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orangegoblin

orangegoblin

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orangegoblin
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  • @Zaitsev said:

    I personally hope they buffed his movement speed and some bad addons

    I'm hoping that if you shoot an injured survivor it downs them. DeEp wOUnDs. Not even on par with huntress hatches or demos lunge, and I'm afraid of saying anything about it because then suddenly huntress and demo will apply deep wounds with their abilities too xD

  • @JakConstantine said:

    As for the title to be honest I am. We haven't got no news yet if there's going to be any changes with the Deathslinger and the sabotaging hook balance. I'm really hope I'm wrong with this, but I think they won't be any changes. In the past we would have heard about them sooner.

    Quite hesitant in buying this one because why should I buy a weak killer? Love his design and story, but that's it.

    Don't forget the harpoon applies DeEp wOUnDs, so he's not even on par with huntresses hatches or demos lunge, because both of theirs destroy pallets at least. Deathslinger has so much counter-play its not even funny.

  • @Rezblaze said:

    Bloodlust rewards the killer for spending too long in a chase.

    But it rewards them too little too late. That's why Beast of Prey is such a bad perk.

    A killer entirely centralized around Bloodlust? That still sounds so low tier, I would almost call it a nerf. It relies on factors outside the player's control. That's the opposite of what you want for a playable character.

    With current Bloodlust maybe, but then again, theres also no reason why a survivor, or a loop for that matter, should be strong enough to make a chase last so long in the first place. Then again with the change he'd only need chase for 5 seconds to gain most benefits, most chases last about 30 seconds.

    Maybe if we made Legion walk at survivor speed 56.5% with no terror radius, crouch like one with ctrl, sprint like one with the feral frenzy and gaining a terror radius while doing so, or in chase, lets say sprinting at 105%, Tier 1 Myers speed, while keeping the ability to vault windows and pallets, he could be strong, and scary. Now that I think about it, that sounds way better. I like it more actually. Legion would also get the ability to T-bag, That'd put em in Pig and Ghost Face Tier.

  • @Raven9 said:

    no

    No discussion? Thought? Straight up no? Even if Bloodlust wasn't bugged and non consistent?

  • @chenais said:

    Killer mains like to think mori offerings are fine: after all, its rare and "only allow them to skip 1/3 of their objective". Ok, lets apply that way of thinking, but for survivors. If they had an ultra rare offering that made it so the generator time is only 2/3 of what it is right now, it would be great, no? It would be rare to meet one and it would "only allow them to skip 1/3 of their objective". So, dear killer mains, still wanna say moris are fine? If you say "yes", then it would be a good idea to add the offerings I mentioned above. Prove me wrong.

    The objective for The Killers is to kill the survivors, as is their namesake, until their names are changed to The Hookers this will remain true. A survivors objective is to survive and gtfo. Even with a mori, it does not guarantee that the killer will get more than 1 hook before 3 gens pop, then 2 more after.

  • @Mo4ntus said:

    Blood lust is too finicky to tie to a power

    I think it would be a groovy way to integrate Bloodlust into the game a bit more, simple and ez me thinks, gain bloodlust, and Legion can do the thing, but without all the constant mending funky weirdness. The reduced Terror Radius and lack of Redstain outside a chase would help in the early game, set up those spooks namsaiyan. Kinda like using dark devotion on him, I've only seen 2 Legions with it, but when they come up with no Terror Radius they look like a survivor at first, super fun to go against in that way. The lack of an actual active ability, and the use of Bloodlust in this particular way would give an edge to what is at the end of the day, just an m1 killer.

  • @SilentGhostPL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134065#Comment_1134065

    Playing against the same killer over and over can get repetitive. But you do you partner.

    Aye it does get boring. However, spirit is one of few killers that can do relatively well without good perks or add ons, and without stressing the fug out. Most other killers sweat their asses off. I know survivors don't want to be stressed out, but horror usually turns into 4 things for the player/survivor role; stress, excitement, frustration, or hilarity. Experienced players just see the game a lot differently than newer ones, whom play horror games with friends to get killed, spooked, chased, and have laughs.

