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ukenicky

ukenicky

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ukenicky
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  • Favorite: the feeling of doing well in chase on either side. When I'm actually looping efficiently or pull off a spin / inside tech on the killer and confuse them like my favorite youtubers/streamers do or pull off a sick mind game as killer and know I'm getting better at the game, I get a genuine satisfaction out of the core of this games cat and mouse concept.

    Least favorite: being face camped and hit on the hook and or BMed on either side.


    Bonus favorite thing: legitimately scaring survivors as killer. That brings me the most joy tbh

  • If a survivor brought DS and held onto it until the end game and they get the chance to use it I see nothing wrong with that. Same goes for a survivor who brings BT with the intent to save someone else, that's fair imo because they brought that perk to help someone else rather than all selfish perks. And finally DH, this one is a bit harder to justify since it undoubtedly feels like BS to lose a hit to but it is a valid exhaustion perk that is in the game so again, if they brought it they can use it.


    Just like how killer can bring strong perks of their own. If end game scenarios like this have you down I think your best bet would be to use No Way Out or maybe even more end game perks that make EGC significantly more difficult/amp up pressure on survivors. I hate NOED but heck even that is completely valid too. I use early and mid game stall perks personally but this is mostly because I don't have things like No Way Out and Bloodwarden but from my personal survivor experiences, No Way Out is incredibly painful to deal with and very effective. Also shout-out to Save The Best For Last, it makes camping in those situations into wins for you as you can much more easily trade with the reduced attack cooldown.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797299#Comment_2797299

    What's problematic about Alchemist's Ring as opposed to Adrenaline Vial?

    Adrenaline Vial has upsides and downsides to it. Alchemist Ring is just an insanely powerful effect with no downsides whatsoever and it's not even an iridescent.

    I hate to draw. A comparison to Spirit since I know that they are different killers with different powers but I feel pretty confident in making this comparison anyhow: Spirit has two addons that fully replenish her power and both have at least a sort of negative trigger for this. Those being breaking a breakable wall or pallet OR being stunned. Both of these actions waste a little bit of the killers time but with Blight and Alchemist Ring you get ALL of your power refunded to you if you successfully land a lethal rush on someone. It's literally rewarding you for a good play with the means to chase them down even further with refreshed tokens.


    I'm not even saying Blight should be nerfed into the ground either I think he's pretty okay for the most part but Alchemist Ring is another level of busted for being a purple rarity add-on and should be looked at. I'm always in favor of lesser used killer add-ons being reworked / improved and problematic ones being toned down.

  • No we want Alchemist Ring nerfed because it's actually problematic.

    Anyone asking for Adrenaline Vial nerfs is throwing out some massive bait or just mad lol.

  • Haunted Grounds + Undying + Ruin if you're really that annoyed with Boons (Specifically Circle of Healing).

    Haunted Grounds is literally a hard counter to CoH since it exposes everyone and faster healing is useless against instadowns.

    Exposed in general is one of your best counters to fast healing as well as Dead Hard but nobody wants to use Exposed perks.

  • My favorite Hag build is jump scare Hag and it goes like this:

    Add-ons:

    Granma's Heart

    This makes us stealthy any time a survivor triggers one of our traps and our Phantasm that pops up will instead have our Terror Radius as though we teleported to it.

    Any Green add-on, I recommend trap setting speed (Swamp Orchid Necklet) or increased duration on tripped traps (Cracked Turtle Egg) though. The former because faster setting speed makes your life easier as Hag and the latter if you want longer undetectable status every time a trap gets triggered. Willow Wreath for aura reading on the survivor who triggered your trap can be fun too.


    As for perks:

    Corrupt Intervention or Deadlock

    This is your stall. You actually don't need this but I personally recommend it always on Hag since you need to set up.

    Tinkerer

    Great information as well as Undetectable so we can be sneaky.

    Monitor and Abuse

    This makes our already small TR even smaller when not in chase. Honestly optional but I love to use it on Hag especially in this kind of build where I'm trying to be stealthy Hag.

    Last slot is up to you but Dark Devotion is so much fun imo. Transferring a 32 y TR onto the obsession if you hit them and then becoming Undetectable adds so much chaos I love love love it. Alternatively you could run slowdown perks or literally anything you want.


