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Aerys

Aerys

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Aerys
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  • @Wolf74
    Which is fair enough, but sometimes the design of things is just innately crap and so to make it any good you have to start from the ground up. Besides, it isn't really a rework from the ground up that I made, the core mechanic is exactly the same, it just has values changed around slightly. If I wanted to build from the ground up I'd say something like, "All Survivors start in the dream state and only by being near alarm clocks in the map when they go off can they wake themselves up for 30 seconds. Freddy can increase the time until they go off by interacting with them. Alarm clocks go off every 60 seconds unless tampered with by Freddy", or something. That would be from the ground up.

  • @Orion
    Well, I'm coming up with ideas and giving the Devs food for thought, they may not be the best of ideas but that's where feedback and refining them as a community would be rather ideal. I may accidentally spit in the face of what an asymmetrical game is supposed to be like, but at least I try not to spit in the faces of you, wolf, and others who disagree, but take what you say and try to better my ideas with it. So please, be constructive not mocking.

  • @Wolf74
    When balancing things you have to be mindful of both sides; Killers and Survivors have to be equal. But it is my bad for not being more specific as one could indeed take the skill check bit the wrong way, and I get how keeping the Cleansed progress to be kept could feel off putting, so I will edit the post and be more clear.

  • I don't watch youtubers or streamers play the game so I don't know who Marth88 is, but I do know the Ruin trick and am sure that the Devs will fix it in time (Basically if someone is spamming on and off the Gen over and over the game will detect that and treat it like a failed skill check after X amount of times within Y seconds).

    Aside from that, like I said before at the beginning of the game it would take a long time to cleanse things, so long that with Hex: Thrill of the Hunt (which gives you a notification when someone starts working on a Totem btw) a Killer would have no problem defending their Hex, and as soon as they push someone off it the timer to cleanse it would be reset; That is the issue with your idea, it becomes near impossible to cleanse anything early game because of it. If you were to add my "Allow half the Cleansed progress to be kept upon breaking away." bit to it then it may become viable, but overall it's a dynamic approach to the system when a static approach would be better just due to how different Hexes work in the game already :T

  • @Wolf74
    It's more that I didn't mention they could wake themselves up rather than couldn't, as in the original description it tells you how to wake yourself up by failing a skill check. And that's just the thing, if you're playing against Freddy and haven't woken yourself up after 20 seconds of him leaving you alone I've no idea what you're doing, all it takes is a failed skill check and getting those isn't difficult, if you're injured you can even use self care to wake yourself up. In my revision of the idea though, the post just before your most recent one, I increased the timer while adding one method they can wake up from (with the help of others) so ultimately no, I don't think it's a nerf due to the time limit as they'll be forced to sleep longer and with it bear the better tracking Freddy will have, an action speed penalty, Exhaustion, and the constant heartbeat.

  • Alright, I went over things against and tried to balance things out further in the event that they weren't before.

    Power: Dream Demon
    Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares. Dream Demon allows The Nightmare to pull Survivors into the Dream World.

    • Survivors who are awake do not see or hear The Nightmare.
    • Once targeted by The Nightmare power, Survivors enter the Dream Transition
    • During the Dream Transition (default: 8 seconds), they can see The Nightmare intermittently.
    • When the Dream Transition lapses, the Survivor is pulled into the Dream World.

    Once in the Dream World:

    • Survivors are vulnerable to The Nightmare's attacks.
    • Survivors' Auras are revealed to The Nightmare every 10 seconds for 5 seconds.
    • Survivors suffer an action speed penalty of 10%.
    • Survivors suffer from Exhaustion.
    • Survivors constantly hear a low heartbeat as though on the edge of The Nightmare's Terror Radius.
    • Survivors will wake up from the Dream World after 180 seconds have lapsed, if another Survivor wakes them, or if hooked.

    This makes finding another Survivor rather important and teamwork would become invaluable as waiting out the three minute duration would be rather taxing due to the penalties, especially since they can be tracked from any range that much easier.

