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Dwinchester

Dwinchester

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Dwinchester
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  • Dont want s 4k, just a strong chance at a 3k. Not sweat my balls off for a 2I brutal.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1699174#Comment_1699174

    To be fair, the Tombstone Piece 100% needs a Nerf.

    But once again, someone is overreacing about no information at all.

    Dude, the devs can only ######### you over so many times before you start to spot the pattern. They will gut tombstone and tuft, probably scratched mirror too.

  • @Mikeasaurus said:

    I'm sorry, but are you seriously trying to defend the devs over the current train wreck the game is becoming? I respect your opinion, I do, but please stop white knighting for them. This game has been out for 4 years. If it was the first few months, and the devs were fairly new at developing the game, then I'd give them a pass for the issues. But no. It's 4 years. If they seriously can't code a single patch to not break everything in the game at this point, theres something seriously wrong. There's supposed to be a QA department, yet they must be sleeping during work hours because the current state of the game shows they tested little. PS4 currently has the most broken FPS right now. Then side this along with the fact sounds are yet again, broken, the game loads in with a killer standing in a weird broken pose. The 'event' is basically another day where we have to spend money. So, yes, mistakes can be made, but 4 years worth? No. I don't think so.

    Took them months to fix things they broke and they've screwed killers over. Not giving them credit for that.

  • @The_Bootie_Gorgon said:

    The only thing these stats tell me is 🐽 needs more nerfs...

    Why? The overall is right at that garbage 50% balance they want, which is why killer feels so weak.

  • I gave up on the devs a long time ago. They're just bad at balance and optimization. I will play the game until something better comes along.

  • @Karltastisk said:

    Its because of profanity and probably orders from their overlords that make them extra sensitive to silencing down the complaint threads.

    The devs have a pretty thin skin. Every time they do something dumb, the mods are on red alert.

  • @Fastninjamichael said:

    This might be the most POS, entitled post I have ever seen in my life. I made an account just to comment how much of an ######### you are. I was part of the Smash Bros community and even there I haven't seen this amount of entitlement before. The devs don't owe #########, especially for a community this toxic.

    That attitude is why they've lost over 9k players average and 23000 peak on steam in the last 30 days. They keep on with this arrogance and they're going to be out of a job, and let's face it, they dont have many prospects.

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1693233#Comment_1693233

    "we have to waste 2.6 whole seconds literally unplayable" - a killer main, probably.

    As someone that just got 6 depips on 8 matches, with 2 kills total, it's a big deal. Because it's not 2.6 seconds, you either let them get distance in chase, or you break it first, it's easily 30 seconds per door.

    Considering killer barely has enough time to do anything, its huge.

    @DonZwiebel said:

    Is it just me or do the reworked maps all look the same? No matter if Yamaoka, Springwood or McMillan, the only differences are the map layouts and maybe the main buildings, but the rest almost looks the same.

    Yep, and every single one has shifted survivor sided after their graphics rework. At this point this point, I'm just done with this game.

  • Absolutely hate them. They took one of the few balanced maps and shifted it survivor sided.

  • @SunderMun said:

    I miss the old look, but don't hate the new look.

    There are no new tiles, so there's no way they added safe tiles outside of the god window being back until the killer takes time to break the wall in the Storehouse.

    But that's a different discussion, which I agree with you on: breakable walls need to stop being forced into maps.

    Had one spawn with three jungle gyms and 15 pallets. They did something. I've depipped and been run silly every time I've gotten one tonight.

  • @bubbabrotha said:

    I boot up a match and see Pyramid Heads right arm is holding his sword upside down and standing completely static.

    Yep, blight looks goofy as all hell, and his feet phase into the floor up to his knees, which is probably why the camera seems so low.

  • @Buttercake said:

    Does the fog look like this to anyone else...or is this just a Switch thing?

    Probably a switch thing, because mine is fine on pc.

  • @gatsby said:

    I'm gonna preface this by saying that I'm a really good Killer. I hit Rank 1 on Killer within the first few days of rank reset every month and the vast majority of my matches are 4ks or 3ks with hatch.

