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Your Thoughts: Is Killer Harder?

ManOMaker
ManOMaker Member Posts: 368

I would like to know your thoughts: since the FNAF chapter's release, has playing killer gotten harder?

If you agree, please explain why, and likewise if you disagree…

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Comments

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,796

    I wouldn't say so, but I haven't really noticed. it's the same as ever, I feel. if the survs just refuse to do anything when SB+Finesse is on cooldown, they are stacking Vigil and on comms you just lose. then when you play a terrible level as Ghoul where survs aren't doing all that they just explode.

  • Shroompy
    Shroompy Member Posts: 7,787

    I would say a little and the sole reason for that is Conviction. I have no idea how this perk is not being talked about more and how it even stayed the same from PTB

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Nah killer probably stayed similar, here and there a bit tiny loss of killrate due to modern dbd content on social media guides and just pumping information towards general playerbase to catch up every new player up to speed fast.

    I would say the mmr system is just in flaw here how it matches players so the new changes are confirmed so i hope they are what i suspect it is.

    Which is the system will take in consideration of total matches played × killrate/escape rate × overall performance of grade categories.

    From my experience in higher mmr i am with myers the matches i get matched are outrageously experienced players that path really well and keep it tight and not waste any time, and often enough it FEELS like its a combo of 2 different parties of swfs i queue up againts.

    So im just saying for me it feels like that.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    No, it doesn’t seem harder to me

  • fussy
    fussy Member Posts: 2,099

    I double this. Conviction just shows how many stupid and unfair situation basekit UB could create, but somehow it's even worse than PTB version of basekit UB.

    I underestimated this perk on PTB, what is rare case, and it ended up being absolutely broken.

  • Ragna_Rock
    Ragna_Rock Member Posts: 209

    I think pixel bush did a great video on about it.

    How Survivor Got Broken and Nobody Noticed

  • Abbzy
    Abbzy Member Posts: 2,250

    I think its just the go next prevention which made survivors unable to kill themself on the hook and this makes them to stay there int the macth and rush gens so the game ends fast, I have noticed that when I play killer thats not liked by most surivvors like ghoul or clown.

  • ChaosWam
    ChaosWam Member Posts: 2,087

    I still find it depends on the killer and the map.

  • TWiXT
    TWiXT Member Posts: 2,152

    At first I was like, "nah", and later I was like, "ehhh?", But now I'm like, (sighing) "yaaahhh"…

    You feel me bruv?

  • Nazzzak
    Nazzzak Member Posts: 7,352

    For me, no. I get the odd very difficult game but that's always been the case, so I'm used to it and always know when I'm due for one.

  • angrychuck
    angrychuck Member Posts: 455

    I've seen it maybe twice total but I think the general rule of thumb for any new "meta" perk is that nobody ever seems to use it, regardless of whether or not it's actually busted. Now I do think that conviction needs to be nerfed because it just isn't healthy in it's current state, however combined with plot twist in it's current state it is quite powerful.

  • cburton311
    cburton311 Member Posts: 462

    haha that's hilarious. I've seen so many dc's or sacrifices to get out of matches. It might be why the killer queues are so long, all the survivors are getting penalized.

    Just finished a match where survivor got downed 20 seconds in (lethal pursuer), DC'd. Another survivor attempted to heal the bot from slog, and got downed. I believe on purpose, and then they DC'd. Then the killer DC'd. Entire match lasted 40 seconds maybe?

    Go next prevention, pffft.

    If BHVR wants to make people stop quitting matches: attach the character to a match until the match is done. If they "leave" they get to spectate until its done. If they restart the game, when they reenter, they need to return to spectate the game. If they quit the game and when they return the original match is over, then they have a DC penalty exactly equal to the duration of the match.

    Then make the game feel less hopeless for the survivors. Abandon the idea that matches are 1v1v1v1v1. Surivors score based on TEAM performance, so first hook + camp doesn't mean 3 bloodpoint matches.

    Maybe then survivors will stick around a little more.

  • cburton311
    cburton311 Member Posts: 462
    edited August 29

    oops double post

  • TheTom20
    TheTom20 Member Posts: 687

    Pixel bush did a really good video about survivor strength recently

  • Ragna_Rock
    Ragna_Rock Member Posts: 209

    What? Did you even fully watch it?

    The video was not just about how Hook times being buffed added 80sec of extra time to do gens (which kind of invalidated the gen time increase), heal or whatever but that was not the only point made. The video went into detail about the slow addition of powerful perks has made things harder and that the best perks for killer are all nurfed into the ground.

    Gen regression outside of DMS+PR is pointless, all anti-heal is so weak its next to useless and perks used to counter or make certain actions more difficult like franklins being nuked so no counter to items then there was the knockout change to make slugging more difficult then the mangled changes to make hit and run worse.

    image.png

    Meanwhile survs have perks that are all powerful on their own and also synergise with one another like vigil feeding into shoulder the burden into resurgence into conviction into soul guard into unbreakable. Killers just don't have same choice for powerful perks that the survivor role has.

