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Oppression is bad for the sole reason it is only effective if your opponents are bad. Also base regression is awful so even that aspect is not valuable. Dragons grip is just a gimmick perk only useful once per survivor if they are able to put two and two together and once against a swf.
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You got a 0k, you failed your only objective, so you get a losing screen. I see no issue with that, when you fail to capture/escort the payload in ow or the other team gets more rounds in val/csgo you failed your objective and lose the match its normal for multiplayer games.
As killer you failed, the game naturally wont show a victory screen at the end.
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@Rudjohns said:
Even undetectable killers have sounds that announces they are close, well, except for the Skull merchant…
It's just a characteristic of theirs to set them apart from each other. Dredge is loud, yes, but he should be, considering how his body is built
Have you asked yourself why Clown makes sound when vaulting but other killer's don't?
I buy most of it but the dredge is stupid, the fact that you will not be mindgamed by dredge because of his audio is something that shouldnt happen, like you remove the whole mindgaming at loops with that killer if your opponent has ears.
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I mean while here in the forums I have not seen the first complain about new singularity, I have seen some streamers and people on twitter complaining.
Now dbd twitter users opinions might as well be ignored as they will complain that trapper is too strong lmao. And the few streamers are just tilted because they somehow cannot use EMPs and lose. So at the moment I do not think many people complain about it.
However I do think maybe the sentiment will become more prominent as more people play singularity, as I trully believe that what makes a killer fun in the eyes of many in the community is just how easy they are to beat, as shown with billy being loved while he was a joke and hated once he became strong.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764992#Comment_3764992
Excellent, so we agree.
So if the average survivor isn't good enough to use these sound cues, then removing them won't hurt those survivors, all it will do is buff these killers against the high level survivors, who do use the sound cues. Survivors who, these killers probably need some buffs against. Would that be correct?
Yes, no argument on my part but as I say I doubt bhvr will be willing to put effort into making that. But sure you have a point if we are talking about good players.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764986#Comment_3764986
You are missing the point, i'm talking about the undetectable status effect, so there is no chase happening. Basically, it prevents it from being useful for these killers. On top of that.
If the audio cue for them is so important and there for balance reasons, why don't they trigger a heartbeat notification for deaf/hard of hearing people?
Ok first yes this sounds would make the undetectable status effect useless, if the average pub player had more than 3 seconds of attention span. Those players get surprised by sadako and other killers that give you 5 bussiness days to react to their stealth ambushes, do you seriously think they would be able to listen for footsteps and find if a killer is aproaching, I would be surprised they are looking around while repairing a gen to begin with.
I feel like while this problem does exist it does not affect a sufficient amount of players, those killers can still use undetectable, is it obvious because of the sound cues? Yes, will you still get a jump on them because the average players leaves a lot to be desired? Yes.
Finally, the devs have not yet been able to equalize the survivors grunts of pain so that every survivor has the same volume when injured, expecting them to fix this is pointless.
TLDR I think you are right, but this issue simply does not happen often as the average player is not good enough to use this sound cues.
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As someone who has been playing this game since 2016, this is literally not a true statement, idk if you are familiar with the term "blendette", this was literally something killers and survivors complained back then. While I do have my opinions regarding inmerse teammates and opponents making the match boring, they are not the point of the discussion.
The point is this discussions DID exist back then but every dbd player loves to see the old game with nostalgia tinted glasses so they forget this things did exist.
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The only one in that list I think its actually an issue is dredge, the fact he cannot mindgame if the survivor doesnt have hearing problems is an issue. But audio occlusion and chase music hides most of the loud audio cues of those other killers in chase, so that mindgaming is possible so I have no issue with those other killers having them.
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@Spirit_IsTheBest said:
Plague should lose her corrupt purge by any stun, no idea why it was only a bug, it should be an intended feature, I feel like her power is a lose-lose situation, you either stay broken all game, or give her one of the most powerful abilities in the game by cleansing, which is not fun to verse at all.
