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The Trapper's power is simple. The Wraith's power is simple. Leatherface's power is simple.
They're all garbage.
Simplicity =/= Good or Great.
Doctor's power is very complicated: It causes Madness, can cause hallucinations that the Doctor can see, can make Skill Checks hard, can "stun" Survivors so they can't vault or drop pallets, has a "Static Field" that affects Madness gain, etc. And he's considered to be one of the better Killers in the game by most of the community.
Decimation works for a lot of Killers because a lot of Killers struggle with Gen Rush. Everyone except Hillbilly and Nurse do. That's why Decimation is a teachable.
So long as generators can be finished in less than four minutes, I don't see Decimation being much of a problem. If they do something that makes Gen Rushing no longer a thing, I will happily agree to a change to Decimation, like focusing on its regression gimmick.
But until that day (which I'm pretty sure is either far, far away or will never happen), I think Decimation is good the way it is.
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The Shadow is not nearly as strong as she seems on paper. And I'll show you why:
I've never posted exact numbers (because this post was always conceptual), but let's say it takes 14 seconds to drain a Survivor completely while Feeding. It takes 6 seconds for 1 Survivor to free his teammate. So that is an 8 second gap where one Survivor can run over and get a guaranteed rescue. If more join in, the Shadow is stunned for longer (she already has a longer stun by default, which I specifically say is not reduced by Enduring). If a Survivor has a flashlight, she is automatically stunned and the Survivor is instantly released.
Let's go further, let's say she starts feeding and someone is nearby and they immediately start tugging at the Survivor. 14 - 6 = 8. That means, once recaptured, the Shadow must stand and feed off that Survivor for another 8 seconds, giving another window of opportunity for someone to rescue them "in the nick of time" if they get downed near another person (which is not uncommon).
So that Survivor gets freed "in the nick of time" and then goes and recaptures him again. Two seconds this time. Now that Survivor is drained and the Shadow may hook him now if she wishes.
Meanwhile, the gates are powered and opened. GG EZ.
Add in one or more Flashlights, and the Shadow has an even tougher time, making Franklin's almost a MUST on her.
The Shadow actually didn't have Pulling when I first wrote her. I added it because only have Feeding made her feel incredibly weak. Two Survivors can have the Gates powered in about 4 minutes (it takes 45 seconds to for two to complete a Generator). Since the Shadow has to actually chase and down Survivors to actually gain strength, it can be very difficult for her to advance through too many stages in a timely manner. Literally one Survivor following her around as she chases someone can really ######### with her, especially if the person she's chasing is a good looper.
She's not like Myers who can gain Evil by staring at people. She has to either down them or be near them while they are injured. Pulling is not intended to help too much advance tiers. It's more to help combat Pallet Looping (especially while Famished or Peckish), which is why it has the Hindered affect if Survivors are Pulled on for a long time. I would estimate that Pulling would be like twice as long as Feeding, so 28 seconds. And since Pulling has a limited range, it only works if Survivors hang around too long (as her movement speed is reduced while Pulling).
Most people I show this to tell me they think she's really weak. They basically look at it and say, "So basically just loop her to keep her from feeding and rush Gens? Yeah, she's no good. She needs a serious buff or something to help in a chase from the beginning or she's just garbage".
That's another reason why she has Decimation. First of all, Decisive Strike is only get reworked in theory. Yes, they're discussing changes, but, to my knowledge, the only change they came up with got scrapped, so we've gone nowhere as far as I can tell. and they're back to just "considering ideas", so who knows when that will actually happen. But Decisive Strike is only one thing: I also mentioned Brand New Part. But forget that too, because, like I said, Gens can be done in four minutes by only two Survivors!
Brand New Part, used intelligently, can even counter Decimation. A destroyed Generator can be quickly repaired with Brand New Part. Or tool boxes. Or teamwork. As for it's Regression speed, it can be stopped by merely touching the Gen. Boom! Stopped. I will agree that Decimation is a powerful perk, but Survivors have equally powerful equipment and perks that let them blow through Generators (which can be blown through almost just as quickly without them).
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Heh. First time I've seen that one.
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@ItsDaEmuDood said:
Great idea. Are the perks flat rates? Or are they tiering up like the rest? For Eviscerating Strike, would it be 50%/60%/70% and 5%/10%/15%? For Adept, would it be 3/4/5 seconds and 20/15/10 seconds? For Decimation, would it be 15%/20%/25% or 15%/30%/45%? I also have mixed feelings about Adept. Like, a fast action is pretty much guaranteed in a chase, and you get the notification afterwards, so it's not that hard to find them. I thought it'd be overpowered because of how much people do fast actions, but an aura reading is kind of like icing on the cake in a chase. So maybe you should rework it to something like this:
Unlocks potential in one's Aura reading ability. When a fast action is performed 40/50/60 meters away from you, then that Survivor's aura is revealed to you for 20/40/Until they enter your terror radius. And to balance Decimation, maybe have it return a generator to 45%/30%/15% progression? And maybe remove the automatic pallet destruction from the Fed state. Other than that, great idea.Thanks for your comment!
