the killer loses strength in perks that stall out the game. Both sides lose stalling, but due to the other side using less, both NEED less.
The issue is BHVR never touch anything outside of major reworks. They never go "hey how about we knock a second or two off BT's protection and see how it goes" or "what happens if we lower the duration of corrupt by 30 seconds?" and see if the perks get used less. They go "ok well that perk's used too much, gotta entirely rewrite it from the ground up with a completely different niche, then if that's not balanced we'll just rework it in another four years."
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What, you mean you don't like the 50 haemmorhage and blindness add ons?
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@RubiqRage said:
Just reread, so we cant also get the 2 survivors escape when 1 gen is left either..
Each of these changes makes me start to play this game less and less each week which is sad considering the hours ive put in since Day1 release.
Oh no, you can't get super cheap multiple person escapes without doing your objective any more. And you can't stand on top of the hatch teabagging until the killer is right on top of you.
Oh well.
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@OhEtsu said:
https://forum.deadbydaylight.com/en/discussion/comment/2636950#Comment_2636950
And the people that do nothing have a much smaller chance of escaping now. I also hate MMR, but it does do a better job of calculating skill for solo queue.
What?
You say immersing is low skill, yet you advocate for the system that calls immersing and doing absolutely nothing besides leaving a skilled performance, over the existing system which meant you HAD to contribute. You didn't have to contribute in every different categroy to scrape a pip, but you had to be doing significant things for the team. Now you can literally sit in lockers all game and the MMR system says you're doing a wonderful job.
It's cognitive dissonance at its finest. Dying vs escaping reflects pretty much zero about how you actually played and should not be the be all and end all of "skill."
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@OhEtsu said:
https://forum.deadbydaylight.com/en/discussion/comment/2636375#Comment_2636375
The reasoning was that the pipping system before rewarded people who never interacted with the killer and just genrushed. Evader is only one emblem, and when you have Iridescent in three others you don't need it.
And in what way do you think it's any better that they have even LESS requirements now to be considered to have done well. Now they also don't need to do gens, or heal. All they have to do is leave.
They took the emblem system, deleted 3 of the 4 categories you were graded on, and called it "skill based." I would have much prefered they made alterations to the emblems to better address issues than just give up entirely like they have.
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My guess? Because if you had killers randomly Blight rushing all year round, you'd have a CONSTANT flood of people complaining that their killer was hacking because they don't know it exists.
No real harm though, outside of Blight himself it's a pretty terrible add on.
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Because you have to even slightly change how you play against her.
That's a surefire way to get survivors crying "OP!"
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@OhEtsu said:
https://forum.deadbydaylight.com/en/discussion/comment/2634480#Comment_2634480
It isn't an indicator, but it's still better than a ranking system that didn't even require you to win to rank up, and rewarded never interacting with the killer at all, meaning that the trashy Blendettes got to red ranks the fastest.
One system assessed you on a bunch of different categories, you had to contribute in multiple aspects of the game. Considering the requirements to pip, never interacting with the killer would lose you the whole evader emblem and make it very difficult to pip without both escaping and consistently contributing to the team by healing and repairing well above your share.
The other system rewards doing absolutely nothing as long and you skulk out of the exit gate after the people who carried you or luck out and find the hatch at the end.
Say what you will about emblems and rank, but I can't see any rational reasoning that makes it worse than that absolute trash that is "all that matters is escapes vs kills."
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2636224#Comment_2636224
Possible represention does nothing to normalise LGBTQ+ identities.
Could be isn't good enough.
Personally as a gay guy, I'm just tired of people needing constant external validation to be able to get on with their lives.
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I was gonna say Plague, but then I remembered her new brown that means her puke can't infect any more.
Outside of that she gets aura reading on vomits, corrupt every time a gen goes off with basically no downside as other add ons compensate for the drawback on the iridescent, and cooldown add ons to recover quickly. It's just that you have to infect via gens/pallets etc.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/294299/bhvr-is-pushing-killers-to-camp-and-tunnel
my advice is to not focus on a 4k, but instead just having fun. try a meme build without cheap tactics; if you win, that's awesome, if not, you were running a meme build.
It's an absolute minority of players that get a lot of fun out of being beaten. Telling people they shouldn't find actually killing people and winning fun when playing killer is backwards at best. Maybe you enjoy playing the punching bag but most of us don't.
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Pig. People unironically still ask for Pig to be nerfed despite pretty unanimously being agreed upon to be low-to-bottom tier, because once in a blue moon someone doesn't get their RBT off or a Pig gambles on throwing the whole game to bodyblock a jigsaw box.
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I feel it's an issue with Twins in general, that you down someone but then still have to plod across half the map to pick them up, in which time they move, can be healed, can use the stupid new boon to pick themselves up easily, etc, etc.
It's fun to play as Victor but the many, many cooldowns and downtimes ruin the experience of Twins as a whole.