Chucky in my opinion is in an awkward position ever since his scamper was removed, I think it should return but increase the time to scamper by a lot more and add a delay window to hitting for 2 seconds afterwards, so the "free hit" aspect can be avoided easier. Increease his cooldown to 15 seconds in return.
Nah, I preffer to keep current chucky, his skillfloor is higher than old chucky, the scamper brain gameplay is gone and you can use the fun part of the power more often.
The changes you propose will just return old chucky but weaker, why would you do it when the current killer is not only stronger but also rewards more skilled players?
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@mcallisterbritt said:
If BHVR would fix his Projectile where they did not go thought solid walls then it wouldn't be so bad…. That and the cool down on his power is too short and the time it take for a survivor to Dispel there Weakened is too long….. Then his movement speed should be the same as Deathslinger and Huntress 4.4m/s not 4.6m/s any killer that throws or shoots stuff should never be 4.6m/s……
It going through walls is intended, the devs have showcased this as a feature of the proyectile, no need to fix something that is intentional.
The cooldown of the power is incredibly unforgiving, leaving less than 3 seconds most of the time to land an incredibly telefraphed and slow moving proyectile that unless you are in a doorway/hall is very easy to dodge.
The time for a survivor to dispel weakened is very forgiving, specially when you take into account the linger mechanic meaning you dont have to be staring at the unknown for a prolonged interval, you can look at it for a short time about 3 times and poof weakened is gone.
This comment seems to lack a lot of knowledge about the killer either by mistake or willyingly for the sake of the argument.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764200#Comment_3764200
getting pincered is not a minor inconvenience lol
It is if you know how guards work, if you are being chased, just use a window or pallet drop to bait them and not get pincered by knight, by the time the guard corrects its path the hunt should be over due to the guard time decay bonus. If the pincer is from a distance you have two options, if the knight is trying to ambush you from afar take the banner. If the knight is trying to pincer you when you go for the banner aka banner camping, just shift w, the guard will not catch up to you and the knight is wasting his time protecting the banner. Both situations are a win-win for you so yes a minor inconvenience
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I would do just two simple changes, first one better locker placements, I think thats a no brainer. And second one rather than removing the lock mechanic make it so that while in nightfall all lockers get unlocked and cannot be locked.
With this change you still keep the counterplay dredge has aka locks, while making his tp better and making nightfall something thats actually dangerous for survivors.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763943#Comment_3763943
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763944#Comment_3763944
How does it not matter it literally means you don't have to run map of the realm anymore
I mean if it was an addon that makes a difference in a good killer like blurry photo on unknown or scanning distance on singularity it will be something of value. But its a good addon on a killer that is easy af to dunk on so I guess its nice the knight can run other addons? Still the guards are a minor innconvenience at best.
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I mean who cares, avoiding the guard and getting to the banner is still incredibly easy so being detected is not a big issue.
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@SantaKlawz1 said:
Maybe it's my mmr but every Knight I've faced has been oppressive af.
Im gonna drop some secret to literally destroy this killer. Once a guard starts a hunt on you, just run them around a loop and then go for the banner, if the knight camps the banner just hold shift+w thr guard wont get a hit and the knight will lose his time while gens are done. If he doesnt camp it just get the banner and thats a useless guard hunt that will trigger the 10 s cooldown.
So regardless of what the killer does its a win-ein for you.
Also if he chases you along with a guard, do not worry, drop pallets and bait windows that way you dont run into knight and the guard wont hit you.
Hope this helps, cuz when you have this info playing against knight is oretty much a flowchart where you going down is not an option if you are not on a deadzone or bloodlust came into play.
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This is incredibly high quality bait or you strongly dislike the killer because that suggestion is wild.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763571#Comment_3763571
Everyone played and will continue to play Blight regardless of how many killers are buffed because he's one of the strongest and also fun.