    Also I usually send myself to an indoor map to make the best use of this. Midwich is my favorite and if you do that you might consider running Ruin and trapping it with a phantasm.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790703#Comment_2790703

    You and your 3 friends get to run around and choose where you want them. I don't.

    I play with 1 friend and we rarely use boons but by all means, go off.

    I thought about pitching the idea that killer should be able to choose where their scourge hooks will be but then they'd probably put them all together / in towards the center of maps so that they would always be able to hook people on them for the most part. Personally I think scourges are fine, Pain Resonance is really well designed and how I hope more scourge hooks are designed moving forward.

    Regardless I'm done with this thread it's just another killer-only complaining one 😑 like seriously how often are your scourge hooks getting sabotaged guys this is so niche

  • I feel like they're never going to address face camping. I get how difficult it is to do so since regular camping is a "strategy" or whatever but being face camped for no reason is pretty boring for both sides and feels awful.

    When paired with a strong end game build it's especially unfair since the remaining survivors get punished for "rushing gens" in response to the face camping.

    If they did something about face camping I'd honestly never complain again. I literally do not care about anything else but the fact that a killer than guarantee one person just does not get to play the game is silly.

  • Killers can snuff out boons to temporarily disable them, so why shouldn't survivors be able to temporarily break scourge Hooks?

    Survivors can't even see the aura scourge hooks have mind you, so it's a lot more difficult to deduce which hooks are scourged.

    I compare it to boons because these two mechanics were rolled out very close together as a new mechanic for both sides. If anything I wish we had one more scourge hook because it just doesn't feel like there's ever enough.

  • I'd rather they address face camping tbh

  • The fact that you can face camp as Bubba to guarantee a kill and then go on to get even more kills with a cheeky end game build revolving around NOED, Bloodwarden and the like make his face camping potential absolutely unfair.

    I want to like this killer but as soon as it's obvious that they're just looking to face camp and guarantee easy MMR for themselves I lose all respect for the design of this killer.

    I don't even have a problem with camping in general mind you it's just the fact that you can do nothing against Leatherface should he choose to do so without giving him free kills.

  • Dead Hard is fine. A buff to Coup/rework somehow would give a solid counter to it. Otherwise use exposed perks/add-ons.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674431#Comment_2674431

    Why should some aura reading make her have less traps? Should Trapper's one add-on have a downside because he gets to see someone's aura? I meant c'mon.

    Because her traps are lethal and aura reading like that could help her camp/tunnel people trying to get their traps off which is a pretty nasty playstyle for Pig players to employ.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674423#Comment_2674423

    Doors that serve no purpose except to force the Killer to waste time on them.

    The map designers should really stop placing doors that are basically predropped god pallets.

    And yet it's still the best killer map because it's the smallest. Honestly breakable walls should have never been introduced into the game, they're really awful all around.

  • Just don't use Amanda's Secret then? Aura reading is powerful and iridescent add-ons with powerful effects should have some sort of downside.

    If they were to buff it somehow I think giving her an extra trap (Two total) would be fair.

    I still want base kit buffs to her more than anything (A reduced TR and base Crouch/Uncrouch speed buffed) more than anymore add-on changes.

  • Dead Dog Saloon is the best killer map in the game

    Why are we complaining about it?

  • I'm sorry but there's no defending this add-on. Even after the nerf it's easily one of the best available to him.

    Iridescent add-ons that are as strong as this is need some kind of drawback.

  • I'll agree on face camping. Not necessarily removing it but making the experience less punishing for the victim and less rewarding for the killer who does it.

    I don't care what you believe, face camping the first survivor you catch until they die doesn't need to be a strategy that gets people mmr gains. A face camping Bubba that runs NOED should not be able to guarantee 2+ kills by doing the bare minimum.


    I feel like tunneling, slugging and camping is otherwise fine though. They are legitimate tactics.

  • Even before his nerfs, I don't see how Deathslinger is even close to the same level as Huntress. Sorry if that sounds harsh I just don't think the two are even comparable if I'm being completely honest.

    A good Huntress is just insanely strong, easily top A tier. Deathslinger has always felt like B or lower, I think it's the fact that Huntress can more reliably end chases faster. Sometimes with Slinger it varies but all that being said, now he's REALLY even worse than he's ever been.

    Idk I just don't see how he's a projectile killer since his gun doesn't actually injure people it just gives him a means to draw them in and get the first hit whereas with Huntress you straight-up chunk health states with each shot.