Maybe don't let Victor pick people up, but I feel like while you're in control of Victor, Charlotte should move like a Nemesis zombie at slow movement speed in Victor's direction. It would greatly reduce their ability to camp, while greatly reducing their need to slug by always having her closer than you left her when you return.
They're just way too easily punished. No other killer has a semi-skillshot that, when missed, puts them half the map away and guarantees your safety as survivors.
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Perks don't need to be made basekit, LET ALONE one of the top meta perks in the game.
All it does is essentially give every survivor a 5th perk slot so now they can bring 5 second chances instead of 4.
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Yeah, just needs to be changed from a sphere with radius 24m to a cylinder with radius 24m and a small height to account for slight terrain differences.
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He's pretty terrible.
He was a pretty bad killer from the get-go, because he moved at 110% and had basically no map pressure. He ended chases fast if you put the time in to learn how to hit tricky shots, but survivors were never under any threat as soon as they heard the first shot so they powered through gens easily most matches. Also every single miss means the person you're chasing essentially gets a whole extra sprint burst while you reload.
His power also meant that you would often try to shoot people as they ran from gens and then follow up afterwards, which meant you had little to no time to actually kick a gen, and stopping to do so lost you a LOT of ground so most standard regression perks like Pop were a liability.
Also his add ons are all pretty crap. Nothing game-changing at all in there.
Now his power is even clunkier in a chase and has serious downsides for him, so the one thing he was good at is now worse.
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The issue is that people don't want to run a perk that doesn't have tangible effects.
Ok you hear a boon destroy your hex. You don't go "well gee, I sure am glad they spent 48 seconds on that totem!" You still lost your hex, you still have to deal with a boon, and you had no way to counterpay it because you only know your perk did something after the fact.
It's still counterable by doing dull totems to drastically reduce the slow. It's also counterable by just cleansing a hex instead of booning it. It's also counterable by the fact that IT IS A HEX and may itself be the first hex removed, leading its grand total time wasted to be 14 seconds all match.
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Is it on and functioning? Yes.
Is it in any way designed to match you against people of a similar skill level? Not in the slightest.
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I would have agreed with number 3 until they purposefully made it impossible to implement with Pentimento.
"Oh no guys, now we can't make a counter to boons because if you broke it yourself you could use Pentimento instantly, guess we'll have to leave them untouched and a serious pain in the ass every single match!"
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@Nos37 said:
Flashlights should be a boon
Only in that you should be allowed to stomp on people who are carrying them.
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I'd have no difference in my build. I have the slightest bit of self-respect so I don't use Dead Hard anyway.
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Ok, there's some perks that would be stupidly strong if you let it go off with powers like Billy, Bubba or Oni that can really rapidly capitalise off quick successive one-hit downs. Like, wouldn't it be stupid if they could use Infectious Fright to reveal the next target over and over and just chain downs based on a perk? OH WAIT that's allowed.
OR it would be a bit overpowered if you let the really strong killers trigger perks reliably without having to resort to being an M1 killer. It helps bring M1 killers up a bit by having a tool that might not be as effective on the top tier killers. Except, OH WAIT, Nurse and Spirit both trigger those perks on every single hit, where killers like PIG are punished for using her ambush.
But you know, the part that really makes it necessary is that Surge would be a little strong if you chained 3 downs in a small area, and all of a sudden 3 generators just were just reduced by 25%. OH WAIT, no they wouldn't be, because it also has a cooldown. But hey, if you get 3 downs with Pop, 3 generators are reduced by 25%.
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As a killer it's a little irritating that I can't prepare for the endgame by finding the hatch when I play really well, it really just comes down to luck or slugging for the 4k.
On the other hand, it's so much nicer to not have to watch lobbies like a hawk for keys hidden behind peoples hips because they 100% demand the game is played differently and ultimately ruin it for the killer.
Net positive.
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I had the same thing, and on Nurse as well.
@anarchy753 said:
I'm in the process of collecting perks on level 50 killers, and for some reason since the event my bloodwebs are missing the fourth perk.
https://i.imgur.com/4vGdHCv.jpeg
That is my Nurse's web that I just refreshed to confirm the issue.
https://i.imgur.com/nGnbbkh.jpeg
And those are her current perks to show there's way more than 4 that could show up.
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I can't say I agreee with everything, but I do agree it's pretty ######### that the entire mechanic was developed to add a sense of urgency to leaving, and it's just widely accepted that survivors completely subvert and undermine it by leaving gates at 99 to leave when they're good and ready and absolutely everyone is safe.
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I tried that once. It flat out sucks.
She's a territorial killer, and you spend so much time setting up an area with bodyblock traps, all it takes is one survivor to disarm a few and you have absolutely no mechanism to punish it because you can't teleport.