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    We need to realize that BHVR isn't going to figure out Gen progression VS Gen regression

    So Killers will bring 4 "Slowdown" Perks due to that

  • Whitey
    Whitey Member Posts: 32

    Yes. The power level is extremely stacked towards survivor, survivor is a role with a much more progressive skill curve, perks are incredibly powerful and compensate for lack of player knowledge, and coordination enables impossible to beat strategies for half the roster. There's a reason competitions ban so much survivor side and limit perks to "one of" per side.

    After the gen kick nerf rounds 1 and 2, there's no competition. It's much more difficult than survivor now. And now that people have played enough for the basic game sense, killers are realizing how unbalanced it actually is. That's it, it's been this way.

  • crogers271
    crogers271 Member Posts: 3,262

    Others have already answered this, but I'll throw a couple of points on.

    A lot of the video is a non-sequitur to the title. He talks about the merits of rewarding skill expression (skill floor vs skill ceiling) and whether it is good or bad that some things are made easier and more accessible. That's basically a discussion on a different topic.

    On skill expression he also makes the mistake many players do of only being able to judge the survivors off what they see. Survivors do have perks that are high risk / high reward, but if you only focus on the time that survivors pull it off you're missing the point. It would be like watching a few minutes of a basketball game and seeing a team not miss a single 3 pointer and concluding 3 pointers are too strong. You need to take the entire picture into account, successes and failures, and be aware that streaks of everything going right, or wrong, will happen.

    Perks: he doesn't address a few of the major things here. Perks are primarily what the survivors have to make them distinct. Killers have powers that provide them uniqueness. With 40 killers and only one type of survivor, perks on killer are always going to face the fact that if a killer perk is broken on even a single killer, then the perk is broken.

    Additionally, when he lays out what the survivors can do, there's lots of 'ifs' (he does touch on the randomness issue a bit). You can bring a strong anti-tunnel build, but if someone else is tunneled, nothing to help. You can bring anti-slug, but if not slugged, useless. Lots of his examples of builds survivors can run actually highlight how many strategies killers have and the difficulty of survivors on trying to guess what they might run into.

    Then you have things like exhaustion and healing perks. Yes, survivors have lots of options, but primarily because BHVR has made them extremely hard to stack in meaningful ways. Once upon a time it was just 'run dead hard' on the exhaustion front, now survivors have a lot of viable options because DH was heavily nerfed. That is not an improvement to survivor in strength, though it does make for a healthier game.

    On the other hand, killer perks usually stack, so you can run 4 gen regression, or 4 aura read, or all hex, etc.

    And on the issue of gen regression perks since 6.1, the meta at the time was overpowered and incredibly stale. Yes, many things have been nerfed since then, but it was desperately needed.

    Hook stages: he compares these to gen times, which BHVR has also down, but they aren't close to equal. Unless the killer is camping, leaving the survivor on hook is always going to be a bad idea. On the other hand, 10 extra seconds is a minimum of 50 extra charges the survivors have to complete. One was an absolute nerf to survivors in literally every game, one was a nerf to killers in limited situations (which is how a lot of killer nerfs go, 3 genning, AFC, etc. are nerfs in situational circumstances).

    Basically: like a lot of these takes, he compares unalike things. He imagines a killer playing a weaker killer hitting a survivor team running all meta and that meta being executed against the strategy the killer pursues. But that's not a fair comparison. If you want to talk about the extreme maximum sweatiness end of things, you have to do it for both sides.

  • UnicornMedal
    UnicornMedal Member Posts: 1,553

    Patrolling gens and going after the weakest Survivors in chase is always the strongest strat when we steamroll. Not that tunneling a Survivor off hook and slugging everyone who comes to help isn't just as effective either. But I agree that a lot of this is disingenuous. Because the cheesiest strats only work 90% of the time and not 100%, it's an issue and Survivor needs to foot the bill.

  • SoGo
    SoGo Member Posts: 4,258

    Maybe? Idk.

    In my case it could have something to do with my MMR, maybe it got into the higher bracket (sad, I was enjoying it down there).

  • UndeddJester
    UndeddJester Member Posts: 4,970

    I think the fundamental issue of DBD is the disparity of killer strength... the fact is a relatively benign change to Survivor may not have much impact on higher tier killers but can have massive impact on lower tiers...