    Also I think Huntress has better add-ons overall vs Deathslinger. Just adding more wood to the fire

  • @Laluzi said:

    Well, first my mouse broke and I lost a day and a half of Bloodhunt. (I could click, but I couldn't hold M1 - no gens or heals, no lunges.) Then I was having okay survivor games - got one chill Ghostface who wanted to vibe and a chunk of decent games, and an equal number of ruthless ones that ended way too quickly (unfortunately, all of my bloody party streamers fell into this category.)

    But I've been having a better time after switching to killer. I have lots of cakes to bring, and I've been trying to maximize BP gain for everyone. The only downside is that Plague and Pig both have bad BP gain (Plague especially, because then survivors get bad BP too) and I can't use my girls. I also managed to get the 'sacrifice 4 survivors in basement' challenge against a team I didn't feel too bad about doing that to - one tbagger and one lag switcher. I did feel bad about the other two casualties, but I'd chalked that achievement down to 'never getting it' and I couldn't abandon the opportunity to. So I'm feeling pretty good about the Bloodhunt now!

    I literally am exactly the same way (Plague / Pig main LOL) omg

    But that's good to hear. I just hope other people are having a half decent time at least. I think I'm going to take a little break til Tuesday instead of letting toxic people affect me, honestly my main goal is to get that Plague skin before the Rift closes and I think I have plenty of time still to get it.

  • @GannTM said:

    Tuesday is the day that I get to finally play as the second most fun killer in the whole game. I can’t wait to make survivors miserable shooting crows across the map and locking down loops (that is a joke please don’t crucify me). PSA: this is the reason my avatar is Spies from the Shadows for the time being because of crow lady.

    The reason I’m nervous though is that BHVR for some reason likes gutting strong and fun killers and they might do it to Artist. The only acceptable nerf for her would be to remove getting damaged from idle dire crows, but I better not see some unnecessary change that makes her unfun.

    BHVR, you did a great job with the Artist, she’s fun to play as and against, and she isn’t OP at all. Please do not ruin it!

    I wouldn't be too worried about potential nerfs. The Artist seems like she's in a place where any nerfs wouldn't affect the fact that she's very strong unless they were MASSIVE / game changing nerfs. There might be small tweaks upon release but I highly doubt anything major will happen. If anything she might get nerfed on down the line once she's actually been live for a while and even then who knows? Spirit went a looong time without getting hit.

    Circle of healing needs to be nerfed but even after it inevitably does, it will likely still be strong because of its design / boons.

    Stay excited, don't worry about things that might not even happen. I'm hype AF for Tuesday too lol

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2663938#Comment_2663938

    The game is not all about the chase. I wish people would dump this mindset.

    The game was designed to be a stealth game where the fun is avoiding being spotted and caught. Did you never play hide and seek as a kid? Why is this such a hard concept for some people to grasp?

    I'm sorry, what? Is it not killer mains who complain bitterly about survivors who stealth and play immersed all match to the point that they can't find them so they resort to camping?

    Stealth certainly has a place in this game as it makes ups the horror vibe but literally the reason people play is to chase and be chased / scared and or thrilled. To be fair they both go hand in hand but what good is playing stealthy going to do against someone who face camps?

  • @WesCravenFan said:

    Well, let's see here.

    Bubba can:

    A.) Get a hook and guard it and wait for the idiots to come to him and control the game his way.

    OR

    B.) Run around like an idiot, eat a dozen pallet stuns, lose ten chases due to perfect windows, and then get teabagged and clicked at the exit game.

    HMMMMMMM!

    Doin' a big think here!

    If you're not going to chase/be chased, what's the point of playing this game?

    Go play something else if you can't do the bare minimum.


    The sad thing is I've seen good bubba players who don't face camp and they're scary good in chase. I'm sick of people defending face camping Bubba + NOED by saying "oh.. they can't deal with survivors, they just can't win any other way" like that's such bs and you know it.

    I'm convinced that the people who employ this playstyle are just petty trolls and want to ruin the game for others. The sad thing is when it's done to survivors who aren't toxic, you're making them more likely to either quit playing this game or become a toxic player.

  • @The_BiggCheeze said:

    I'd say turn off exhaustion perks one week then hex perks another. We'd really see how necessary these perk types are to their respective side, and it'd show how HORRIBLY they have balanced this game.

