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milo77727

milo77727

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milo77727
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  • The only problem I have with the first half (I dont know much about the addons so I skipped that) is that if you change the charge up to catch up to survivors that makes the point of a charge up useless.

    Nurse has a charge up for blinks.

    Hillbilly has a charge up and is stopped by all objects like a chainsaw realistically would be.

    As a survivor main I know that the hardest of those three killers to dodge is LF because you cant just turn and dodge.

    The charge up could be shorter but if you do too much it's practically promising an instant down. Make him more powerful but still avoidable.

  • Spine Chill
    Calm Spirit
    Self care (for in case)
    Resilience/Urban Evasion/Aftercare/Leader/Small game for 4th perk depending on play style

    Resilience for alone and if you tend to get found
    Urban evasion is helpful against fast to arrive or tracking killers
    Aftercare if you are altruistic or with a swf
    Leader for team rushing
    Small game for the cautious player in case of hexes

    I've found technician is useless if you're good at skill checks and gens are easy to find if you look up. The generators have light poles that flicker.
  • I disagree with this for the reason of why I have known a lot of people to disconnect. As a survivor I would like it but I also know survivors disconnect to leave a toxic game. Sometimes to get away from survivors. The killer bonus is compensation for losing a sacrifice but does not give the same amount.
    I've seen more and more survivors farming or lead the killer to each other. If you disconnected in that game would you want to give those people more points?
    Instead remove a gen like it would before a game starts.
  • Wahara said:

    @only1biggs said:

    @Wahara said:

    @only1biggs said:

    @SilverMaster said:

    @only1biggs said:

    @SilverMaster said:
    I am not lying. Gen Rushing is a problem. First time I am above Rank 5 and I am feeling cyberbullied. This is ridiculous how survivor sided this game is. The only way to block Gen Rushing is being a perfect nurse and I can understand it's hard to balance the game but. It doesn't make any fun if I find a survivor and hook him and boom two gens done. I mean really? I don't even have a chance to "pressure" them if I am carrying a survivor which is really good at looping (at rank 5 and above everyone is good at it) and I have a Pallet Eater Demon Build (Spirit Fury, Brutal Strength, Enduring and BBQ (for farming sum points) ). Also several killers need a buff or a rework (Like freddy or piggy).
    I don't want in a game where is one or two perks are essential (NOED and Ruin). Just balance your game.

    This has to be bait.

    It's never been easier for killers and "gen rush" just means you haven't started well or pressured correctly (not chased properly).

    Sorry, but..."git gud"

    Dude? What the? Just read the comments. "git gud" Hmm... Kinda difficult when I am trying to pressure while dragging the survivor on a hook and immediately two gens done. Yep. git gud. Maybe buff Killer or Nerf Survivor how about raising the time to finish a gen from 80 to 120. Or remove toolboxes.
    But ayyy git gud. Yeah, thanks for that.

    Did you read ANYTHING before I apologetically used the term "git gud"?

    How about this... in the scenario you described (two gens popping when you finally catch someone), This happens because you didn't catch the person fast enough, because you didn't find them quickly enough or you didn't chase correctly.

    That's nonsense. Assuming ruin isn't in play and the presence of two or more toolboxes, that is beyond a likely scenario that has nothing to do with the killers skill.

    ...Okay?

    So you want survivors to do what exactly? Wait for you to catch someone?

    Let's say those two gens do pop when you get someone on the hook. Now you go get another survivor. Now there's no gens being done because people have OTHER objectives to complete, such as helping their team.

    Or, just exclaim everything reasonable is "nonsense" because you're not good at the game? Your choice.

    Take your obtuse rhetorical question and shove it up your ass, obstinate twit. No one was saying that, the thread was discussing how killer has become unfun to play, and you erroneously tried to simplify the matter in terms of "getting good" like most survivors typically do when they don't want to acknowledge their advantages. I challenged you on that and you clearly don't have a leg to stand on save for moving the goal posts. But I'll humor you. "No gens getting done" isn't likely in an SWF group because they would designate someone to be the rescuer while keeping everyone else on the objective. Even in random groups with the frequency of bond, it's not hard to see who's closest to getting the save so can you can stick to what you're doing.

