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thesuicidefox

thesuicidefox

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thesuicidefox
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  • They are splinters for killers that were removed from the Bloodweb. My friend tried one and ended up playing Doc against an SWF instead of Nurse. What was interesting was that he had perks and add-ons that were equipped on his Doc.

  • @Delfador said:

    @thesuicidefox said:
    I wish they didn't change Huntress add-ons. Without Tinkerer the insta-hatchet build isn't nearly as strong. If anything, just remove the stacking effect. That or buff her base wind-up speed.

    I'll start playing Hag again once the update hits on Xbox. If you were good at trap placement before you should be a god now.

    I am not sure about the huntress part. Her machine gun build was stupidly strong I am glad it is gone. I don't have a problem with base wind up but since the tinkerer is gone, they can improve her addons wind up speed.

    Machine gun only worked because of Tinkerer. They basically made it now that both add-ons are equal to a single Babushka which is obscene.

  • @EpicFailTryHard said:
    lmao.  if one is to imagine a baby sitting in a high chair, throwing a tantrum that he uses applesauce to bolster his emphasis on his own emotional tumult...well....such would only dignify the reality of the situation.

    As a survivor baby I take offense to this. I will only eat banana and peach cream puree.

    Pffttt.... applesauce

  • Either buff base wind up speed or buff her movement speed. She was borderline balanced before, but now I feel she will be too weak.

  • I wish they didn't change Huntress add-ons. Without Tinkerer the insta-hatchet build isn't nearly as strong. If anything, just remove the stacking effect. That or buff her base wind-up speed.

    I'll start playing Hag again once the update hits on Xbox. If you were good at trap placement before you should be a god now.

  • The problem with DH is that once a killer knows you have it they can counter it by just waiting to swing. SB, Lithe, and BL are a lot harder to counter by tactics alone.

  • @MegaWaffle said:
    Be careful to see both sides of your argument.

    Survivor is an asshat too, my point is that I have no sympathy for players that do this. It's your own problem if you get stuck in a hatch standoff, stop blaming the game. It's getting fixed, just hit the guy/jump in and get it over with.

    @MegaWaffle said:
    Can't "milk" people who are choosing to watch this for 4 hours. They lose nothing by watching it and lose nothing by not watching it. By your logic everyone everywhere are being "milked".

    He's milking people for sympathy money. "Oh boo hoo I'm in a hatch standoff for so long". Sits on a stream for 4 hours and does nothing. It's a scam.

  • At BHVR, we give killer shotgun but no bullet. ENJOY COMRADES

  • @makayla said:

    @Delfador said:

    @makayla said:
    The animation looks really stupid and unnatural now. That's my big issue with it to be honest lol.

    It isn't unnatural. The only reason why we think in this way is because we get used to the old animation speed.

    Flashlight saves are too easy for what they do tbh. It is still easy to save people with flashlights but a little bit harder.

    Eh...like @JammyJewels said, all animations that are Sonic fast look kind of stupid, to me anyway. I know I'm just being nitpicky here, but it would be nice if the animation just looked more...normal. I'll just have to get used to it.

    That's because they increased the speed of the animation instead of making a new one. Like watching something in fast forward.

  • "Dead by..." is a meme. The thumbnail is different and the content is different (flashlight BM gameplay vs. DBD animated comedy). I wouldn't doubt he's seen the cartoon, but the only thing that's the same is the title, and TBH "Dead by Flashlight" isn't really that original.

    PS. Here is Ochido's video. Thumbnail is completely different.
    https://www.youtube.com/watch?v=bXIqmCUd6lo

  • @Shipthebread said:

    @thesuicidefox said:

    @Jesya said:
    thesuicidefox said:

    @Shipthebread said:

     @thesuicidefox said:
    

    Just [BAD WORD] hit him. It's been going 4 hours because your ego is too big to take a 3k even if it's a 2 pip.

    For the person streaming it's actually getting him views and donations and subs since people are sympathizing with his struggle. No one who isn't using it to their benefit should do this, if anything that survivor is dumb as hell.

    Seriously 4 [BAD WORD] hour standoff means you have your head too far up your own ass. If he's milking people for money on top of that he's a scumbag as well. I have no sympathy for him.

    I guess you must be a greedy offender on the wrong side of his blade. :blush:

    seriously though you seem pretty mad over something that doesn’t affect you.  You don’t have to watch.  