    I don't really think hexes are an appropriate comparison to exhaustion. Hexes are extremely vulnerable especially right now during the Boon meta.


    Anyways, at OP: if you disable DH everyone will just use Sprint Burst or Balanced Landing + map offerings. Disabling Exhaustion perks in general wouldn't be a good idea either because that's a bit unfair. If you're going to do that then what would you disable on the killers side?

  • Hag is a weird one. She's one of my favorite killers but I only play her when I need a break from Plague and Pig. The thing about Hag is the more I play as her the better I get/muscle memory and perfect trap placements etc. all that jush. Hag is a 4D Chess killer and definitely not for everyone. When I don't want to think I definitely don't play as her lol

    I do my best to not camp with her because that play style is dreadfully boring and unfair. Phantasm Traps should dissipate when placed near hooks or not be able to be place immediately around a hook in general like Pyramid Head's trails of torment. It promotes an unhealthy playstyle that literally no one likes. That being said I will trap a basement hook though because reasons.

    But yeah, I have the absolute most fun on Hag when I use my jump scare build using Granma's Heart + add-on of your choice and: Tinkerer/Monitor & Abuse/Pop/Corrupt (You can change things around, Dark Devotion adds to the chaos). Scaring the daylights out of survivors with her is genuinely the most fun I have in this game.


    I generally hate playing against her because most Hags camp hard and use unfun stuff like Franklin's + trap the dropped items with Rusty Shackles etc etc.

    If they don't camp it can actually be pretty fun though.

  • Blood Echo is fine. It's strong on Legion and Plague who can keep multiple survivors injured easily.

    I think the only reason it has a cooldown is because the exhaustion lasts for 45 seconds. That's a LONG time. If it had absolutely no cooldown at all it might get out of control.

  • Have you made a post like this in the bug report area?

  • @GoodBoyKaru said:

    Not at all. It could be used to create near-hostage situations (due to massively increasing the bleedout timer) and in some cases (like Freddy's mori) would cause those who suffer with epilepsy to have a seizure.

    This was probably one of the funniest and ONLY bms Killer could do

    Fun is obviously subjective so there's no reason to attempt to argue there, but only BM? Facecamping at 5 gens? Hitting on hook (most likely one)? Bodyblocking in a corner? There's definitely more than just "lol let me increase your bleedout timer by 3x for no reason you looped me so you deserve this".

    and yes. that's actual reasoning i've heard someone give live.

    GoodBoyKaru being the goodest boy as per usual.

    But no seriously you explained it all perfectly. I've nothing to add to this conversation really other than: while spamming moris was funny looking it did create problems.

  • Maybe some but not all.

    I think they went way overboard with the amount of nerfs to him. Honestly surprised he got hit harder than Spirit.


  • @Myla said:

    Keys are still good. You have wall hacks the entire game.


    I don't know why anyone would want wall hacks on the killer over a strong medkit.


    Broken Key needs to be removed from chest loot tables altogether and or keys need to be reworked somehow. They're pretty useless and encourage bad playstyles to go for the Hatch with them. And even in that regard they are quite bad.

  • @Aven_Fallen said:

    To be fair, the Devs dont need a reason. They can just change what they want. And dont need to give an explanation. If they like, they can change every Killer to 105 Movement Speed. Or buff Nurse to her Release State.

    When it comes to Pinhead: IMO Engineers Fang is pretty clear. Someone who does think that this Add On does not need any Nerf is biased.

    I dont think they should have nerfed anything else, however, they should have removed the interaction with Hoarder and Franklins Demise. But players wanted this to stay in the game. Now they nerf the next best thing, which is the respective Add Ons. So yeah, they listened to Killer players on that one.

    I love when Aven says everything I wanted to say and more, it saves me so much time.

    I love the last point especially as I tried to warn people about Hoarder + Franklin's but got probably the most negative feedback I've ever gotten in a thread I've made on here. It makes perfect sense now that they left those interactions but are nerfing his add-ons instead.

    What boggles my mind is that Pinhead is still very new and I really don't think he's been around long enough to see people be true masters of him/his play style just yet. I think as time goes on we'll see more people getting better with him, after all he does have a rather high skill cap.

  • I play killer mainly for daily rituals or rift challenges.

    When I play killer I try to have fun and use memey builds/add-ons. My favorite thing to do is scare people. I'd rather jump scare survivors all match than kill everyone as fast as possible.