    This post is assuming survivor is fun to play. It's not. Killers can become increasingly more interesting with every new killer.
    They have an ability, skins, new perks. Survivors get new skins and new perks. Nothing game changing. The killer doesnt have to consider every perk the survivor has and avoid such things. Survivors are constantly trying to figure out what killers have.
    Survivor is becoming less and less fun as well. I cant tell you how many games I deal with tunneling or camping killers and stupid survivors that ruin the whole game.
    The game is being ruined on both ends.
    Bond is a perk that is limited to a small space meaning the survivors will see them at about the same time without it. The closest perk to what you are talking about is kindred and survivors dont often run it because there are more useful perks.
    Survive with friends lose too. It's about 60/40 how often swf wins and that's because of the ranking system. Swf can easily get the lower rank killers.
    The rank reset does as much good as pharmacy where sometimes it's good but most of the time you end up in a game with toxic or stupid killers and survivors.
    Niether killer nor survivor is fun anymore. The only reason I play is when my friends and I play kyf.
    But yes blaming everything on the gameplay of others will achieve nothing. I dont win because I cannot run the killer around but I can do gens and hide. Then I am blamed for gen rush and dying early after being farmed and tunneled. The killer is then blamed for tunneling and the survivor for farming. My friend however is talented at running and sucks at hiding and he is blamed for being toxic and gets camped. Then the killer is blamed for camping. However sometimes killer pulls someone off gen or gets a quick easy down and camps. Each player of this game has a play style. You cant blame survivors on a killers toxicity and you cant blame a killer for a survivors toxicity because it was most likely going to happen anyway.

    Btw I've seen killers who complain of gen rush after 2 gens are done 10 minutes into a game and killers who stop gen rush all together because they play well. The phrase 'git gud' is typically used by killers and survivors should you read the forums.
    (Killer and survivor player here)
  • Then range addons would need a nerf. I agree with the widen the range though.
    Instead make you continue to go crazy when in a locker which is a common tactic I see survivors use to avoid it.
  • Orion said:

    @milo77727 said:
    Only problem I see with this is that Haunted Ground would become useless.
    Once a survivors finds a totem whether lit or not they usually cleanse it either for points or the chance of no ed.

    Are we talking about the same Survivors here? In my experience, they leave totems unbroken and then complain about NOED.

    I could name only 1 survivor I know out of at least 50 who does that for the only reason of being a troll that purposefully kills their teammates.
    Any other time I see it is when no one finds it. No one can complain if they didnt break the totem when they saw one. That's just a stupid player.
  • I admit some games the totem may never be found and despite popular belief a great skill check is hard to hit everytime even for rank 1 survivors but small game, detectives hunch, and gen tapping are all counters to it. As much as the perk is a nuisance it's not anything that needs to be nerfed.

    If your totem is found right away then put on Thrill of the hunt or haunted ground as your counter. That way you either tell it's been found or theres a chance theyll be one shot by destroying it.
  • Only problem I see with this is that Haunted Ground would become useless.
    Once a survivors finds a totem whether lit or not they usually cleanse it either for points or the chance of no ed.
  • In the end camping is completely ineffective unless its game end and no ed is active. (Even then I refuse to do so)
    It takes more time for a person on hook to die than for a gen to finish. Survivors can finish 4 generators while that 1 person is hooked. That's no including any progress completed during the chase of that first survivors or the time it takes after for a killer to find another person.
    If you run BBQ then once you hook someone go to another. That's 2 people off gens and a third when someone goes to save. A lot of times when it's not swf both people not being chased start running for person on hook. By not camping you can halt gen work and get more kills.
    I saw one person on here say that you can just have the killer chase you away from person on hook but more times than not a camper will stay in proximity no matter what.
    Tunneling is understandable (still refuse to do it) when you werent purposely going for them but they run into you. (At that point they cant blame you) Or its end game. All the time I see killers tunnel t huh ost survivors to the point that they could have another killer run in front of them and they will just go around not caring.
    If your excuse is that it gets you kills then rethink that.
  • Agreed. It seems every game I play especially among rank 4-8 is all camping and tunneling killers. Not bbq killers who know someone is near but an insidious face camper who downs the person the second they're off hook or a killer who abandons a chase with an injured survivor the second someone is pulled off hook.
    However there is a small penalty that doesn't stop anyone from doing it. 