Absolutelly true, but people who get their killer soft deleted from the game will either stop playing or gravitate towards resentment picks, which are either meta like blight or nurse or just annoying like SM.
So that means less fun matches for everyone, until at least all effective/not fun killers are nerfed which is very unlikely.
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@Triplehoo said:
"Knight is now bottom C-tier killer"
"Why is everyone playing blight, the game is boring" kinda vibe here.
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@Yggleif said:
I think they're fine as long as you manage EMPs well and respect him in overclock mode and predrop against them so if you know the counterplay I actually think Singularity is one of the most balanced killers in the game.
The average soloQ player can barely handle sadako, cannot solve pinheads box and doesn't know how to place turrets against xenomorph.
Expecting those players to know how to use EMPs and handle overclock is absurd. I am not saying singularity is too strong, I am just saying you expect wayyyy too much from the average soloQ player.
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@Gmoore23 said:
Idk why this is a hot take but I think he's way better now. It's just a different playstyle than before. Instead of shutting down loops, you can have your guards chase one survivor while you chase another, creating a stall for two different people instead of just one. You're spreading pressure more effectively and efficiently.
On top of that, the guards do most actions faster, and they now have better ranges for spotting survivors. And if that wasn't enough, the guards chase longer and the standard takes longer to spawn in if the paths are longer than 10m.
The devs aren't nerfing the Knight. They're making his playstyle less boring and, arguably, much stronger. Just don't follow your guards too closely if you insist on chasing one survivor.
If you get chased by a guard longer than the banner takes time to spawn you are either new to the game, are facing knight for the first time or you are AI.
Like new knight guards are so incredibly easy to avoid, and even if knight is pressuring you at the same time, they are less effective then.
And do not even get me started on people who seriously get hit by guards, like my guess its a goldfish would be able to outperform them in chase at that point.
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@BillsCigarette said:
Why is Hillbilly S tier? You say to me he's as or almost as strong as the Nurse?
He has shown better results and more oppressive nature even in comp matches, new billy rn is better than blight.
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@Nazzzak said:
It's okay! Killers may get official wall hacks but we have exciting perks to look forward to like Hardened... and Specialist... I'm sure they'll be helpful. Somehow.
Hey you forgot the vaulting perk that can let you chain a lot of loops if you are good and helps massively is chase. Idk if it kinda ruinned the narrative of new perks being bad but I think you forgot to mention that perk.
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A 3k or a 4k id a win, everything else is a loss with the only variation being how hard you lost.
2k: you failed to protect generators and half the team escaped, they beated you but with more effort you can improve and avoid those loses.
1k: not only did you fail to protect generators, the team must have ran you for days, either you were throwing on purpose or you have a lot to learn.
0k: at that point leave the job to the tutorial trapper bot, he and you have the same results lmao.
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@100PercentBPMain said:
Pyramids boring to me because it'd all just the same playstyle with the same add-ons with no build variation. Zzzzz
Love him or hate him, Myers is a way more successful killer to me for this reason. Who cares about power level when you're just boring
At least Skull Merchant has build variety which appeals to the killer
Tbf pyramid head has 3 good addons, not much to choose from.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758617#Comment_3758617
But why not rather wish for those Add Ons to be turned into something more useful? They are bad, even with Iron Will back at 100%, simply because they are very niche und you will always get value out of other Add Ons.
If they would change all the Add Ons which increase grunts of Pain to counter Iron Will (which includes a Nurse Add On, sadly…), they would still be bad and only have a niche use. They should rather get new effects.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758628#Comment_3758628
Sure, it is impossible. Completely agree. But if it is obvious that this would happen, it should not happen. I just think that Add Ons are less of an investment than Perks, so equipping Add Ons to counter Perks is a bad thing IMO. I also said this about Exhaustion Add Ons long ago, especially when they were more accessible (e.g. the old brown Add On of Huntress).