    MFT and Ultimate Weapon being fantastic examples. OG MFT was a perk that basically did nothing against top tiers except in the hands of the very best players, and even then wasn't really powerful... but against low tiers it made EVERYTHING harder. In a game where inches on a m1 killer make a big difference MFT made everything take longer... and in some cases put killers (like Doctor and Huntress) in situations where their power was totally negated and literally had no answer but to wait for bloodlust. Ultimate Weapon similarly was not an issue really for lower tier killers, but against upper tiers, it was literally impossible to avoid getting tunnelled with othing BT coukd do to save you, cause the killer could fins uou basically whenever they wanted with no effort required... unless you wanted to sit in lockers for minutes at a time.

    I've often wondered if the tier disparity of DBD is actually fine... because there is obviously such a divide in Survivor skill, is it fine to have some killers be deliverately substantially weaker to give something for weaker survivors to face, while stronger killer designs help killers against stronger survivors? It's hard to say.

    However with this in mind, and referring to the original question of is Killer getting harder? For A and S tiers nah not really... but for B and below, yes.

    Survivors have been getting multiple buffed perks that get stronger and stronger combos with a wide variety of abilities, while killer perks that many lower tier killers rely upon keep getting nerfed.

    The best killers in the game don't really care, because they are strong regardless... a Blight can take almost anything he wants, meme or meta builds, and even nothing and still prove a match for Survivors no matter what they take... but weaker killers need particular perks to shore up their weaknesses. The most basic and obvious example being of course Bubba with Bamboozle, and many killers try to resist using Corrupt Intervention... but in the same breathe its undeniably one of the best perks you can take for weaker killers. You can play Bubba without... but it is undeniable he is much easier with Bam.

    This tends to mean that lower tier killers run oit of perks slots... you've always gotta give up something... this is how things are for Survivors too... you can't counter everything... but for S and A killers... a lot of the counters... don't really counter anyway. It stands to reason that with the increased strong survivor build diversity (which is a great thing mind you), your choices of killer perks and add-ons matter more than ever, but lower tier killers are already having to try and shore up weaknesses, and simply don't have enough slots to deal with everything.

    This is why I believe we are seeing pretty major killer buffs to lower tier killers (Pig has had 1 sideways buff, and then a straight up buff... what a time to be alive).

  • vol4r
    vol4r Member Posts: 907

    Matches got harder, because surviviors became more efficient and started bringing good perks (they can't affort fun builds, because they will get tunneled by blight or kaneki)

    They became efficient because it is the only way to win games these days.

    Every survivior game, we go against corrupt, pain res, dead man switch + surge/pop/grim and on top of that killers are tunneling at 5 gens.

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,783

    I sympathise with those who feel like their matches have become harder, but I can’t say I’ve noticed any difference. The only hindrances I’ve had to playing killer in recent months have been queue times and bugs. Game balance feels much the same.

    I hear people cite Shoulder The Burden and Conviction a lot as reasons why the game is harder now, but truthfully I don’t see these perks ever. I’ve seen Conviction maybe twice since the Chapter released, and I don’t remember the last time I saw Shoulder.

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,428

    That's DBD in a nutshell.

    In all seriousness, the game's imbalance comes down almost exclusively to the map imbalance and the wide variation in killer strength.

    I'd bet one could predict match outcomes with an insane degree of accuracy with just on the killer/map combo alone. Other stuff matters of course, perks, rng, etc., but the map/killer combo is always going to be strongest indicator of how a match will go.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,338

    If anything, I find that it has been the other way around, where survivor matches are getting harder for some reason.

    And these statements are very true. Also, don't forget Friends till the End. Arguably the most overpowered killer perk nowadays, especially on high mobility killers, who can abuse it. - 12 seconds aura read when combined with Lethal Pursuer.
    As for killer matches, I have not noticed too much of a difference. They are consistent for me

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 3,080

    Honestly? I think Killer has gotten easier, at least in my experience, I've been winning more of my games then ever because the Killers I play are able to pretty easily handle the majority of teams and what they bring

    If I was going up against 4 man SWF teams bringing the strongest stuff in the game on a regular basis, then sure, it'd be harder, but most players simply aren't good enough or don't care enough to even bother bringing stuff that's actually strong

  • tjt85
    tjt85 Member Posts: 1,657
    recentkillerstats.png

    My own recent personal stats say that no, Killer is not harder (at least not for me). I have an average Kill rate of 58.68%, which of course includes Killers that I enjoy playing but I am not very good at.

    That said, I think if I were to dip my toe into 1V4 Killer right now I would most likely get wrecked by my opponents. Probably because most of the Survivors I typically face are all playing 2V8 right now (where I'm also winning most of my Killer games). I often find that whenever a more casual game mode comes along to split the queues, the MMR system completely breaks down and this sometimes results in harder games for both Killer and Survivor. And with experience, I've learned the times that it's best not to play at all if I'm not in the mood for a challenge (e.g. any time past 10 PM is a sweat fest).