    Yes I play killer too however I don't need to camp or tunnel to get kills. 
  • I can agree with the everyone getting chat as a way to balance it. However that would upset killers who dont like swf already. Now everyone would be swf and make it harder. A lot of times survivors dont mention a trap or stop being chased and dont tell the group. It's the things they forget to mention that get the others killed. (It happens a lot)
    It is like an unofficial filter however it would cause less problems with lobby times and I know a lot of killers who play swf because they dont want to reload a lobby.
    A filter would cause longer wait times for killers with the it on and for swf groups as well.
    If theres a balanced solution to make both sides happy and not cause more problems I am all good hearing the suggestion but at this second the only thing I can think of that wont do that is to mark swf and maybe limit items.
    2swf: No addons
    3swf: No green or higher items
    4swf: No yellow or higher items

    In a way this also nerfs flashlights. 4swf wouldnt be able to bring any flashlights in for pallet blinds or flashlight saves. Yellow flashlights dont do much anyway. It also stops serious genrushing and instant heals.
    It limits a survivors toxicity in swf while also prevents serious disadvantages for solo players that may be in the match.
    Questions or concerns?
  • Stealth said:

    @milo77727 said:
    Master said:

    @milo77727 said:

    So to make killers (which in my experience win as much as lose during swf) happy and ruin the game for everyone else? If you play killer you know it's not always going to be easy. If you dont want swf groups then DC on menus no one says you have to play against them.

    Ok, then give us the option to filter out SWF

    Then swf would have no one to play against. How many people do you know would not filter that out? Even those who play swf dont like swf groups as killer. Just know what a swf group looks like and leave the lobby if you dont want to play them. It's really not that difficult. If you want the challenge then play the group. Why do you need to give them a handicap for something that's a part of the game. Survive with friends is a part of the game whether game chat is or not. If you feel you cant win then leave the lobby. No one is forcing you to play them.

    You just countered you're own arguments; You agree that no one would play against them because no one finds it fun yet killers should do it anyway so you can have your fun? You say just leave the lobby "by learning what swf looks like" yet you're against something that shows you when they are swf because you don't want them leaving? You say it's a part of the game but where's the balance between swf and playing vs randoms. SWF has a huge advantage to the point where it's like 2 different game modes but with the same rules. They both can't be balanced. The game is either balanced for comms or not...

