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Changes for the game from a 50% survivor 50% killer player (who has been since the game release)

Hello. I've been playing this game since the summer of 2016 and after 3600 hours of game I have some recommendations and I would really like see most of them implemented.

Global changes:
Go back on previous patch on:

  • Pallets (This days I'm getting a total of 8-12 pallets for each map)
  • Window vault
  • Spirit sound on heartbeat.

After level 50 you can take both perks on the bloodweb (maybe before change give some kind of reward of who has every perk on a character)
You can choose in which clotches you take the prestige.
Make the basement stairs wider (killer won't be able to bodyblock survivors)
Make the unhook animation faster.
Add 1.5 seconds of invincibility when you got unhooked on the terror radius.
Hatch standoff: Don't let the killer grab the survivor.
Add a favorite perks page on each character.
Add a perk finder.
Change survivor spawns, always spawn at least 10m away on a hex totem.
Fix hits though windows when slow vault animation.
Add in the shop a preview of various clotches you don't have (per example right now if you chose a mask of the huntress you cannot see how a body fit with it).
Add the option to check the store while in lobby.
Add the option to use the bloodweb while finding a game on survive with friends.

Specific changes for killers
Introduce a new animation for the killers who have the same than the trapper on the lobby.
Fix the animation of Hag and Spirit breaking a pallet (cannot be flashed)
Change the animation of the spirit vaulting a window (cannot be flashed and it's unfair)
If doctor it's on treatment mode don't let him interrup actions (like unhook, open a door..., most of times they can facecamp with that and if someone attempt to unhook he'll grab him, there's no way to bait it)
Once the killer grab the survivor won't be able to release for 3s. (From the floor, interrupting an action...)

Specific map changes:
Minimum of 10 pallets on each map.

The macmillan estate:
- Ironworks of Misery: Change the location of the pallet right next after the window of the Ironwork, now it is not right next to the wall.

- Coal Tower: Change to both windows on the top of the tower are now open.

- Suffocation Pit: Pallets arround the pit are now larger as they used to be.

- Shelter Woods: No changes.

- Groaning Storehouse: Change, could spawn any window on the house but only one as its now but boxes are removed from the entrance.

Coldwind Farm:
Tweaked the Pallet Density for each map. The minimum distance between pallets are now 16m or 18m.
Go back on jump from harvesters on laterals of the window.
Do not spawn loops without a pallet.
Make the corn lower.
Loops with the blue tractor now are a little bit smaller.
- Torment Creek: No changes.

- Fractured Cowshed: No changes.

- The Thompson House: No changes.

- Rancid Abattoir: No changes.

- Rotten Fields: Add pallets structures in the middle of the map.

Autohaven Wreckers:
Bus changes:
·The bus now have some tires next to the back window, now it's a bit better.
·Some gaps on the bus now are open. (If you have the pallet inside the bus you'll know which direction is going the killer)
Parallel streets now have 2 windows (still opened one of them to make the pallet no safe)
- Gas Heaven: Some opening on the stacked cars.

- Blood Lodge: More distance between pallets.

- Azarov's Resting Place: More consistent pallets on each side of the map.

- Wreckers' Yard: No changes.

- Wretched Shop: No changes.

Crotus Prenn Asylum:
Parallel streets now have 2 windows (still opened one of them to make the pallet no safe)
- Father Campbell's Chapel: Make the pallets arround the Chapel longer and remove pallets next to a wall (you cannot loop once the pallet is down. They're extremly unsafe, always get a free hit).

- Disturbed Ward: Reduced pallets inside the Asylum (2 down and 1 up) added pallets between the Asylum and other structures.

Haddonfield:
- Lampkin Lane: Forced to spawn at least 3 pallets on the street. Change the pallet of the red van, now is larger.

Red Forest:
- Mother's Dwelling: Add more loops on the middle of the map. Forced to be open one of the back windows on the biggest house.

Treatment Theatre:
- Léry's Memorial Institute: Pallets are now larger and any pallet it's right next to a wall. Added more pallets on transitions between rooms. Couldn't spawn a door arround 3 metres where spawned a window.

Backwater Swamp:
Reduced size of both maps.
- The Pale Rose: More pallets on the junks and those lower. Close the hole on the top of the boat.

- Grim Pantry: More pallets between the big house and the shack. On the top of the big house always will spawn a window.