(I mean, imagine the Devs would bring back old, old Ruin (red Skill Checks) and keep the Instruction-Add On (no Skill Checks) in the game… Would be equally as bad)
I agree, for different reason but I agree. Even as a hardcore killer main I do not hate exhaustion addons, I despise them, same as mangled and a little bit blindness addons. They are the lazyest design and just make an addon that could be creative or change gameplay do something a perk should be doing.
Also yes it stands to reason addons should be weaker than perks but saddly many aspects of this game are overlooked in development or testing. Releasing perks that totally break when paired eith an old perk/addon or that are outright do the same as old perks with less requirements. But its a truth we will see in dbd, these oversights in development are pretty common.
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@Aven_Fallen said:
IMO Add Ons should not counter Perks.
While this is a valid point I think with the amount of perks and addons that exists its impossible for them to not interact at some point. Like addons that highlight blood technically counter iron will too, but its not that the addon is made for that.
My point is we just have so many perks and addons that its impossible to not have them interact.
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@SOULWARRIOR71K said:
Am I the only one who does not find using the sweatiest builds on blight/nurse etc and relentlessly tunneling/camping to cheese win streaks even remotely impressive? lol.
I mean its cool but you know the moment a swf that has an average iq over 40 decides to snipe the streak will be over so its more like watching gambling. This is talking about win streaks with weak killer I refer to. Like I have watched them but its more of a "how many games till I find someone who has over 400 h" as the players performance is capped very hard by the restrictions those killers have.
However this streaks are the other side of the coin, as they show what a player that is insanely good can do against the average team. As much as people like to cope saying that he relies on tunneling and camping, momo is one of the best players out there and has performed very well in tourneys.
Like its sometimes baffling seeing how a good player can basically dominate extremely in the game, which should not happen in any game, but the thing is all those teams had the tools to beat momo, they just were not good enough to use them. Until a team that knew how to use those tools faced him, then he ended being not enough.
His extremely high streak at least taught me that the average dbd player is really bad at the game and that matchmaking is absolutelly broken.
Furthermore he has done a blight streak with only agitation, and you will see players committing the most obvious mistakes an then giving up on hook when punished for those mistakes.
Dbd is probably one of the games that does require a ranked/casual mode separation as the skill gap might be the grand cannyon when you take into account a good player vs the average player.
This goes for both sides, have a survivor be able to actually use loops and perks effectively against an average killer and they are cooked. Issue is survivor requires more effort as even if you are good, with one person on your team throwing the game (on purpose or due to just being bad) you will surely lose.
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I think this is a good discussion to participate, specially because I was an avid billy player before the buffs.
So old billy was trash, simple as, yes you could curve, which was easy af to dodge if the survivor had some awareness. Entering a jungle gym or a main building with old billy was a GG for survivors already. Why? Because most of us tried to get a chainsaw and if the player was actually sentient, those structures prevent a chainsaw, however I was part of the billies that threw the match just to get the saw.
From my experience playing like this I concluded that when I threw the match I was praised and called a gigachad, because thats exclusively what survivors found fun about old billy, he was a joke, and even when you faced a good one, the chances are they were still gonna throw the game for cool plays, so the 4 man escape was guaranteed.
I seriously ended up hating billy, like I became good with him but I hated him, the amount of effort required for such a lackluster payoff was singularity levels of absurd. Also realizing people only like to verse you because you were an easy win.
To this day I feel like a loser for learning billy intead of blight, if I put the hours I did on billy on blight I would have such a better time in the game.
It got to the point even as billy got buffed to a VERY strong killer right now, my hatred for the character has made me not play him unless I have a rift challenge.
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@Choaron said:
Every single killer in the game is viable. Next question.
Maybe if the survivors are Ai, there is no way you can convince me 4 human players that kniw what they are doing can lose to a trapper on springwood, its impossible unless the team throws on purpose.