    To sum my own arguements since you didnt understand.
    I'm fine if you add a thing to tell you who is in a swf group but not a filter for swf.
    I just said it's usually easy to tell who is swf in the lobby by how they spawn in.
    And yes it is part of the game. That unbalance between swf and solo most likely cant be fixed.
    I never said no one finds it fun. Killers dont like it because they arent easy kills 90% of the time.
  • Acromio said:
    Git gud and adapt.
    Coming from the person that wanted a NOED buff. (And more but I wasnt going to read everything)
    Again is there anyone who wants an actual discussion?
  • Like usual killer mains complaining when someone points out something they dont like. (Survivors do it too I know)
    Survivors cant get rid of your addons or powers. (No disabling traps doesnt count because you still use them) but killers can? How is that in any way balanced?
    Stop complaining about one use addons when you have full perks that make those useless. I'm not 'crying' but simply suggesting something for balance just like the DS discussions. You dont like it then put some real solutions out there or explain why it is balanced because all I'm seeing is killers getting upset and not any real answers. I'm here to discuss. The way I see it my rework makes the game harder to use items in the actual game as tier 3 makes the item COMPLETELY USELESS. The current perk just makes you drop it so you can pick it up at a later time and use it. To be honest it's better for killers. The only real difference is survivors continue to hold onto their item. Not your problem anymore after that.
  • It's an unbalanced perk. It bothers just about any survivor who goes against it not just me. If they use Franklin's Demise now why wouldnt they use the rework? You havent pointed out any flaws or anything to support your arguement.
  • While I would love the idea it wouldnt happen. Addons are like a no return policy. You could buy a green item for 5000 use it 10 games until you have a purple item then sell the green item to use the points later.
    It makes more sense to have a player trading set up. Often I give the items I dont want to my friends in exchange for ones they dont want. We decide what's fair. However we can only do 1 trade per game and even then both of us may not live most of the time. A trading system could clear out our items and give us what we actually want through trading with players. No bloodpoints involved as that is earned through games.
  • Sometimes the survivors and killers that DC do it because of lag or a urgent matter. I once had a killer DC to go to the restroom. What happens if you DC for a good reason or lag out? Youd be punished too. Why does it jump from 30 minutes for 5 games to a whole week? I dont support dc-ing but it would be very hard to punish that in a way they wont lose players.
    You cant dc from a game with trolls or lag.
    No personal reason without punishment.

    I say an easy fix to a lot of DCs is you make no rank change at all. A lot of players purposely disconnect to derank. Get rid of that for dcs and a lot more players will stop.
  • Dr_Trauts said:

    isn't that besides the point of it being called "franklins demise" ?

    In literal terms yes but its proposed to balance the perk.
    The perk can negate addons and offerings just by playing the game. It also impacts games in the future because you now dont have that item you could've had before. Plus with the small window as you're running out giving killers an easy last hit always makes you drop the item at the door so even if you had the item up to that point you can still lose it. In return for survivors keeping their items killers can increase consumption or render them completely useless. All other item mechanics apply. The item depletes if used completely (which would happen faster).
  • SWF has nothing to do with improving your killer. You can't improve if the game is unbalanced. When a killer puts a trap and one sees it, everyone will know its location. If a killer starts chasing one, the rest will know he is chasing and will keep working on gens. SWF will choose their perks and add ons together.