    I think split queues and playing at unusual hours can make it feel like "X side is harder", when the reality is that the MMR system doesn't have enough players queuing up to function properly. I would never claim to be a high level player of either role, but that shouldn't matter if the MMR system is functioning as it should be. Roughly speaking, over time I should be able to get close to the intended 60/40% success rate for both Killer and Survivor. That's what an MMR system is designed to do, after all. If that's not happening for most players, then BHVR have work to do.

    All talk about balancing the game for "high MMR" as suggested in the pixel bush video is for the birds in my opinion, because I don't think it can be done without creating imbalances for the majority of middle and low ranking players. I don't see how there could ever be parity between a SWF on comms and SoloQ or Trapper and Billy or Nintendo Switch and PC. But that's really a discussion way above my pay grade and if you have any ideas, perhaps you should be working for BHVR, because they don't seem able to do it either.

    In any case, I don't think there is much to worry about. Killer is in the best spot it's ever been in (at least since I started playing in early 2023).

  • Ragna_Rock
    Ragna_Rock Member Posts: 209

    "On skill expression he also makes the mistake many players do of only being able to judge the survivors off what they see. Survivors do have perks that are high risk / high reward, but if you only focus on the time that survivors pull it off you're missing the point. It would be like watching a few minutes of a basketball game and seeing a team not miss a single 3 pointer and concluding 3 pointers are too strong. You need to take the entire picture into account, successes and failures, and be aware that streaks of everything going right, or wrong, will happen."

    The only perks that can even have any kind of failure factor om that level would be Shoulder the burden, Deliverance, Background Player, Dead Hard and Conviction (If you don't have a build for it). Meanwhile you have perks that are so easy if effortless to pull of like Vigil, WIGLF, Lithe, DS, Unbreakable, OTR, Resurgence, MTF, Soul Guard, Do no harm, Finesse, Dramaturgy, Deja Vu and Last Stand.

    There are more but that should be enough to show most do not require much to get value, with the worst offenders giving the player an instant get out jail free card in a lot of situations.

    "Additionally, when he lays out what the survivors can do, there's lots of 'ifs' (he does touch on the randomness issue a bit). You can bring a strong anti-tunnel build, but if someone else is tunneled, nothing to help. You can bring anti-slug, but if not slugged, useless. Lots of his examples of builds survivors can run actually highlight how many strategies killers have and the difficulty of survivors on trying to guess what they might run into."

    Yes the game has a lot of RNG, a killer can bring hex perks into a game but they may get cleansed two second into the game and now you have no perk. Your not always going to get the value out of what you bring. But a lot of what separates the low tier players from higher tier players is game sense and what to follow up on, when to reset, when to commit to a gen, when to save someone.

    "Then you have things like exhaustion and healing perks. Yes, survivors have lots of options, but primarily because BHVR has made them extremely hard to stack in meaningful ways. Once upon a time it was just 'run dead hard' on the exhaustion front, now survivors have a lot of viable options because DH was heavily nerfed. That is not an improvement to survivor in strength, though it does make for a healthier game."

    "On the other hand, killer perks usually stack, so you can run 4 gen regression, or 4 aura read, or all hex, etc"

    No Lithe, SB, balanced landing and so on are all really great perks the first two being hard meta, you cannot compare the state of exhaustion perks to old dead hard a perk that literally was a get out of jail free card when they were always viable its just dead hard was leagues stronger. Also no improvements since?

    A lot of survs run Windows, SB/Lithe, vigil and either resurgence, resilience or finesse and that if all you want is just chase perks there are builds for pretty much everything.

    Or you can run Dramaturgy and finesse another powerful combo then there is SB+Vigil+Fixated+COL a very powerful chase build that makes the already high uptime of SB even more available. Meanwhile killer has gen defence and aura reading that's it.

    Allot of surv perks do stack in meaningful ways.

    "And on the issue of gen regression perks since 6.1, the meta at the time was overpowered and incredibly stale. Yes, many things have been nerfed since then, but it was desperately needed."

    So when surv perks get nurfed its "Now there is nothing left to use" when that is clearly wrong. Then you nurf all killer gen defence without introducing any alternative its "oh but it was needed". You also get more tunnelling and camping to boot since going for multiple hooks is now detrimental to you all it leaves the killer with is to tunnel, camp slug even harder than before.

    "Hook stages: he compares these to gen times, which BHVR has also down, but they aren't close to equal. Unless the killer is camping, leaving the survivor on hook is always going to be a bad idea. On the other hand, 10 extra seconds is a minimum of 50 extra charges the survivors have to complete. One was an absolute nerf to survivors in literally every game, one was a nerf to killers in limited situations (which is how a lot of killer nerfs go, 3 genning, AFC, etc. are nerfs in situational circumstances)."

    If you insta pull me in a public game like that im going myers mori you as dwight for it.