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I have played this game for like 3k hours and since it released on steam, I think I have seen this like 5 times maybe? Not really something that happens often.
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@GentlemanFridge said:
As he is now, he’s a pubstomper.
Which doesnt mean much taking into account pub warriors will lose even against trapper, freddy or sadako, so not really an indicative of how vecna is as a killer.
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@JPLongstreet said:
I though the aim assist was to make him playable with a controller?
As a pc player, a lot of us forget people play on consoles, I think its a good change for them.
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If the survivor has ears and eyes and knows how to loop there goes ghostface, nothing he can do aside from building bloodlust. He can mindgame? Wow would be a shame if I use a checkspot so I cannot be mindgamed lmao, he exposed me? Go to a jungle gym or main building if you have the distance thats it you should be able to loop him until the marked is gone.
However seeing the skill of the average pub warrior that somehow still managed to lose to trapper, they must see ghostface as an incredibly strong killer.
Ghostface is as good as the survivor team lets him be, if they are not lobotomized then ghostface is very easy to beat.
Now an exception to this rule is inside maps and a ghostface that is using hit and run can actually be effective as it counters his main weakness, you are undetectable but people can still ser you from miles away and reveal you, in indoor maps this is not the case.
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I am surprised this much people failed for such obvious bait.
Alas you did good fishing, they took it.
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@Yharwick said:
I feel like it's pretty clear carnifex is for pallet breaking, assassin is when you want to split pressure and jailer is when you wanna try and pincer a survivor.
Carnifex for pallet breaking is absolutelly correct, assassin and jailer are just a joke as no one gets hit by assassin if they are paying attention and now if the knight chases alogside assassin you can practically ignore the guard as the timer decays way faster.
And jailer? Lmao you forgot about the banner mechanic, no way you will ever get pressure by the jailer for more time that it takes for the banner to spawn. Also why would you get pinced by jailer when you can just keep him busy and use the banner without letting knight corral you?
While I agree knight is a incredibly problematic killer and probably thr most uninteractive killer, this changes no doubt turn him into just a worst artist althogether. He is just an m1 killer that can break pallets fast and from time to time take people off of gens.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746505#Comment_3746505
It's not hard to figure out that people want a fair game. Billy is grossly overturned and after using him a little while you basically never lose. That's a problem in a PvP game imo.
Define fair game, because old hillbilly wasnt fair either. He was incredibly easy to beat and even if the killer player was really good if survivors brought certain maps or just knew how to loop you were done.
Yes there were some specimens that somehow managed to get 4kd by old billy, which is just...LMAO. I dont think its fair that if a good survivor team versed an usually good billy the billy will lose.
I agree however current billy is incredibly strong, specially against soloQ, who already has trouble against trapless trapper.
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I feel so vindicated when I told people that survivors will start dcing/giving up against billy if he wasnt trash anymore. And people called me delusional and that him being good didnt matter because survivors want to verse fun killers not weak ones necesarily.
Man was I so right at that time, people only enjoyed billy because 9/10 with old billy escaping a chase and dunking on him was very easy.
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@C3Tooth said:
Killers who weak in chase but have build-in slowdown are great design for me. Alien is one of them with Pig, Pinhead, Unknown.
Unknown can be really good at chase, same as pinhead, as well as alien. The only one you mentioned who is a joke at chase is pig, the other are actually quite good with the weakest chase being pinhead and he still can acchieve very short chase times.
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@GoodBoyKaru said:
I will say I'm not a fan of this change. There's absolutely a problem where hooks are too RNG and can spawn deadzones far too easily, but that's not a problem with the hooks breaking, that's a problem with map design. Instead of fixing the issues with the maps, this is a bandaid fix of the symptoms without fixing the root of the problem. This change reduces the skill floor for playing killer, but also the skill ceiling, and it lessens the gap between a good killer player and a bad one, because good players were already managing their hooks and knew when a deadzone had spawned so would instantly slug instead of wasting time picking up + dropping, and good players would manage their hooks when not in a deadzone to avoid creating one that could be used against them. Now they respawn after 60 seconds, and even though it's a small bit of skill expression, it's still something which has been taken away, and when you combine it with the rest of the changes we've had to make killer less skillful overall, it's just… not something I'm particularly excited for.