  • @Wolf74
    It's not a nerf, he could still use addons to shave time off the transition and those addons could be buffed, he'd be able to track people from any range not just outside his terror radius, Exhaustion skills would be nullified while Survivors are sleeping (and they will be if they're in a chase with him after all), Survivors wouldn't know if he's close or far due to the heartbeat, and Survivors wouldn't be able to wake themselves up anymore. I don't see how that's a nerf at all? But if so I'd adjust the numbers slightly sure, that's what balancing is all about.

  • If you combined that with Hex: Thrill of the Hunt that'd mean to cleanse one at the beginning would take 32.5 seconds, a bit long for a totem by most standards, and while that would definitely incentivize cleansing them later there's a problem with that for three reasons.

    1. The first is due to Hex: Ruin. As a Survivor you want to cleanse this asap, and people running Thrill of the Hunt would have that 32.5 second cleanse speed to back it up. If my changes weren't implemented that means each attempt to cleanse it would take 32.5 seconds, something that's very easy to defend. This would mean no one would bother to get rid of Ruin and while that would make it a great Perk to bring it would also become the most common one (not that it isn't already).
    2. The second is due to Hex: Haunted Ground, a Hex with the purpose of being bait and upon being cleansed gives the Survivors a negative effect. You would want this to be cleansed on purpose, especially earlier in the game, so that you can get an edge on them early and take control, but with that change it'd be rather hard to do so.
    3. The third is Hex: No One Escapes Death, and this is for somewhat obvious reasons. Say the game takes a good ten minutes, that means that when NOED pops up it'll only take 10 seconds to cleanse, and that's on top of it already being massively weak due to being completely avoidable by cleansing dull totems throughout the game.

    Just those three Hexes alone show why having a varying Cleanse time factor could be bad overall, making some things way strong, making some pointless, and others incredibly weak.

  • At high ranked play people cleanse Dull Totems anyhow, so that wouldn't work to keep the Hex safe. That's why I proposed a higher cleansing time for Dull Totems as well as an even higher cleansing time for Hex Totems. Don't get me wrong, I do like that idea as it's rather dynamic and interesting, I just don't think it'd work the way you think it would.

  • I'll put in my two cents, as though I thought about making a thread to balance him I heard the devs were already on it and thus didn't care. Either way, I feel like the best way to fix Freddy would be to cause his dream state to be more powerful overall but weaker at the same time, being not only his bread and butter but a punishment for those who aren't utilizing stealth properly. Ultimately I believe Freddy should be king of his domain and the Survivors caught within it should be scared for their lives. Here's the modified version I'd propose;

    Power: Dream Demon
    Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares. Dream Demon allows The Nightmare to pull Survivors into the Dream World.

    • Survivors who are awake do not see or hear The Nightmare.
    • Once targeted by The Nightmare power, Survivors enter the Dream Transition after some time.
    • During the Dream Transition (default: 10 seconds), they can see The Nightmare intermittently.
    • When the Dream Transition lapses, the Survivor is pulled into the Dream World.

    Once in the Dream World:

    • Survivors are vulnerable to The Nightmare's attacks.
    • Survivors' Auras are revealed to The Nightmare every 7 seconds for 2 seconds.
    • Survivors suffer an action speed penalty of 10%.
    • Survivors suffer from Exhaustion.
    • Survivors constantly hear a low heartbeat as though on the edge of The Nightmare's Terror Radius.
    • Survivors will wake up from the Dream World after 90 seconds have lapsed or if hooked.
  • @aarongai
    If a Survivor pops a map with cornfields they've pretty much mori'd me. Also I played a round earlier with a Green Mori and forgot to kill anyone with it (much to my dismay since that really would've helped me out that game). As far as your logic goes I'd say it's fairly solid, a Mori is an offering that no Survivor can match with an offering of their own. But like Wolf said, there are four Survivors, each able to pop something, and there's 60s in which they can coordinate that via the chat box. If everyone pops the best luck offering they add 12% to the 4% base of unhooking yourself, so they'd have a 16% over 3 tries (which is around a 40% chance to actually getting off the hook on average), which is still crap but it's crazy better than before. Or like Wolf said just popping thicken mist together and making it a sea of clouds lol. What if the Survivors all popped remove 1 hook together? I feel like that'd have a rather large effect on the Killer.