    Because it's mind boggling how greedy some people are. The fact he streams it and gets paid is even more abhorrent. Everyone in this thread is sympathizing for him when he can just hit the guy and still 2 pip. But oh no, because he is killer we should feel bad for him. I don't sorry. He came here looking for sympathy (and to promote his stream which is against forum rules IIRC), I'm all out.

    Why do you watch people stream? I watch to see people do things I can't / won't do. So if he chose to do a stupid standoff, I laugh and support that nonsense.

    Also dummy, he didn't promote his steam, he is Portuguese and fairly well know streamer, someone else posted it. He wouldn't self promote you knob

    Still doesn't change the fact he is milking people for money by doing nothing on a stream for 4 hours. RIP OFF

  • @Jesya said:
    thesuicidefox said:

    @Shipthebread said:

     @thesuicidefox said:
    

    Just [BAD WORD] hit him. It's been going 4 hours because your ego is too big to take a 3k even if it's a 2 pip.

    For the person streaming it's actually getting him views and donations and subs since people are sympathizing with his struggle. No one who isn't using it to their benefit should do this, if anything that survivor is dumb as hell.

    Seriously 4 [BAD WORD] hour standoff means you have your head too far up your own ass. If he's milking people for money on top of that he's a scumbag as well. I have no sympathy for him.

    I guess you must be a greedy offender on the wrong side of his blade. :blush:

    seriously though you seem pretty mad over something that doesn’t affect you.  You don’t have to watch.  

    Because it's mind boggling how greedy some people are. The fact he streams it and gets paid is even more abhorrent. Everyone in this thread is sympathizing for him when he can just hit the guy and still 2 pip. But oh no, because he is killer we should feel bad for him. I don't sorry. He came here looking for sympathy (and to promote his stream which is against forum rules IIRC), I'm all out.

  • It could be a bug. When Lunar event was launched on Xbox it would cause the game to crash constantly usually during the load screen or initial moments of the game, but also could happen if you got hooked or shocked or hit by something that makes any sort of UI notification come up. This game has stability issues, especially on console, I wouldn't be surprised if the DC's were from crashes.

  • @Shipthebread said:

    @thesuicidefox said:
    Just [BAD WORD] hit him. It's been going 4 hours because your ego is too big to take a 3k even if it's a 2 pip.

    For the person streaming it's actually getting him views and donations and subs since people are sympathizing with his struggle. No one who isn't using it to their benefit should do this, if anything that survivor is dumb as hell.

    Seriously 4 ######### hour standoff means you have your head too far up your own ass. If he's milking people for money on top of that he's a scumbag as well. I have no sympathy for him.

  • 85% is actually 12 seconds for a solo survivor with no buffs/debuffs. Run Thanatophobia and you add on 6 second for 1 person injured, and up to 12 for all 4 injured. Even with just 1 injured/hooked, that's 18 seconds. You can easily make it to a gen in that time.

  • Just ######### hit him. It's been going 4 hours because your ego is too big to take a 3k even if it's a 2 pip.

  • The time for bloodlust to proc should be inversely based on your speed as killer, so the slower you are the faster you get it. Then they could in theory make killers than move faster than 4.6 m/s because it would take those killers longer to get bloodlust. Killer's eyes should flash red when bloodlust tiers proc, so that a survivor being chased can tell it's bloodlust. Also bloodlust should stay active for more time after a chase ends because some loops work only because the chase is broken and you lose bloodlust.

  • @Delfador said:
    Nope machine gun build huntress was very powerful and she deserved a nerf for that build. I hope they do the same thing to the nurse and then buff other killers.

    Without Tinkerer insta hatchets are no longer a thing. Using Babushka and Braid together is fine. Huntress didn't need a nerf.

  • https://www.youtube.com/watch?v=xvIPRbcYqKI

    Tru just posted a game where someone did this to him. Looks like it's pretty easy to do and very game breaking. Devs should get on this ASAP.

    As far as limiting the clicks, I would say limit it only to a point where a human can just barely do it as fast as possible if they like, treat it like that Shy Guy wind-up game from Mario Party. 1 second is way WAY too long. More like, 10 frames, which is probably about the realm of human possibility.

    People using their finger should be allowed to click as fast as they want. It's only when it gets this stupid that they need a limit to begin with.

  • I don't agree with preventing Huntress from stacking add-ons. Now that Tinkerer isn't a thing they aren't as strong of a combo. I think her base wind up/cooldown should be buffed and then the add-ons adjusted to match what it is currently so that those add-ons aren't as necessary. As for Nurse I say just bump up some of her best add-ons to pink rarity and it would solve that issue.