    But honestly, I don't have as much fun with the role. On Killer, I feel like matches are largely predictable because the Survivors are all the exact same mechanically. So they all tend to run to the same loops, optimize them the exact same way, run the same pool of maybe 10 perks. On Survivor, the Killer's playstyle drastically changes based which Killer they're playing. The way you have to play against a Doctor is nothing like how you have to play against a Hag for example.

    After you've played against DeadHard/Decisive/Unbreakable/BorrowedTime thousands of times, the Survivors all start to blend together. I just wish there was more variety on the Survivor side so the Killer games weren't so stale. I'd love it if more people ran stuff like Head On, Any Means Necessary and Flip Flop and I wish the Devs balanced the game so perks like that were more viable and we didn't always have to go against the same stuff. But maybe that's just me.

    Pretty much. Survivors all use the same stale meta and it gets old.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690541#Comment_1690541

    But it totally DOES has counterplay??? It's one of those perks that surprises you in the beginning, and then you can play around it the rest of the match fine because you know at least one person has it. Most games I've played in the past with a head on user gets like... 2 head ons, max, as long as the killer is decent. Most people are incapable of not getting baited into misusing head on.

    The people I play must have the reaction times of a goalie on crack. Plus the servers aren't exactly the most reactive, which makes for a very random perk.

    Heck, I baited a head on, downed the survivor, recovered from weapon wipe, then had the stun applied.

  • @michaelmorton said:

    What would everyone think of a supernatural chapter since where in the final season I think it's a good business move if so what killer would you want I was thinking lucifer would be a cool killer

    Would love a supernatural chapter, if my name didnt give it away. Lucifer wouldnt work, he's way too powerful and arrogant for the entity to control.

    Leviathan could work. That or the vanir scarecrow god from season 1. He's just a creeper knockoff, so it would make the jeepers creepers fans happy too.

    Personally, I would go with vengeful spirit. Put mannequins around the map that you can possess. Ghost can move around super fast and invisible, but cant interact until it possesses a mannequin, then it can chase.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689574#Comment_1689574

    I dont know, I dont have fun playing a Killer who is not able to chase and only relies on people stepping in Traps. She is really strong, but I hate playing as her and playing against her.

    I mained her to start the game, and I like the big brain plays that i can make with her. I like that I can set up and defend a 3 gen with ease. I like that I'm never out of the match with her

    She's the one killer that can pressure gens, pressure the hook, pressure hex totems, and chase, all at the same time.

  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690613#Comment_1690613

    I just got off the flannel to practice memory and I don’t have shadow born on my Nurse. Plus I heard if you use shadow born too much, you’ll grow reliant on it to do well and will need to rebuild your skills to accommodate the change of you do ever want to switch it out. If I’m wrong then please correct me.

    You're not wrong, but learning the blink distances are the biggest things. Tracking with the reduced vision is pretty easy, so shadowborn can help with the frustration early without hurting your skillset.

  • @Shymare_11 said:

    I usually only play survivor or if I do play killer, I play doctor. But I’ve decided that officially I will be maining Nurse. I don’t know what self-hating though in my head convinced me to do so but here I am. It is my second or third week learning Nurse and so far it is hell. It is inconceivable how frustrating and disheartening it is to just barely hit a survivor to only be stunned or left in the dust; especially if I put a lot of work and effort into the chase. I understand that winning is a pipe dream for new Nurse players but it doesn’t ease the disappointment. I want to get better at Nurse and so practice quite a bit. I even watch tip videos and try to work their ideas into my play style. I’m not sure if I’ll ever be a decent Nurse. Do any of you know tips, tricks, or general advice for me. Btw, I’m a rank 16 Nurse at level 50. Idk if that’s relevant but just in case. Thank for even reading this far. I hope anyone else who is doing the same can use theses suggestions as well. :)

    Only way to do it is to effing do it. She's a killer that takes tons of practice. Shadowborn and plaid flannel will help early. Another thing is to expect a lot of bugs and not get tilted by them.

    I can play her at a rank 7 level, but I just dont enjoy her.

  • @GoodLookinCookin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690555#Comment_1690555

    I've never thought head on was op and im a killer main, but thats just me I guess.