    As a swf main I can truthfully say the only time we base our perks or addons on each other is when we are bored or exchanging items we dont want. It improves killer by learning how to play in less than ideal situations. Think like a swf group and dont fall for their tricks they use.
    If you feel something in life is hard or unfair are you just going to give up? Take it as a lesson and maybe you wont fail as much as you think you do.
    Swf cant communicate everything at all times and a lot of the time that is their weakness. (Also their strength) Play spontaneously and dont do the same things every time. An unbalanced game is what it is. There will never be a completely balanced game that makes everyone happy. It's impossible. If you cant learn to play in an unbalanced game then you wont be able to no matter the changes that come.
  • Ok. That makes more sense now. I was understanding it as each player could only hold 1 key and swf could only grab 1 key per game. I feel like that's something Franklin's shouldn't be able to influence. Otherwise keys will never be done and every killer would run is for how OP it would become. Instead a perk could be added allowing the killer to get an auditory alert when a key has activated a generator. And for survivors small game could work for keys as well.
  • I'm not sure what you mean by the temporary speed boost then is that just during reappearance? If so then I can understand that but no longer than 3 seconds (which is the length of survivors sprint burst). I was agreeing with the appearance time sorry I didnt make that clear. Overall you balanced pretty nicely. I'm just worried that it would be a large change. Hes a killer people have known about for so long. This big of change to his dynamics would need to be implemented slowly.
  • I understood the first part mostly. I still see the issue that swf can only have one key each making it impossible to do gens if it's a four man. I get the everyone can work as soon as its unlocked.
    It would also be difficult for solo if someone has a key and dies then the other players have no idea that key is there and are looking around everywhere else.
    How about your idea but only 4-5 gens? That way gens can still be done but you have to find keys to finish the last 2-3 gens. Theres not as much concern for solo survivors to find all the keys and the game can still be stalled. Hatch can also happen in worst case scenarios of not finding keys and do the gens quick enough.
  • The wraith is a good killer as long as you use good add ins or arent randomly walking down obvious paths to survivors. I agree the invisibility can be increased and his appearance be a bit faster but otherwise no speed boosts for a missed attack or anything of that sort.
    If he were to have a speed boost or anything more than a slightly faster appearance time then he would basically become an invisible pig.
    At that point more people would look for a nerf than a buff. He appearance time definitely slows him down enough to make chases last a long time and his invisibility makes chases begin before hes visible again.
  • That means generators cant be done because only a certain amount of keys can be picked up. Either random has to do more work and unlock more keys or if they die you cant do any more gens then the keys you are allowed.
    Your two survivors can unlock 1 gen and the two randoms can unlock 1 gen each. That's still 2 gens that need done that cant be because no one can pick up a gen. That also means if someone cant find a key then that generator cannot be done. On the map there is 7 gens and if killer is camping a couple the survivors should be able to work on another without having to scour the map to find a key that could be near the killer. It halts the game more than the reverse beartraps do and would be a very difficult thing to win a match against. I agree something can be in place but that may be a little too much. If someone dies with the blue key then the blue gen can never be done. If 3 people died with the keys then hatch standoff is only option because the survivor cant do the last gen.
    How about a power source. Once generators are completed there are 2-3 spots on the map that you must repair before the door can be open. Almost like a power switch. Generators give the power but the switches need to be flipped to allow players power to the gates. Only 1-2 need to be done (to prevent camping for the switch) and you need a part found in things similar to chests. Players can search boxes scattered across the map to find the piece. The boxes can hold other things like a flashlight or nothing at all. It's kind of your idea without it affecting solo players and extends the game.
    Thoughts or concerns?
  • Problem I see with this is most of the time killer finds hatch first unless survivor knows where it is. If it were a race to hatch then killer would almost always win. Survivors cant run around looking for hatch without a care in the world without running the risk of being found by killer. Killer can move freely about looking for hatch not needing to worry about a heartbeat or dying. Therefore killer has more mobility to find hatch. It also wouldnt fit the lore. Killer cant leave the map hatch would be no exception.
  • Problem is you cant nerf swf without is affecting solo players. In a four person group it wont show as much but for anything less it puts the randoms at a disadvantage.

    We usually only gen rush or 99 hooks if we want to be random. The two rank 1 plays like running the killer around distracting and saving. I usually rush gens and only get involved with the killer when absolutely needed. We have a bunch of other friends who do everything.
    We dont like to play one style of game because we find those dont usually work out. We find because of our play style leader and saboteur become almost useless. We all use different perks for our role and most of the time if we dont win we at least had a good game.
    If survive with friends is only about winning then I want no part of it. Punishing groups there to play is kind of a turn off of a game to me. Objectives would be a great way of making it more difficult for swf but again solo becomes harder too.

    No matter what the end result is it will become harder for solo or killer.
    Killer by doing nothing and solo by doing something outside of lobby changes.
  • Aerys said:

    As you might've read in the other thread I disagree with the aura showing idea, it'd be too game breaking since there are several perks based on it already. I also don't think separating SWF's into a queue of their own would be a good idea, it'd cause a lot of people to quit the game entirely due to long queue times. Marking the groups should however be done, it's a very simple thing to add and it does mean a lot for Killers.