  • @Scourge said:
    If you are good she is lower high tier, cause you can often ignore pallets. But the has some major problems with. Lerrys and The Game can be a big pain in the axe. Also The Coldwind Farms, but not so much cause you can basically snipe people across the corn. Believe me im a rank 1 Huntress, if a survivor knows what he/she is doing you will have a hard time hitting the easiest shoots.

    I feel like farm is great for Huntress. Stand on the hill and you can snipe people pretty hard. And she's tall so it's a bit easier to track in corn than Hag or Freddy that are short. If you constantly try to hatchet in the corn, yes it is difficult for her, but I rarely do that. I'll just charge a hatchet and get them to zigzag. Throw one, if I miss I usually just go for a hit with my main weapon since by this point I'm a bit closer to them. I always see good Huntresses trying to hatchet in the corn and I never understood it especially when they are really close. I try to never use a hatchet too close when I could just hit them normally. It seems like a waste of time.

    Lery's is frustrating because there's so many paths that it's easy to break LoS and therefore block hatchets. Again I usually just chase people and only hatchet if I can catch them at a window or pallet, or going down a long hallway.

    Game is IMO a good map for every killer because it's so small and there's no way to hide blood. Tracking on this map is easy for every killer that injures you. There are also more open areas up top that can give you good sight lines. Huntress might benefit less on this map than other killers, but IMO this map totally favors killers.

    The map I hate most as Huntress is Haddonfield and Badham, because the loop spots on those maps are too good. Badham isn't so bad since they removed the god pallet in the preschool, but I really hate Haddonfield. Chasing someone in circles around a house is not fun, and the lack of lockers make it frustrating if you can't hit hatchets.

  • @Someissues said:
    She is right behind Nurse only if you use the 1 hit kill add-ons

    Fast hatchets > 1 hit hatchets

    You literally cannot use Iri Heads without a belt. Having 1 hatchet is a HUGE drawback.

  • The only things I find difficult to deal with as Huntress are extreme loops and immersed survivors. Both happen because she is slow. Bamboozle/Brutal Strength help deal with the first, and Whispers helps with the second. If they would buff Stridor I'd use that instead, but as Huntress I have a hard time telling if the sound I heard was a Meg or myself (because of the humming).

    I don't think they should nerf her wind-up add-ons. What they should do is buff her base wind-up/cooldown times, then adjust the add-ons so the end numbers are the same.

    And she is somewhat map dependent, though IMO that could be fixed by adding more lockers. I find the hardest maps for Huntress are the ones where lockers are miles away.

  • IMO shrine is pointless now. I'm not going to spend shards that I could spend on cosmetics on perks. Besides the fact that I have all killer perks (except STBFL because I never bought Myers) and nearly all survivor perks (missing about 5 or so, all D tier perks), I just don't see the value in spending shards on perks. You are better off just leveling up a character to 40 with BP.

    RIP Shrine

  • @Orion said:
    Do you think it's unreasonable to focus on the big problem instead of solving small issues that would further tilt the game in the Survivors' favor?

    Baited and heavily biased question so I will not answer. Who are you to say that survivor problems are "small" problems anyway? Camping is a pretty major issue if you just look at the forums, but you will never admit that because you are biased. This is exactly my point about killers being entitled. You think that because killers need buffs that the devs should only focus on them and ignore survivors, when both sides need fixes.

    Also, you know nothing of game development. Bigger issues mean bigger MORE EXPENSIVE solutions. Small issues mean small CHEAP solutions. It would be a lot easier to fix a whole bunch of little things than to fix one big thing, because the little things require little resources (time, money specifically), are easy to test and push out in an update. If the devs wanted to change, IDK, say the hatch standoff, it will take a while for them to design, test, and implement a solution. Hence why we've had some new hatch TESTS but nothing confirmed, mainly because those tests failed to find a proper solution. The only BIG issue that takes priority over everything else is stability issues. If the game is constantly crashing, that's a big issue and needs a fix ASAP. Everything else is not exactly a priority.

  • @Orion said:
    "Killer are in need of buffs for balance purposes more than Survivors are in need of solutions to their problems, therefore balance should take priority over Survivor issues".

    This is like the DEFINITION of entitlement dude. "Because our side has more problems we need all the attention". Again, just completely dismissive of survivor issues to favor one side.

  • @AsePlayer said:

    @Orion said:
    The fact that you believe camping and "tunneling" are balance issues says all I need to know about your understanding of the game.

