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danielmaster87

danielmaster87

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  • @jezebelthenun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751487#Comment_3751487

    Lol what? Have you ever played soloq? Are you being ironic?

    It's the truth. Why else were Pop and Pain Res nerfed while DS got put back to 5 seconds (it says 4, but it absolutely feels like 5)? The SWFs couldn't handle the killer's Pop/Pain Res when they only got 5 hooks that match, 2 of those being after the last gen? No, that change was made for teams who can't handle 1 gen's worth of regression. The gigachad teams back in the day could do 8 gens' worth and still escape. We've lowered our standards for solo so much, and then keep complaining when we get matched with them. It's better off to ignore their complaints and let them leave the game, because they're never gonna learn or improve. "Nerf killer or bust!" Well then it's time for that bust.

  • @Alcuin said:

    Deathslinger. Batteries Included, NOED, Rapid Brutality, STBFL and Nurse's, Coup, Unrelenting, Monitor. Tin Oil Can and Warden's Keys for add-ons.

    This guy gets it. His best add-ons aren't double reload. It's Warden's Keys/Oil Can.

  • @Brutha said:

    Personally I main Freddy and like to run Barbeque And Chili, Save the Best For Last, Dead Mans Switch, and Jolt with the addons Red Paint Brush and Z Block

    Wraith, Spirit Fury/Enduring, Bamboozle, Gearhead (sometimes Rancor instead). I'm not really feeling anything else right now except maybe Demogorgon.

  • @jesterkind said:

    Mangled going on a timer, for sure. Completely out of nowhere with no real impetus in terms of current game balance. Haemorrhage needed something, but what we got didn't exactly help much and didn't require changing Mangled at the same time. Very confusing, very unnecessary.

    Also, on the other side of things, Prove Thyself's nerf from 15% to 10%. That perk was already actively a detriment unless used very sparingly, that nerf is one of the very few times it seems like the devs did just change something because of people complaining.

    Them killing Mangled like that is basically sending a message that killers splitting pressure is a bad thing. For noobs, yeah, because with experienced players the strategy was never an issue as they could each hold their own when the killer came. So what's the alternative to splitting damage? Tunneling, which everyone is also against, and has been nerfed because of base BT and all manner of anti-tunnel perks. So killer has no good options right now.

    I'm guessing the reason they nerfed Prove Thyself is because it was overkill with SWF and useless in solo. In solo for some reason, survivors are allergic to working on gens together while that perk is in play. SWF right now though can still use Prove Thyself because of the communication. If we look at it when compared to Deja Vu, the model gen speed perk in my eyes, it's a bit better.

  • @Blueberry said:

    Implementing MMR. The vast majority of the community does not like it and wishes we’d go back to the old rank system.

    MMR in theory works perfect for this game. But this version has just been terrible. Always sweaty as killer because gen speed (because they balance on rock bottom survivors), and always sweaty as survivor (because you're trying, the killer's trying, and your teammates are not). This is what you get when you balance off just kills and escapes, because you're looking purely at outcomes instead of what actually went down during the match. How many games have survivors thrown, giving the killer 2-3 free kills trying to save 1 guy, after owning him all match? How many matches has a survivor died for no reason, because their 3 teammates couldn't pull off an absolutely free endgame save, or because they couldn't get their Adrenaline/Hope to prock in time because that last gen that should've taken 1 minute to do took 3? So we need to start looking at other factors like gen speed, hooks, and SWF, make MMR strict again so that 100-hour players aren't constantly put with 3000 hour players, and only then will we be able to start having really good balance again like we had when MMR first dropped.

    The old ranking system was terrible, and was basically random matchmaking. Don't you remember the years and years of having it, where nothing was being balanced properly because the devs had essentially no data to go off of? We'd have the same problems with it that we have now, twice over. "Oh, I didn't bring meta perks vs this decent team. Guess I lose." And "Aw man, I feel bad for bringing meta because these guys took 10 minutes to do 2 gens." We need some level of consistency in our matchmaking. The game will never be balanced otherwise. Put the players with game knowledge and experience in the highest MMR, the day-1/month-1 beginners in the lowest, and the up-and-coming learners somewhere in-between.

  • @Brutha said:

    Personally I only have two I can think of.