  • That's fine as a personal opinion, but unless you actually make a solid argument for why the swamp is a bad map and is broken in some way you'd be better posting in some general thread/reddit, not the balance feedback forum.

  • I guess what Stealth and I are asking is; Is there a thread with an example of them responding? It sucks that they get ignored though, there's a thing that's called respect that people seem to have lost these days :T

  • Well, yellow rarity ones are pretty useless typically, green ones are nice to get a Survivor out of the way quicker so you can manage things better, and pink ones are that of dreams where you slaughter an entire team. But, there are better things to pop as a Killer such as Survivor Pudding and other exp buffs that make the game worth more than a Mori. All in all, only pink ones are worth fretting over and they are pink, which means they're rare. You're not going to encounter em every game.

  • @Orion
    Oh, okay that's fine then, but like I said I've yet to see any suggestions that are noteworthy to them so if that's what it takes to get a response out of em.

  • @Orion
    I agree, but suffering the consequences after a 60 to 120 second jog vs a 20 to 40 second slaughter are very different consequences and only she has the improved version. Her strengths far exceed any of her weaknesses and it doesn't take an honest man to admit that, anyone can see it, some are just choosing not to and I'm unsure how to reason with them and show that there is logic in what I say as well, because everything you guys have said about playing against her I agree with, stealth is important, mind games are important, flashlights if you have em, etc etc, but the fact remains that she's vastly stronger than most Killers and it's not just a crackpot idea I had, it's a commonly and well explained (elsewhere, not by me apparently) and accepted notion.

  • @Orion
    As a game dev myself I would have to strongly disagree, even the most inane input can be noteworthy due to it working the brain and allowing you to see your content from another perspective. Sure, a lot of the time it's mostly people whining or calling for changes they want because they think it'd be kewl or neat and not because it'd be balanced, but even those can be useful, if you see a metric ton of people whining about something perhaps there's something to it beyond "Well they're noobs and don't know what they're talking about". The purpose of a game is after all to give the Players an enjoyable experience, and while that may be a bit more tricky in a competitive scene that goal shouldn't change or be set aside.

    In the end I can understand why they don't respond to each and every thread, but reading them and taking in criticism is one of the best ways to not create a vision you had that ends up being completely out of touch with your playerbase and so it's super important they create a forum in order to hear them, but giving absolutely no feedback does in some form discourage people from sharing their opinions, feeling like it doesn't matter or it's a waste of time, or that all we're doing is circle jerking one another over things we think will be read but actually don't. (Not saying they actually don't, but again I've only been around a short while and have seen no direct interaction as of yet).

  • @Rebel_Raven
    No worries about the flashlights bit, they're definitely not useless if used properly, but they're somewhat more situational than a toolbox or medkit obviously and so people just think that they aren't useful at all? (somehow?)

    In terms of the Nurse I don't actually play her, I have a little bit and after that game I got used to her power a little bit and could hit people here and there but was nowhere near being proficient x3 But I've played against Nurses who are and decimate me and I've watched a couple of my friends play her and get 4K's pretty constantly at Rank 1 and 2, and I've also seen people straight up D/C or kill themselves first hook when they know they're against a Nurse. People don't like playing against her and I can't blame them.

    I play Wraith and Doctor mainly, and as Wraith I usually get bodied pretty hard. I've learned to body block and all sorts of stuff with him but even so I can't apply pressure to the map in any meaningful way and so Generators go off left and right. That said, I don't believe Nurse's way of doing it is the proper way, I think it'll take some sort of additional objectives to extend game time for all Killer's to become a tad more balanced, but if you do that with Nurse in her current state you'll pretty much be guaranteeing 4K's with her every game (so long as the person is proficient with her of course).