Springwood:
- Badham preschool: Now always will spawn 2 pallets on top of the collegue (lateral ones) and one down. Forced to spawn at least 2 pallets on the street.

Gideon Meat Plant:
- The Game: No changes.

Yamaoka Residence:
- Family Residence: Remove some bamboo and make it lower. Make the rocks lower aswell.

Perks ideas:
Survivor Perks:
1. -> You can repair 2 pallets of your choose on 30/25/20 seconds (if you interrupt the repair you'll lose the charge). You cannot repair a pallet that was already repaired.
2. -> Fresh Blood Stains are slightly/moderately/considerably less visible. Also will disapair 1/1.5/2s faster.

Killer Perks:
1. -> You can break 3/4/5 pallets of your choose before survivors throw them on 25/20/15s. You cannot break a repaired pallet.

Survivor perks changes:
Dwight:
Bond: Incresase values on from 20/28/36 to 25/35/45m.
Prove Thyself: Incresase values from 1/2/3, 2/4/6, 3/6/9 to 2/4/6, 4/8/12, 6/9/15.
Leader: No changes.

Meg:
Quick & Quiet: Add 3 tokens on this perk and only trigger if you're chased. Each token will be restaured on 40 seconds if you arn't on a chase. (Per example if you're on a chase you can vault 3 windows with no sound)
Sprint Burst: No changes.
Adrenaline: Add 2 seconds of invincibility when triggered (a lot of times the killer takes you down and you have to wait the animation to finish before you can walk)

Claudette:
Empathy: Add 10/15/20% altruist actions speed and 5/10/15% extra altruist points.
Botany Knowledge: No changes.
Self Care: No changes.

Jake:
Iron Will: No changes.
Calm Spirit: No changes.
Saboteur: No changes.

Nea:
Balanced Landing: No changes.
Urban Evasion: Change values 90/95/100% to 65/70/75%
Streetwise: Increase from 10% to 25%

Bill:
Left Behind: Rework: Each time a teammate is slugged or hooked your speed action increase in 2/4/6, 6/8/10, 8/10/12%
Borrowed Time: Increase time to 20s from 15 and 20/25/30s bleed-out timer.
Unbreakable: Increase the recovery speed 15/20/25% to 25/30/35%

David King:
We're Gonna Live Forever: Add 6/9/12 altruist speed.
Dead Hard: Increase the duration of the perk from 0.5 to 1s.
No Mither: Thanatophobia doesn't apply to your hurt state except you're slugged or hooked. Grunts of pain reduced 50/75/100%. 10% bonification of recovery once you're slugged.

Laurie:
Sole Survivor: Rework: For each survivor hurt your aura cannot be read by the killer on a range of 4/8/12m. For each one slugged or hooked 10/15/20. (If there are two survivor hurted and one hooked the killer won't be able to read your aura on a range of 44 metres)
Object Of Obsession: No changes.
Decisive Strike: Reduced the stun caused to the killer from 3/3.5/4 to 1.5/2/2.5. Increased the wiggle required to non obssesion survivors from 55/45/35% to 65/55/45%. Enduring doesn't affect anymore to the decisive.

Ace:
Open-Handed: Rework: Each time the killer hooks you you'll be able to know one of their perks (a maximum of 2).
Up The Ante: Increase the luck values for each survivor alive from 1/2/3 to 3/4/5.
Ace In The Hole: Add 15% speed on chests.

Feng:
Technician: If you fail a generator skill check there is a 80/90/100% chance that generator explosion will be prevented but you will lose the progresion aswell and a 15/10/5% extra of penalty for it.
Lithe: Add 5/10/15% speed vaulting windows and pallets.
Alert: Add when killer perfom any action their Aura will be revealed for 1/1.5/2 seconds coold-down 15/10/5s (Trapper using a trap, wraith cloacking and uncloacking...)

Quentin:
Wake Up!: Increase open gate speed from 5/10/15% to 15/20/25%.
Pharmacy: Speed searching increased from 40/60/80% to 50/75/100% and guarantees on your first chest one of those mkits: 1) (10% of chance) Camping Aid Kit + Anti-Hemorrhagic Syringe 2) (20% chance) First Aid Kit + Styptic Agent 3) (50% chance) Emergency Med-Kit + Gel Dressings or Abdominal Dressing 4) (20% chance) Ranger Med-Kit + Gauze Roll or Self Adherent Wrap
Vigil: Rework: Survivors now will recovery from the exhaustion even running (100% slower, 120/100/80s)

David Tapp:
Tenacity: Crawl speed added to 50/60/70% (Do not slug!)
Detective's Hunch: Increased the time from 5s to 10s.
Stake Out: Reduced from 15s to 7s to gain a token.