  • Babylon by Lady Gaga


    Okay but in all seriousness, somethin akin to her menu music. Kinda gives me The Mummy vibes. They could very easily make something amazing for her, I'm sure of it.

    Spirit got an amazing track I'd really love for Plague and every original killer to eventually get their own unique chase music one day.

  • I've said this many times before so time to do this again: I only have a problem with it when a face camper uses it and has face camped the first person they caught to death.

    If the other three survivors rush gens (Like we're supposed to to "counter" face camping) then there is no time to do totems and the killer usually gets NOED to secure a second kill. This is usually made even worse by end game perks like No Way Out / Bloodwarden etc etc and again, I don't have am issue with the end game play style but the face camping thing just bypasses playing the game and is lazy. The fact that many killers can get 2+ kills with minimal effort like this isn't right.


    Outside of that scum, I literally have no issue with NOED tbh.

    @CashelP14 said:

    I don't mind the idea behind noed but I think the execution is bad.

    I think it should last for a certain amount of time, not be totem based.

    I actually really like this, make it like Hope. That way it would be guaranteed for a certain amount of time and couldn't be cleansed straight away but once its time is up that's it.

  • Pgtw is fine. You don't need 60 seconds on it. I run it regularly on most of my killers and as long as you can manage your time just a little bit well it literally is fine.

    Buff base gen kicking instead

  • @Beaburd said:

    I'd actually make the argument that Circle of Healing is destroying heal-based perks like Deathbound.

    The main reason people would heal each other isn't because it's efficient, but because they couldn't heal themselves without a proper build. Now that Circle of Healing motivates people to heal on their own, no one will proc it and why should they? Healing others under CoH takes 8 seconds of both your time (16s total) and 16 seconds if you heal yourself. There's literally no difference in time between the two other than who gets the heal points, you or the other guy?

    The only time you'd wanna heal someone else, especially if you know the killer has Deathbound, is if the killer is nearby and forcing you to heal someone before he gets there. But in that case Deathbound won't proc because the killer is too close.

    ---

    As for Forced Penance, does anyone actually body block nowadays outside of end-game collapse?

    I rarely see it, unless a SWF is protecting someone I'm tunneling. Even then, I think the sight would be even rarer once they knew I had the perk after the first body block. At that point, I don't see this perk getting much use.

    ---

    Then as a random rant:

    You have perks similar to Deathbound like Nurse's Calling, Blood Echo, Blood Hound, Coulrophobia, Dying Light, Hysteria, Scourge Hook: Gift of Pain, Sloppy Butcher, Thanatophobia. Not many of those listed perks were good in the first place, but Circle of Healing indirectly nerfs all of them by reducing the likelihood that anyone stays injured enough for these perks to work well at all anymore.

    In the case of things like Dying Light and Sloppy Butcher, who reduce heal speed rather than give effects based on people being injured, they're also negatively affected because their heal speed modifiers have become insignificant.

    Just look at Sloppy Butcher:

    Sloppy Butcher used increase heal time by 4 seconds (16/0.8), which affected both you and the healer for a total maximum time wasted of 8 seconds per injury on the survivors side. If you tried to Self Care, your heal time increased to 40 seconds (16 / [0.5 * 0.8]) which was also 8 seconds of time wasted for the survivor side.

    Sloppy Butcher under the effect of CoH now reduces self heal time to 20 seconds (16/0.8) for an extra 4 seconds of time wasted for the self healer alone. If someone else heals you in CoH it will only take 10 seconds total (16 / [2 * 0.8]), or an extra 2 seconds to heal for both you for a total of 4 extra seconds wasted on the survivor side.

    Notice how Sloppy Butcher's mangled status effect literally got halved thanks to CoH.

    I wouldn't be surprised if the other perks on that list whose effects are harder to calculate (Thanatophobia) are being hurt to an equal degree.

    This one perk, from one survivor, which is infinite in use, and has so many other practical applications and time-saving benefits, is literally hard countering over 10% of killer perks for the entire survivor team.

    ---

    CoH is just in a state of being entirely broken and desperately needs to be nerfed in some or multiple ways.

    It just has no counters currently.

    It's like old DS on the Halloween chapter all over again, but whose impact is more subtle than flat-out denying killers a down.

    Valid points. I'm primarily a survivor main and even I agree CoH needs to be nerfed somehow. 100% is just way too much at the moment for basically infinite uses.