    The one sided, competitive parts of the community, along with toxic youtubers "make survs/killers dc" videos, bring in, and encourages more competitive/toxic behavior, and, as a result, brings balance and immersion breaking updates.


  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132454#Comment_1132454

    How am I entitled? Because a killer couldnt get a single hook during the 10 minutes we took to finish 5 gens and open a gate? I'm entitled because the killer spent the entire match tunnel visioned on 1 player? I'm entitled because when they finally downed someone, we couldnt get any altruism due to a killer deciding to face camp on a 1 shot down killer?

    When you clear all the totems, and the killer is tunnel visioned on 1 person.. what else is there to do but complete gens?

    You aren't entitled, but the MAIN issue is that it can take 10 minutes to down just ONE person, regardless of rank, a killer should not be in that powerless of a situation, simply because they play to kill, in a "horror" game of all things. As you know in most of those situations when it took a killer 3-5-10 minutes, of any skill, to down just ONE survivor, the gens are done, their team is coming to save them, their team has BT, DS, deadhard, the gates are already 99%, if the killer is unlucky not even noed will help them because the bones are done, this happens more, and more, the survivors objective allows them to get away without even seeing the killer if they do nothing but generators and hide at the right times. If you want points, and know you are getting away scot free, and are getting none, sandbag a little bit, miss some skillchecks on purpose, do bones, take the killer to the immersed claudette or the toxic nea waiting in the bush to blind, the entity will thank you for it, and the killer won't feel powerless. Sandbagging also brings a lot more fun into the mix, because sometimes you end up being sandbagged, or camped for it if the killer knows whats up, and thats okay, its funny as hell.

  • Lets leave the roar, getting jump scared by oinks is fun

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117669#Comment_1117669

    The same reason killers can be looking away from you and still hear you? Lore and mechanic reasons.

    Well I mean, we can all hear people behind us IRL right? I'm behind you right now.

    On a more serious note, horror games lose their punch after the first couple of hours, especially ones as repetative as dbd. Fear in general either turns into excitement or frustration. No red stain would be both exciting and scary for noobs, and for higher ranks, it will either be just exciting or plain frustrating, it depends on the individual. When I first started I played survivor because I wanted to get scared, after a while I wanted to play killer so I could be spooky. We all know that there are no real spooks after a while unless its a stealth killer popping up outta nowhere or hitting you at a loop you thought you were safe at. Its why I never use spine chill, takes away my spooks.

  • Removing it would allow killers to actually secure a kill during a good chase. god loopers wouldn't be able to loop for 3 gens, still have a good chance of escaping, and baby survs will die no matter what so it really wouldn't hurt anyone and benefit everyone at the same time. Mindgames are just guessing games for two individuals, thats the trick.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115724#Comment_1115724

    Did you read ANYTHING out of what I wrote?

    NOED can be cleansed, AND THATS THE POINT.

    NOED takes over 80 seconds to cleanse, and this is a slowdown comparable to other slowdown perks.

    So playing with NOED is not playing with 3 perks, because NOED gives you either:

    1. Over 80 seconds of gen slowdown
    2. Exposed and 4% haste in the endgame
    3. A bit less than 80 seconds of gen slowdown, AND Exposed and 4% haste in the endgame.

    So it doesnt matter if surviviors will cleanse the NOED or not, you get value EITHER WAY.

    It doesn't take 80 seconds to cleanse a totem...

    Editing because reasons...

    If you are concerned about 80 seconds when the gens get done then thats on you for holding m1 and not interacting with literally anything else the entire game. Some killers never even see all the survivors, not their fault they needed to down that dweet that looped them for 3 gens to prove themselves, ######### can be hard man, y'all want the 1v1, no once asks about the 1v4. NoEd is here to stay, devs said it themselves.