Kate:
Dance With Me: Increase the time you don't leave scratch marks from 3 to 5s.
Windows Of Opportunity: Reduced the cool-down from 60/50/40 to 30/25/20s.
Boild Over: Add the habilty to release from the killer grasp 6/12/18% faster.

Adam:
Autodidact: Now will be triggered with mkit aswell.
Deliverance: Trigger the perk aswell if you save a survivor with a pallet or with a flashlight.
Diversion: Decrease the time necessary to trigger the perk from 45s to 25s on the terror radius.

Common survivor perks:
Plunderer's Instinct: Increased the reading hability of reading chest auras from 16/24/32m to 32/64/(inf)m.
Premonition: Add when triggers you see the killer aura for 1/2/3 seconds.
Resilience: Increase the values from 3/6/9 to 6/9/12.
Small Game: Add the habilty of reading the aura of the what triggered the perk.
Spine Chill: When it's active add the action speed from 2/4/6 to 6/9/12.
This Is Not Happening: Increase the action speed 5% when injured and increase from 10/20/30 to 20/40/60% the skill checks.
Lightweight: Add now trail of scratch marks expand a little bit.
Hope: Increase the values from 5/6/7 120s to 7/8/9% 150s.
Kindred: Killer aura will be revelated to the other survivors if it's on a 12m radius of the hook. While their aura is revelated you will lose your blood on the hook 10/15/20% slower.
We'll make it: Add that it applies to selfcare (at least a percentage)
No one left behind: Change you'll have the bonus whole match.
Déjà Vu: No changes.
Dark Sense: No changes.
Slippery Meat: No changes.

Killers perks changes:
Trapper perks:
Unnerving Presence: Add terror radius increase 6/8/10%.
Brutal Strength: Increased the speed from 10/15/20% to 15/20/25%.
Agitation: Increased the speed from 6/12/18% to 10/15/20% and terror radius from 6/8/12% to 8/12/16%. Struggling effect will be increased 6/8/10%.

Wraith perks:
Predator: Add: the scratch marks now are gold instead of red.
Bloodhound: No changes.
Shadowborn: No changes.

Billy perks:
Enduring: Reduced from 50/60/75% to 40/50/60%.
Lightborn: No changes.
Tinkerer: When triggers red stains dissapear aswell.

Nurse perks:
Stridor: No changes.
Thanatophobia: No changes.
A Nurse's Calling: Reduce the range from 20/24/28m to 20/23/26m.

Michael perks:
Save The Best For Last: Reduced tokens lost by hitting the obssesion from 2 to 1.5.
Play With Your Food: Increase movement speed for each token from 3/4/5% to 4/5/6%
Dying Light: Rework. Each time you hit the obssesion survivors will have a penalty of 7% on their actionspeed during 55/65/75s.

Hag perks:
Hex: The Third Seal: You don't have to hit them anymore, they'll start with that effect and after they remove the totem, survivors will be affected for an extra minute.
Hex: Ruin: No changes.
Hex: Devour Hope: Remove bonification with 2 tokens. Add a new efect with 1 token; survivors will have a penalty of action speed of 5% and they won't be notificated of it.

Doctor perks:
Overwhelming Presence: Add that survivors who were on your terror radious will have 5 extra seconds with that effect.
Monitor & Abuse: No changes.
Overcharge: Change the skill check a little bit smaller.

Huntress perks:
Beast Of Prey: No changes.
Territorial Imperative: Add the ability to read auras on survivors opening chests. Even 3 seconds after they released it.
Hex: Huntress Lullaby: Increase the regression penalty when missing a skill check from 2/4/6% to 5/8/11%.

Leather perks:
Knock Out: No changes.
Barbacue & Chilli: Change survivor revealed auras from 4s to 1/2/3s. Survivors aura now will be shown in gold instead of red.
Franklin's Demise: No changes.