    People should never just insta unhook I see this happen in lobby's and when I am playing surv its really annoying when you do that. When someone is on hook they are INVINCIBLE and cannot be touched anymore meaning you can leave them there untill last second to pull and the killer cannot stop you. The only time you pull early is if a second person goes down but at that point you are already failing horribly and the killer is demolishing your team or if you know the killer is somewhere else and cannot stop the unhooker.

    "Basically: like a lot of these takes, he compares unalike things. He imagines a killer playing a weaker killer hitting a survivor team running all meta and that meta being executed against the strategy the killer pursues. But that's not a fair comparison. If you want to talk about the extreme maximum sweatiness end of things, you have to do it for both sides."

    He did talk about this, that is why he said the power creep for surv has gone unnoticed because of the recent killers all being powerful untill the FNAF chapter when people started to take notice at the new killer was not great compared to Dracula and Ghoul. But if you look at the bigger picture the role as whole as gotten far worse if you are not playing these top 5 killers and with every new update its only getting worse.

  • Abbzy
    Abbzy Member Posts: 2,250

    Im getting quite opposite when they find the killer I play is ghoul,knight or clown their gen efficiency goes through the roof and with full meta build I have hard time stopping gens because they sweat more than against killer they dont despice.

  • Abbzy
    Abbzy Member Posts: 2,250

    Some killers are strong and on easier side but ghoul is strong until you meet someone who can loop propearly and his fast vault isnt enough to get easy down (if you dont trigger perfect kidnap tech) same goes for killers like doctor untill you meet looper who knows how to run him you wong get that fast downs which is his only power in slowing game because he lacks mobility and his madness is only good against beginners.

  • Firellius
    Firellius Member Posts: 5,471

    People should never just insta unhook I see this happen in lobby's and when I am playing surv its really annoying when you do that. When someone is on hook they are INVINCIBLE and cannot be touched anymore meaning you can leave them there untill last second to pull and the killer cannot stop you. The only time you pull early is if a second person goes down but at that point you are already failing horribly and the killer is demolishing your team or if you know the killer is somewhere else and cannot stop the unhooker.

    But the only two states you're describing here are 'do not unhook ever', but if you do that and the killer gets a second down before you've unhooked, you immediately switch to 'you should've already unhooked'.

    Yeah, obviously hookbombing is bad, but leaving someone on hook also maximises the killer's pressure and slowdown. So many people insist that the best thing for killer to do is to make it 1v3 as fast as possible, but when the hook timers are mentioned, it's paradoxically also best for survivors to maximise the 1v3 time?

  • Ragna_Rock
    Ragna_Rock Member Posts: 209

    No it does not maximise killer pressure if one person is on hook. As one guy at all times should be on gens. One guy is being chased and another is unhooking.

    Just as a baseline when im talking about this is assuming you can hold your own in loops like 40-45sec minimum plus the time it takes for the killer to find the next person which could be anywhere between 10-20 secs.

    Its not a paradox as the guy on hook is still in the game and will still need to be dealt with. You need to have the game sense to be able to know when you unhook early and having someone healthy to force the unhook.

    The reason why killers tunnel someone out as fast as possible as when it is just 3 people one is being chased, one is on hook and the third is un hooking making gens slow down a ton.

  • crogers271
    crogers271 Member Posts: 3,262

    The only perks that can even have any kind of failure factor om that level would be Shoulder the burden, Deliverance, Background Player, Dead Hard and Conviction (If you don't have a build for it). Meanwhile you have perks that are so easy if effortless to pull of like Vigil, WIGLF, Lithe, DS, Unbreakable, OTR, Resurgence, MTF, Soul Guard, Do no harm, Finesse, Dramaturgy, Deja Vu and Last Stand.

    The video you linked spends a huge amount of time disagreeing with you and goes into detail on how survivor perks are strong with practice.

    But its also missing the broader point of what it takes to make a perk useful. Take WGLF, let's say a survivor follows a chase to get in position to use it. They give up gen time to try and get the rescue. If they get spotted or don't get to the down before the pick up, they've wasted valuable time. Even if they do get the pick up, but were off gens for a lot of time, it can easily be harmful. If you only look at the action of the pick up it looks easy with little trade offs, but misses the larger context that it takes to deploy the perk.

    Then you have perks like unbreakable. Again, easy to use when downed, but the usefulness is highly dependent on how the killer plays and easy to have a trial where it gets no value.

    Then there are perks that always get value, such as Deja Vu, but not nearly as much value as a perk that is more situational or requires more skill.

    But a lot of what separates the low tier players from higher tier players is game sense and what to follow up on, when to reset, when to commit to a gen, when to save someone.

    Game sense is one of the few things in the game that is true for both sides. When to pursue a chase, what gen to go to, which survivor to chase, are what separates low tier and high tier killer players as well. It really has no bearing on this issue.

    you cannot compare the state of exhaustion perks to old dead hard a perk that literally was a get out of jail free card 

    Not only can you, you have to. You can't compare how things have changed and just ignore the 'get out of jail free' card that survivors used to have.