    The fact that you responded this way says all I need to know about your comprehension of the post

    Yep. It's dismissive. "Killers need buffs therefore there is absolutely no problems playing survivor." No, both sides need a fix.

  • @Orion said:

    @thesuicidefox said:

    @Orion said:
    Until Survivors stop being entitled, constantly complaining about things that they find annoying instead of things that make the game imbalanced, you can kiss your wish goodbye.

    Anytime someone says anything about improving something for survivors, killers get all REEEEE and say stuff like "YOU ARE ENTITLED". That is literally the argument every killer main resorts to if they can't provide substantial counter points. Fact is, survivor has some stuff that sucks too. Do killers need to be stronger? Yes, but that doesn't mean survivors don't need a better experience too.

    I play both sides I want the best game there is. I want less BS for killers AND survivors, yet anytime I make a point about BS survivors have to deal with all I get is "YOU ARE BEING ENTITLED" which is not only wrong but just a pathetic attempt to derail actual conversation. Killers are being entitled thinking they are the only ones that deserve any sort of change for the better, and the only things survivors should get are nerfs and punishments. THAT is entitlement, to think only you and your side matter or deserve things the other side doesn't.

    Again, there's a difference between BS Survivors have to deal with that annoys them, and BS Survivors have to deal with that's unbalanced. Survivors would rather complain about the former than the latter, whereas Killers would rather complain about the latter than the former.

    Little known factoid: to the best of my knowledge, I was the first person to suggest a nerf to A Nurse's Calling, way back when its range was the same size as a default Terror radius, because I recognized having a perk without any way to counter it was unbalanced. When the same is said of Self Care, Decisive Strike, pallet looping, SWF, Borrowed Time, Sprint Burst, gen rush, flashlights, and so on, Survivors flip their #########.

    Killers aren't the only ones who deserve changes for the better, but they have to deal with a lot more unbalanced ######### than Survivors, who mainly have to deal with annoying ######### (camping being the main one). Furthermore, the things that annoy Survivors are usually things they themselves created (again, camping being the best example) by being entitled.

    You can sit there and spout bothsiderism until you're blue in the face, but the fact remains, both sides are not equal in their complaints. They never have been.

    You miss my point. When a survivor makes any sort of complaint, valid or not, it is always met with "git gud" or "you are entitled". Killer mains act like EVERYTHING survivors ask for are "BS that annoys them" as you put it, when in fact that is not always the case. Camping is one valid complaint survivors have about the way the game works, tunneling is another. YT/streamers that play killer have almost all said in a video/stream at one point that these tactics are "easy mode" for killers.

    There is also the large learning curve to the game, as new killers will completely stomp new survivors. Killers don't even have to be good, at rank 20 you are going to 4k probably every game unless you are completely incompetent. I'm not saying "give them more freebies" which is what some killers will make it sound like I'm saying. I'm saying that, from a new player perspective, survivor is really frustrating to learn where killer is hella fun and engaging. It's only after these players learn about how to play better that things flip. Where killers should be more powerful to balance on the experienced end, as I said, survivors need some changes so that they are better at low levels. In other words, the balance shouldn't shift back and forth regardless of experience, it should always be about equal with killers having the edge.

    But killer mains don't seem to understand this concept. They want killers buffed for experience players but don't stop to think what those changes do to newer players. They fail to comprehend that fact that a toddler with big enough thumbs could walk around as a killer at rank 20 and slaughter everyone. They don't care about those players, they only care about themselves and how to improve their side. Hence they are at least as entitled as they claim the other side to be.

    Again I'm not saying some survivors also don't care about the other side's experience, just making a point that the whole concept of "entitlement" in this game needs to die.

  • @Orion said:
    Until Survivors stop being entitled, constantly complaining about things that they find annoying instead of things that make the game imbalanced, you can kiss your wish goodbye.

    Anytime someone says anything about improving something for survivors, killers get all REEEEE and say stuff like "YOU ARE ENTITLED". That is literally the argument every killer main resorts to if they can't provide substantial counter points. Fact is, survivor has some stuff that sucks too. Do killers need to be stronger? Yes, but that doesn't mean survivors don't need a better experience too.

    I play both sides I want the best game there is. I want less BS for killers AND survivors, yet anytime I make a point about BS survivors have to deal with all I get is "YOU ARE BEING ENTITLED" which is not only wrong but just a pathetic attempt to derail actual conversation. Killers are being entitled thinking they are the only ones that deserve any sort of change for the better, and the only things survivors should get are nerfs and punishments. THAT is entitlement, to think only you and your side matter or deserve things the other side doesn't.