    @LeFennecFox said:

    Not a perk but plague is feeling really good after the buff. If you run brown prayer tablet or her toe addon + hematite seal you can force survivors to always be infected which makes their perk slot for COH wasted.

    Yeah I'm a Plague main but that's sadly just one killer in the entire cast who is very strong in this current meta. I'm experimenting with things like Bloodhound and Forced Penance on my other mains like Pig to try and find ways to help the rest of the killer roster.

  • @Blueberry said:

    The perks you're mentioning are bad perks and don't counter the boon meta.

    All you're really looking at helping is ToTH and that's essentially it. Even then its effect can be pretty mediocre and relies on rng.

    I guess I should clarify that I'm looking at perks that help play around the effects of boons rather than directly counter the existence of them like toth.

    I know these perks are not very good but I still think forced penance has some potential to be a very nasty surprise for survivors who think they can take hits for their teammates and get away with it unpunished. Like I said I'll have to play with it and see how it goes but I think it can definitely influence the way people play, kinda like how MYC and Starstruck make people play around them differently.


    Again though, I find it really difficult to make room for even one of these in my build since I usually stick to traditionally strong perks so, yeah.

  • @Brokenbones said:

    imo Deathbound won't actually help, most people who use COH will just heal themselves and they can do it without a medkit. I do like the idea of using Forced Penance though.

    Fearmonger/Mindbreaker might actually help a bit - It inflicts blindness which hides the boon totems aura (Meaning they'll not see it at all times). You could also use third seal/blindness addons to hinder their ability to track where the boon is. Not fool proof but it's an idea

    Save The Best For Last is actually a good perk that helps against COH for a reason you might not realise - it helps you chew through health states quicker, so survivors being healthy isn't as big of a deal. Again, not fool proof but it does wonders

    If all else fails, you could just slap on thrill of the hunt by itself to slow it down. It'll make snuffing totems mean a bit more since it'll take longer to re-boon them.

    Yeah I agree on Deathbound. It's actually a bit lackluster, I wish it did more. But Forced Penance I think people are definitely sleeping on.

    Also yes! Lately I've been using Fearmonger a lot more it's honestly so good.

    And I love using STBFL on some of my killers. Once you get to maximum stacks you can absolutely shred through people it's unfair. I can't wait to pair it with The Artist once she's live.

  • @GoshJosh said:

    I wish they would remove idle crows from the dying state for this very reason, as it boils down to a result of the killer refusing to pick the survivor up. Unless they neither moved nor recovered since being downed, only exception.

    This is a pretty good point. Why have idle crows appear on a dying survivor? Like, what's the point if you're already dying lol

  • Yeah, the devs also need to address how disgusting face camping is and yet here we are.

  • there are good pigs and then there are bad pigs


    Strive to be the BEST pig 🐷

  • Since hatch doesn't give survivors mmr I will often give the last survivor the hatch if I trounced them all or if 1-2 people DCed (if they dc en masse I usually turn it into a BP farm though).

    Additionally I'll also give the hatch if:

    They were REALLY good at looping and respectful

    Or play as one of my favorite survivors lol


    Also if you boop the snoot you ARE getting the hatch

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649300#Comment_2649300

    It would be logic for mori to give mmr and hatch to be neutral.

    Mori survivor need to be on death hook before you can use the offering so all the work you did for youre down are still relevant.

    Hatch escape you could just hide in a locker and wait for your team to die so you can escape with the hatch so you dont need to contribute to the match for an escape.

    That probably why hatch dont give mmr.

    I understand that to a certain degree but a mori is still a shortcut that bypasses legitimate sacrifice.

    A mori allows a killer to ignore things that flashlights, pallet stuns and DS. I just feel like it would be more fair if moris didn't give MMR because if in fact they do then there's no reason for killers not to run them every match for an easier time.

  • @tippy2k2 said:

    Like any other "voting" thing in this game, it would be easily abused by survivors.

    The survivors are having a bad game? Screw it, use the "Get out of the game free" button to leave the game. Sucks to be the killer if they used a good offering or add-ons, the survivors are having a bad time so see ya.

    The killer is getting bullied by a SWF Flashlight Squad way above their skill level? You think we're gonna let our chew toy be allowed to just leave the match before we completely break their will to live?!?!?! Perish the thought!!!!

    There's four survivors and one killer; the killer is almost always getting the short end of the stick when you start adding voting to the game...