These are the "Teachable" versions of the perk, so they reflect Tier 1 in their values. Adept would increase the length (the cooldown remains the same through all tiers). And Decimation increases Gen Regression (total amount of Gens destroyed remains the same).
Adept's purpose isn't just to keep track of the Survivors, but to react to whatever and where ever they may be going and potentially help cut them off. But, it can be more useful on indoor maps where it can be hard to maintain line of sight to see where they're heading (the scratch marks aren't always reliable).
I sort of insist that Decimation remains the way it is for the Generator destruction. I view it as the Killer's Decisive Strike. If all four Survivors can have a perk that lets them break free from the Killer, thus undoing all the work they did in a chase, then why can't Killers have a perk that lets them fully undo some of the Survivor's work? It's also a counter to Brand New Part and the general fact that Generators are way too easy to do and can be completed in record amounts of time if the Survivors focus on them (which many do now to get Lightbringer points).
Also, the Shadow is the right hand of the Entity. Her lore is that she is the one who brought the Entity to our world after she discovered the energy in the human soul, which attracted the Entity. Her playstyle is doing as much damage as possible, growing in strength each time she feeds. Once she's fully fed, she's meant to be practically unstoppable.
Survivors want to escape fast before she gets fed. Slugging is a very powerful way to play her as you don't need to hook right away with her (in fact, it's best you don't). This is why she has perks mean to stop Survivors and help her slug better.
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Any further feedback would be appreciated.

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@Jayden said:
Killer Perks worth running: Nurses Calling, Barbecue & Chilli, Agitation, Blood Warden, Brutal Strength, Coulrophobia, Deerstalker, Distressing, Dying Light, Enduring, Franklin's Demise, Devour Hope, Huntress Lullaby, No One Escapes Death, Ruin, Iron Grasp, Knock Out, Make your Choice, Lightborn, Monitor & Abuse, Overcharge, Pop Goes The Weasel, Thanatophobia, Unnerving Presence, and Whispers
Distressing is only good on Doctor. Agitation and Iron Grasp are useful, but I would hardly call them meta or even all that great. Thanataphobia is considered trash by most Killers as, even at its best, it adds a mere few seconds to Gen Repair (I think it's like two or three). Knock Out and Franklin's are ok, the former being countered by SWF and the latter isn't needed if items aren't brought (also why Lightborn isn't that great as it relies on items being in play). Monitor & Abuse is ok, but only really good on Myers or Killers with over all smaller Terror Radiuses. Unnerving Presence is only good on Doctor. For Stealth Killers its useless, and it's actively detrimental to one Killer in particularly (Freddy).
It seems to me that you only consider perks to be "good" if they're very strong or outright meta perks. What about Lightweight? We'll Make It? Bond? Empathy? Iron Will? Quick & Quiet? Lithe (Lithe has saved me just as much as Sprint Burst)? We're Gonna Live Forever? Botany Knowledge? Small Game is great for finding Totems if you don't remember the spawns of every one. Hell, you could even almost argue that Prove Thyself is worth it as it grants you more points in Lightbringer.
The other day, I was playing on Console where I have almost none of the "good" perks. The only perks I had maxed out were Spine Chill, Premonition, Small Game, and Prove Thyself. With Spine Chill and Premonition, I was able to know when the Killer was heading my way and what direction they were coming, regardless of who they were so they almost never found me. I destroyed Hex Totems and a bunch of dull ones for a lot of points in Boldness. And Prove Thyself helped me heal slightly faster and get more points in Lightbringer.
The point I'm trying to make is that all perks have Merit and can be very powerful if used properly. Especially ones like We'll Make it, Iron Will, Quick & Quiet.
The proposed nerf to Self Care isn't even that strong. To my knowledge, all it does is lose progression if you stop. Literally all this means is that you will have to be smarter in where you heal, something people like me who don't rely on Self Care have already been doing. People complain about Nurse's Calling all the time, but if you are smart about where and when you heal, Nurse's Calling will almost never affect you.
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Have you tried adapting your playstyle so that it is not reliant on Pallet Looping?
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@SadonicShadow said:
+1 this is a very well thought out idea. I actually was thinking of something like this. Requiring fuses and or a breaker box of some sort. I like this idea and it would be cool to test in a PTB.Thanks for your support!
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@Fropps said:
It takes a petty person to disconnect. ...but it takes an extremely petty person to disconnect and then spectate for 10 minutes as I kill the rest of the survivors to flame me in the post game chat
I always kind of laugh at this when it happens.
I just imagine that person sitting at their computer, fuming and sweating as they wait for the game to end.
"That jerk! I'll show him! I got some real mean words!"