  • Why do you want the totem? What did the totem do to you? Ever stop to think maybe that totem has a family? A bunch of little baby totems walking around, mama totem gonna be all alone raising them. That totem needs this gig man. HE NEEDS IT. His family can go hungry another night. Just leave the poor guy alone.

  • Carry him to one of the steps. Stand near the edge and dribbling him until he breaks free. If you do it right he will fall below you then he cannot get past you to get upstairs. He doesn't have any options at this point and as long as you don't let him past you he won't get far enough to get away.

  • Freddy just needs some buffs to be viable.
    1) Remove the fog and darkness from dream world. Leave the greyscale effect and strange particle effect that looks like ash though.
    2) Hitting survivor with Dream Demon should knock them out of an action (except pallets/vaults) sorta like Doc's shock. One of the most frustrating things to deal with as Freddy is to sit there and watch someone do a totem or heal a guy on the ground while you wait for them to fall asleep. It should only stop you for a second or 2, enough that survs treat it like the start of a chase and not last 7 seconds of god mode.
    3) His lullaby should be directional within 12m for survivors. And if you have been put to sleep at least once already then you will see flashes of him in the real world when within lullaby range, but it would be very low (like randomly once per 30 seconds maybe). Pill Bottle would prevent this from happening, and maybe Class Photo increases the chance (rather than increasing transition time as a downside), with PB taking priority. These changes would make it easier for survivors to know where he is, which is fair considering #1 as Freddy would be able to see you better when awake now.
    4) Skill check zones in dream world should be HUGE (except DS) so that it would be difficult to avoid them. This would force survivors to fail stuff to wake up but remove the whole mash button aspect in favor of turning the formula upside down. Survivors may not only accidentally hit skill checks because it's hard to avoid, but because they are pre-programmed to do them successful but need to fail it creates this event where they just instinctively do the skill check instead. I've done that normally a few times, but if the 'fail' zone was the size of a normal skill check zone and the skill check zone was like the whole circle that would really really screw with my mind. And since it's an inverse, any perks like Unnerving that make skill checks harder will still work, since the fail zone will just be smaller than normal.

    And I'll repeat this again, but someone in another thread had the idea that when the gates are powered Freddy comes out of dream into the real world. I think this would be a very cool thing and would really fit his endgame design. It'd also still benefit from sleep since he can still use it to slow you down or track your aura. Plus if his TR carries over (and there's no lullaby) then M&A + paint brush will make a seriously terrifying endgame Freddy as he would simply have 0 TR AND he can just hit you. So scary.

  • I stopped using M&A and Shadowborn because, as Huntress, they just mess with my aim. I think M&A is good with certain builds for certain killers, but for Clown I think you are better off with other perks.

  • That would be too strong, IMO it needs a trigger. Bloodlust is not a good trigger. And a 120 cooldown is just outright dumb. Remove the cooldown entirely and make the trigger injuring the survivor. That would make it hella more useful as a killer, because it would be more effective in a chase AND reward you for continuously injuring survivors to keep it triggered.

  • Remove a god pallet from every map that isn't Shelter Woods, Wrecker's Yard, and Rotten Fields. Block window/pallet combinations on major map structures that allow for excessive looping.

    Exhaustion nerf will help too, though IMO it should just be a property of SB that you can't recover Exhaustion while running and not something applied to Exhaustion itself.

  • @SnakeSound222 said:
    The entitlement in this post is strong. 

    Says the guy that double pips but still wants a 4k. It's your ego that's keeping you from just hitting the guy to end the game.

  • @Doom_Punk said:
    Survivor in Dead by Daylight. You can make so many mistakes and play like trash, as the Quentin did, and still win easily.

    To make a point here, the Quentin's chance of escape was entirely dependent on his team. He was getting carried, which is not necessarily a product of the game just the circumstance. A bad player can get carried in any team oriented game, it doesn't mean that there is something wrong with the game.

    That said there is still a lot wrong with this game. For one, that Claud that was able to loop him HARD early, then SB in the middle of a chase when he had her, AND she had DS. In fact it seemed all of them had DS, which is a problem too since they all get a free escape. Then the flashlights are quite OP, not just with how fast he was blinded, but also the duration. I don't see body blocking as a problem since that could potentially backfire on them if he decides to hit them. The only reason that's safe is because of DS and all the flashlights, if you take those away he is free to chase anyone trying to body block.

    The other problem is the way gens get done. You can pop multiple at once which totally destroys killers. When it goes from 5 to 2, that's a GG for the killer and it's kind of dumb.