    Already said it's not op, it's just dumb and this video proves that.

  • @GoodLookinCookin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690541#Comment_1690541

    I think Head On is an amazing perk and its one of the best balance perks, its fun to use and not OP. Unless you are only using this video to show that its poorly designed. Its vigil that made this video possible.

    As killer, you have to know its there, and then your only option is to bait it. That's not balanced, it's stupid. Might be fun for survivors, not so much for killer.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690352#Comment_1690352

    Not a whole lot a killer can do about it??? If the killer baits it, its literally a free hit or down

    If you dont know it's there, it's a free stun. Baiting it is the only thing you can do, and sometimes that doesnt work. I'm not saying its op, just a poorly designed perk without much counter play.

  • That's a smurf bully squad, nothing fun about it. Head on is about the dumbest perk in this game, because there's not a whole lot killer can do about it.

    That said, the only way this build works is by picking on low rank killers, because I would have slugged and let them bleed out way before 33 stuns.

  • @Aven_Fallen said:

    My first answer would be Freddy, but since he is a big Horror Icon, I would rather have him in the game.

    So I go for Hag. She will not be missed.

    I would very much miss hag. When I'm sick and tired of survivor bs, I pick her. If I was deleting someone, it would absolutely be legion. I hate legion, both playing as and against.

  • @Carlosylu said:

    A friend of mine just got the game, started as a rank 20 killer obviously, EVERY match he went against purple and red ranks...

    Now, about me, as red rank killer, almost EVERY match I go against 2 greens and 2 purple or red ranks

    I don't feel any of both situations as fair...

    Last year at this time, it was fine. Went to hell in a handbasket around January, like playing people with 20 times my hours and 8 ranks above me. Still like that really, I've just gotten good enough to compete with them.

  • @Customapple0 said:

    Not all SWF’s play the game to make a miserable experience for the killer, some just want to have fun.

    But the vast majority of them do want to make the game miserable for others, which gives you all a bad name.

  • @Justalittlepeeck said:

    Not easy/hard to win, only fun or not.

    Do you enjoy playing against SWF groups or you find playing against premades a miserable experience?

    Would you like to know if you are or were facing one?

    Not in the slightest, but most swfs I play are in it to win. I wouldnt care to see it, because i wont back down from a challenge. Only time I dodge is if ping is atrocious.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688769#Comment_1688769

    While I am not thinking that OPs idea is necessary, can we stop asking for compensation for the Killer all the time when someone proposes a change that might hurt Killers? Thats not how balancing works.

    @Topic:

    I dont think that this is needed. For Unhooks you can have Perks, which can help you in a camping situation, you can go for BT as Unhooker or DS/UB as the person on the Hook. This is not present with Cages, and while I still think that the Cage-Mechanic is stupid, they at least changed that aspect that a Pyramid Head needs a little bit of effort to camp (even tho, he can still camp, since you have to be really close to the Cage to make it move).

    That's exactly how balancing works, at least in a game that has a decent balance team.

    You dont get to take away a major killer weapon without giving something back, especially since survivors are the power role. Killer needs buffs, not nerfs.

  • @Auron471 said:

    Similar to PH cages? Like, if no other survivor is within 32m of the hook, AND the killer stays within 16m of the hook for a cumulative total of 30s, the hook relocates?

    Though this would cause a bit of an issue in EGC, where the killer kinda just needs to camp.... so maybe during EGC, the entity wont relocate hooked survivors?

    idk. just a random idea.

    Not without serious compensation for the killer. Camping is required at times, and survivors shouldnt get that kind of power for free.

  • @Babyyy_Boyy said:

    I don’t know why killer mains want SWF nerfed so badly. You’re literally just having fun with your friends. Not every SWF is a “bully squad” as killers call them, most just want to talk and have fun sometimes even meme. I get I get it, some perks are broken with SWF and comms take over specific perks but if you take away SWF you’ll probably be winning 99% of your killer matches.

    People want to win and they will use every advantage, so these "just folks" swfs dont exist.

    Swf counters slugging, insidious, hag, and trapper. It makes flashlights, sabo, and pallet saves far more effective. It let's you know who is on what gen, where the killer is, how many totems are left, which perks the killer is using. It let's you know where the doors are and where hatch is.