Freddy perks:
Fire Up: Increase all values 3% and add bonification for 1 token: 7/9/11.
Remember Me: Add obssesion is affected by it aswell.
Blood Warden: Add when you hook someone, survivors will have every window blocked for 5/10/15 seconds.

Pig perks:
Hangman's Trick: No changes.
Surveillance: The last 1/2/3 regressing Generators are in white for 24/36/48s, and the next survivor that works on it will have a penalty of action speed of 7% during 20/30/40s.
Make Your Choice: Increase the time of the Exposed status from 40/50/60s to 70/80/90s.

Clown perks:
Bamboozle: Changed the speed vaulting, instead of 5/10/15% faster to 20/15/10% slower. Once you block a window you'll have to wait until it unblock itself for 8/12/16seconds to block another one.
Coulrophobia: Add that survivors who were on your terror radious will have 5 extra seconds with that effect.
Pop Goes The Weasel: Add when you hook someone you'll have a speedboost of 5% during 30s.

Spirit perks:
Spirit Fury: Increase the necesary pallets broken to trigger the perk from 4/3/2 to 5/4/3.
Hex: Haunted Ground: Increase the time of the Exposed status from 40/50/60s to 70/80/90s.
Rancor: To kill the obssesion you should at least hook him once.

Common killer perks:
Bitter murmur: Add if a survivor still stands for 5/4/3 seconds their aura will be revealed for 1/1.5/2s (don't apply lockers).
Distressing: Increased terror radius from 22/24/25% to 25/27/29%.
Insidious: Rework: You start with 3 empty tokens. Each time you hook a survivor you will get 1 token. When you press the active ability button you'll lose your terror radius and red stain for 6/8/10s.
Iron Grasp: Struggle out grasp increased from 4/8/12% to 6/12/18%
Monstrous shrine: Rework: Each time a survivor go into the shack will suffer Hindered state; movement speed will be reduced to 3/3.5/4% for 10/20/30s.
Sloppy Butcher: Change mangled status from 20% slower to 15%.
Spies from the shadows: Increased the chance of notification from 50/50/75 to 50/75/100% and you'll see the survivor aura for 1s.
Unrelenting: No changes.
Whispers: No changes.
Hex: Noed : No changes.
Deer stalker: No changes.

Ideas for balance the killers:

  • Trapper:
    Implement an addon that cause exhaustion for 30/60/90s (brown/yellow/green) if a survivor step on it.
    If a trap it is sabotaged will spawn at a random place.
    Nerf Iridiscent Stone traps will be set after 45 seconds. Trapper will have now
    Idea A )
    - Starts with the effect of the "Trapper sack" addon that allows start with 1 extra trap and transport 1 extra trap. If you equip the trapper sack you'll have 3 and you'll can transport 3.
    Idea B )
    - Starts with all the traps. You won't be able to pick up any trap on the floor until you set the rest of them. You'll only be able to transport one trap after that.

  • Wraith:
    Bring back the loud Wraith sound if he stands still.

  • Billy:
    Change to his addons that have an effect of less cooldown, now they'll have the effect of less speed on the saw. (If he normally goes at 230% speed with Thompson Mix and Carburettor Turning Guide will go at 200%)

  • Nurse:
    Bring back double stun when hit a survivor.
    Make her blinks similar to the spirit; while she's blinking she won't be able to see survivors, fresh blood or scratch marks.
    Reduce her speed from 96.25% to 92%.
    Nerf all the addons with +1 blink (add more penalty for them) and the one for +2 blinks (shorter blinks).
    Nerf the distance addons (less distance and slower blink).
    Reduce time between blinks to hit or active her power again.
    Increase the fatige.

  • Huntress:
    Nerf the Iridescent Head, if you equip that addon you couldn't be able to equip with the Infantry Belt or Leather Loop (she won't be able to have more than 1 hatchet) .

  • Hag:
    No changes.

  • Doctor:
    Add to his power the addon Mouldy Electrode (25% extra shock therapy, slower charge).

  • Myers:
    Increase 25% the speed he wins evil within from level 1 to level 2.
    Add a brown addon that allow Myers increase 50% speed that he wins evil within from level 1 to level 2.
    Allow myers win bloodlust on level 1 if he has the Scratched Mirror.

  • Freddy
    Reduced to half the time required to sleep a survivor.
    While in dream transition survivors won't be able to perfom any action.
    He will see sleeping survivors that are out from his terror radius after 6 seconds.
    The dream world now will be more illuminated.
    Rework on his addons.