    1. Freddy's rework, instead of trying to just addon to his power and give some QoL changes they just hit him with a load of nerfs and then reworked him, completely unnecessary.
    2. Just the Realm Beyond update, the old graphics made map atmospheres feel scarier and just looked cooler I mean yeah model updates and stuff were probably necessary but I think the maps should've kept they're old color and atmosphere.

    The Freddy rework was the best thing that ever happened to him. People have amnesia on this, but we were all blown away by Freddy's teleporting, his snares, and even his fake pallets. And actually getting to hit survivors before putting them to sleep, instead of manually doing it and giving them a head start for free. Only after his nerf, which apparently he needed because he was S tier as an M1 killer because matches lasted forever (malarkey), did he truly start to suck. If we undid the nerf in full, right now, could you honestly tell me he'd be higher than C tier? Bringing original Freddy back would land him in the exact same spot he is now: dead last.

    And I'm just gonna say that Realm Beyond was necessary, and needs to be finished with the swamp realm. People shouldn't be able to pick dark outfits with Claudette, Ace, or Adam and be invisible because of the map's textures and lighting. There's also lots of bad designed tiles, especially in the main buildings, left in those maps.

  • All killer nerfs with the exception of maybe Nurse.

  • @Senaxu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749136#Comment_3749136

    This! Killer do never complain about genrush as both sides should play to win.

    No, they can complain about gen rushing, but they wouldn't be like "How dare you survivors do this!" whereas killer strategies always get that treatment.

  • Would save us a bunch of blood points.

  • @Sandt1985 said:

    I hope it does, though it needs to deactivate during endgame. Otherwise its a free escape

    I'm willing to let it go to live as is, just to possibly see some perk variation.

  • They don't like killers that teleport or killers that get speed boosts, like Freddy or Wraith, and so they just play badly against them or give up. There's nothing you can do to help that caliber of players.

  • Also, nerf Ultimate Weapon even though Hardened was right around the corner? Ugh, these devs. They did the same thing with Ruin/Undying. Nerf it and then release Counterforce.

  • Just do your best. All else fails, you're getting a bunch of points no matter what.

  • I mostly don't like how tomes and event tomes are set up. They come out in segments rather than all at once, and the last segment only gives you like 5-7 days and has just as many and just as difficult challenges as the first 2-3 segments. You're bound to miss cosmetics because of it.

  • @katoptris said:

    Let them get the 4k so they complained about losing to stronger survivors.

    This is true.

  • Just because you don't put in the effort to get 4 kills doesn't mean that others shouldn't. In Friday the 13th, when I let a counselor escape, and there's 7-8 of them, I still felt bad. So getting all 4 in this game is more realistic, and should be possible if you're skilled enough and willing to put in the work. It's why nobody likes hatch giving them the 3k by default, because there's no skill in it.

  • If your only joy as survivor is saving survivors off killer's shoulders, then sure. You won't have to deal with it after the event anyway, or even now if you just play the normal mode.

  • @Patrick_Kaur said:

    Ive seen a lot of discourse on if Lara fits in dbd or not. I think she does. Some elements of the Tomb Raider 2013 game are definitely horror related.

    Yes. She's a survivor.

  • @Lit said:

    What are people's thoughts on the following: "this is the worst time to be playing as survivor in DBD"?

    With the event, though nice to get Blood points, has actually been an extremely bad time to play as survivor?

    Even switching to "normal mode" from the event mode hasn't felt good for me personally.

    Do you think this event has made the game miserable - I know the conciseness from end game chats and discords I'm in all seem to think this event has really made the game feel… well… quite unfun and a drain to play. When compared to Chaos shuffle where it was always kinda crazy with such a variety of perks available.

    People play the event for a difference yes, and from my understanding to gain the consistent extra BP it has to offer, but it has really left a lot of people unhappy after their gametime from my experience.

    The killers ability to permanently remove a pallet from the game Vs. the survivors ability to put a temp pallet, doesn't seem to compare.

    And a survivor blocking a window vs the killers way remote hook (removing the chance for perks like DS, Sabo's, and flashlights/bangs and even pallet saves, giving credence to the temp pallets being even weaker) - it just seems like it wasn't considered at all and again, is not comparable in terms of power/strength.

    The redeeming ability with Quiet mode has been pretty good and helped me to escape a fair few chases, but scratch marks and the sheer volume of Aura reading perks nullifies it most of the times.

