"We don't actively seek to tear down perks just because they are used a lot"
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Are you going to police my wording or actually come up with a counter argument? If you can't see the hypocrisy in your words then idk what to tell you.
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Almost Like it has counter play with lockers and being close to the hook
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But the perk called oppression isn't even that good
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To be fair, Hex: Undying was way too strong. Having Hex: Ruin 5 times, lasting the whole trial is broken. This may does not work all of the time because of the rng, but it removes the risk behind Hexes. I'm not here to discuss DS, because thats a different topic. But I am glad how they handled Undying. It can now be combined with Devour Ass etc. The usage is better than before even tho idk what to think about lasting just one time.
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How was Lullaby buffed? All I know is IIRC there's no notification until you get the first stack.
But now Lullaby doesn't work with Snapping Out Of It, and most people who ran Lullaby was for "Putting the "Skill" in Skillcheck" Doctor who combo'd it with Overcharge and Unnerving.
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Yea because it’s impossible for the rest of the team to slam gens while the killer chases someone off a totem.
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MoM SHOULDN'T HAVE BEEN IN THE GAME TO BEGIN WITH.
They KNEW that but had it broken to sale DLC. We all saw the nerf coming and knee since the leak it'll break the game.
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Says something that half of the comments are trying justify hex undying nerf without addressing the ds in the room (again). While the ones self aware enough to see ds as an issue says not part of this topic because they know that the perk has been in an unbalanced state for a longer period of time. Sorry ds exists in this time trial game every facet revolving around time and pressure matters its a part of this topic because balance and player frustration is the key point here.
There is no fire here look undying to strong reeks of hypocrisy. Hit the timer reduce the length of ds as a perk. The hell was the pop nerf for if ds get a clean pass. Literally 3 big hits to killer with an asinine killer releases that bugged half of the cast of killers and you just don't care.
So lets look at these 3 notable changes and ask where did survivor get hit in this asymetrical game. Pop nerf, mori merf and finally undying nerf. Survivours got hit by (cricket noises) remeber this is the team that took 2 years to move on hitting ds before expect another two more if they decide to bother at all.
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Yeah, the Game Developers, in an evil plot, of THEIR OWN GAME, are biased to half their game, as evidenced by allowing Undying to now work with more than just one perk, and buffing one of the weakest killers in the game, effectively giving him cloaked wraith movement speed with the toss of a bottle on himself. The horror!
Killers slug, survivors bring UB. Don’t slug if you have bad dreams about UB. Don’t pick up a survivor in 60 sec if DS haunts you. Tada!!!
Post edited by Rizzo on0 -
No
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Because BBQ isn't broken.
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That’s how it was buffed, it doesn’t reveal until the first stack. Lullaby didn’t make the snap out of it skillchecks difficult whatsoever, they’re just too big anyways, it made the overcharge skillcheck hard, that’s pretty much why you ran it. Even if you disagree, I’d say this ‘nerf’ (far from gutted) is still less significant than the gain
Post edited by Xpljesus on0 -
Yeah, a killer buff that also benefits survivors if they get in the gas. That makes SO much sense. Imagine the survivor that runs through that and also gets hit and gets that speed boost as well. Amazing.
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the irony in this post is staggering.
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What happens if they're on a gen? Then what?, because that's how ds is used by experienced players
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They really need to sort the design out
Their reason for nerfing POP was you had too much time to do anything else and kick a gen
Same can be applied to DS but they still refuse to speak about it.
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That's how DS is used by reckless players. Just because you are working on a gen with DS active doesn't mean you will get to use it.
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Killers not having good perks? You're kidding, right? As much as survivors can have broken combos that, luckily, only work once, killers are nowhere near having bad perks. There are WAY more useful killer perks than there are for survivors. Aside from gimmicky builds, survivors have DS, Unbreakable, Dead Hard, Borrowed Time, Iron Will and We'll Make It. Every other perk is highly situational at best. Adrenalin works only if they manage to get to the end game (being a wasted perk slot otherwise), pretty much every exhaustion perk will never be more useful than Dead Hard, which only works when it wants to work anyway, Inner Strenght will be useful IF you manage to find and cleanse totems and IF those totems were not cleansed already (and it isn't even stackable, which means that you cannot destroy two totems and have two activations ready), Distortion had the potential to be a useful perk, but it really isn't, since you have tokens for it and only 3 of them.