    This game was not built around the survivors having communication. So either have dbd mute the mic, or buff solo and killer.

  • @Cristia1V0 said:

    The title says it all.

    Basically a reverse ama

    I've gotten stuck in pallets before as killer, and the first time I encountered a bully squad as nurse was pretty miserable.

    Worst experience actually happened tonight. Haven't played in a few weeks, and got a rank 1 4 man death squad. Unfortunately, it was haddonfield and the servers were not being kind.

    Tried to hook someone, with someone running behind to sabo. Server decided they started sabo first, so it froze me mid hook until the sabo was done. Then I had a clear window hit, but servers said no. Then I was staring at a light pole and still got blinded. Then I speared someone as deathslinger, reeled them, hit them, blood flew, but again the servers said no hit. Final insult to injury, speared someone as they were heading to the exit, started reeling, whoops, nope they escaped.

    Got three hooks and the a holes were teabagging at the exit. Pretty damned miserable.

  • @Ghoste said:

    There's nothing like having the last Survivor dead to rights and letting them live to tell the tale. Really I just enjoy being a good sportsman and seeing thanks in the chat instead of hate. I don't always show mercy, but if a Survivor has a funny moment or memes around with me a bit (like head nodding or booping the snoot), it just feels good to let them go.

    Any other hatch givers out there?

    I give hatch in a few different instances. If I just dominate them, I give hatch. If someone is a legit good player, i give hatch. Finally, if someone just got screwed by their team, I will give hatch.

  • One survivor great at looping, not that big of a deal and nowhere near as bad as camping. Four survivors that are great at looping, using comms, and every broken perk in the game, absolutely as bad as camping, because you're screwing with someone else's fun.

    It's gotten better since the god loop nerfs, but yeah, the little turds that made a beeline for the window in ironworks, or cowshed, or rancid abattoir were just as bad as proxy campers.

  • @JesterClown said:

    Title explains itself, I want to ask this more to survivor mains then killer mains. To make this debate slightly interesting, this is NOT INCLUDING NURSE, I know everyone will say nurse is the hardest/ most skillful killer, which is correct but doesnt create meaningful/ insightful discussion because thats basically a fact at this point. Feel free to give multiple killers that are difficult or take skill.

    Basically every killer takes skill. The harder to master killers are huntress, blight, and billy. You need a lot of time to make their powers effective.

    Killers like wraith require a ton of general map knowledge and knowledge of how to read survivors, because you cant fall back on your power.

  • @Gcarrara said:

    Sorry to hear that. There will always be some players that will like to play in a "not so friendly" way.

    You can find them in real life too, but it can occur more frequently while gaming.

    For some of them it is also a way to offload their stress. It's not the healthiest way if you ask me, but you can't really control other people actions. I suggest not putting too much attention to what they do... No point in letting them ruin your daily mood imho. 😉

    I find people tend to be more friendly in real life, the risk of getting crap kicked out of you tends to sap some of the braveness out of most people.

  • Core design problems should have a lot more manpower. Shouldnt take years to get the maps fixed, try 6 months max.

    So yeah, if solo got a massive buff, the maps would need fixing at the same time, or just do the 5% move speed buff to compensate.

  • @OniWantsYourMacaroni said:

    So we all know that the gap between solo and SWF is incredibly big right now.

    And that one of the most important issues right now is to close that gap between those 2 in order to balance this game better.

    Now let's asssume the devs somehow found a way to bring solo very closely to the level of SWF.

    How would you realistically buff killers to balance that out?

    5% move speed buff across the board or fix the damned maps.

  • @GrimReaperJr1232 said:

    So, I just got back from a match as Blight on a corn map against 2 Objects (I suspect 2-4 man SWF, but maybe they were just altruistic; idk). They were those type too; The kind that are so good at the game that they now just want to act like insufferable ######### because ######### you for playing against me, I guess.

    Why do people do this? I know it's not a survivor thing; I've faced enough Iri Heads to know that. But... literally why? What do you get for just being obnoxious? Why do people honestly just go out of their way to make someone else's day worse?