    Also no improvements since?

    That's not what I said. Nerfing DH made other exhaustion perks actually viable, making it look like survivors had more good perks. That was an improvement in game design, but if old DH returned all of those perks would suddenly look pointless.

    Allot of surv perks do stack in meaningful ways.

    Missing that I was discussing exhaustion and healing (which the video focused on), which have self limiting factors. Just because survivors have multiple options in these categories doesn't have a huge impact on balance, they make for a more fun game, but whether survivors had three good exhaustion perks or seven is not a huge issue because they're only going to run one (and if they had a broken perk like old DH that would override the variety really quickly).

    So when surv perks get nurfed its "Now there is nothing left to use" when that is clearly wrong.

    Strawman.

    You also get more tunnelling and camping to boot since going for multiple hooks is now detrimental to you all it leaves the killer with is to tunnel, camp slug even harder than before.

    Except that's not true. That was the argument for the strong gen defense era, but tunneling and camping where just as prevalent then, if not more, because the gen defense made the tunnel even easier.

    If you insta pull me in a public game like that im going myers mori you as dwight for it.

    This has nothing to do with the 10 extra seconds on hook argument.

    There is a giant chasm between an insta pull and getting past the 60 seconds of the old hook states.

    But if you look at the bigger picture the role as whole as gotten far worse if you are not playing these top 5 killers and with every new update its only getting worse.

    Except the bigger picture needs both a start date and to factor everything in. We're talking survivors losing things like DH (twice), MFT, the ability to heal in chase, etc. This actually was something I noticed in the video where he briefly discussed the killer improvements he actually liked, but then ignored those as he hyper focused the discussion on clown.

  • Firellius
    Firellius Member Posts: 5,471

    No it does not maximise killer pressure if one person is on hook. As one guy at all times should be on gens. One guy is being chased and another is unhooking.

    How does it not? The scenario you're describing requires one on hook. If no one's on hook, there's one in chase and three on gens. How is that not far less pressure than one on hook, one in chase, two on gens, with one having to rescue and opening plenty of space for killer to punish?

    As killer, you WANT that survivor on the hook, dying. It's better than having them on a gen, not dying.

    The reason why killers tunnel someone out as fast as possible as when it is just 3 people one is being chased, one is on hook and the third is un hooking making gens slow down a ton.

    Why would the third be unhooking if leaving them on the hook is so much better?

  • Ragna_Rock
    Ragna_Rock Member Posts: 209

    The only perks that can even have any kind of failure factor om that level would be Shoulder the burden, Deliverance, Background Player, Dead Hard and Conviction (If you don't have a build for it). Meanwhile you have perks that are so easy if effortless to pull of like Vigil, WIGLF, Lithe, DS, Unbreakable, OTR, Resurgence, MTF, Soul Guard, Do no harm, Finesse, Dramaturgy, Deja Vu and Last Stand.

    "The video you linked spends a huge amount of time disagreeing with you and goes into detail on how survivor perks are strong with practice."

    The time I spent talking about these perks was about the failure rate trying to use it not the perk itself but the person using it. Besides that is was about how most perks don't really have any massive drawback or in the case of STB not enough. Even then the whole point I made was counter to you saying they are high risk high reward when that is not the case.

    Also when it comes to WIGLF in the video he used it Infront of the killer most of the time and got value from it if that does not scream too easy then what does?

    Deja Vu prevents 3 gens which is pretty strong to say otherwise is insane, 4th most used perk for a good reason (While requiring nothing to activate ).

    In the video he said this.

    Screenshot 2025-08-29 193747.png

    "Once upon a time it was just 'run dead hard' on the exhaustion front, now survivors have a lot of viable options because DH was heavily nerfed. That is not an improvement to survivor in strength, though it does make for a healthier game.

    "On the other hand, killer perks usually stack, so you can run 4 gen regression, or 4 aura read, or all hex, etc."

    "That's not what I said. Nerfing DH made other exhaustion perks actually viable, making it look like survivors had more good perks. That was an improvement in game design, but if old DH returned all of those perks would suddenly look pointless."

    "Not only can you, you have to. You can't compare how things have changed and just ignore the 'get out of jail free' card that survivors used to have."

    All exhaustion perks were viable before deadhard most just picked the easiest option. Yes if you gave back press E to avoid all damage and dash is would be best over night but I would also imagine the rate of hexes would go up if we got TOTH and Ruin at there best back as well but these do not get brought up as original ruin was out of line. The reason I say you cant compare them is due to function being something that cannot exist as its too strong.

    "Game sense is one of the few things in the game that is true for both sides. When to pursue a chase, what gen to go to, which survivor to chase, are what separates low tier and high tier killer players as well. It really has no bearing on this issue."

    Yes it does. When talking about game balance you need to assume a level of play to focus so a medium competent level, you are expected in a balance discussion to have an idea how to play the game.