Killer perks that are useful, instead, are:
- Ruin;
- Undying;
- Spirit's Fury;
- Nurse's Calling;
- Franklin's Demise;
- BBQ & Chilli;
- Play With Your Food;
- Save The Best For Last;
- Pop Goes The Weasel;
- Blood Echo;
- Thanatophobia;
- Monitor & Abuse;
- Lightborn;
- Enduring;
- Haunted Grounds;
- Coup de Grace;
- Oppression;
- Thrilling Tremors;
- Bamboozle;
- Surveillance;
- Stridor;
- Dying Light;
- Corrupt Intervention
- Discordance;
- Iron Maiden;
- Make Your Choice;
- Infectious Fright;
- Remember Me.
And I could still go on. The list will probably get longer with upcoming chapters. I'm not saying all of these perks are equally useful, nor that they are equally strong on every killer, luckily. But still, as you can see, killers have WAY more perks that they can use and put to good use. Without even mentioning the fact that Bloodlust, as much as it should not be a thing anymore, isn't even a perk. And before you argue about Undying, it will still make it so your Ruin survives longer, and that is IF survivors are able to find the totem/actively search for it and IF it doesn't get placed in spawns where survivors cannot cleanse them, as it has already happened on reworked maps.
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Indeed. The reason is because all killers have different powers that allows some perks to be more useful to some. Still though, not all survivor perks are bad. Here's the most useful of the bunch besides the usual DS Unbreakable, DH, and BT
Pharmacy
For the People
Detective's Hunch
Small Game
Repressed Alliance
Deliverance
Aftercare
Calm Spirit
Bond
Empathy
Better Together
Resilience
Spine Chill
Soul Guard
Kindred
Don't get me started on specific builds like Dance with Me, Quick and Quiet, Lithe. Survivors have lots of options too which often have very powerful effects, it's just that the meta perks has fewer downsides when compared to the other perks.
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Undying only works once. It's guaranteed to go on the first hex that's cleansed.
Haunted Grounds is more effective, because it has at least the exposed effect.
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The aura reading of BBQ has been nerfed several times now.
I still wonder WHY survivors want a perk nerfed that reduces camping.
Isn't that the number 1 issue for survivors?
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Ur joking right?
- Spirit Fury (situational, most usable when combining with enduring);
- Nurse's Calling (reliable in some killers, not so great on others);
- Franklin's Demise (really? A perk with the ONLY purpose is to make survivors drop items AND they just can come back to it before the time expires or you'll lose the game for "camping" an item);
- Play With Your Food (situational as a F and only works with some DEDICATED buids since every M1 or power usage detracts one token);
- Save The Best For Last (good for m1 based killers, just that);
- Blood Echo (R-E-A-L-L-Y????);
- Thanatophobia (can be good, but the effects are neglectable, when I'm facing thantophobia as survivor I never give a single F);
- Monitor & Abuse (can be good in slinger since his TR is BS and Oni for a cheap 1st hit and comboing with Infectious snowball potential);
- Lightborn (REALLY? A perk that you use to counter the weakest survivor item in the game? Just look around you before picking someone up and look down if someone's trying to blind you 4head);
- Enduring (situational, most usable when combining with spirit Fury);
- Haunted Grounds (really? RnG based perk that if survivors have 2 brain cells will never be broken);
- Coup de Grace (THAT MUST BE A JOKE);
- Oppression (THAT MUST BE A JOKE part 2);
- Thrilling Tremors (poors man BBQ);
- Bamboozle (oh yah, block ONE window in a loop, get little faster vaults, SO OP);
- Surveillance (situational, better paired with other gen regressing perks);
- Stridor (only usable on spirit, and a scummy spirit);
- Dying Light (That's Freddy's favorite perk. Only Freddy);
- Corrupt Intervention (yeah, this one can be situtational as a F in some killers and really good on others)
- Discordance (it's most personal taste, most survivors will figure it out and spread in gens, wich is BAD for killers);
- Iron Maiden (WHY?);
- Make Your Choice (RnG based since you need to drop everything you're doing to actively go after the unhooker wich you don't know who it is, unless you're running GF's perk);
- Infectious Fright (good for snowball, situational on low lethality killers);
- Remember Me (THAT MUST BE A JOKE part 3).
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Yeah, there are known survivor perks that are just as if not more powerful than ruin undying but they do seem to still be untouched.
I dunno, I just take things as they are now. If you think about bhvr's reasoning too much you'll just want to quit the game, so it's better to just go with it and not take the game seriously in any way.