    There is also a problem seen with loops. That main building let's you loop killers so hard and very easily. Move some pallets/windows so that can't happen.

  • Remove purple flashlights. Buff yellow/green to have 10/12 charges respectively.

    Remove purple mist. Make 1 yellow mist the max stack.

    Decisive Strike should only work for the obsession. If you are not the obsession it does nothing for you. However, so there is some benefit to using it and not being the obsession, for every instance of the perk the DS skill check for the obsession will be 5% bigger. Then by having more DS in a group you are just ensuring the obsession will more likely succeed in the skill check if/when it comes up.

    Move some god pallets to non-god pallet positions. Don't let certain windows be open if certain tiles have pallets nearby.

    Self Care should only allow you to heal 12/24/36 charges (1/2/3 full heals).

    Equipping Sprint Burst should prevent you from recovering Exhaustion while running.

    Add a system that will prevent survivors from completing a gen within 20 seconds of completing another. Gens should NEVER be able to pop 2 or 3 at once.

    Give more emblem points for hooking each survivor once over hooking the same survivor 3 times to encourage killers to camp/tunnel less and reward players that take risks necessary to actually win games. If you are a killer that relies purely on the stupidity of survivors you should be punished.

  • Just hit the guy, take the 3k and pip/2 pip, and move on. Why you gotta kill everyone when you already double pip? GREED no other reason. Don't give me excuses.

  • Looking like a survivor. Nah, SWF would crush it and after a while good survivors will just be able to tell it's not one of the group.

    A killer that can somehow take control of a survivor. That would be really neat.

  • I know this is a joke, but it would be super interesting if you think about it. Unless the killer has Deerstalker it would be really hard to find you, you could totally just crawl somewhere like a Navy SEAL.

    LOL

  • @Beardedragon said:
    because i already told you it has nothing to do with pride or greed.

    No it totally is greed, because as I point you can still double pip.

    You want a fix? Killer can't pull you out of the hatch anymore. Problem solved, now the survivor can just jump in.

    @Dr_doom_j2 said:
    What is really your problem with a balanced hatch? Like, why do you think two gens being done should equal auto escape? And if that is in fact what you believe, which is evidenced in your dismissal of any discussion involving a balanced hatch, why don't you just ask the devs for a free portal that spawns near the survivor when they are the last alive? Would it really be any different from resolving to leave the hatch as a free escape that is fairly out of the killers control except when slugging? Do survivors enjoy slugging so much, they will defend a broken mechanic so that they can bleed out every game? 

    Why do you think not 5 gens done should be auto-4k?

    Truth is it's not an auto-escape. Survivors have to do 2 gens collectively than ONLY ONE can take the hatch. If they have a key they have to do more gens, still not auto-escape. There is also the fact that survivor has to find the hatch too, which if only 2 gens are done won't happen until the last guy dies.

    Either play so that hatch doesn't spawn or accept that a survivor might get away. Take some risk, stop asking for free 4k's every game.

  • So like I get you want the kill and stuff, but I have literally given people hatch when I had a clean 4k and I still 2 pip. You are just wasting your time, put your ego aside. If everyone is dead and you hook the guy escaping at least once you will double pip. Just swing and let them go.

    Some killers are so greedy for kills they don't see that it's not really worth it in the end. Truth be told if you find yourself in a hatch standoff you do NOT deserve the kill.

  • @Mrrgle_the_Mediocre said:

    @thesuicidefox said:
    Meg is the best starter character because she has 2 meta perks and 1 high tier perk. No other survivor has that many good perks. Claud has SC which is meta, and Empathy which is like mid tier at best. BK is IMO worthless tier. Nea would also be above Claud because UE and BL are really good perks.

    Kate should be higher. WoO and DWM are actually really nice perks. BO is okay, I think it's map dependent, but her perks are definitely better than most.

    You should know that Bill's perk are set to "All" for consoles, because Bill could not be brought over. But I think he would be 4th, right below Claud, because Unbreakable and Borrowed Time. Left Behind is not bad, but very situational. Still better kit than the rest of the cast.

    Meg's aight, though I still think Claud's healing is better. But Nea stays in 3rd because she has some good sneaking with UE, sure, but BL is not that great, it's just a lesser Sprint Burst, which I still don't think measures up to our all holy savior Self-Care. Speaking of Self-Care, when paired with Botany Knowledge, it becomes even more godlike. Botany Knowledge does suck unless put with Self-Care because it just makes Self-Care better.