I always wonder when ds was buffed, one of the arguments was: while good players can make good use of it, its absurd to expect new or average players to have the skill to make it worth with 3 seconds. Which I think its absolutelly reasonable. Idk why the argument flips on the killer side tho, either its fine to change unfun mechanics that actually good players can counter in order for less skilled players to have an easier time or it isnt fine.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744785#Comment_3744785
I would like to simply make him 115%, that's it.
My only issue when playing him is when I get into hold W marathon.
The average pub player will manage to bet sniped when they hold w, I personally havent felt this except when I play against people who are actually good and avoid shots.
The 115 change honestly I feel indifferent to, like im fine if its done and fine if it isnt.
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Dont buy this most hated killer argument, I still think survivors will despise more…blight,wesker, knight, wraith, vecna, spirit, nurse, onis that can flick, hag, legion, plague, and how can we forget, skull merchant.
People will hate any character really, no need to hinder singularitys QoL changes because people will just add one killer to the 20 something pile of things they hate.
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I think I can call trapper or onryo weak when playing them as you will notice only very inexperience players will be beat by those.
I personally as a slinger main consider he is not a good killer but since pub players are just oblivious irl he can get crazy results.
I think he is fine where he is atm, since you will not face good players that show his flaws almost never.
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As a slinger main I have to actually say hell naw. One of his stronger aspects IS having a small hitbox, if you can see a survivor at a loop even if its through a tiny gap you can shoot them. It is literally and advantage to have a such a small hitbox because it creates a lot of scenarios where fancy and good shots happen.
Examples of things you cannot do if the hitbox would be bigger: gideons cage shots, log gap shots in autoheaven, cart shots in coldwind, etc.
You would make his easier for begginer players but destroy his high skill ceiling and potential.
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@Aven_Fallen said:
There are also a lot of hidden Totem Spots, just nobody mentions them. Had a game today where Crowd Control was active the whole game because nobody found the Totem.
But all of those hidden spots specially on new maps are fixed, so if you use hexes or go against people with hexes its very easy to memorize those cheecky spots like the behind locker on midwhich,blue box on lerys, corner of autoheaven car repair room.
They are hidden maybe in your first 100 hours but after that you can easily memorize those spots.
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Surge/jolt: while I do think that yes its quite a good perk, its mostly limites to m1 killers, and some strong ones like slinger and spirit, however if you are getting a lot of value out of jolt you are already winning the game so its not that valuable.
Oppression:the cooldown being an entire gen is such a joke, yes it damages 3 generators, but its random and rng is a turn off for some players. Also the skillcheck is incredibly easy to hit.
Eruption: while it has some uses it needs you to have kicked the gen, have survivors not repair the gen and down someone, pop and surge do more regression just by downing/hooking someone. Also it counts as 2 regression events so it might backfire later on the match.
Call of brine: idk if you are not aware but new call of brines regression is a joke at best, after 1 minute it has an extra regression of 3.75 seconds, thats nothing in terms of gen progress. The info while good other perks give better one.
Pop and pain res are good because they reward you for already doing something you will naturally do as killer, which some of the perks above do but the reward is so minimal why should you bother equiping them?
Finally im surprised you didnt mention the only off meta regression that can be actually good, which is hex ruin, while still a shell of its former self it wrecks new/innexperience teams hard, specially if you are olaying a mobile killer.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744074#Comment_3744074
I don't know about that, before Billy got nerfed in the first place people already loved him... But sure some people just don't like a challenge in chase...