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Well, as I already said, exhaustion perks that are not DH are really inconsistent. I never said survivors don't have other perks, it's just that many are highly situational and many are just there to give a new survivor 3 perks instead of 2 or 1. Pharmacy isn't really a good perk, it's gimmicky. For The People is situational, and has a big downside. Not a bad perk tho, but you will rarely be using it in solo queue. Detective's Hunch and Small Game are there for people who still need to learn the game, so they really should not be taken into account (Small Game especially), unless you wanna dedicate yourself to totems above everything else. Repressed Alliance is another perk I had considered, but it is again situational. Deliverance can be good, but it's a use it or lose it perk, and it also depends on whether or not you were able to pull a safe rescue before your first hook. So, again, situational. Aftercare is for solo queue, and not really a good perk after all. Calm Spirit is something that pretty much nobody runs. It is only useful against Doctor and Infectious Fright. Let's be honest, you added some perks just to give substance to your point. Bond is something you run if you know you're gonna have no means of healing yourself alone, and a newcomer perk too. Empathy can be a good team perk, but again, you rarely use it in solo queue and SWFs have no need for it. Better Together is straight out a horrible perk that nobody has ever used other than to get Adept Nancy. Resilience and Spine Chill are good enough, but you'll never see one of them without the other, which means that it's gonna be a specific vault speed build. Soul Guard isn't used very much, and it still depends on whether or not the killer has any hexes and for how long they are going to be in the match. Kindred is solo queue only. Dance With Me is pretty much just a bothersome perk, it won't really make it so the killer isn't going to hook you, especially with how many hooks and how close they spawn on each map. And, to end this, Quick and Quiet is only useful if you manage to NEVER be found by the killer. Killers who lose survivors because they got into lockers after a corner are just dumb, as you would check them first if you lost line of sight and the survivor you were chasing suddenly disappeared.
I don't mean to offend, of course, and sorry if it might seem like I am being rude (I don't even know if I am being so).
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Well, you killer mains are always gonna find excuses, guess I don't need to spend any more time arguing with you. Have a good one, champ.
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Quite difficult to argue when someone presents evidence in their alegations right? 2/3 of the perks you've listed are actual garbage while the remaining 1/3 can be divided in situational or applicable in specific killers.
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Nah, it's quite difficult to argue with someone who already decided he's not gonna listen because that's how he wants things to be. Hence, I'm not gonna waste my time, since trying to reason with a killer main is pretty much like trying to convince someone that you can travel from one point of the globe to another while riding a pink flying unicorn that leaves a rainbow trail and eats cotton candy. Got the picture now? ;) But hey, who knows, maybe one day I will wake up wanting to waste some of my time. I'll let you know, if that is the case. Until that moment, I'd rather hit myself in the balls with a burning sledgehammer than try to reason with someone like you. Been through that too many times already, even on different subjects. Adios, sayonara, auf wiedersehen.
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where can i link my discussions talking about how this game is very survivor sided. Also how Keys and survivors should be balanced before anything else on killer. It;s a nightmare to play cuz you get bullied, no matter the rank, no matter most things. Survivor's perks and state of play lets you do that now
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i like you said that most of survivor perks are situational at best while listing perks like... Lightborn, Blood echo, Franklin demise and than there's list of perks that are like... Remember me, Iron maiden, Dying light??, thrilling tremors... like nobody uses this stuff for good reason. you do not need perks like Lightborn for example to counter flashlights.
I'd say 15 most used perks for killer are
BBQ,Discordance,Infectious fright
Corrupt intervention,Sloppy butcher, Ruin+Undying
Brutal strength,Bamboozle,STBFL
Nurse calling, Monitor, Make your choice, NOED,Tinkerer
and than there are perks that people use to overdose a particular strength such as... Enduring Spirit fury, Nemesis+PWYF for chase oriented builds or Whispers on information heavy builds, Pop goes weasel on heavy defense builds or Devour hope+Haunted grounds for wildcard but I wouldn't consider these perks meta exactly. While it look impressive that killers have maybe 20 perks that do something... however there are 22 playable killers.... that means there are less viable perks than there are total playable killers despite most of them having somewhat unique powers where all survivors all play the same way. With Undying becoming dead perk, Ruin will surely likely to be used less.
Likely to see more people use Corrupt intervention+Sloppy butcher until we return next year with another developer update that will read something along lines: We heard that corrupt intervention lasts too long and mangled status effect is too impactful so we reducing the duration from 2 minutes to 45 seconds and changing sloppy from 20%->15% with max duration of 1 minute instead of indefinite with a bunch more "identified" problems.