  • If you play "fair" as any killer thats not Spirit, or BIlly, above green ranks, gens are getting done, and at least 2 are escaping. If you tunnel one guy, slug, mori, they aren't getting done. If you play "Fair", and bring NOED, theres a 1 in 5 (5 totems) chance that you will bag more than 1k as a low tier killer, thats what the games balanced around right? 2k? NoED makes them leave, which can secure that one hooked fella without the stress of DS, or BT being put into play. It can be countered simply by Doing Bones, using a well timed DH (when it works because dedicated) DS, and most importantly, BT. And above green ranks, they always bring BT.

  • I think NOED should in all honesty just be a baseline killer ability. HEAR ME OUT, it would MAKE survivors do totems, make them gtfo at the end game, it would have the same, if not a better effect than old ruin, if you play against a good survivor team, NOED WILL be gone, it will teach new survivors to watch out for bones, Or they'll save the last totem just to blue ball you before you get your first down with it (totally didn't happen to me when doing archive challenges... not at all /s). Games don't last long anymore, 4 to 6 minutes if just 2 people pump gens out, 15 max if they dick around or 3 gens themselves, those are the games the killer gets more than 1k while Playing Fair, if the survs dick around and do bones, search chests, actually interact with the game, and most Importantly, the Killer, it becomes a more full experience for everyone. We've all had games as Survivor and Killer where we either never see the killer, or even some of the survivors, because they Just Did Gens and Nothing else, which just doesn't sound like fun.

    Its not until end game, when you either are forced to camp, or brought NOED that you see the whole crew and they ALWAYS have BT or DS. What many call toxic tunneling/slugging is the only viable way to slow the game down without old ruin or NOED, its not fun for the people that get tunneled first, but its the only way to slow the game down enough to get kills above green ranks. Killers are just learning they are there to kill, not worry about the others feelings. And when survivors bring a mix of BT, DS, DH, spring burst, the new insta-heal, and the new sabo, after March 10th, shits going to get a lot worse.

    Other than Gens, the survivors only other obj is to gtfo and do bones, and some Always ignore the bones, unless they implement a last man standing BP bonus for that Lone Survivor movie cliche to encourage some hilarious sandbagging for the entity, then frustration on the killers behalf is just going to continue to worsen. When survivors get chased, when they do their 360s, flashlight saves, or sandbag with friends, they are having a great big laugh, the Killer on the otherhand, is having the most frustrating time of their lives trying to kill just 1 person, because no matter what they do, gens will pop, and giving up on a chase is not an option for some people, they want to see to it they can't be bested, and Any Killer should not have to be screwed over chasing just 1 experienced survivor, simply because there is 3 more and they can each have the potential to loop as good as the last. The only time gens don't get done is below rank 15, but because deranking and matchmaking is whack we just never know anymore. The new MMR system will fix a lot of things, but worsen others, the one bad thing it will make easier is people that purposfully de rank will have a breeze.

    For most killers now, getting kills against a good team while playing "fair" is literally impossible.

  • No mither should also hide the broken status or give a permanent exposed status to the survivor with it, as well as not drop blood orbs or caugh against plague. (You can't NOT tunnel them down or keep them slugged the whole match, its too good of a time waster to pass up) If the status is hidden, no one will know the wiser until they get slapped. We should leave insidious alone tho, mind gaming at gens is the most satisfying thing to pull off when it works.

  • There are very simple counters, treat him like a good nurse and legion, dont heal, and rush gens, simple as that, also looping forever and throwing every pallet on earth and keeping him in tier 1 and 2 as long as possible

  • I do, let me list some bugs that may or may not happen at the same time during MOST friggin games: Dead blink spots all over the place! Some mouse bug where you can't look around in certain directions! A fatigue bug where you move at fatigue speed for the rest of the match! Auto-aim either working perfectly some of the time (like, rarely... very, very rarely) or not at all! The unnecessary cooldown on top of fatigue was just the beginning of my frustrations. A Banshee skin would shut me up though ngl

  • Its because at end game, if survivors were good, the killer would have gotten only like, 2 hooks and looped for all the gens in that time.