It's also really frustrating how map-dependant it is, because in the vast majority of cases, even in narrow areas they can still edge around the traps after they spring.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2615836#Comment_2615836
And the killers don't choose the strongest?
Don't they have a meta that has been running for 5 years now?
Play for the survivors yourself! Where is our choice in uniqueness
We need such changes to make the game feel fresh
And whatever you understand, I play as Rin and I would not mind breaking this established skin of survivors that does not affect anything
There's a difference though. A killer is an entirely different playstyle. Legion is trash but still has weird popularity because, I dunno, people like to run fast.
Survivors are all the same gameplay, they don't have a power that makes them fundamentally different experiences. If you give them passive boosts, they're still all the same gameplay, they still all have the same perks, except some are objectively better.
My main is Quentin, I've invested more into him than any other character. Now what, I get stuck with "duuuh open gates 1s faster" while other people get buffs to Unbreakable and Dead Hard?
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Same as every other "give survivors passives" conversation.
- It would create a survivor meta. The strongest perks = the characters picked 90% of the time.
- It would ridiculously punish a HUGE amount of the playerbase who invested in their favourite character if they were now objectively worse than other characters, especially when you have people who just unlock teachables then add them to their one p3-50 character who has everything.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2614414#Comment_2614414
It's never easy to get a kill unless you're Leatherface.
It's exceptionally easy to get a single kill. Almost no games ever happen where nobody gets hooked. In most, someone either gets hooked right before the last gen goes off, or shortly after.
It doesn't take anything resembling a good killer to get a kill at that point, only the ability to not get distracted by survivors waving and running circles asking for attention. If someone goes for the unhook, you can easily hit them before and after the unhook and trade them onto the hook. EVENTUALLY, someone runs out of trades and dies. And that's if everyone doesn't just leave when they see you camping the last guy.
It is absolutely disproportionately higher odds that a 0k turns into a 1k over every other change in number of kills.
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I basically never see anyone fail DS. In my eyes the skill check only exists so that you have a choice in using it now, or potentially saving it for if they tunnel you off the next hook.
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Remove Dead Hard for distance. Limit it to a perk that lets you avoid a hit, not a perk that lets you avoid a hit AND an on-demand chase extension button.
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Because while the aim is 2 escapes 2 deaths, that doesn't actually translate into 50% escape rate.
If you have 0 kills, it is INCREDIBLY easy to bump that up to a 1k.
If you have 3 kills, there are simple plays like slugging that can bump that up to a 4k. At absolute worst it's a 50/50 that you find the hatch before the survivor to get the last kill.
When there are 5 outcomes for a match, and 2 of those present very simplistic situations that make them statistically better performances, even when the actual perfomance in the match is really no better at all, the percentage of deaths is going to be higher than 50% even when 50% of games are wins or losses for both sides.
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It doesn't work.
Nurse still has her power because she was added into the game early enough that something could be that drastic and be a change up, not game ruining.
Now we have a standard set for what a chase is.
Do you remember the last time they tried to redefine how a chase plays? Legion. They wanted to change it from run behind the survivor and hit them twice to "stab them a lot of times, oppressive chase mechanics but it takes a long time to get a single down."
It broke chases mechanically, it got exploited in every different way imaginable, it was whined about for ages, and to this day we're still left with a killer with a half-power because they literally just gave up finding a way to make their power work. Now we just have "everyone in this match is mildly irritated by mending and the killer doesn't get much out of it."
It's a sad fact but I don't think they're capable of making a power that redefines a chase in its own unique terms without it being broken in one direction or the other.
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Because they want the chapter to sell immediately, and if killers have any realistic counterplay to boons then the entire character is worthless.
Gotta wait for it to sell a bunch THEN introduce the counterplay.
And guess what? It's going to be sold back to us in the next killer's perks rather than fixing the base mechanic of boons, or uncastrating thrill of the hunt.
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It's been like that for years at this point.
If a survivor steps in your trap, you have to walk up to them and press space to pull them out of it to get a point for the achievement. No whacking them.
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I largely used to main Pig and Plague, and Deathslinger was like my guilty pleasure killer. I sucked as him and hated how low pressure he was but chasing was just too much fun.
Now I just stick to my mains and swap around other killers for challenges or when I'm bored.
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Not in the slightest. You have more guesswork in where they'll be at the start of the match because some COULD be at boxes others COULD still prioritise gens even if they 99 them. It's like a bad corrupt, because while it makes them act differently early, they could be anywhere on the whole map and still be progressing.
Then 2 minutes into the game, you're basically playing without a power. Traps no longer keep people off gens, traps no longer make people hesitant to pop gens, you literally just have the ability to move slower than survivors and SOMETIMES get a hit around specific loops.
It's an unreliable power at best, and taking away the stalling across the match makes it downright bad.
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"See you in the little greyish circle blobs" didn't have the same ring to it.