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I dunno where this quote comes from, but I would assume that the developers are -- as always seems to be the case -- going entirely off of metrics when evaluating perk balance. In other words: X% of players use Hex: Undying and it results in an outlying Y% of victories, therefore we see a balance problem with it. But, something like like Z% of players use Decisive Strike and it results in a normal-range A% of victories, therefore there is not a balance problem.
I don't necessarily agree with every single moan-and-groan on this forum about how X perk is unbalanced or ruining the game or whatever, but anecdotally, it seems to me that Behaviour is really bad at gauging the human emotional element of why this-or-that is frustrating, regardless of what their metrics tell them.
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I never specifically said those perks are god tier, I just listed perks that are actually good/usable, depending on the situation. I wouldn't be using Franklin's Demise, for instance, unless I get a group of sweaty survivors with 2-3 flashlights. Or I can use Lightborn, instead. Both of those perks make it so survivors waste their time doing something instead of healing or going for gens. There is not a single survivor who brings an item from outside the match that is not going to try to get it back asap, if you have Franklin's. You just take advantage of that, since killers can also see the items survivors will have before the match starts. And saying that nobody uses those perks is very far from being true. BBQ coupled with Iron Maiden can make a pretty frustrating combo, especially now that Iron Maiden will be getting double the duration. Dying Light is perfect to slow the game down even more, especially on some killers like Plague. Remember Me is an end game perk, but still pretty useful if you know you're not gonna be able to prevent them from getting at that point. All you have to do is hit the obsession. If you also happen to kill the obsession, nobody is gonna be able to bypass that interaction speed slowdown on exit gates. Thrilling Tremors, as much as it is not often used, is a good perk to gather intel on survivors' location and which gens could need to be defended in the immediate future. Blood Echo? You saying that having the ability to completely deny exhaustion perks, which most survivors are gonna have, is not good?
And well, talking about overgeneralizing stuff, people are dishing out opinions on an Undying nerf that was well-deserved and not that horrible as killers are making it look like. It was meant to keep Ruin active for longer, not forever. I mean, if you need to rely on having Ruin active for the whole duration of the match, it can't be said you are a very good player, tbh. Oh, and I also forgot about NoeD. That perk disgusts me, so I didn't even take that into consideration (and before someone starts calling names, I used to be disgusted by DS too and refused to use it. But nowadays the unending tunneling makes it mandatory, if you want to, you know, PLAY a videogame).
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"I still get punished for tunneling must be the devs hate me so much!!!!" Why do killers keep this self absorbed attitude?
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I'll take that as a concession
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you realize that Undying is hex? right? The purpose of undying was to created secondary objective in cleansing totems dull or lit and to defend other hex in being removed early in the match. New version Undying is abysmal. first of all, if it gets cleansed first, the perk is dead slot, not only that, it does not even give you information to defend lit totems, it only gives random aura reading on dull totems and if your other hex is cleansed, Undying disappears so basically, when Undying got cleansed first, ruin was going to disappear shortly after, now its like that every single game. Completely dead perk. you might as well run haunted grounds or another hex perk over Undying or just never use hex perks in general. No point in using half a build on Hex perks if they are not even rewarding and get disabled in first minute of the match by spawning on them.
Even if people hypothetically find another set of meta perks and it ends up being powerful... like who knows Devour hope+Undying, they'll remove from the game after survivor complain about it and if its bad than nobody will use it so whats the point even?
Killers are like bosses in MMO's, Bosses in MMO without buffs are really easy to take down. Killers have add-on and perks which considerably make them stronger. Survivors on other hand only need good chases, teamplay and fast generators and you do not need any perks to achieve these metrics. Survivor perks just make them that much powerful and more difficult to beat but a lot of survivor's strength come within base game, not really their perks. Its not really true for killer, a killer that is perkless and add-on less is very easy to beat, Just look at perk less and add-on less Wraith or any killer really.
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You seem to forget that DS with UB is the counterplay to be tunneled and then left on the floor to bleed, because you tunneled and want no repercussions. Two one-time use perks to counter being slugged. Stop tunneling.
Secondly, Undying is still extremely strong, it takes two times to remove Ruin. Ruin alone is strong enough but Undying gives you two chances to keep the game slowed down. A killer's second chance.