    If the killer was playing "fair" IE not tunneling recently unhooked survs, not slugging, not bringing a mori to play by their namesake and actually friggin kill people, these situations happen even more often, play by their rules, and You Get #########. If you play killer, you need to play dirty, then at the end game, when the last survivor gets their Lone Survivor movie ending, you did your job.

    Not the killers fault really, it happens often. With BT, and DS on just 2 survivors and unbreakable on 1, even NOED can be countered at the end game, and from green ranks upwards, they Have those meta perks.

    I've tried noed, didn't work, especially against Nancies, they love bones, didn't even activate, I had a game against a SWF and right after the first down with noed the totem got broke because the Claudette was waiting for it. I've recently picked it up again, and let me tell you, survs don't look for bones anymore, the ruin nerf unintentionally nerfed survivors bone detectors, they completely ignore them! Half the time I get 2-3 kills before the gens get done, and that to me is a win as long as I black-pip, even with 2k you can get that darn entity displeased, feelsbadman.

    NOED is a perk with a name and a meaning, No One Escapes Death, end game is reaping hour, you either gtfo and let steve die on 1 hook. Or you YOLO that #########. You can soft counter NOED with 3, sometimes 4 perks, DS, BT, DH, and If the killer slugs, Unbreakable. You can hard counter it by doing a bone inbetween gens, keep track of how many you cleansed, if you cleansed 2 during that time, you can look for the others before the last gen is done. Or bring 1 of 2 really great totem spotting perks, a Map, or just not being a blind M1 robot during the game.

    Even with rift challenges, you can still cleanse, you don't need perks to polish some bones.

  • I dig it, also DC penalties, guaranteed black pip for both surv, and killer if 2 more players dc, QOL changes that shoulda been done a while ago.

  • The thing is, most people get bull headed and will chase a guy till the end of the earth, despite gens popping all around them, time moves fast for these killers, and when the gates open and no one is on death hook, they don't feel either scary, or threatening, just really frustrated because that teabagging flashlighting at every pallet nea got away with it. And the survs that just did gens and didn't even see the killer just had the quickest game of their lives, at least noed makes the game interesting at the end.

    Before others say anything about "killer bad used noed hand yurself" theres no such thing as a bad killer, they're just trying to kill you after all, if you died because your team didn't do bones, or you failed to do totems, or they left you on the hook, thats on them and YOU, not the killer. All the killer wants is to scare and kill people. This IS a game in the Horror genre is it not? Survivor side is all about getting scared, its how most feel when first starting out. If its no longer a Horror Game then we really need To Reconsider Arthas!"

    With Cleansing Totems, BT, decisive, dead-hard (doesn't work because reasons anyway but still) NOED has several hard counters that do mare than just counter 1 perk, and one of them, Cleansing, doesn't require any perks at all, simply cleansing a totem between gens removes its presence from the board and extends the game time by like, 12 seconds.

    Make NOED baseline, put scratch marks on survivors portraits in game so the killer knows whose been hooked and how many times. Give survivors a groovy notification when all totems have been cleansed (a totem count, lit or otherwise, would make other hex perks even more weak, as they will know how many there are) a great example is devour hope, you never know until it gets cleansed and end game screen, or suddenly everyones getting instadown or Janes getting her butt ate by a Wild Hag.

    Give all survivors that cleansed totems a smol end game BP bonus at the end of the match, this makes the second objective of cleansing totems all the more important, and will lessen frustration survivors usually feel about bloodpoint gains. I know SWF will never go away, its simply too much fun, my brother and I try to sandbag eachother all the time for fun, and the messed up thing is, while we are laughing and hollering, the killer is probably frustrated to all hell because even though my bro and I are having a laugh, gens are still getting done and we don't start getting eachother killed till the end game anyway.

    But for the love of god, make it so most killers have no terror radius while outside a chase to give them an edge, its what allows stealth killers to be so unpredictable, so much more fun to play against like Myers, and would make terror radius affecting perks more dynamic as a result.