    People are miserable and have nothing better to do. I laugh at these kinds, because they've got the system rigged so heavily in their favor, yet somehow think they're a god for winning, when in reality it's a guaranteed win.

    The solo player that runs me ragged with lithe and dance with me, I respect that guy, but meta swfs are playing on easy mode.

  • Comms are the issue, not swf. The big issue is the devs not giving solo comms, using weak excuses like a language barrier, when they're too lazy or too incompetent to add it.

    Give solos comms, and buff killer hard to compensate, problem solved. That or have dbd disable the mic.

  • @Funchal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686394#Comment_1686394

    https://forum.deadbydaylight.com/en/discussion/comment/1686396#Comment_1686396

    To discourage tunneling, I was clear that it would be functional after getting off the hook and being grabbed right afterwards

    This example you gave would be very specific and would require interaction with your teammates, if you as a killer insist on tunneling knowing this scenario, you more than ever deserve to lose the hook

    I also think that with this addition it would be easier to fix the DS as it would no longer be mandatory to use it

    Sometimes tunneling is required. The killer is not obligated to give free unhooks or to let survivor mistakes slide. There are already anti tunneling perks in this game and survivors are already the power role, they dont need more.

  • Not just no, but hell no. Wiggle is not meant to be a second chance, it's meant to stop killers from carrying you around all match. Imagine boil over basekit with flip flop, sabo, and breakout. You would never get a hook as killer.

  • @Ghoste said:

    They're very powerful since everyone runs an exhaustion perk. 1 add-on can deny 4 Survivor perks. Pretty nuts.

    Kinda like hex perks. I think most killers should have exhaustion addons, just because of how powerful the perks are.

  • Jumpscare meyers for sure. I love knowing exactly where they are and stalking them.

  • @GoodLookinCookin said:

    I think that dbd should be scary even after 100 hours, people make the argument that when you watch a horror movie 20 times its not gunna be scary anymore which is true, but dbd is not a fixed experience where the same thing will happen over and over again.

    The problem is that the general gameplay feels safe once you understand it. As a survivor you have many "second chances" whether it be perks or hooks or even just healing. Examples:

    1. If the killer finds you and hits you, you can still run away and either escape and heal somewhere or be chased for awhile until you get hit again which leads into number 2
    2. You have a total of 3 times you need to be hooked if you are rescued before your hook timer runs out.
    3. There are many perks in the game that can save your life that are not complicated (Dead Hard, BT, DS, Etc.)

    Before I say more I am not saying that this gameplay loop is bad in anyway, but rather am saying that it does not support the playstyle of a "scary" game.

    There are many things that could be changed to make the game scary but I would not know where to start.

    Do you agree or disagree? Seems to me that dbd needs to sells their horror slasher title a little better what do you think?

    Dbd is not scary due to the amount of information survivors get. Heartbeat, red stain, audible clues, object, kindred, knowing where someone is hooked, etc.

    The two times this game is truly scary, jumpscare meyers, and when a survivor stealth drops a pallet on your head. Both times you have no information and it scares the crap out of you.

  • @Komodo16 said:

    So I just wanna address the fact that people always wanna compare PH and spirits performance at the tournament to public play.

    First PH got stomped because not only does his ability not involve gen regression, but these survivors are some of the best. Otz wrecks with PH almost every game on YouTube and yet he lost against people who are GUARANTEED 4 man and who have perks to win. And also spirit? Really?! Oh look at her she got gen rushed! Dude really? Of course she did, but what did she do majority of the time? WIN!! Nurse and spirit were the winners until one team was just too good.

    Second let's adress the play styles, first most of the time survivors werent dumb enough to do the lose lose. Situation and even then to avoid that they always got hit and when they had a safe vault they made the right choices to avoid a hit through walls. As spirit people didnt mind game they never put themselves in a situation where they are in a lose lose and when they did, they lost. The only times the spirit messed up was when they assumed they'd hit a survivor and frankly a normal player under all that pressure would crumble.

    All that shows that to make these killers lose you NEED to pressure to the point they are hopeless and have to go for every hit they can regardless of how smart some times. And that you need to be the best of the best.