    @Orion
    Right, in a perfect world you would never get into a chase with any Killer because you're a stealth god, but people get caught out and chased, that's pretty much the entire point of the game (It's one of the few actions that both players get points for simultaneously even). powerbats' points are by no means reliable, one is for when you aren't even in a chase (but sure, helpful nonetheless to keep track of where she's at) and the other isn't a guaranteed strat but a mind game that, if she has enough blink in her, can easily be bested. So, if the only legitimate strategy to facing a Killer is to never be scene I would say that Killer is a tad on the broken side wouldn't you? (Well, I guess you wouldn't since that's what we're debating and all, but still you get my point).

  • @powerbats
    Okay but I've never seen a Dev respond to any thread in this section of the forums, nor is there a sticky that says anything about anything in terms of answering our questions. But again I've only been around a month and a bit so it's not a lot of time to know whether or not they do, and ideally they're busy developing rather than writing out full length responses to us, I do grasp that much.

  • @Kind_Lemon
    Thinking about it you're kind of right. That's why I said the charge cooldown time would need fine tuning, because without play testing it's hard to say what would be too long and punishing and what would be too short and broken xD

  • @Rebel_Raven
    I am in no way advocating we get rid of her Blink ability either, what I've described to everyone is the base kit, you slap some addons on on.. on her and you'd still be able to achieve greatness (maybe +1 charges, -1s cooldown, etc) but she'd be slightly more reasonable is all. Typically the only times I get blinded are during a pallet smash, If I'm picking someone up it's always done looking at a wall, and the clicking of a flashlight doesn't distract me, I just make a mental note of where their clicking is coming from. I'm also aware flashlights burn cloaked Wraiths T-T

    All in all, once a Nurse has you in her sights there's very little you can do to delay being put on a hook and that's somewhat against the nature of the game. Every other Killer has some sort of method to dealing with them that doesn't include an item, the Nurse's is literally just "Don't ever be seen", which is the first step of dealing with every other Killer anyhow >__>

  • @Master
    I remember when we'd have lan parties in High School, 5 or 6 of us each with our desktops on various tables in the room, playing star craft and other such things. I'm only 25 but boy do times change fast. Now you'll see people snap chatting one another as they sit side by side, WHAT HAS TECHNOLOGY MADE US BECOME?!

  • @Stealth
    I'm a month and a week in to this game and I've no idea if the Devs read or respond to our stuff, very occasionally do you even see a (as in a single) mod do so. Thus I'd say that they probably don't, but there is a chance they do. A chance.

  • @powerbats
    Right but let's say she's not as blind as a doorknob and does spot you, how long does your screwing with her last you compared to the average Killer chase? I've faced a lot of Survivors who try to vanish into thin air, and while Claudette can do it rather well typically I look down at my feet and to the left or right and there they are with their face pressed up against a wall or tree or etc. Good Killers aren't tricked by that sort of thing too often, though yes it does happen.

  • @Orion
    I'm not sure how to explain to you that the ability to warp through walls and prevent pallets/windows from being of any use is in fact an inherent advantage she has, but disregarding that, tell me, how do you face a Nurse and survive her "chase"? What are the other things Survivors can learn how to do that will make playing against Nurse a winnable endeavor? Yes, having a flashlight can certainly help, but let's say you were unlucky enough to not be part of the flashlight brigade nor did you find one within the limited chests on the map, how does one face her in this scenario?

  • That sounds a lot like lag issues, I shock Survivors all the time and they go right through a window/over a pallet just fine, sometimes doing so even when I've shocked them just before they do =3=" lag issues in the other direction I suppose lol

  • @Orion
    Yuh huh, and at the high ranks you're saying a person who's put dozens of hours into Nurse is going to fail her jumps frequently? We aren't talking about the bad Nurse players when talking about balance, we're talking about the ones who can use her power to the fullest, when balancing a game that's always what you're talking about. So can you, and the rest of you, say that Nurse is completely balanced and not stronger than every other Killer by far when played at her fullest potential?