    No, Kate shouldn't be higher. Dance With Me is okay, but... like... just okay? Windows of Opportunity is worthless if you already know the map at least a little bit, in which point WoO is just wasting a perk slot, and Boil Over is bad. Just bad.

    Anyway, Bill's three are nowhere near that. Unbreakable is ultra situational, it's once every 16 matches or so that you even get to stand up on your own. Borrowed Time is good, I'll give you that, But it's not so good that it singlehandedly puts him in 4th place. I might put him over Ace, but that's it.Also, Left Behind is poo poo. If you're the last one alive, then go through the hatch. If the hatch isn't open, then bummer. You don't need an entire Perk slot to get one Generator done to open the hatch. If you're more than one Generators away from the hatch, then you just weren't meant to win.

    You have to look at their chances of survival based on the perks they have. Meg has the absolute highest chance of survival because she can SB away from the killer, AND she has a insta-heal ace in the whole with Adrenaline. Nea has her own version of SB, which while more situational has an added effect that can make it useful all the time, and UE which almost hard counters slow killers and makes it a lot safer to move around. Claud has SC. That's it. Paired with BK it's...mildly better but the thing with SC is that the same results can be achieved with a medkit that anyone can use. A perkless Dwight with a medkit has almost as much survivability as an adept Claud. She has nothing to help her evade the killer which is way more important than being able to heal. Take that away and she literally has nothing except probably having the best 'natural camo' of the survivors outfits.

    Bill has a pretty good chance for surviving compared to the rest of the cast that isn't Meg/Nea/Claud. Unbreakable can change the tide of a game very much. Borrowed Time as well, though it doesn't help Bill directly by keeping someone else alive longer he ensures his own survival.

  • Spine Chill is IMO the best perk in the game after Sprint Burst and Self Care. It gives you so much information about the killer it's way and above any other detection perk. I think it's not meta because it's hard to understand how to use it properly.

  • Meg is the best starter character because she has 2 meta perks and 1 high tier perk. No other survivor has that many good perks. Claud has SC which is meta, and Empathy which is like mid tier at best. BK is IMO worthless tier. Nea would also be above Claud because UE and BL are really good perks.

    Kate should be higher. WoO and DWM are actually really nice perks. BO is okay, I think it's map dependent, but her perks are definitely better than most.

    You should know that Bill's perk are set to "All" for consoles, because Bill could not be brought over. But I think he would be 4th, right below Claud, because Unbreakable and Borrowed Time. Left Behind is not bad, but very situational. Still better kit than the rest of the cast.

  • I'm not upset with the fact BNP is nerfed, that's a good thing. I'm upset that the solution we got is such a ######### mess of design. It hurts my eyes to look at that new card. WTH, you need a math degree to understand how it benefits you. Then the... add-on is used? What other add-on works that way? It's just complete nonsense.

    The simple solution should have been; BNP makes great skill checks HUGE and add maybe +2% for great skill checks, and it comes at the cost of making TB less efficient. Then if you use BNP on say a white toolbox, it could only do 75% or something unless you use a spool. BNP would then be a good counter to Ruin and such giving it value, it would mean you need at least a yellow TB or spool to make use of it giving it cost, and that would make it balanced and fair.

  • @IronWolf115 said:

    @thesuicidefox said:

    @IronWolf115 said:
    NOED and BBQ both have counters whereas DS and SC do not, if they did, then the debate here would be different.

    I'm not going derail your thread here but I want to make these points.

    First DS and SC can be countered. DS can be countered by Enduring or Unnerving directly. Doc's power can also count it. Remember Me doesn't exactly counter the use of DS, but it does flip the formula and reward the killer greatly for tunneling the obsession, even letting them DS to get another token on the first hook. SC can be countered by mangled stuff, Coulrophobia now, Nurse's Calling, Thanatophobia. Are these perfect counters? No, but they are counters none the less.

    My point here is that just because something can be countered doesn't absolve it of being a crutch. I don't think BBQ or Ruin are killer crutches, but NOED definitely is a crutch and here's why... it is purely a comeback mechanic that rewards failure. That's literally all it is there for. It's there to help the killer make up for poor performance near the end of the game. And where it really differs from other perks like BBQ is that it does not require the killer to do anything to gain the benefits from it. BBQ at the very least requires you to catch and hook someone to gain the benefits. Remember Me requires you to find and hit the obsession enough. Nurse's requires you to find and hit someone first. There are conditions which must be met on the killer's end to gain those benefits. NOED has none of that. It just... happens.... because you failed. Even if you look at all other insta-downs, there is some catch, something the killer must do to gain that insta-down. Devour, hook 3 people and ALLOW the saves. MYC, hook someone then allow a save. Myers EW3, gain enough EW. Chainsaws and insta-hatchets, actually hit someone with a more difficult to aim attack. Yadda yadda.

