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tyyrfying

tyyrfying

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tyyrfying
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  • This is a great looking update! A lot of common sense changes to perks and addons. And it's nice that exploits won't be so prevalent with the new kill switch.

    I really hope Babysitter/Guardian gets more love with the incoming change. It would be nice to show the rescued survivor the killer's aura as well. So many times in solo q where a teammate sits there waiting for a heal without realizing the killer is incoming, or worse follows me for a heal.

  • As a survivor, during the previous MMR tests, solo q felt much better to be in. I saw teammates trying without anything egregiously stupid, and we actually turned games around whereas normally they would be lost causes. The killers also felt around our skill level, so the back and forth playing was more fun.

    As a killer, the matches feel like they have more action with those back and forth counterplays. I also enjoy playing killer, so a match where I have to use all the tools available to me is fun, even if it's a 0k-1k. Normally, I'm bored of stomps where the survivors stand no chance, and like everyone else, I don't like getting stomped by a 4-stack swf with thousands of hours between them.

  • Hopefully a lot of end-game perks get a buff, because right now, there's no reason to take one over the perks that allow survivors to get to the end-game at all.

    End-game perks should have a stronger-than-normal effect given the player is without a perk for the majority of the match. The new No Way Out feels appropriately powerful since it's taking up a Gen-slowdown slot for an exit-slowdown or an equally valuable perk slot.

    Adrenaline is fine as it is, since it rewards doing the objective. It's a nice, balanced perk.

    Wake Up in its current form needs a few things, as it's only a Remember Me counter. The numbers need to be higher so it takes 5 seconds off a non-Remember Me door. The aura reading on doors should also be a team-wide effect, so if one person brings it to the trial, all remaining survivors get to see where the gates are.

    To really give Wake Up a powerful use it either needs to be like Open-Handed and give the gate powering speed boost to all survivors (Non-stackable, only need one Wake Up user in a team) or keep the Wake Up user with the faster time, but have the perk live up to its name and the Wake Up user can't ever fall asleep in Freddy matches.

    One path is a great utility perk for the team that everyone appreciates in Solo Q and SWF. The other is more of a selfish perk, but only has a 1/24 chance of truly being effective and turning an M1 killer into more of an M1 killer.

    No One Left Behind should activate when all generators are completed. Right now, EGC is like 1% of the match experience and at that point, there's usually no reason to heal since everyone is rushing out the exit gates.

    Hope is okay. Pausing while being in the dying state or on hook would be nice. It would be interesting if Hope had a stackable debuff on the killer that essentially gave survivors an extra percent or two. NOED would still cut this down, but NOED's speedboost would only be around half as effective by then, and 110 killers are still slightly faster too.