    "Missing that I was discussing exhaustion and healing (which the video focused on), which have self limiting factors. Just because survivors have multiple options in these categories doesn't have a huge impact on balance, they make for a more fun game, but whether survivors had three good exhaustion perks or seven is not a huge issue because they're only going to run one (and if they had a broken perk like old DH that would override the variety really quickly)."

    Screenshot 2025-08-29 193924.png

    I went over exhaustion already in terms of stacking, the video went on about how perks interlock with each other.

    But if you need more examples for healing .

    First just to lay ground rules when you increase healing is the amount of charges you do per second not reducing them so it has diminishing returns.

    But at base survs heal 16sec/charges lets say you have We'll make it and just unhooked someone that cuts the time down to 8 as you heal at 2c/sec but then lets add Do no Harm to the mix and just to make things easy say it someone on death hook so 100% for a combined 200% extra speed so thats 3c/sec that comes to 5.33 secs so stacking that high is not necessary so most just run one or two healing perks to make things easier.

    Anyway about perk to run Resurgence on it own is super powerful Do no harm is also great on its own but can be run with botany for extra efficiency, if you want to devote your whole build to healing Empathetic connection + We'll make it/Botany + Desperate measures/Do no harm and depending on what's more important to you Strength in shadows/Solidarity/Resurgence a really solid SoloQ build have personally had allot of success with.

    But all this boils down to allot of healing that makes it so injuries do not provide any pressure or next to none for the time invested getting it.

    So when surv perks get nurfed its "Now there is nothing left to use" when that is clearly wrong.

    "Strawman."

    Strawman but does not include the second bit hmm. And you said yourself

    "Then you have things like exhaustion and healing perks. Yes, survivors have lots of options, but primarily because BHVR has made them extremely hard to stack in meaningful ways. Once upon a time it was just 'run dead hard' on the exhaustion front, now survivors have a lot of viable options because DH was heavily nerfed. That is not an improvement to survivor in strength, though it does make for a healthier game."

    "On the other hand, killer perks usually stack, so you can run 4 gen regression, or 4 aura read, or all hex, etc."

    "And on the issue of gen regression perks since 6.1, the meta at the time was overpowered and incredibly stale. Yes, many things have been nerfed since then, but it was desperately needed."

    "Hard to stack meaningfully" "Not an improvement" "Killer perks stack" "The killer perk nurfs where desperately needed"

    This shows you do not think that there has been meaningful improvement with surv perks and that they do not stack meanwhile killer perks are easy to stack and provide value when that is not true.

    Not all hexs provide the value to your build, some gen regression/defence perks conflict and not all aura reading is acquired the same way and may be better for some worse for others.

    You also get more tunnelling and camping to boot since going for multiple hooks is now detrimental to you all it leaves the killer with is to tunnel, camp slug even harder than before.

    "Except that's not true. That was the argument for the strong gen defense era, but tunneling and camping where just as prevalent then, if not more, because the gen defense made the tunnel even easier."

    Ok if that's the case why do people not run DS, OTR or Reassurance more often? Despite is being so common? Nightlight shows that these perks that hard counter tunnelling dont have as high pick rate to reflect that.

    Even in the video he talks about bringing STB a lot and getting value out of it even with solos.

    If you insta pull me in a public game like that im going myers mori you as dwight for it.

    "This has nothing to do with the 10 extra seconds on hook argument."

    "There is a giant chasm between an insta pull and getting past the 60 seconds of the old hook states."

    Besides the clear memeing. Its an exaggeration saying that you dont pull to early as you may be giving the killer free reign to interrupt and possibly get back to hook and tunnel. With the old 60 sec system you had to be in position to unhook quicker but now with the extra time it make proxying more risky as well as giving someone more time in "time out" before being back in the game and be able to die again.

    But if you look at the bigger picture the role as whole as gotten far worse if you are not playing these top 5 killers and with every new update its only getting worse.

    "Except the bigger picture needs both a start date and to factor everything in. We're talking survivors losing things like DH (twice), MFT, the ability to heal in chase, etc. This actually was something I noticed in the video where he briefly discussed the killer improvements he actually liked, but then ignored those as he hyper focused the discussion on clown."

    6.1.0 is the start date and we hit critical mass in the FNAF chapter(9.0.0). Again it was slow and gradual and nothing was even noted until around Dracula's chapter so if you want a date of when you would start to feel it it would be 8.2.0.

    The reason Clown was brought up was due to it being recent but even then he talks about Huntress, Singularity and Vecna being made easier but not more powerful as the range of their capability's is about the same. And going back to clown his old rework when they first added the yellow bottles is a good rework allowing for play he was not able to do before hand.

    Killers also lost odd meta perks now and then like Thrill of the Hunt which is again brought up in the video.