From someone who has played since the game literally released, idk where this narrative was born. People despised billy, crack billy and instasaw was mostly what you saw and people hated it.
People had issues with him a lot, the fact content creators didn't expressed this does not mean it didn't exist, even then a lot of them commented on billys "unfairness".
Like only briefly before his nerf and after it I heard this "everyone loved billy" because most of the people In the community at the time voiced their discontent for the killer.
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@GhostsCore said:
This is a very unfortunate
https://forums.bhvr.com/dead-by-daylight/discussion/417805/why-is-blight-so-hated
The fact you claim Blight takes skill but Survivor is "some of the easiest gameplay in the mainstream" is disheartening.
You are completely dismissing that survivor can, arguably, take more skill than any single killer takes to learn. Not only do you have to learn how to optimally counter 36 killer powers in this game. But also learn a majority of the add-ons as they can drastically alter the killers power.
Blight is hated simply for the fact he doesn't offer a whole lot in the way of counterplay. We can see this by the fact that Billy, a killer who requires skill comparable to Blight (if not even more since they get screwed over by map collisions more) is incredibly loved and respected.
Just ask Survivors what 3 killers they hate the most and you'll see for yourself. Most people would answer at least one of the following: Skull Merchant, Knight, Clown, Blight, Nurse. All of them have either little to no meaningful counterplay. Or their counter play is incredibly boring (drop pallet or run to next tile till you get cornered and die)
Billy stopped being respected and became hated once he stopped being garbage. Because frankly, people DO NOT like good killers. People often tend to refute this with: but people find wesker,blight, oni and billy to be fun. But that statement misses just one single word, let me show you how the phrase when it being actually honest looks like:
People find BAD weskers, BAD blights, BAD onis and BAD billis fun. The moment the wesker is flicking and hug teching, the moment the blight is actually good with rushes and bump logic, when the oni can flick and uses slugging to build pressure, and the moment billy uses overheat correctly at loops they become unfun.
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Portals that let you access another map were the killer cannot use their power and you can traverse all the map while aso getting I-frames when exiting or entering.
But that will never happen as it is widely known events favor killer.
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@FridayNightPizza said:
I think Larry is leagues above Unknown.
As someone who plays both I actually disagree, mainly because of something. Unknown is miles more punishing than larry, if you get a slipstream and and it gets EMPd you can apply it again in less than 3 seconds, while if you as unknown miss, they remove weakened and you have to wait your entire cooldown again plus you have to hit them again two times.
Not only that but as singularity while EMPs are strong and you can get out of sight, if he is quick enough getting a slipstream is quite easy. Now while yes the unknowns proyectile has an area of effect its speed is so slow its practically impossible to get hit by it if you are looking at where he is shooting it from. Apart from that you can also run into him since he cannot look down and bait the uvx, wayy better if he tries to correct where to shoot or you start zig zagging them you get rid of weakened because unlike larry unknown is on a timer all the time to use uvx.
He can hit through walls yes but the solution is to stop hugging loops, and guess what the slow from aiming uvx makes it so even tho you are not hugging the loop he is still not gaining distance.
Hitting trhough floors is prob one of the coolest things to do with him and trully one of the things thats not very easy to counter on the survivor part so that ability is actually really good no comment on that.
Now unknowns teleport is incredible when used as a dredge remnant and even kind of busted in loops if you have blurry photo. But out side of a loop its very easy to dispel hallucinations because they literally show you an aura of where they are placed.
Now you can tell when they are dispelling them so against good unknowns you have to do this while he is carrying a survivor or the hallucinations are on cooldown.
So in my opinion while singularity requires more multitadking unknown punishes you wayy too much for any misplay making the skill ceiling higher in a game where you are not allowed to make many mistakes. Larry can correct his mistakes and keep pressure.
Final comment, if what you are refering is that larry is just a better killer than unknown then yes he is and this comment makes no sense, I took your comment as him requiring leagues more effort which I consider to not be true.