    I've been put off my the game a fair bit.

    What are others thoughts on this?

    I don't think it's that bad. The vast majority of frustrating survivor matches are because of mismatches. You're feeling frustrated because the game in many ways is tailored for you to win (base anti-camp, anti-tunnel, 4%ing, big hitbox on the hooked survivor, fast gens, etc). But your teammates' inability to understand basic mechanics or have game sense gets you killed, or perhaps being put with a far more skilled killer will. Every update, despite all else, there's a survivor buff. But this is fruitless, because you cannot balance the game around survivors who don't know that they win by doing gens. No amount of buffs will make that caliber of player win against killers, consistently. Sometimes even they escape vs killers, and will tbag, because they don't realize the only reason they're all there in that exit area is because the killer got unlucky and chased the 1 or 2 survivors who knew how to loop.

    This event has nothing to do with anything, and neither did Chaos Shuffle, because they were temporary modes. The match results of these modes in no way reflect the game's balance, because of how different their rules are and because they don't have MMR turned on. You're letting the bad taste of your results in a different game mode stay in your mouth when you go back to the regular mode. And the BP available is a big aspect of it, but I feel that people want the best of all worlds, and they're just not gonna get that. You can't opt to play the mode for the extra BP, and waste time doing chests and totems for the extra BP, and then complain you're not winning.

    Sure, I'll agree that insta- breaking pallets and hooking, and enduring stuns, is probably stronger than Quiet Mode, blocking windows, and spawning in pseudo pallets. But I want to dive into each of these. Insta-breaking pallets is strongest when the survivor is blocked in, because they can't slide over it mid-break, but those are all at weaker pallets in which case they'd probably take a hit anyway. And the insta-hook doesn't stop flashlight saves, pallet saves, or DS, but it does cut out the long treks that the killer has to take to hook people. That to me isn't the killer gaining a significant advantage; they're losing a huge disadvantage which is there arbitrarily. And enduring pallet stuns is fine, and is the counterbalance to the event pallets, but it's mostly useful as a replacement for Enduring while running Spirit Fury, freeing up that perk slot.

    Quiet Mode is good in a vacuum, because in a game so dependent on killers needing to track survivors, the game has really bad sounds for them to go off of, and this ability exacerbates the problem. Aura perks barely affect it either, because most are used out of chase, and this ability is used almost always during chase. Blocking windows comes in clutch many times, because at tiles like killer shack the killer sometimes has to vault to shorten the chase, or they have Bamboozle, and this ability denies that. I made a Legion see red and chase me for 5 gens, and I still escaped, because of blocking window during his ability. Now something I'll heavily disagree on is the supposed weakness of event pallets. They're literally pallets, but with skill, just like weak pallets. You have to win the mind game or know the timing to get the stun to get the benefit. I feel that recently pallet stuns hitboxes have been scaled back to be more reasonable, which makes Spirit Fury/Enduring harder to use, but also makes these pallets weaker. But it's still a pallet. In some cases you've got like 4 pallets within a 10 foot area, because they're spawnable in spots where pallets can spawn, even if one didn't spawn there this game or if it's been dropped and broke already. The killer's not successfully avoiding all of these stuns, because even though pallet stuns are less ridiculous these days, there's still those survivors who basically don't throw a pallet down unless they're gonna the stun. On those survivors, this ability is absolutely broken. And I know not every survivor is that good, but then again, neither are all the killers you're complaining about.

    So if you need to play something else (like Civilization, right?) and come back then do it. But I'm not seeing what you're seeing, which is survivor just getting weaker and weaker over time. Their meta has been the same since 2016, whereas killers have to change theirs every 3 months, and I'll say they no longer have gen defence to rely on. These events also prove nothing except the results that happen within themselves, and that the devs are going full-on millennial humor because of that cringelord floating lady.

  • Probably how easy it is for SWF and their perks to make a comeback after making dumb plays all game. "Oh, missed my Background Player save. Oh, missed another, and another. Doesn't matter! Flip-Flop/Power Struggle anyway! Let's body block or hover around the killer and waste huge amounts of gen time, because 1 person on gen will negate the time lost anyway! I messed up at a loop? Dead Hard! The killer downed me while I was body blocking? Free DS! Oh what? 1 person's on hook and 2 just got slugged near them? AND the killer's going for the 4th?! Doesn't matter because 1 Unbreakable! Oh, I messed up again? Hatch spawns right on me! Suction into it as a slug!" Never in a million years does killer come anywhere close to that.