    Your whole speal reads like your trying to find the wrong points or take thing out of context.

    So I'm only going to do this a final time.

  • Ragna_Rock
    Ragna_Rock Member Posts: 209

    No it does not maximise killer pressure if one person is on hook. As one guy at all times should be on gens. One guy is being chased and another is unhooking.

    "How does it not? The scenario you're describing requires one on hook. If no one's on hook, there's one in chase and three on gens. How is that not far less pressure than one on hook, one in chase, two on gens, with one having to rescue and opening plenty of space for killer to punish?"

    "As killer, you WANT that survivor on the hook, dying. It's better than having them on a gen, not dying."

    Now this is a strawman. Keyword MAXIMISE.

    The reason why killers tunnel someone out as fast as possible as when it is just 3 people one is being chased, one is on hook and the third is un hooking making gens slow down a ton.

    Why would the third be unhooking if leaving them on the hook is so much better?

    Because if there is only there left one on hook one down then the killer goes back to hook and win right there when there is 4 he cannot do that. Feel like that should be obvious.

  • Ragna_Rock
    Ragna_Rock Member Posts: 209

    You are the last person who should be speaking.

    Someone just tried to defend ghoul and instead of trying you just went full reddit mode and went "INVALID OPINION DETECTED"

    So when it comes to bias at least im trying to explain rather then just say nope and stop, if anyone's opinion deserves consideration yours is the last.

  • crogers271
    crogers271 Member Posts: 3,262

    In the video he said this

    Two of those have superior versions for skilled players. Lithe is easy to use, but creates scenarios where you have to leave a loop before getting maximum value out of it. Deja Vu is destroyed by a player capable of hitting the greats with hyperfocus.

    But that's how a lot of perks work. Simple to use equals less value than what you get from a harder to use perk.

    Windows is a perk that most really good players can replace with something useful as they don't need to be told where every vault is.

    Resurgence is probably too strong.

    The reason I say you cant compare them is due to function being something that cannot exist as its too strong.

    And as I said, you can't just exclude certain things from the game when making an overall comparison on whether one side has gotten harder or not.

    Strawman but does not include the second bit hmm. 

    Yes, you started off with a bad premise, the framework of your argument is a fallacy, it makes it impossible to discuss the rest of the point fairly.

    This shows you do not think that there has been meaningful improvement with surv perks and that they do not stack meanwhile killer perks are easy to stack and provide value when that is not true.

    You're making stuff up and inserting it between the lines. The discussion here was on his point on perk variety that the video touches on.

    Exhaustion perks only stack in meme builds. Stacking healing perks has built in downsides. Gen regression stacking is much easier to achieve. That's what got laid out, you're jumping into different territory.

    Not all hexs provide the value to your build, some gen regression/defence perks conflict and not all aura reading is acquired the same way and may be better for some worse for others.

    Not all healing perks are equally strong, nor are all exhaustion perks, what's the point?

    A killer can definitely stack four regression perks. The fact that there is another perk that could conflict with those is irrelevant unless we're in chaos shuffle. I might as well argue that Resurgence isn't a good perk because what if the survivor also runs No Mither?

    As for better or worse on some killers, not sure why you would run a perk that doesn't have value on a certain killer.

    Ok if that's the case why do people not run DS, OTR or Reassurance more often? Despite is being so common? Nightlight shows that these perks that hard counter tunnelling dont have as high pick rate to reflect that.

    DS is one of the top ten most used perks on nightlight.

    But, like the video, it misses that survivors don't know the position they'll be in. Reassurance does nothing if you get tunneled, OTR does nothing if someone else gets tunneled (and also nothing if you get hard tunneled and the killer just swings through the BT).

    Your whole speal reads like your trying to find the wrong points or take thing out of context.

    You're defending a video that is largely a non-sequitur onto other issues and I think you are missing some of the points he is making in his broad analysis of the game.

    We're also getting away from one of the broad criticisms of his video: survivor perks and killer perks accomplish different things as killers have powers and survivors primary method of improvement is via their perks.

  • terumisan
    terumisan Member Posts: 2,209

    killer has been harder for years but fnaf made it so that people can't quit as easily and because killer objective takes way longer than the survivor objective killers have to slug tunnel and proxy in order to secure a win because killers don't like losing

    with the changes preventing dc's survivors just have to put in slightly more effort than drooling on a keyboard and they win way more games

  • Firellius
    Firellius Member Posts: 5,471

    Now this is a strawman. Keyword MAXIMISE.

    Ah, right, sorry. Because one person on hook isn't the same as three on hook and one in chase, I guess it doesn't do anything for the killer's pressure.

    Don't be obstinate, dude.

    Because if there is only there left one on hook one down then the killer goes back to hook and win right there when there is 4 he cannot do that. Feel like that should be obvious.

    Why can the killer not go back to the hook if there's four survivors alive?