  • Pig
    Now the pig have the addon Shattered Syringe and the Video Tape addons added to her power.
    Crouched speed increased from 92% to 95%.

  • Clown
    The addon Redhead's pinky finger now will limite the tonic that can have the Clown to 2.
    He will lose speed when charging a bottle.
    Add an addon that causes 60s of exhaustion status (green).

  • Leatherface
    Increases his speed and acceleration with the chainsaw.
    Less cooldown when hitting something.

  • Spirit
    After using her power he will have 5 seconds to hit someone to score the points from her power.
    After using her power she will lose 15% of her power bar left.

Idea against genrush:
Reduce generators required to scape (5 -> 4)
Only 3 generators will funcionally (killer won't be able to know which ones are up to work on) once that one of those gens are made, the 2 left gens will be reset to 0% and another 3 gens will be funcionally to work on them.
Increase the time to repair a generator from 80s to 90s.

My opinion how it's game right now:
Playing as survivor never felt that bad as how it feels now. You can barely find a pallet to throw the killer who always have enduring and who will prefire on it praying that the hit gonna reach the survivor. Probably after the first hit (if it isn't a Billy or a Nurse) you'll find a good window that will be immediately closed by the killer's Bamboozle.
Playing as killer isn't a challenge anymore, it's more the way you can stop the genrush over funny chases.

Comments

  • Spicybarbecue
    Spicybarbecue Member Posts: 183

    so from someone who actually has 50/50 playtime on both and been rank 1 on both every season I've played let me tell you what actually needs to happen.

    Nurse needs removed or reworked.(currently fine to have in game as she is the ONLY counter to swf)
    Min of 50% of pallets need removed from every map OR make gens take waaaay longer. i know which I would prefer as a survivor.
    DS needs removed
    swf needs removed(at least from ranked)
    insta heals (including adrenaline) need removed..this is due to the current change to healing which was meant to increase game time..which it doesn't if ppl can insta heal.
    Hatch needs removed..this leads to poor gaming experience, this is a QOL change.
    NOED also needs removed..no idea why they buffed this.

    this game has ALWAYS and still IS ridiculously survivor favoured, you should NOT be struggling to win on survivor.it's way, way too easy and requires little to no skill at all, I find it so easy I get really bored of playing survivor now..really struggling to play any survivor anymore.things need to be challenging to be interesting

    In an ideal world they would make it so that survivor teachable were no longer teachable making survivors more than just skins with the latest meta build and so you would have to make actual choices when picking your char.

  • se05239
    se05239 Member Posts: 3,919

    Most of your changes are just raw nerfs..

  • Dreamnomad
    Dreamnomad Member Posts: 3,935

    For a 50/50 killer/survivor your proposed changes are heavily in favor of survivors. For the most part it seems like you just miss "the good old days" as many of your changes are just patch roll backs. I can't say that I agree with your version of "balanced".

  • friendlykillermain
    friendlykillermain Member Posts: 3,162

    @Spicybarbecue said:
    so from someone who actually has 50/50 playtime on both and been rank 1 on both every season I've played let me tell you what actually needs to happen.

    Nurse needs removed or reworked.(currently fine to have in game as she is the ONLY counter to swf)
    Min of 50% of pallets need removed from every map OR make gens take waaaay longer. i know which I would prefer as a survivor.
    DS needs removed
    swf needs removed(at least from ranked)
    insta heals (including adrenaline) need removed..this is due to the current change to healing which was meant to increase game time..which it doesn't if ppl can insta heal.
    Hatch needs removed..this leads to poor gaming experience, this is a QOL change.
    NOED also needs removed..no idea why they buffed this.

    this game has ALWAYS and still IS ridiculously survivor favoured, you should NOT be struggling to win on survivor.it's way, way too easy and requires little to no skill at all, I find it so easy I get really bored of playing survivor now..really struggling to play any survivor anymore.things need to be challenging to be interesting

    In an ideal world they would make it so that survivor teachable were no longer teachable making survivors more than just skins with the latest meta build and so you would have to make actual choices when picking your char.

    hmmmm claims to have played from release and a eqaul 50 50 with killer and survivor yet he only has `1 post on the forums. hmmmm

  • Pepitopalotes
    Pepitopalotes Member Posts: 4

    @Dreamnomad said:
    For a 50/50 killer/survivor your proposed changes are heavily in favor of survivors. For the most part it seems like you just miss "the good old days" as many of your changes are just patch roll backs. I can't say that I agree with your version of "balanced".