    Give SWF proximity VC that the Killer can choose to turn off for themselves at their discretion, prevents unwanted toxicity on the Killers behalf, and allows survivors to communicate with each other while in game. If they wanna talk smack while hiding in the hay stack, they'll get Bushwhacked. Simple as that, proximity sounds have been in many video games for years and is not a hard thing to implement.

    Or better yet, give survivors First Person perspective or give them the option to have it, and the ability to press ALT to look behind them. If anyone has played Rust they know what kinda FPS I'm talking about, adds more dynamic and spooks to what is supposed to be a Horror Game, unpredictability is Horror, fps adds that, I would love to have an option to be in first person as survivor, might not be everyone cup of tea, but having the option won't hurt anyone and would add more immersion for people that like that sort of thing.

    A lot of things that really good Horror games have, this game just doesn't, adding options to have them would not hurt people that don't want them, and would make it more fun for those that do.

  • Are you going to fix the dead blink spots in every map and remove the cooldowns on nurses power anytime soon? Nigh unplayable. Also, Screaming Banshee skin for Nurse when?

  • With the cooldowns nurse is pretty add-on reliant now too.

  • @jordirex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005005#Comment_1005005

    Slightly changes, I think demo is decent enough to be B tier. Good map control and pretty decent power useful in jungle gyms and the shack.

    Nurse can't be looped but she can be outrun and when close enough she can be mindgamed, so she loses time anyway. She is not as strong or unstoppable as she used to be.

    Plus she is punished for using her only form of mobility now. Sure if she has both blinks off cd she can catch a surv if, They Don't Know How To Run Her, but during a chase with that first or second blink on cd shes not catching anyone unless they potato into a wall. She used to be fun without add-ons, great games, good chances of success, and failure. Now just blinking to one side of the map to the other to find a surv at the beginning of a match takes forever, guarantees at least 1 gen being done by the time you find a dude, and get your first hook, especially at higher tiers when they know how to immerse against her, and double back on loops, and beanz like dead blink spots (pls fix bhvr). Only because that cd on her power has really made dealing with everything including ground vision 75% of the match all the more frustrating. Pig Grass-Vision is better now >.<

  • Yeah but, they're killers... Don't you feel killed?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/998932#Comment_998932

    You could try reading what I wrote instead of going on the defensive.

    Old Freddy wasn't the strongest yet everyone hated him. Why? because although he was not OP he was not fun to go against due to his power.

    I specifically said Ghostface isn't the most OP killer, nor is he straight up overpowered. He just feels cheap and not fun to face. So taking the usual defensive approach of "git gud" really doesn't work.

    People know how to play against Ghostface, they just don't like how he plays. In the same way that people knew how to play against old freddy but nobody found him fun to play against.

    That said there is ample evidence that at the moment you CAN'T play against Ghostface correctly as half the time you can't even reveal him.

    What you typed just comes off as saying "don't nerf my killer, i like them strong with easy hits that the survivor can do little about". Perhaps I should ask for you to try playing other killers and getting better at getting hits so that you don't need a killer with zero terror radius, zero slowdown, and zero attack delay while cloaked.

    "I like them strong with easy hits that the survivor can do little about" That is what stealth killers are meant to do, Tier 1 Myers, GF, get the jump on them, surprise them, "Sounds like Orc mischief to me! They come with fire! They come with axes! Gnawing, biting, breaking, hacking, burning!! Destroyers and usurpers, CURSE THEM!!" If anything, Pig, and Wraith needs some love and attention to do the same, the growl/bell kinda kills it for em. Hell if they gave Ghostface permo stealth and got rid of his ability to expose survivors or made it an add-on I wouldn't care less because jump scaring people is what makes him and Tier 1 Myers so much more fun than Pig or Wraith.

  • I could see it working so long as each survivor by themselves is useless, but when together, stronk.

