SodiumIntensifies
SodiumIntensifies
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This won't fix what makes pig a low tier killer. I think her head traps should still kill survivors trying to exit even in EGC. One of Pigs power spikes was at the end game (assuming you had at least 2 traps on survivors) but without that shes nuked.
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I think insta heals are enough. Survivors have more then enough "second chance" mechanics.
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@NuclearBurrito said:
Clown's gas isn't terrible. It doubles his ability to catch up to the Survivors and forces early pallet drops.
Freddy's power does a lot of this too but the relatively low limits of it make Freddy snares the worse power. What Freddy DOES have is his teleport, which has way more potential even with the 5 second thing.
And yeah his pallets are 100% overrated. They don't really do anything.
They are not overrated at all, most survivors dont remember exactly which pallets they threw down let alone what their teammates did. What it also does it makes survivors hesitate throwing pallets in chase in hopes they can get to window or a less risky pallet. Dream pallets end chases way faster then snares do and dont need to be nerfed or buffed.
New Freddy does however have a huge problem. For some reason he loses his ability to teleport to gens when the exit gates are powered. This makes him an M1 killer with no power. Snaring the gate switches doesnt do enough and obviously pallets are only good for chase.
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Lol no one with real time in this game thinks Clown is A tier. Clown is like Doc, he can be annoying and if your team is trash he can 4k but he is a mediocre killer at best. Clown and Doc both need to be reworked.
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Trapper, Billy and Pig forever and always
🛠️ ❤️ 🤠 ❤️ 🐷
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That escaping would be fun and exciting because killers were dangerous and "OP" Then when a Sabo Jake used an infinite to run me for 5 minutes after all the gens were already popped i knew i made a terrible assumption.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/573790#Comment_573790
It is definitely intentional, but it could also be a little lower without being completely unfair. I can't promise that it will be lower, though.
I wouldn't understate the effectiveness of the teleport, personally. Being able to hook someone, spot an aura with BBQ and then teleport across the entire map and instantly start a chase is pretty huge. Even if you do have to catch up, you're saving all the time you would have spent running over and they could very well have started running then as well.
Not just this but Pop is extremely effective with Freddy, being able to teleport to the generator you see survivors working on.
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EGS is one of the best mechanics devs have added to this game. Pre EGS was extremely boring as most survivors would just crawl around the map looking for hatch (letting their teammate die on the hook if it means they escape) Now the end game is tense for both killer and survivor since people are more likely to at least try some big brain plays. Of course there is no more hatch stand off which is worth it enough.
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Trapper starting off with 3 traps would be enough. His biggest problem is set up, so if you allow him to do it faster he becomes stronger.
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Why should survivors be rewarded for playing bad?
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NOED is not an issue. It's easily countered so it does not need a rework.
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@Carpemortum said:
I think hes still just as "OP" as they wanted him to be. I use that term very loosely. They designed him to break the game. Hes still pretty decent at doing just that.
You scream, you leave markers for him to see your location, you cant do anything if you're in T3, he can grab from power stance, he has an AoE tracking wave, and you cant ever drop below madness 2.
I'd say hes fine.
And yet he is a bottom tier killer. Doesn't matter how many bells and whistles they attach to a killer if they can't end chases quickly and have no map pressure they are bottom tier.
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I think Myers is more consistent then GF, GF does not have the snowball potential of Myers