Best Of
Re: 5 Tips to help Cure Killer Anxiety
What would you suggest that the devs to do alleviate killer anxiety?
Re: I hate killer adepts.
It should really just be a 4k tbh. I never bothered with them anyway since I like making my own builds and a lot of teachables don’t synergise with their respective killers (2 of dredge’s perks become useless in nightfall)
Overzealous is NOT an overpowered perk, if anything it's the opposite
Regardless of what some streamers think, overzealous is not some super powerful gen perk that's gonna help you zip through gens. If anything, it's a massive time waster that can easily be canceled out by bad team mates or "totem goblin" teammates. Because it's one of those perks that highly depends on what your teammates are doing in order to flourish. Unless you're playing at a higher mmr level, or using swfs with call outs, you're not gonna get the most value out of this perk. Because good luck having enough time to go around the map and play with totems when half your team aren't touching gens and the other half are constantly needing to be unhooked because they last three seconds in chase. Or you're racing against some random Dwight who wants to cleanse every totem to beat out NOED.
And let's not forget the biggest drawback to overzealous, you lose one health state and the benefits are gone until you cleanse another totem. So yeah, you could spend time cleansing a totem, sit on a generator, and when the killer goes after you (and they will because you're on a generator) all it takes is one hit and your gen bonus is gone. (Notice how I said earlier that call outs and teammates who last in chase are important for this perk to be good?)
If overzealous's gen bonus lasted till you got hooked, I think it would be a decent perk. But lasting until you get hit? Nah. How many times do you get hit in a match vs how many totems are on the map (minus the ones your teammates cleanse)? I've done everything humanly possible to try and get value from this perk, and most the time I just came away feeling like there are perks that do a lot more and save me more time.
Re: Why Kaneki is poorly designed
Yeah, it definitely would feel less clunky, but probably still as awful/uninteractive.
Again, when facing Wesker, you have some sort of agency over his power, as it is skill based. You can kinda influence the direction you'll get thrown to based on your positioning. So, even if you lose control over your char, it doesn't feel as awful.
We could even say the same for Trapper, you can avoid traps.
Against Kaneki… if he has LoS on you… well, enjoy your stun (and your free injure - but that's unrelated to the "feels").
Re: Why Kaneki is poorly designed
I dont think that MFT is really an argument anymore. Sure, MFT was popular when Ghoul was new released, but even if you now dedicate a Build around getting MFT, it almost never pays off when you go against any Killer who is not Ghoul or Legion. So while MFT had its use when Ghoul was new released (because everyone played Ghoul), nowadays it is not that useful anymore.
I mean, it is a bad Perk in general, but even if you face a Ghoul every forth or fifth game (which is roughly my rate), bringing MFT just for Ghoul is not worth it.
Re: Why Kaneki is poorly designed
He is a bit in the Springtrap Situation.
When Springtrap droped many claimed he is to op with his stealth. Well we all know that the additional invisibilty was a bug.
Just remove the ability of Ghould to stop his ability mid air so you need Skill to cut off survivors and let him not get every hit by a single click of his mouse button.
Re: Why Kaneki is poorly designed
If you have a killer that can zoom around the map as quickly as Kaneki can but has zero other powers, they're already going to be very powerful. Closing distance is itself an extremely strong ability and with the amount of distance Kaneki can close very quickly it gives him an immense amount of map pressure.
Now add an easy to land, guaranteed hit to wound ability that can be triggered at a distance that also holds a survivor in place while it lands. Now they're even stronger.
Now tack on all the other techs and cheeses people use with Kaneki and he's easily oppressive.
A problem with Kaneki's design is that while he's fun to play, he's only not oppressive provided the killer decides not to play him like a jerk. How a match goes is mostly up to the killer's skill and temperament - it's their game to lose. I don't know how he could be fixed since being able to zip around so freely is both what makes him so fun and what makes him so broken.
People like to claim his counterplay is looping but running around a rock a few extra times doesn't actually affect matches when he makes that time up by immediately spidermanning off to his next chase as soon as he's hooked someone. It also doesn't help when the killer realizes spending some time chasing people off gens rather than committing to each and every chase can be effective in keeping the survivors from making any progress (especially given that he can get from any gen to any gen very quickly).
Re: With so many survivors leaving the game, what would bring you back?
Nah its more a bug…
The hit validation shouldn´t go nuts when your shot hits the middle of the Survivor.
Re: The Houndmaster - Devs please play her.
Why is my dog STILL not vaulting when I need him to? The prompt was there and everything.
Snug still gets stuck when being sent off…
Houndsense doesn’t always scan people on the way back…
Re: The Houndmaster - Devs please play her.
For sure!
1 of MANY examples.
This is how the search command is suppose to work.
This is what I have to deal with 95% of the time. This should NOT be happening at all and why is it after a whole year of her being out in the game?