    I'm unsure what level of gameplay you're playing at as either a Survivor or Killer, but at Rank one SWF's dominate. I understand that your group doesn't, and I know my group certainly doesn't as all three of us are Killer mains, but I've played against my fair share of SWF's at rank one to know how powerful they can be, communication in this game is extremely powerful and like I said before, there are a lot of perks that help do so themselves. Not needing to bring those perks but still having their benefit is where SWF's thrive, they have information they shouldn't have due to voice chat, and this allows them to stomp their competition.

    As with a lot of balance issues in the game, I think that if the Devs first focus on creating additional objectives that extend game time properly, thus negating Gen Rushing and games that last all of five to ten minutes due to it, SWF groups will also balance out a bit as well. Even so, one can't just say they don't have any advantage, communication is a massive advantage, so a scaling debuff of some kind, one that takes into account the rank of the SWF and the party size of the SWF, should be created at some point.

    Swf do have a certain amount of advantages however one simple fix for one of those advantages is removed players abilities to see killer perks until after everyone has died. That gets rid of information you should not know in the game regardless. Devs know there is no getting rid of team chat for players and they are going to do it anyway.

    I usually play with two rank 1 survivors and a rank 4 as a rank 5.
  • Tiersis said:

    I think that as a killer, when you are in a chase with one SWF member, the auras of all other players in that group should be revealed. That seems fair.

    That would promote tunneling injured or hiding survivors. Say you're injured and your friend runs the killer nearby. Killer can see your aura and ditch your friend to go after you because you're injured.

    Also makes distractions for unhooking or cleansing completely useless. It basically gets rid of teamwork in general.
  • 360s and 180s are a tactic used by survivors to get away just as pallets and windows are. Trying to eliminate a tactic to get away will only make it easier to kill especially with fast killers. It takes a while to learn how to do it and doesnt always work. As a killer you just have to learn to predict it.

  • I think this would just ruin part of the game. I'm a survivor main (who plays killer too) and I usually play with one other person as survivor because I'm bad at running the killer around and hes bad at not being noticed. We balance each other out but we lose a lot of games too. Even when we have a 4 man group we lose just as much as we win because we all have our strengths and weaknesses. If killer can see where others are during a chase it promote tunneling injured survivors and going after weaker players. My friend usually runs the killer around while I do gens and if the killer sees my aura at a gen nearby then he goes after me. I get put on hook and another player unhooks me. If the killer is chasing my friend during that unhook the killer now sees me running away and getting healed. He now runs for me again because I'm weak and injured. It's a good idea if it didnt make current issues worse as well.
    Also as killer I like going against swf (even if I'm terrible) because that means it will be a challenge. People say swf have the advantage because of their teamwork but more often than not it's because the killer gets stuck on one survivor too long or forgets anything other than the goal to sacrifice. Swf have a small advantage in comparison to a killer who knows not to do that.
  • Master said:

    @milo77727 said:
    So to make killers (which in my experience win as much as lose during swf) happy and ruin the game for everyone else? If you play killer you know it's not always going to be easy. If you dont want swf groups then DC on menus no one says you have to play against them.

    Ok, then give us the option to filter out SWF

    Then swf would have no one to play against. How many people do you know would not filter that out? Even those who play swf dont like swf groups as killer. Just know what a swf group looks like and leave the lobby if you dont want to play them. It's really not that difficult. If you want the challenge then play the group. Why do you need to give them a handicap for something that's a part of the game. Survive with friends is a part of the game whether game chat is or not. If you feel you cant win then leave the lobby. No one is forcing you to play them.
  • That would be a bug fix. Nerf is for making something the person is SUPPOSED to have worse. The doctor isnt supposed to be able to shock you backwards from a vault.
  • So to make killers (which in my experience win as much as lose during swf) happy and ruin the game for everyone else? If you play killer you know it's not always going to be easy. If you dont want swf groups then DC on menus no one says you have to play against them.
  • Killers already have hatch plays they can make. Bait a survivor or hook a player with more on their hook. Force them to either be selfish or altruistic.

    Or just have a hatch standoff in which they eventually get the other gens done or either one gives up.