  • These items have their uses and are kind of fine as is.

  • @Rudjohns said:

    Anti 3-gen is useless, it almost never work

    Its just like the anti face camp, it sounds good but its not

    Both of those mechanics work as intended. Watch someone facecamp or 3-gen vs good survivors and see how well they do.

  • There's nothing you can do for her. Her design is intentionally garbage and made for survivors to loop endlessly.

  • @jezebelthenun said:

    Not sure wht my reply didn't post, but here's the rudown of what I typed originally.

    It's not even close to the same thing. Doing gens or "gen rushing" requires consumable parts, equipment, and addons. It usually also requires perks to be efficient. This is something the player has to weigh against other perks, equipment, or addons that might be more helpful to the overall game. It takes a lot of finite resources, many of which are extremely rare and rationed. Tunneling is available at all times to all killers without any resources being spent or perks being used. There's literally no risk. Nothing gets used up. Nothing has to be rationed or considered.

    It sounds like you're mad at coordinated swfs. A valid complaint, but not what we're talking about.

    No. You can do gens fast without toolboxes or special perks. Doing that specifically doesn't use up anything, any more than a normal match. It just depends on gen efficiency. Tunneling absolutely costs the killer something: time. DBD matches are a race against time, forcing the killer to be on the back foot from the start, and with enough strategy, luck, and survivor mistakes, the killer can turn the pressure back on the survivors. No tunneling or survivor mistakes, no reason the killer should be winning that match. As soon as the survivors notice someone is getting tunneled, the one being tunneled needs to be playing safe instead of getting fancy and saving pallets for later, or try to greed a window til entity blocker. Their teammates need to be rushing gens, or muddying their teammates' scratch mark/body blocking for them. Since survivors don't really need to heal, they can totally take that hit while they're healthy and then sit on gens the rest of the game while their healthy teammates body block. If you see a super high level match, this is what you see. As soon as a teammate is about to go down, body block, and then they make the next loop. As soon as you detach to the person that body blocks, the cycle repeats. Of course, not all survivor teams are this elite, but then again neither are the killers. And I'd say when the killer and survivors are the same caliber, the survivors typically win. When the killer is elite and is going against a mid team, they deserve to win, not to have a draw or a loss by default.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745436#Comment_3745436

    I mean we most certainly expect both sides to play sub-optimally for both sides' enjoyment. We expect Killers to not tunnel, we expect Survivors to heal, we expect Killers to not camp, we expect Survivors to return to the predictable gen in a deadzone, all so both sides have a chance to further interact with one another, which I would argue is the prime source of enjoyment.

    We expect Survivors not to t-bag at the gates, we expect Killers not to bleedout the 3rd seeking a 4k, because we expect each other to have the basic human decency to respect one another's time, and chastise them (either in chat or here on the forums) when they act disrespectful.

    Tbagging is indecent. Slugging to get a 4th kill is not. Tbagging is always used for BM, whereas slugging serves to advance the killer's objective of getting more kills.

  • Well, if you're putting as much work in as winning with survivor as you are with killer, I think the problem is you. The thought never crosses my mind as killer of making sure everyone has fun or gets lots of points. I play to win, I don't really care what strategy I have to use to do it, nor do I complain about my opponents using their strategy to win. This game does not operate on an honor system, and the sooner you realize that the better.

    Usually MMR would put you where you need to be, so that you don't have to face tunneling killers every match. But this event evidently doesn't have MMR enabled. Although, MMR doesn't work the other way, I've found. I have never been able to get out of MMR hell as survivor, so although the killers don't get harder for me, the weakness of my team usually does. You can lose enough to tunneling killers to where it'll put you below their threshold. But you can't win enough amongst bad teams to escape their threshold. It's basically impossible.

  • I just run meta, or something I've found that's better, all the time. No point in losing a match for no reason because you chose a build expecting to beat a mid team. I won't run NOED, I'll run Rancor. I won't run gen defence (lol), I'll run Spiri Fury/Enduring. Only big decision of mine that'll change match to match is if in the end, if I'm on the back foot, I'll settle for the 2k or I'll try go for a slug and get the win. Or, since I usually tunnel, I'll just forget to do so and probably regret it. But I don't like how MMR works either. I'm always getting sweaty survivors as killer, but never as teammates. That's why I always err towards killer being weaker than popular opinion suggests. Are we losing because the killer's OP, or because our team sucked?