    Due to that same logic you should understand why people dislike these killers. I PERSONALLY dont play with the best people my friends I usually play with aren't as good as me for the most part and then I have a friend @azame who is better and even then we cant beat a good spirit without a team focusing on gens which killers complain.about on the forums. See the predicament? We do what YOU guys TELL us and then you COMPLAIN so you can fix gens and keep your killers unfair.

    Not only is this a reflection of defensive mindsets you guys say that these killers are fine because people who play for thousands of hours, coordinated with good perk synergy wreck them or barely beat them in spirits case, you say they are fine for pubs which the servers I play on SUCK! red ranks with urban evasion and self care who let you die or cant do gens. These killers wreck the majority over some dumb mechanics and its ok because a tournament with some of the best players had players who destroyed them.

    TLDR(however you put it): its dumb to talk about how justified spirit and PH bad mechanics are over a tournament with some of the best players who finish gens in 3 to 5 minutes when the public matches can't replicate that

    Put your opinions below and thanks for reading

    FYI tier lists should use the highest capacity for play, balance should not.

    Basically, you're crying because spirit and ph have no counter, but then acknowledging that you can beat them with the gen rush.

    Fix the gen times and you can have all the nerfs you want. And no, this 1% longer gen times ain't gonna cut it. Oh but survivors dont want that, because it's boring holding m1. They would much prefer the gen times stay the same, but the strong killers get nerfed down to wraith levels, that way they never lose and can get their little power fantasy going.

    Stop whining and git gud.

  • @Ascended4Head said:

    Keys are an essential part of the DbD gameplay. Besides them not having a great overall affect on most games (i see keys in about 1 percent of games I play), they bring another dynamic into the gameplay experience that would be absent without them.

    The first thing it does is provide hope to the last 2-3 people left that maybe they just have to get one more gen done and they could possibly get hatch. Or if you are the last 2 people left because you had two console vegetables on your team, you are able to possibly have another way to escape. Keys bring another dynamic to gameplay. It makes survivor and killers both think differently and it allows another element into the gameplay.

    This is along the lines of something like d-strike, which brings different interactions into the game, rather than just be tunneled from hook and downed and then rehooked. But we won't get into that because we have the very stable genius argument of "killer shunt be poohnished for dong objutcives", even though the last two years of nerfs on survivor have been literally punishing them for doing their objectives lol

    It's not even like keys are overpowered and comparing them to moris is a terrible comparison. Keys could be countered. If a survivor is bringing a key into the trial, you are able to see that and bring in franklins demise, tunnel the person who brought in the key, or choose to just doge the lobby because a big, bad, spoopy key is coming into the game. I would love for the Devs to bring out actual hard numbers on how greatly keys affect the overall escape rates of the game. I guarantee they won't do that though because it would counter the "Survivors run this game and killers are persecuted while survivors get everything they desire." alternate reality that has been constructed on here by a very loud vocal minority of killer-mains and then facilitated by the mod squad.

    Considering the survivors are the power role and have their wittle hands held by the devs, i dont think they need any more hope. Keys should let one survivor out, and mori should only work on death hook.

  • @MusicNerd_TC said:

    Alright, I started thinking about this after @MadLordJack said that nurse was busted and OP and that he hated how people defend nurse because she's "the hard one".

    Nurse is by far the best killer in dbd, and I see more people wanting spirit and deathslinger nerfed than nurse, who has even less counterplay. Now, I agree that deathslinger and spirit do need some tweaks to their kit, but why not nurse? I see people defend her saying "she's a high skill killer", at least with deathslinger you can break LOS and pre drop pallets, slinger takes a lot of skill to play, almost as much as nurse, and I see more people talking about slinger than nurse.

    I'm not saying nurse needs a nerf or anything, but I just want to know why people defend her for being high skill. She has almost no counterplay, you can't juke a nurse, the nurse misses, and since she no clips through everything, you can't use pallets or vaults as well.

    God tier nurses are up there with swat team swfs. They completely break the game, but the devs couldn't care less, because you dont see them that often.

    She's already been gutted and is a nightmare to play, and swf will never be nerfed, so leave her alone.