  • One gives insta downs, not bad, not good, helps a ton, but feeding killers plenty of fiber usually counters that, its also a hex so that sucks. Adrenaline? Stop the gens xD

  • @Matic said:

    Here is my thoughts on Ghostface that I believe something needs to be done about him. Many other players and I who play this game often agree that Ghostface is a super unfair killer to play against as a survivor. I do understand he is a stealth killer like Pig, Myers, and Wraith but trying to play against him is miserable than all the killers. Mainly because of two reasons. When a survivor looks at Ghostface from a distance and he doesn't notice you, there is a sound that will alert him and that killer will search around the area and since killers are much faster than survivors they will be found and a chase will ensure.

    When Ghostface stalking a survivor and the same person is staring him in the face they still get exposure on and it's an instant one shot. They even do this mid chase, they go into stalk mode, look at a character for a second and bam instant kill! This happens so often it's not even funny. Combine this with All Ears, Ruin, and Barbeque and Chilli and it's a shutdown, no win for survivors, no chance, hopefully, you can find a hatch at best.

    Please make some changes to Ghostface nerf him, please. Killer Players often run Ghostface instead of other killers. Ghostface is constantly in matches cause he basically can't lose. It's even worse if you run into one who camps and teabags you. I even spoked to a few Ghostface players they even say he's super strong and basically a can not lose killer. This happens all the time on the Playstation 4 console of the game even till this day.

    You don't like getting jump scared do you Squidward?

  • @Revenant_of_Cocytus said:

    I think players should be able to use all tiers of perks that they've collected in general since some people might prefer using weaker versions as self imposed challenges and the like, not sure how best to incorporate that into the UI though since having separate tiers of each perk would make the perk list even more cluttered than it already is, maybe a tier selection menu after picking a perk, although that would make last minute tweaks before a match harder so maybe there's a better way that I haven't thought of.

    I think having the ability to reset perks could work, like you turn it in for the BP it was worth and you can unlock it in the next bloodweb. Survivor and Killer would benifit from it too so I see it as an absolute win from both sides.

  • Y'all are asking the wrong questions. What you should be asking, is why don't survivors have first person view? Most all horror games do, makes them scarier. If you have fps view but can turn your camera 180 like in other games such as, Rust, or Ark for example, if GF is in your sight, it will insta reveal him. Problem solved for both sides, no more getting revealed from behind giant rocks, and no more not being able to reveal while he is standing directly in front of you with your character facing him. Put car mirrors on gens and BOOM you can see em from the mirror. Why nerf or fix whats not broken? GF wastes a lot of time stalking, and HAS to slug to secure kills if gens go too fast. Alternatively we could give him permo sneak like tier 1 Myers and make stalking an add-on.


  • @anarchy753 said:

    "MoSt BaLaNcEd KiLlEr" is just what people parrot when they mean "only killer with an insanely strong power with no downside."

    As a killer main who doesn't like Billy, it's this whole 'power-role' mentality thing where people seem to think being OP in the killer's favour is 'balanced' because they should be getting kills regardless of their skill level.

    To be fair it is a pvp horror game. Most horror games aren't easy and more often then not I'll die A LOT learning them, this is a pvp horror game, its different sure, but having a stealth billy with insta saw pop the corner is scary, down right insidious I dare say, requires no effort on the killers part, and is fun to play against. Unless they camp, but you can't punish that because we all live and learn.

  • @Swiftblade131 said:

    Spirit and Nurse already got changed.

    And with how ruin is no longer useful, there will be a lot of Nurse, Spirit, and Hill Billy, but as I already said, Nurse and Spirit got changes (Nerfs, balances, whatever you want to call them).

    Somehow, I feel it will be Billy's turn in the upcoming months. And probably not for the better.

    And on it goes...