  • He'll feel unfun to play as only for the regular old reasons he is. EMPs are too frequent and have too much power, on top of infection being removed by being hooked. You're spending the whole match infecting people and not downing, or deciding it's better just to be an M1 killer which defeats the purpose of picking this specific killer. Nobody wants to a play a killer where your ability is disabled the whole match. People use his pink and purple add-ons not because they were "the most popular," but because they were necessary on him, hence why the purple was worked into his base.

    And personally, I have never mained a killer and said, "Yeah, this is too strong." I think people go in wanting to prove that a killer they've been facing is OP, they win a few matches to satisfy their confirmation bias, and that's probably why we hear this so often: "I want this killer that I* play/main to be nerfed."

  • @Raccoon said:

    It seems crazy good, imo, but I'm unsure what the reaction will be during the PTB as it has some interesting characteristics/play making potential without the conspicuous action or end game conditions found on similar perks.

    Please ignore my profile picture >_>;;

    It creates a free escape in endgame, so it'll probably see play.

  • @Sarrif said:

    Yeah you hit the nail on the head. The issue with Billy now is that even when you outplay him and he misses you there's only like a 0.5 second cooldown before he can m1 you or try to insta down you again so it never feels like you can do much against him even when you do outplay him.

    You're not supposed to last against him forever, even though that's usually what happens. Without Bamboozle, what loop can he easily get you at? Basically nowhere.

  • Both sides should play to win and not guilt the other side into going easy on them.

  • Deja Vu, Windows, Resilience, Sprint Burst.

  • I don't understand what's annoying about him.

  • It's the 1 of 2 add-ons people use on him, both of which are range add-ons. So this is the logical decision.

  • @I_CAME said:

    The event powers are what ruin it. Uncounterable zoning with the remote pallet breaking and being able to remotely hook people are absurd. It enables sweaty players to play even more sweaty. I am not exaggerating when I say the event queue is the least fun I have ever had playing this game as survivor. This is in 4300+ hours. The event should just be about gaining more bloodpoints. We don't need all of this extra crap on top of it. Especially when it's as poorly balanced as it is now. I can't speak for anyone else but I am playing significantly less in this event than I have in past events.

    It's not uncounterable. While the pallets are being broken, the killer can't move through them, so that's guaranteed time waste for you just as it would be if they'd broken the pallet normally. And remote hooking? Whatever. It takes a hideous amount of time to hook survivors normal anyway, so this just cuts out that 12 seconds or so killer has to usually waste. It's not the killer gaining a huge advantage in time, it's the survivors losing an advantage in time which they don't really need to win in the first place.

  • Why is nobody trying to break you out of Night Shroud? I break him out myself twice as a match, so imagine a whole team knowing how to do that. I think you're just going against survivors who don't know his counterplay: simply looking at him.

  • The killer could see the survivors' auras all match, and the game would still be fun. So I'm sure that this perk's limitations, when compared to that scenario, are fine as is. Why don't you just pick up the item or move it somewhere else? It's that easy.

  • This is the only game where the "good pair of headphones" argument is used. Nobody possesses magic headphones that make them hear extra of what everyone else is hearing. They can turn the volume to max so that they'll be dead by age 40, but it won't help them uniquely win with Spirit.

  • Because it's never just 1 gen, is it? It's 1 and then 2 others on 50%. You think they're gonna keep up with that speed not tunneling?

  • Then people need to stop giving up against her. It's not her fault. They just can't get good, and BHVR has a track record of nerfing any killer that gets DC'd against, so they're hoping it'll happen that way this time. Balancing around this entitlement is killing the game.

  • @Hecata_Harbinger said:

    The amount of toxic killers is unreal, no matter if I bring in Screaming Cobbler or not I end up being hardcore tunneled. This game is no longer fun for me. I loved this game, the characters are interesting and entertaining, both survivor and killer. The maps are unique and fun, and I enjoyed the recent D&D chapter. But I can't play this game anymore. The game has become a killer sided; survivors can only survive if they join a SWF team. I'm sad because I love this game. I want this game to be as great as I feel it can be, but the way things are and the way it's going, I don't think I can come back. And I was excited for all the upcoming stuff, like the Castlevania Chapter. Again I'm sorry but this is my final farewell.