    Hatch is there for a reason. Imagine being in a lobby and a player dcs first few moments of the game. There are five gens and three players. Chances are you would find one of those players before a generator is done. Game goes on and you have two generators done and you are the only one alive. Your last option is hatch or finish 3 gens by yourself. If we had your situation. You now need another gen before you can even get hatch. Best case scenario you get it done and escape out hatch. Worst case scenario is the killer patrols remaining gens before he finds that generator being worked on and assumes it is the black gen. Now the survivor no longer has any option but to work on the remaining 3 generators. The killer can still check generators but returns to that gen to damage it. Survival is very unlikely for the survivor at that point.

    It just makes surviving harder and killing easier which isnt an incredibly needed thing in the game. Sure some killers could use a buff but nothing to this extent for everyone. This could at best be an ultra rare killer offering.
  • So basically make overcharge and pop goes the weasel mandatory while adding more complicated and OP mechanics. An easy way to avoid the bonus to generator repair is to damage the last gen. What is the point in just 1 generator getting that? Survivors can just avoid that generator until reset or attempt it to get a bonus. What problem would it solve? Maybe if it were a killer perk that survivors must hit a skill check and if they miss it then they have a 5%-2% (depends on tier) decrease on that generator repair the rest of the game. Or the survivor version could be a plus _% to repair on that gen with no penalty for missed skill check much like a brand new part.
  • Most of the time killers can tell when they go against a SwF group because of how they load in which is why those groups often have killers that leave the lobby. I can understand the perk thing however most of the time survivors can make guesses or know for sure anyway. It's a game based on teamwork why take away the teamwork?

    At most mark SwF (even though 9/10 you can tell) and prevent perks from being shown in menu. No extra bloodpoints or anything that hinders the survivors. It no longer becomes a real game at that point.

    The survivors ranks are added and divided between ranks. So you could have rank 2 or rank 17 as a rank 9 killer.
  • Hi I'm a survivor main. And on the occasion of 1.5x bloodpoints I main hag for the reason is NOT OP. Survivors can easily avoid traps by crouching or flashlights and the hag will never know you are there until the action has been done. She has nothing that makes her useful in a chase outside of her traps. As survivor most of the time I go against her I find her easy to avoid outside of careless teammates. I can support the standing still however I almost never run against a hag and if walking did not set off traps she would be completely useless. There are killers that are incredibly more OP. Her hexes are useful however can be destroyed. I find each totem needs about 3 traps minimum to work and SwF groups can destroy the hag in any match. Her pink addon is actually useless unless you know how to use it because of the teleporting mechanics of it. She isnt the easy to go against but she isnt incredibly difficult either. As a survivor I would much rather go against some other killer over a hag for her locating ability.
  • I agree that trapper could use a buff however wraith when used correctly is in no need of help. Too often I see a player play wraith as a tank as if charging at a player uncloaked on a generator will work.

    The only thing that makes Huntress good is her one shot addons. High ranks can easily avoid her hatchet throws by moving. Much like Billy except he has addons for movement that make him OP.

    Pig and Myers are in no need of a buff. Both are silent with almost instant attacks. Pig can distract survivors with reverse beartraps while chasing another hindering their ability to finish gens. Myers has an instant down and no terror radius at specific levels.

    Hag, Clown and Doctor are just fine. Only downside to hag is her starting perks are all hexes which when found become useless and traps are easily avoided with survivor perks. Also her trap radius is small to the point it encourages camping.

    Spirit needs a nerf due to her phasing during normal walking. It becomes almost impossible to get out of chases and confuses survivors. She has the traveling ability of nurse and Billy with a small warning when with an addons is no longer there. She easily combats pallet loops and downs high rank survivors when used correctly.

    The nerf to nurse is what I believe to be her difficulty. It takes a while to get the hang of it and the amount of people who stick with it long enough are few.

    Freddy is just a mess without good perks or addons.