    The initial person DCing would be penalized. They could just make it so that everyone else in the SWF group gets a DC penalty as well regardless of if they decide to vote abandon or not.

    Also just because there's a possibility SWFs would "abuse" it doesn't mean that solo queue shouldn't have access to a feature like this.

    A match is ruined the moment someone DCs and there really isn't much point in playing it after that especially if it's solo queue.

  • Something that bothers me is they've said that Hatch escapes are neutral / give no MMR but do moris still give a killer MMR gain from killing the survivors by their hand? I've yet to get an answer on this

  • @RoboMojo said:

    TLDR: RUN AFTERCARE, YA NERD.

    Anyways,

    I'd like to preface this by saying that this post is entirely based on the premise of playing in solo que. If you mostly play Survivor in a Survive with friends group (SWF) then this post will have little relevance to you (Feel free to continue reading if you'd like though). Furthermore, Aftercare is one of my favourite perks and I am a Jeff main. As such, I am VERY biased here. Nonetheless, I hope this will be a good showcase for why YOU should use Aftercare in solo que.

    First, for anyone who might be unfamiliar with how the perk works, let me just pop this in here.

    https://us.v-cdn.net/6030815/uploads/UHKBNAO06T81/2021-06-12-286-29.png

    Now, I know what you might be thinking. Yes you could run Bond and you'd get aura reading on Survivors who are close to you, without any prior effort. However, there are two key aspects to Aftercare that can sometimes go unappreciated. Firstly, the aura reading effect is map-wide (unlike Bond which is only 36 meters). Secondly, and perhaps most importantly, the survivor affected by Aftercare ALSO sees your aura. This is an extremely powerful effect in solo que and I'll explain why.

    Let's make a scenario here, let's say that you'd unhooked and/or healed Meg earlier in the trial. Now, Dwight has just been hooked after hiding in a locker for two minutes and he needs help! Without Aftercare in this scenario, you and the Meg may both go for the save. Only to realise once you both get there just how inefficient it was. Alternatively, neither of you go for the save and Dwight hits second state or even dies! However, if you had Aftercare, then you would've seen that Meg was going for the save. As such, you can commit to your generator, knowing that Dwight will be unhooked safe and sound.

    You might say, 'couldn't I just run Kindred to get a similar effect with much less effort?' The answer is technically yes, but there is more nuance to this. Aftercare works indefinitely, until you get hooked (I'll talk about this later). Kindred ONLY works when someone is hooked. As such, it can allow for greater efficiency surrounding hook saves, but that's mostly all it does. Aftercare, on the other hand, allows for greater efficiency in almost any situation. Indeed, I'd argue that Aftercare and Kindred have a decent synergy. If you are uninterested in this part of discussion then skip the next paragraph.

    The synergy of Aftercare and Kindred: At first, Kindred and Aftercare may seem a bit contradictory, indeed there is some overlap in their effects. However, I'd argue that they have an effective synergy for solo que. Kindred can make up for the lapse in information at the beginning when you haven't had a chance to engage in anything altruistic. Similarly, as I pointed out earlier, Aftercare is disabled upon you being hooked. With the Aftercare + Kindred combo, this is not as detrimental. Kindred works when you need it to, and Aftercare still does it's job. With this combo, you AND your teammates will be much more informed on what is going on in a match. Kindred can still be useful even if you have everyone on Aftercare as Kindred will still show the Killer's aura. Keep in mind by the way that you can totally run two meta perks alongside Aftercare and Kindred. For example, you could run Aftercare, Kindred, Decisive Strike and Dead Hard which would be a pretty solid build. You've got info galore thanks to Kindred + Aftercare, protection against tunnelling with DS and a bit of chase extension with DH. Overall, not a bad build for solo que.

    Essentially, the combo improves efficiency across the board and Kindred aids to lessen Aftercare's weaknesses. There most definitely is some overlap in their effects but I still think that the combo is worth a try.

    Something worth noting is that while Aftercare does require altruistic actions to trigger on a Survivor, it can also activate if an altruistic action is done on you. This means that Aftercare can often passively come into effect as you play, rather then it being a perk that requires tons of effort to work.

    Now, it may be beneficial to compare the pro's and cons of Bond and Aftercare to give a solid comparison.