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If you aren't joking then you have no idea how the game functions and the strength and overall usefulness of perks.
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First of all, don't say that to Pharmacy. It's basically Self-Care without being a detriment to my team or having to run Botany plus nobody in high ranks searches chests anyway. That perk and brown medkits are forever glued to my build. Second, have you seen Infectious Fright on Oni or Nurse? It's pretty terrifying and that's mainly the reason why Calm Spirit is there. Better Together is great because it tells 2 things, 1. I have Prove Thyself, help me or 2. This gen has ToT on, go away, both of which are good outcomes and it tells the God loopers of my team to stay very far away from the gen I'm working on. It also screw over the backpack build (Agitation, Iron Grasp, Mad Grit, Forced Penance). The reason I put the Houdini build here is because it screws over Spirit if you combine it with Iron Will and that itself makes it viable and amazing.
Even if the meta gets nerfed, there are still survivor perks with very powerful effects even if they'll cost you more and that's the problem, the meta just doesn't give room for high risk high reward. Seriously, DS invalidates the existence of Power Struggle and Flip Flop while Unbreakable makes Tenacity have no purpose whatsoever. Lithe and Head On are fun perks but because Dead Hard is so effective you're better off not running both of them. I genuinely wish the meta gets nerfed so that I get to at least see something new. I mean, nerfing Undying made Devour Hope sort of viable, right?
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It absolutely is. Try playing solo against a good Nurse, Spirit or Freddy using Undying/Ruin. It is an awful experience. I rarely get hit with DS when playing killer...
Post edited by IronKnight55 on0 -
Seriously? Doing bones is 'way more oppressive' than four survivors running the same combo?
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Tbh I'm conflicted about the change. I like the new effects, and I definitely think it has potential, but the fact that your old Hex goes to the Undying totem is a little odd, and might be too weak. Honestly I've kinda said it from the start, but I think if Undying just didn't have Aura reading on Totems, and still just jumped around your Hex totem, it wouldn't be half as nasty to verse.
I am happy that they changed it though so it works with Devour and Lullaby though. Gives the perk more potential for a wider array of fun builds, and also gives some strength back to Thrill of the Hunt, which kinda got shafted hard from Undying imho.
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Well, that depends on the fact that survivors don't have powers or anything that makes them differ one from another. Killers, on the other hand, have powers and add-ons that can make a huge difference. Of course they NEED not to be equally strong without add-ons as they would be with them. If you take something strong enough and make it even stronger, you are basically just giving that side a free win. I am not one to advocate for SWF either, in that regard. And yes, I do realize that Undying is a Hex. Do you, instead, realize that Hexes are meant to be TEMPORARY, and not last a whole game like it used to be on many cases? It works on token totems now, so that is a buff. And as much as it giving auras of survivors near dull totems instead of hexes doesn't really make much sense, nobody wants to play a game with a killer that will drop a chase and camp the totem as soon as he learns that one survivor is cleansing the only way he heas to play the game. Again, if you really struggle without Ruin, you can play with PGTW too, it's not that big of a deal. You wil just need to learn how to play properly, instead of overrelying on another perk that was doing the work for the killer. I mean, if you look at that, many killer perks basically play the game in the killer's stead. BBQ and Nurse's find survivors before YOU have to, Ruin kicks gens for you, Corrupt Intervention blocks gens for you, Infectious Fright makes survivors scream to find them before you do, Spirit's Fury breaks pallets for you. And this is just objectively true. Sad truth is there aren't many killer perks, like PGTW, that actually require the killer to be good. Most perks are centered around making the game much easier, and that's it. Killers want it to become way easier than it should be for them. I am not saying SWF is ok, nor am I saying that DS+UB is ok, but still. DS isn't even close to that big of a deal killers want it to look like. You don't want to take DS? Slug them, 60 seconds isn't much, and it won't really be 60 seconds if you were not camping/soft camping in the first place. If you don't camp, next time you find that survivor who still has DS, the duration will probably have expired when you down him, or he won't have enough time to revive himself with UB before the duration expires and you pick him up. Better yet, even SWF survivors are still gonna try to have their precious little friend not waste UB, which means they are going to try and revive him. Which means, pretty much nobody is gonna be working on gens. Stop pretending like survivors have all the power, when it all really comes on you not knowing what choices to make and when.