    You're calling killers toxic for playing the game. If you understood why killers tunneled, you probably wouldn't be as mad about it. Basically, they're gonna tunnel any team on-sight because when they don't it usually loses them the game. Realizing they would have won those games had they tunneled, that's what they're gonna start doing. People would describe tunneling as an OP strategy, yes? So why does the killer have to rely on OP strategies to beat teams? Game sounds a lot less killer sided this way.

  • @RedPoncho12 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747581#Comment_3747581

    I’ll give you this much of an explanation. it’s a matter of solo ques, newbies, etc.

    yes, it has counter play but mostly for a swf which is not as common as people are led to believe. That’s it. That’s all you get.

    Why would SWF only be able to counter this? Solos don't have the common sense to move items which clearly give killer auras?

  • In a world where counterplay isn't easily executable, sure.

  • @DBD78 said:

    She is a mid-tier killer not very strong. Most killers have 60% kill rate and Skullie where people don't want to play against her 70% is pretty low. In games where survivors try to win she is not going to have a higher kill rate than other mid tier killers. Why would you think she is op nothing is pointing that way.

    I know how difficult she is to play against, just because teammates don't know her counterplay, but I don't want to play as her either, because my survivors always know the counterplay. Her being called OP is even more cope than saying old Spirit had no counterplay. She was always mechanically simple; at least with Skull Merchant they have the excuse that she's mechanically complex. I can see people complaining about her having Undetectable and Haste at the same time, but those mechanics separate from each other should not be getting as much heat as they are.

  • She's at that kill rate because people can't man up and actually play against her instead of DC, and when they do they have no game plan or awareness whatsoever. She goes on a 2-minute chase and they can't even be bothered to break the obviously incoming 3-gen because they were healing or messing with drones which wouldn't have even scanned them. They also don't hold W which is such obvious counterplay, and instead wait til she's right up on them to run, giving a free hit. So I'm highly doubtful that she's the issue, based on the constant misplays I see from survivors. You're complaining about Skull Merchant when Leatherface and Infinite T3 Myers can just guarantee a kill in endgame as long as someone is on hook.

  • I usually don't run exhaustion perks, but when I do it'll be Balanced or Sprint Burst. I think slowdowns are necessary, but since they've all been nerfed I just use chase perks with NOED or Rancor. Teleporting killers aren't "lazy/boring design." People throw that term around and don't know what they're talking about, because every killer that has been made exists within the limitations of the code, and none of them are a carbon copy of each other. Just because people say that they are doesn't mean that they are. The actual lazy design of killers we should be talking about is when they feel janky or don't work as intended. Hag and Dredge are supposed to be able to instant tp, but because there's a slight delay, the survivors usually get to the pallet or window anyway. Wesker is supposed to be able to hit survivors at a window if they're not all the way through, yet he almost never does, on top of getting caught on nothing a lot of the time. He also doesn't have a proper interaction when using his power on someone at a ledge, because they just fall off and get away for free. They wanted to add anti-camp for the survivors to use for Twins and Singularity, but it just leads to not being able to use Victor when a survivor is running near the hooked person, and giving the Singularity a slowed down 5-second delay on being able to do anything when you use a camera near a hooked person. These killers just feel bad to use. So they're lazy in that regard, but not in the way that people usually vaguely imply.

  • Rollback when I'm trying to pick someone up.

  • I did pretend I didn't see someone, and was gonna let her get a pallet save, but she ended up not doing it and giving me a free kill.

  • It's cool. I just hope they let us keep the cakes after the event, and don't disable them.

  • @piplup55 said:

    Chucky became insufferable now. With the scamper duration, you could still loop him around small tiles and if he used slice and dice and missed, he got punished with a slightly long cooldown. Now, he doesn't need scamper cause he can spam slice and dice, which doesn't make looping him fun or letting you get distance to try to get another loop. His power can be juked, but it's almost a blight situation where juking him once doesn't mean ######### cause his power is up again in a moment.

    Chucky was much more enjoyable before (playing as and against) and the changes need to be reverted.

    I don't agree with the line of thought, but I agree with the conclusion.

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