  • @Bravo0413
    I don't deny that it takes a bit of practice to master her or that she doesn't take skill to play, but it's no secret that she's not only the top ranked Killer but somewhat broken due to the aforementioned facts of ignoring every gameplay mechanic Survivors have to defend themselves against Killers.

    @Rebel_Raven
    Gee thanks, I'll get on that when she's half way across the map xD not only that but Survivors don't know which Killer they'll be going up against so while some might bring a flashlight others might bring a medkit or toolbox, or rarely a key or map. Searching the chests on the map doesn't necessarily mean you'll find flashlights for everyone let alone a flashlight for one either. Simply put, unlike The Hag who you can get by without a flashlight, The Nurse has no method of dealing with without one, nor from a distance with one.

  • Okay, I don't know what that has to do with my rework though :0

  • You mean these aren't what you want to see? I only just got Hex: Ruin onto me Wraith boi and jeez it's quite a sight to see.

  • Not bad, I think having it just be whenever a Generator finishes would be a bid better, and perhaps a build up could be fun as well, maybe;

    • You feel invigorated as you make progress toward your escape. Every time a Generator has finished repairing you gain a 1/2/3/4/5% movement speed boost for 20/25/30 seconds. Upon completing the final generator, the duration lasts twice as long.
  • @Master
    I would assume that when a Gen is done or Pallet is dropped the aura would disappear just like it does for other effects/the Killer and their Gen auras. I doubt it'd confuse people too much either, it'd be like Windows of Opportunity with unlimited range lol.

  • I think they work perfectly fine as is, aside from the whole shifting the camera toward her trap when it goes off, that crap is pretty annoying.

  • That's a pretty neat idea, I like the prospect of using the map to reveal auras. idk about the bonus BP for people using things you've mapped, it ain't like you get BP from other items for using them, just the ability to mark things in aura is strong enough to warrant using.

  • Essentially, never give someone throwing a tantrum what they want, it solves nothing. Punish them for their childish ways until they grow up or.. idk, the equivalent of quitting the game would be offing oneself so maybe not that but you get my point.

    in D/C Comment by Aerys
  • Yeah that could work, and maybe that even after they're out of the terror radius their heartbeat persists for 10 seconds? The Killer's presence is so overwhelming that its felt even after they're gone xD

    So basically;

    Survivors who stay within the killer's terror radius for 10 seconds will hear their heartbeat slightly/moderately/considerably faster regardless of the Killer's distance. This effect persists 10 seconds after they have exited the Killer's Terror Radius.

  • @powerbats
    Anymore valid than the next person's...

    Clears throat

    Wraith is viable at rank 1.

  • @PigNRun
    While I grasp that it still gives rather inconsistent benefits in terms of the stats. Maybe if the stat effects persisted for 10s every time but the skill kept flickering on and off?

  • @Justicar
    Even then there would be optimal Survivors to choose. Let's make up some random passives for a few characters and go over them.

    Dwight: +1/2/3% efficiency when 1/2/3 other Survivors are near.
    Jake: Footsteps are 20% quieter.
    Meg: Walking movement speed is 0.1m/s faster.
    Claudette: +5% healing speed.

    From just those the obvious choices would be Claudette and Dwight as healing and general efficiency on everything are innately more powerful than being quieter or walking a tad faster. Even if we were to give them drawbacks that would still be the case. For example;

    Dwight: +1/2/3% efficiency to self when 1/2/3 other Survivors are within 8m. When no other Survivors are within 8m receives -1% efficiency.
    Jake: Footsteps are 20% quieter but scratch marks remain 0.5s longer.
    Meg: Walking movement speed is 0.1m/s faster, but crouching movement speed is 0.1m/s slower.
    Claudette: +5% healing speed but skill checks occur slightly more often when healing.