    There are no nurses at red ranks anymore xD they all blinked away

  • @Sir_WAFFLZ said:

    So I am by no means a great killer. I am a Rank 4 survivor and a rank 9 KIller. Unfortunately I find this game to be rather unplayable as of late because of the matchmaking. As a surv I end up playing against lower ranked Killers even as low as 16 and honestly it presents no challenge and means I do not pip up since the game doesn't last long enough to be fulfilling. As a killer gens are popping so quickly and the game is over so quickly that I learn nothing and therefore cannot grow as a player. My last game I played my lvl 7 doctor and went up against a rank 2,2,3, and 10. Now granted there was one person around my rank, but the other three cleaned shop.

    The point of this rant is 1) to vent and 2) to see how everyone else feels about matchmaking and general experiences with the game in the last month or so.

    Thank you for your time, and I look forward to seeing the replies (if any) :)

    If I get a low rank killer (can usually tell because I suck at loops. If I can run them for more than 30 seconds somethings not right) I'll lead them to other survs, spread the love, and slow the game down just a lil bit. Its a case of "we gotta make our own mistakes"

  • @liquidlight said:

    I love the idea of this; increase the scares and the fun. We definitely could use more positive diversity in game-play.

    I think when it comes to the key parts you have to collect... when a survivor dies or DCs they shouldn't just drop the part but the part should return to the chest. I only say that because some maps are huge and it would be difficult to find a part if a survivor DC'd in a random place not near a hook, vault, or gen.

    And poor nurse does need some love. Her "stun" or whatever you want to call it where she looks at the ground after blinking/phasing is horrible. There are other killers who have similar abilities like hillbilly, for example, that have hardly any repercussion for using their ability (even when hitting an object). I think the stun should be shortened at the very least, if not removed. Nurse takes actual skill to use. Not just anyone can do it (which might be bad and reason enough to touch her up 🤔). I personally enjoy playing against a good nurse. She delivers in the excitement department if she can actually hit people - most can't.

    I have some ideas but I'll have to hit up the thread later. It's late. lol Zzzzzzz But I just had to throw in my two cents. I will say some funny emotes in the game would be good. Other than pointing and waving. Nothing a toggle push and a wheel can't make become reality. But some shaking/cowering for survivors, or a thumb across the neck for killers wouldn't hurt.

    100% agree on billy, and he's not even broken (too me at least, can't speak for others). Sure nurse completely nullifies loops and pallets, but a good survivor can mind game those things, it goes both ways, a survivor can 100% escape a good nurse before her rework, many good (and bad) streamers have shown that. And a nurse winning a mind game usually gets the kill. A good billy game can go either way as well if both sides are competent. I've never been a 4k or bust kinda fella, 2 kills and its gg in my book, most times I'm in a situation where I can get the 4k I let the 4th survivor get the hatch (or mess with em by closing it in their face then taking them to a gate for teh lulz)

    I do think perhaps the survivors just dropping the part in random areas after dying/disconnecting/escaping would kind of suck, maybe if not having them go back to chests, we could give them a white aura similar to when equipping plunderers instinct, but without needing to use perks to see them.

  • Ninja Hag: Insidious, Dark Devotion, Nurses, for the third i either have im all ears, bbq, monitor, or Iron Maiden to give the locker dweets a surprise. For addons i use cracked turtle egg and half egg shell.

  • yeah but with a 180 turn radius while running and doing objectives they would still have the same advantages, they just have to be smarter about how they play. Popping the camera around corners on a ghostface for example and breaking him out of his power when the survivor itself is out line of sight is not only too unrealistic for my tastes, its broken towards the survivors favor.

  • Make survivors first person. Give them 180 turn radius. Killers already are like stiff robots when chasing peeps, so I see no problem. Make him get exposed as usual when hes visible, ANY part of him, distance is nagotiable, tit for tat namsaiyan. Bam. Fixed. First person would without any doubts fix many issues with this entire game, not just Ghostface. It would also make playing survivor actually feel scary.

  • I like it, not sure about the getting trapped for 8-10 seconds, unless theres no notification that the totem got cleansed, but if there is I'd say 4-8 seconds would be a fair amount of time for the survivor to poop their pants then run to the hills or get stabbed.

  • I forgot to add it that first person survivor would bring in more of a horror aspect to the game play.

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