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survivors: "ruin+undying op plz nerf"
also survivors: Runs ds, unbreakable, adrenalin, dead hard w/Keys
even thou only a select few killers can actual travel fast yet most of the speed killers are hard to play to some degree such as nurse/blight
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And nobody searchimg chests is exactly the reason why pretty much nobody runs Pharmacy, unless he chooses to use a build focused on that. I know Calm Spirit is useful against Doctor and an Infectious Fright Oni, but that's about it. It is pretty useless. Why? While Iron Will is a counter to that cheap killer called Spirit, it at least becomes useful against any killer. Calm Spirit, instead, is highly situational at best, as it will be completely useless against other killers that are not the few mentioned. And please, don't be that guy. If you are going to claim "but it also makes it so you don't scare crows". Oh wow, so that's about it? If you run, the killer is gonna see your scratchmarks anyway. If you don't do that until you are healed, you are gifting the killer enough time to cook himself dinner. Power Struggle looked like a good perk, but it really wasn't, even before PTB, and any player experienced enough knew that. You're not gonna make any use of it, unless the killer is stupid enough to bring you through a pallet, which nobody ever did even before this perk was a thing. And if you happen to be already where a pallet is, you won't be able to use instantly on pick up, not even with Flip Flop. I just wish people would use real things as their points, instead of saying stuff just so they can talk. Better Together great? If so, that must mean I am Santa. Any player will try to keep the killer away from gens, but sometimes you have to go there to save yourself. In those cases, the killer will perhaps stop to kick the gen, then keep chasing the injured guy. And I don't really see how Better Together would impede a Mad Grit killer to hit you. "It screws over the backpack build" that's a bit of an overstatement.
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Nice trap. Accuse me of the thing you did in your first post and run away.
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No real counterplay, lol.
It seems, downing and just going for another survivor is just as unthinkable as eating those 5 seconds early on.
I can tell people who say that are above purple ranks.
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The aura nerf on undying is kind of baffling honestly. I don't know why they left the aura reading on dull totems only and removed it on hex totems. They should've just taken the sound notifications off thrill of the hunt and gave the aura reading to that making the perk way more attractive to pick. I'm really not sure on the new changes either, old undying with ruin had the potential to be a powerful game slower but now it's been retooled into a very mediocre one, something that might not even be worth taking two perk slots for now considering how quickly totems get cleansed by half competent players. Devour Hope/Lullaby might be interesting combos but just like before you're dedicating two whole perk slots for a mediocre effect overall. I guess we won't know how it'll truly function until the changes go live but worst comes to worst people will probably just end up going back to using pop/corrupt/oppression/whatever again and if the whole point was to get people to stop using undying then mission accomplished I guess.
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This has always baffled me too.
I think most only see what the perk does for killers and forget that the aura is only useful information if they leave the hook area.
Like you said its all about reducing camping which has been echoed many times since its release so the perk is designed in a way that helps survivors as much as killers.
I still don't understand why players want it nerfed more when the changes have already given a few ways to block the aura. What they don't realize is that itself is detrimental to the game as it makes the killer want to stay by the hook to look around the area for survivors.
I feel the aura should only be able to be hidden in certain ways when it's down to two players as being the last one not on a hook I can understand more why one wouldn't want their aura to be seen.
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I never said I liked Calm Spirit for what it did against crows. I know nobody runs SFTS. I said I liked it because Infectious Fright is crazy good. Also what's wrong with Pharmacy? Nobody runs Hoarder and it basically guarantees that you won't get a broken key or yellow flashlight first time. Yes, I get to control the RNG, something you usually can't risk at higher ranks and get an item that essentially lets me use quicker Self-care and heal my teammates faster as well as allowing me to take another item. It's for when I have too many brown/yellow medkits and toolboxes.
But anyways my point is still the same, the meta invalidates many perks and keeps them from being used. Also have you ever had a match where you see your teammate's aura float towards you at high speeds? That experience is mostly why I love Better Together a lot and Aftercare to an extent.
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Oh no, there is nothing wrong about Pharmacy. All I am saying is that Pharmacy and other similar perks aren't really worth using, as they give you something that won't really do much for you. It's pretty much like Diversion. It sucked before, it will now suck less than before. But can you say it is going to become a valuable perk? Not in the slightest. As I said, some perks were just put there to give the 3 killer 3 survivor perk layout, without putting too much thought into it. And that's okish, not all perks can be useful the same way. But between being useful and being awful there is a big difference.
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If you thing BBQ needs to be nerfed imagine what survivor queue time will turn into.
It's a perk that gives bloodpoints for participating as killer, not much else.
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