    As you can see, by giving them drawbacks it makes the good ones somewhat worse but makes the worse ones even worse. In Dwight's case he'd just try to stay near people as often as possible, in Claudette's case she'd be a-okay so long as she can do skill checks. In Jake's case he has a visible drawback to being played quite literally, and in meg's case it's just a trade off that would force a player to walk more often than crouch, but as she'll be sprinting half the time it doesn't really matter in the end. Of course, these were made and balanced by me in a matter of seconds but I'm doubtful the Devs would do much better of a job and in the end we'd be left with Survivors that are more desirable to play as over others.

  • Reducing the Player's rank may be exactly what they want. Giving them a time ban would decrease the available players actually playing by quite a lot, and a 24h time ban could potentially punish people who genuinely disconnected and therein lies the problem. Any punishment you create will affect both the Rage Quitters and the people who are genuinely disconnecting due to internet or host issues.

    I'd say a 10 minute cooldown on joining/creating a lobby as well as a 50% BP gain reduction on your next game would suffice, it isn't so severe as to cause a massive decline in players nor is it too harsh on those who accidentally d/c'd

  • Calm Spirit: I don't think the two additions you added would make much a difference, I think just having it literally affect all screams in the game would do.

    Dance With Me: Even with that buff I doubt people would take it. Perhaps if it were;
    "When starting to run you leave no Scratch Marks for 1/2/3 seconds. Dance With Me has a cool-down of 50/40/30 seconds."

    Iron Will: If a Survivor in Dying state made zero noise there's a good chance that if they got out of sight from the Killer they'd never be found again lol. Perhaps if it were;
    "Grunts of pain caused when in the injured or dying state are reduced by 60/70/80%."

    Kindred: Not much of a change and honestly seeing the Killer has never made much a difference, but what about;
    "While you're on the Hook, 1 random Survivor's/All Survivors'/All Survivors' and any of the Killer's traps (in an 16m radius around the Hook) Aura(s) are revealed to all other Survivors."

    Left Behind: That or simply the Killer doesn't receive a notification when a Generator is completed, but can still see the Generator's Aura. Even then Left Behind would be a rather Niche and useless perk though, it needs a total rework to become viable.

    Lightweight: As a Killer main and also as a Survivor who runs Lightweight, I can tell you that Scratch Marks remain visible on the ground for a total 7 seconds (Technically 9 but they're so faded by 7 seconds they can't be seen). Lightweight currently reduces that to a total of 4 seconds, what you're suggested would reduce it even further to a total of 2 seconds at which point there wouldn't be much of a trail to follow at all and Killer's would constantly lose track of a Survivor (especially in the cornfield levels). As it is now Lightweight does its job just fine.

    Premonition: While I understand what you're going for, at 0 to 12 metres you'd bloody well be able to see the Killer, and at 12 to 24 metres you'd also likely see them. Right now it works as a longish range detection tool and I think it's fine as is (I run it myself as well).

    Quick & Quiet: No real need to halve the cooldown, it works just fine as it is.

    Spine Chill: While I disagree with your changes, I do think it's currently a weaker perk as it is only active when the Killer is actively looking in your direction. Perhaps if it had a 10s cooldown but remained on for 10s after they looked in the Survivors direction that would be more beneficial to the Survivor in question.

    Windows of Opportunity: Honestly speaking, the cooldown could be removed entirely and it wouldn't make much a difference, anyone with an ounce of memory can remember where things were highlighted even after dropping something down on the Killer and such. It's more of a detection tool rather than a must need during a chase, you just have to learn to map things out in your head.

  • I don't believe The Shape is affected by light burn, so perhaps you're simply getting affected by a flashlight during an animation lock you can't break from until it's to late, but that's what they're there for and so if picking up a Survivor for instance you should always do your best to face a wall before grabbing them if possible, but when you're breaking a pallet and they have a flashlight you can expect to be blinded by them so just try to listen to which direction they ran so that when you're unblinded you can go in the right direction (or move in the right direction while blinded even).