  • @Lx_malice said:

    So I remember seeing this topic a couple years back on the forum and most other killers were agaisnt it because at the time it was the most used meta perk. Well now everyone has realized that the perk is just pretty mediocre and even some survivors dislike others running the perk. This is because choosing to self care all the time and at the wrong times will usually just benefit the killer, but it can allow survivors to heal themselves when the help of a teammate is not available and offer the chance of making more plays.

    Now of course we would remove the increase in healing item efficiency and just simply add the ability to be able to heal yourself at half speed. Self care can then be reworked into something else.

    I feel like this change would only benefit both sides for the most part.

    For killers it would slow the game down a bit with survivors that could be choosing to self caring and getting early hits in could be a lot more valuable. Healing slowdown perks would naturally gain more value as well.

    For survivors they'd be gaining a free perk and they wouldn't need the help of a teammate, item, or perk to be able to heal themselves. Healing speed perks would also see more usage which could overall shake up the survivor meta a bit.

    So all in all I feel like a change like this could be healthy for the game. Maybe not right away but at the very least sometime in the future I could see this happening. Thoughts?

    It seems like a good idea in theory, but I think this would be bad in practice.

    Bad survivors would be self caring in the corner, decent survivors would never use it unless in an endgame scenario. My fear would be great survivors in a swf. 99 the heal with dead hard and engage the killer. Run him around a loop, waste his time with dead hard, the heal last second, take a hit, and move to a different loop.

  • @Demogordon_Ramsay said:

    You seem to think that aiming is where Slinger's and Huntress's skill lies. This is definitely not true. While yes, good aim will get you further when it comes to landing crazy shots, the fact of the matter is, neither of them are very mechanically demanding Killers because the mechanical skill curve in this game is pathetically low. I'd say the only abilities that are mechanically hard to aim well are Punishment of the Damned (when you're not abusing zoning) and Lethal Rush+Lethal Rush swings. Realistically, once you have your bead on a target, hitting a hatchet or a spear isn't hard at all.

    And that's why the lack of a rev is why Slinger is stupid. It's not hard to aim his rifle. So you have an easy-to-hit, instant cast shot that can be faked easier than my interest in the upcoming Rift. Huntress can't do that. She actually has a rev.

    So, yes, it's because of the rev. Aiming doesn't make a difference because aiming isn't hard to do.

    Yes, but huntress has things to compensate for the windup that slinger doesnt. She can down you from range, has 5 shots base, and has way shorter cooldown after hit.

    So slinger might be able to end a loop faster, but he has to shoot, reel you in, hit, weapon wipe, reload, chase, shoot again, reel, hit, wipe, reload, hook. Huntress is more of a bang bang play, you can down someone in 20 seconds with her.

  • @gatsby said:

    It seems like most Killers don’t like good old fashioned looping anymore. They’ll leave you at the drop of a hat if you’re playing good and camp you like crazy if they can tell you’re playing bad.

    Killers with anti-loop spam that stuff so hard it’s like they’re allergic to looping normally. Huntress, Doctor, Pyramid, Freddy and Billy players will go around and around for ages trying to use their power, when they could’ve just looped the standard way, ate the pallet and moved on. It’s actually crazy.

    Are most Killers unconfident and rusty with their traditional looping now or what?

    Because I dont like losing the game with two lousy hooks. There is a new breed of survivor, they run every second chance in the book, hold w, and know all of the loops to the last pixel.

    They chain safe loops, using their distance knowledge to never take a hit. Then they hold w while you're breaking the pallet, gaining 20 seconds of distance, then finally use a second chance to avoid going down. If you commit, you lose.

    Any decent killer will recognize one of these gamers, get a pallet, then go pressure gens and weaker survivors.

  • @PyroGL said:

    If the loser ggs then the winner can gg back. Winner should never gg first.

    I dont understand that mindset. It's like a handshake after the match.

    @Marigoria said:

    IMO it depends. Huntress with iri hatchets + belt and an ebony saying gg? Well she can screw right off lol

    Again, why? It's a legal build in the game. Sure its op, but plenty of survivor stuff is op too. I blame bhvr for leaving it in, not the players for using it.

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