    I like a lot of the changes they made but I like be chased that's the fun of the game and the last patches are nerfing that (nerfing pallets, windows, bamboozle, spirit fury...). The game is suffering on genrush and they rather make the chases more short. That's not the way in my opinion.
    As I told playing as killer is not a challenge anymore and that's boring.

  • maderr
    maderr Member Posts: 251
    edited October 2018

    @Spicybarbecue said:

    this game has ALWAYS and still IS ridiculously survivor favoured, you should NOT be struggling to win on survivor.it's way, way too easy and requires little to no skill at all, I find it so easy I get really bored of playing survivor now..really struggling to play any survivor anymore.things need to be challenging to be interesting

    To claim this you are a big killer noob, plain and simple.

    I'm a main surv, playing with high skilled surv in swf and yes i play killer against them in kyf. I manage to get 1 to 2 kills most of the time without camping/tunneling. And sometimes i can manage to get 3/4k... And i'm a bad killer (playing billy, trapper or spirit). I have around 15h as a killer...

    All the killers complaining here are jsut cry unskilled babies who obviously have a disease that obviously restrict the brain growth to ask every ######### minute a surv nerf.

    Just look @ Ochido, TheKller, TrueTalent on twitch, they play killer and they can rekt swf...

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    Troll thread xD
  • Whispers23
    Whispers23 Member Posts: 111

    Make the basement stairs wider (killer won't be able to bodyblock survivors)
    That would make the basement not scary anymore.
    If doctor it's on treatment mode don't let him interrup actions
    You are punishing every good doc because of camper.
    It looks like most of you are saying is nerf killer and buff survivor.
    NO THANKS

  • Whispers23
    Whispers23 Member Posts: 111

    Also repair pallets? Hope you are joking!

  • Pepitopalotes
    Pepitopalotes Member Posts: 4

    @Whispers23 said:
    Make the basement stairs wider (killer won't be able to bodyblock survivors)
    That would make the basement not scary anymore.
    If doctor it's on treatment mode don't let him interrup actions
    You are punishing every good doc because of camper.
    It looks like most of you are saying is nerf killer and buff survivor.
    NO THANKS

    Do you think let the killer bodyblock you for +15m it's fair? LOL.
    Also do you think let the doctor facecamp with the punish mode (don't using his power just clicking whole time m1 to catch somoene if attemp toy unhook a survivor) it's fair too? LOL.

    @Whispers23 said:
    Also repair pallets? Hope you are joking!

    The repair pallets it's an idea same than it's the let the killer break them without a survivor throwing it.

  • Soul_Consumption
    Soul_Consumption Member Posts: 68

    @Spicybarbecue said:
    so from someone who actually has 50/50 playtime on both and been rank 1 on both every season I've played let me tell you what actually needs to happen.

    Nurse needs removed or reworked.(currently fine to have in game as she is the ONLY counter to swf)
    Min of 50% of pallets need removed from every map OR make gens take waaaay longer. i know which I would prefer as a survivor.
    DS needs removed
    swf needs removed(at least from ranked)
    insta heals (including adrenaline) need removed..this is due to the current change to healing which was meant to increase game time..which it doesn't if ppl can insta heal.
    Hatch needs removed..this leads to poor gaming experience, this is a QOL change.
    NOED also needs removed..no idea why they buffed this.

    this game has ALWAYS and still IS ridiculously survivor favoured, you should NOT be struggling to win on survivor.it's way, way too easy and requires little to no skill at all, I find it so easy I get really bored of playing survivor now..really struggling to play any survivor anymore.things need to be challenging to be interesting

    In an ideal world they would make it so that survivor teachable were no longer teachable making survivors more than just skins with the latest meta build and so you would have to make actual choices when picking your char.

    the SWF needs removed from Ranked.
    I agree 100% with this. Survivors shouldn't be able to communicate so openly, at least in a ranked match. They should use the minute of lobby time to communicate their intentions. That should be it.