    Survivors definitely have the advantage at higher ranks, the game isn't balanced at the moment for many Killers (some like The Nurse and The Hillbilly are strong though). Just keep trying to learn and get better, The Shape is pretty powerful when played properly with the right perks so keep at it and learn how to combat the things Survivors do.

  • Mechanically it is the same, but I'm not going to argue my point further, your open hostility is a bit much for me to debate seriously.

  • Okay, but how do you propose we balance this issue? It ain't the complaint section of the forums, it's the balance section, so how would you remedy this situation. I fully agree for the record, it's super lame when someone RQ's and I feel bad for the Survivors stuck in the game and often let them escape (after hooking them once each of course, gotta get them BP's).

  • Like Blueberry said, giving every Survivor a unique passive that can't be learned by other Survivors would force people to play the one with the strongest passive, even if they don't like the character. If Feng Min had a +5% repair speed you would always see Feng Min every single match, if not 4 of them. Additionally, when you say that each Killer plays differently you're right, but that applies to the Survivors too, most Killers they go up against give them a different experience, Freddy has the Sleep Mechanic Survivors have to play around, Huntress has the throwing hatchets you need to look back/listen to her voice to dodge while being chased, Trapper and Hag have traps to be cautious about, etc. So every Killer provides not only the Player playing them a different experience, but also the Survivors.

  • @Malakir
    Well, they could possibly increase the wiggle bar % Survivors need to reach before they get the skill check, for both the Obsession and non-Obsession, which would help you get to the hook even with a DS user, but it's somewhat funny how often there's a hook right there for me when I pick one up where I can hook them before they DS completes, then when I pick them up again later they use it on me lol.

    Again, it's a whole perk that gets used up and is gone after going off, if you're going to have a perk like that its single use has to have a strong effect. As far as balance is concerned it is balanced, because not only can it be used just once the entire game (whereas a Perk like self-care is useful 100% of the time), but you can fail the skill check (even the best fail sometimes, no one is perfect and whether it's just due to being tired, distracted, high, or drunk, there are cases where it'll happen to everyone) and you can be hooked before the skill goes off.

    You also used NOED as your counter, and while fine I admit you're right in that, you didn't use Haunted Ground for a reason as it's exactly the same as DS in that it can only be used once and it has a strong effect (kind of the opposite of DS in a way). You could say that the counter to it is not cleansing the Hex Totem but the dangers of not doing so heavily outweigh the dangers of not so if found (which let's be honest finding a totem is in no way difficult) it will be cleansed and the Killer will get that effect. It can also fail in the sense that you don't hit anyone within 60s but that's another reason it's balanced, it gives a strong effect but can fail and can only be used once, sounds like DS to me.

  • Well I've never had more than two DS users in one match, and it's an entire perk that is gone once they use it, and I've always been able to catch them not long after they've fled anyhow, so honestly I don't see it as that huge of an issue, especially since they can fail their skill check which gives me a small laugh as a good game oughta. Does it suck when they successfully use it? Sure, of course it does. But does that mean it isn't a fair reward for an entire perk? One that has the chance to fail completely? I can't say it logically isn't. Thus I say it's a fair perk, just like haunted ground or NOED are.

  • I still think the only change that should be made is that if the Killer drops a DS user the Killer should go through the stun animation regardless as though DS worked, that way juggling would be erased. It's a pretty easy fix and a pretty sensible one, DS isn't all that powerful anyhow, just a "Get out of jail for a skill check" card.

  • Pallets are random, but they do have to be in a spot that makes sense so the places that they can spawn aren't random, just that whether they will be there in any given game is. While you are right in saying that Gen Rushing is an issue, taking away pallets based on rank isn't a solution to that issue as it could end up causing a large amount of issues for Survivors simply due to the random spawning of them in the first place. Lastly, if you're playing a character like Wraith or Nurse who can be light burned then know that they don't even have to be facing the Flashlight in your face for it to be effective, blinding and light burn are two separate status afflictions.

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