    Bond's Pros:

    1. Works without any prior effort, slap on the perk and it'll do it's job.
    2. Can sometimes be a somewhat acceptable alternative to Kindred, provided that you are not the one who has been hooked.
    3. Synergises very well with open handed.

    Cons:

    1. Has a limited range. Needs Open handed to get more substantial aura reading.
    2. Aura reading is only for the person using the perk. Doesn't provide any direct benefit for your teammates.
    3. Is hard countered by blindness add-ons and perks (That's kind of a non-factor for the most part but it is something to consider).

    Aftercare's Pros:

    1. When activated, provides value to you AND your teammate(s).
    2. Provides map-wide aura reading, which can be incredibly useful to the team.

    Cons:

    1. At the beginning of a match, provides no immediate benefit.
    2. Doesn't lend itself very well to more aggressive, chase oriented playstyles.
    3. Similarly to Bond, Aftercare is hard countered by blindness add-ons and perks.

    In conclusion, is Aftercare the Super Omega Bestest perk? No. Compared to the meta, it can't really compete. At the end of the day though, restricting oneself to only the meta can cause the game to become stale and uninteresting. Spicing up builds and playstyles is what adds replayability! So, if you have Aftercare unlocked, I implore you to try it for a few games. Who knows, maybe it'll become one of your favourites like it did for me.

    If you read down this far then I think you deserve the ancient secrets. Here: Jeff naked.

    Thanks for reading and have a great day!

    My only problem with all of this is that while information perks make solo queue infinitely more bearable the problem is perk space. When it comes to solo queue I need a perk that is going to give me the most bang for my buck and for that I just feel like Kindred is almost always your best bet. It let's everyone see each other when it's most important as well as reveals the killer when they're around the hook and only one survivor needs to bring it tbh.

    That and camping/tunneling renders Aftercare completely useless

  • I mean.. A face camping Bubba who runs NOED is actually a problem. They can almost always guarantee 2 kills, sometimes even more from little to no effort.

    I shouldn't be surprised that some of you are defending this though, you probably do this yourselves.

  • @C3Tooth said:

    Noed is weak to a fairplay Killers who allow all 4 survivors to roam and have fun, but its straight up unfair for tunnel/camper that force survivors to only Gen rush. Its more about the core game design than the perk.

    This right here. I don't have a problem with NOED except for when it's paired alongside face camping the first survivor downed.

    Because you have to "rush the gens out" to counter the face camp and that leaves no time to cleanse all 5 totems. A lot of times what ends up happening is the person being camped dies on hook before all gens get completed and the killer goes on to find someone else. At this point the final gen may pop during chase and then bam they have NOED.


    I've seen too many face campers secure 2+ kills with this strategy. If you defend this play style you're a part of the problem as far as I'm concerned.

    Either extreme face camping or NOED needs to be addressed. I personally think face camping should be looked at tbh

  • Hex: Restriction

    A Hex which protects the vile powers that flow throughout the Trial.

    As long as this Hex is active, all other Dull and Lit Hex Totems are blocked by the Entity and can't be interacted with until Hex: Restriction is cleansed.

    Hex: Restriction cannot be replaced by Undying. Undying will only affect other Hexes after Restriction releases its hold on all totems across the map.

    Basically Corrupt Intervention for totems; direct counter to Boons


    Hex: Touch of Corruption

    Your mastery over hexes allows you to breathe life back into them.

    Once per trial, you can use the active ability button at a cleansed OR blessed totem to rekindle a lost Hex totem at its position. Touch of Corruption will rekindle the last Hex perk that was cleansed at its position.


    Hex: Illusory

    A Hex that weaves deception throughout the trial.

    As long as this Hex is active, all lit Hex Totems will appear as Dull totems and have their auras hidden except for Hex: Illusory.

    When Hex: Illusory is cleansed, all dull totems will appear to be lit and previously unlit Hex Totems will become relit.

    Basically mind games with bones / hopefully get survivors to cleanse every single totem they see to waste time. Survivors will not be prompted that they are cursed by Illusory until the original Illusory Hex is cleansed. Also, fake lit totems will not act like actual hex totems so if someone is trying to Bless over a deceived totem then they'll be able to see that it's "fake" if there is no slow down penalty.



    So yeah, I'm always ready for more Hex perks, specifically defense ones/ones that are super unique

  • Killers have hexes and

    Survivors have boons


    Let's not make this game any more complicated than it's already gotten lately.

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