  • Whispers23
    Whispers23 Member Posts: 111

    Do you think let the killer bodyblock you for +15m it's fair? LOL.
    Also do you think let the doctor facecamp with the punish mode (don't using his power just clicking whole time m1 to catch somoene if attemp toy unhook a survivor) it's fair too? LOL.
    The repair pallets it's an idea same than it's the let the killer break them without a survivor throwing it.

    I never seen a killer would block the basement for 15 minutes. I could say the same about survivors blocking the hook or blocking his way from reaching his target.
    As I said about doc your are punishing non campers because some idiot decides to camp.

  • Wolf74
    Wolf74 Member Posts: 2,959

    lol
    The OP basically want killer nerfed to the ground in a game that already favors the survivor.^^
    Yea, sounds like a competent suggestion from an experience player. XD

  • Pepitopalotes
    Pepitopalotes Member Posts: 4

    @Whispers23 said:

    Do you think let the killer bodyblock you for +15m it's fair? LOL.
    Also do you think let the doctor facecamp with the punish mode (don't using his power just clicking whole time m1 to catch somoene if attemp toy unhook a survivor) it's fair too? LOL.
    The repair pallets it's an idea same than it's the let the killer break them without a survivor throwing it.

    I never seen a killer would block the basement for 15 minutes. I could say the same about survivors blocking the hook or blocking his way from reaching his target.
    As I said about doc your are punishing non campers because some idiot decides to camp.

    https://www.youtube.com/watch?v=_0mHRFt-QMo&feature=youtu.be
    Survivor bodyblocking a hook it's a way to play. It's strategy, bodyblock the basement for nothing it's just unfair.
    The doc doesn't need to catch anyone while in threatment mode, change to punish.

    @Wolf74 said:
    lol
    The OP basically want killer nerfed to the ground in a game that already favors the survivor.^^
    Yea, sounds like a competent suggestion from an experience player. XD

    If you're good as killer any survivor last more than 1 minute right now. Probably you've 300h or something like that on this game and complain because cannot catch survivors with 3000 right? :)

  • Wolf74
    Wolf74 Member Posts: 2,959

    @Pepitopalotes said:

    lol
    The OP basically want killer nerfed to the ground in a game that already favors the survivor.^^
    Yea, sounds like a competent suggestion from an experience player. XD

    If you're good as killer any survivor last more than 1 minute right now. Probably you've 300h or something like that on this game and complain because cannot catch survivors with 3000 right? :)

    Nice try, sweetie.
    Attacking me instead of the gamemechanic.^^
    I am exactly 2400 hrs right now.
    And the issue is that even experienced killer have trouble catching low experience survivor, because it is THAT MUCH easier to play, if you are any good at playing videogames overall.

  • ThirdSealOPplzNerf
    ThirdSealOPplzNerf Member Posts: 360

    All of these are just nerfs to killers with buffs that won't do anything and huge buffs to surviors

  • MhhBurgers
    MhhBurgers Member Posts: 1,758

    @Pepitopalotes said:

    @Whispers23 said:

    Do you think let the killer bodyblock you for +15m it's fair? LOL.
    Also do you think let the doctor facecamp with the punish mode (don't using his power just clicking whole time m1 to catch somoene if attemp toy unhook a survivor) it's fair too? LOL.
    The repair pallets it's an idea same than it's the let the killer break them without a survivor throwing it.

    I never seen a killer would block the basement for 15 minutes. I could say the same about survivors blocking the hook or blocking his way from reaching his target.
    As I said about doc your are punishing non campers because some idiot decides to camp.

    https://www.youtube.com/watch?v=_0mHRFt-QMo&feature=youtu.be
    Survivor bodyblocking a hook it's a way to play. It's strategy, bodyblock the basement for nothing it's just unfair.
    The doc doesn't need to catch anyone while in threatment mode, change to punish.

    @Wolf74 said:
    lol
    The OP basically want killer nerfed to the ground in a game that already favors the survivor.^^
    Yea, sounds like a competent suggestion from an experience player. XD

    If you're good as killer any survivor last more than 1 minute right now. Probably you've 300h or something like that on this game and complain because cannot catch survivors with 3000 right? :)

    The difference between 300h and 3000 hours is mostly the perks, this isn't dota2 nor is it CSGO, if you sit your ass behind the game you'll learn the basic mechanics in maybe 50 hours.

    Your post is pointless, the only thing that will happen from now on is nerfs to survivors or buffs to killers for a long time and anybody with any experience knows this.