    I'd be all for making NOED more powerful if it was changed in such a way that the killer was required to do something to gain the benefits. Maybe they have to get 1 hook on everyone before the gates power. Maybe they need to kill someone before the gates power. Maybe they need to make survivors bleed collectively for 2 minutes over the course of the game. I'm just throwing out random ideas here, my point is that NOED is totally a crutch perk simply because of the conditions under which it activates.

    I certainly have my issues with NOED, but my point is that NOED can be completely negated if you want it to be. Compare that to DS which the things you mention are not hard counters, they are more soften the blow sort of things. When DS gets nerfed I actually am in favor of a NOED re-work, but ONLY after DS has been addressed.

    But we do agree on everything else.

    "My point is that NOED can be completely negated if you want it to be"... as long as you are in a group. If you are playing solo this really isn't an option. You can't control the rate at which other survivors do gens, and you have no way to confirm the number of totems destroyed. I run Small Game a lot lately purely to find Ruin and NOED. I will destroy every totem I can find, but I still end up in games where the gens get done before I can do it. I'll even ignore doing gens myself (doing my 1 gen near the start for my emblem) and focus on totems only to have every gen done before I get them all. A lot of times that comes down to being chased. If I can totally avoid the killer and not get into a chase I might be able to get all the totems before the endgame. But if I get chased, gens get done fast, and even if I can find all 5 totems I can't exactly do them if I'm running from the killer. And if other survivors start going down a lot, well now I'm forced to do gens to make up for them not doing gens, which means less time I can find totems. If you play in a group, yes, you can easily pop all the totems before endgame and completely avoid NOED. Solo, not so much, to a point where NOED procs and killers that might not have gotten kills suddenly got 2 people and got 2 free kills (because no one will come save them unless NOED drops).

  • @IronWolf115 said:
    NOED and BBQ both have counters whereas DS and SC do not, if they did, then the debate here would be different.

    I'm not going derail your thread here but I want to make these points.

    First DS and SC can be countered. DS can be countered by Enduring or Unnerving directly. Doc's power can also count it. Remember Me doesn't exactly counter the use of DS, but it does flip the formula and reward the killer greatly for tunneling the obsession, even letting them DS to get another token on the first hook. SC can be countered by mangled stuff, Coulrophobia now, Nurse's Calling, Thanatophobia. Are these perfect counters? No, but they are counters none the less.

    My point here is that just because something can be countered doesn't absolve it of being a crutch. I don't think BBQ or Ruin are killer crutches, but NOED definitely is a crutch and here's why... it is purely a comeback mechanic that rewards failure. That's literally all it is there for. It's there to help the killer make up for poor performance near the end of the game. And where it really differs from other perks like BBQ is that it does not require the killer to do anything to gain the benefits from it. BBQ at the very least requires you to catch and hook someone to gain the benefits. Remember Me requires you to find and hit the obsession enough. Nurse's requires you to find and hit someone first. There are conditions which must be met on the killer's end to gain those benefits. NOED has none of that. It just... happens.... because you failed. Even if you look at all other insta-downs, there is some catch, something the killer must do to gain that insta-down. Devour, hook 3 people and ALLOW the saves. MYC, hook someone then allow a save. Myers EW3, gain enough EW. Chainsaws and insta-hatchets, actually hit someone with a more difficult to aim attack. Yadda yadda.

    I'd be all for making NOED more powerful if it was changed in such a way that the killer was required to do something to gain the benefits. Maybe they have to get 1 hook on everyone before the gates power. Maybe they need to kill someone before the gates power. Maybe they need to make survivors bleed collectively for 2 minutes over the course of the game. I'm just throwing out random ideas here, my point is that NOED is totally a crutch perk simply because of the conditions under which it activates.

    PS. Regarding Ruin specifically. While it does not necessarily require anything from the killer, it's not a crutch like NOED because it's not rewarding failure. It's like Thanatophobia or Coulrophobia or Unnerving in that it's like a killer's slowing effect on the game. It's not there to provide a comeback or reward you for failing. It's there almost as something the survivors must work against as they play. It doesn't change the killer-survivor dynamic, it changes the survivor-game dynamic in the killer's favor.

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