Is The First OP?
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Alucard's Shield is a near useless add on. This is because it takes place exclusively within the walls of a gate. Expand that concept to the full trial grounds and you no longer have correct movements in any situation. You cannot be better than The First, you can only hope they are worse than you. But throw enough crud at the wall, eventually some of it will stick. That's the problem.
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This.I have the same impression from playing against him.
I disagree with the notion of the OP, that enough has passed. I wanna see a few games of the likes otz against equally competent survivors to see who pummels who.
Right now it is entirely dependend on the respective killer player. Some come with just a green perk from Henry, some come weith a dedicaded build. Some miss and miss, some aim perfectly. It's really hard to tell.
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Power of hold W
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I don't agree with pickups pausing worldbreaker, though.
I think concept is good, but now they definetly should reduce duration of worldbreaker, or at least let survivors reduce more time, so there is not a minute left. Like 30 seconds would be fine imo.
There it would make sense to pause with pickups so he doesn't have to slug during it.
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Well I think the official counterplay is Prerun and Hold W and Exhaustion perks just makes those even better.
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Agree with this, the power ends and is immediately back there is literally no cooldown even if you do the clocks the time that is left is so long that it shouldn't be allowed to be back so fast. Even Freddy has a mechanism where you can't go to sleep after you wake up. It's just another killer that is miserable to play against. It will only get worse the more people play him. Having to do clocks for basically no benefit and the totems builds people are using alongside that. No gens ever get done.
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The killer is fine in terms of balance. A good A-tier killer is what the power level of a killer should be. There is clear counterplay. Even though the counterplay isnt thrilling and well liked for both sides.
So any nerf should be accompanied with buffs.
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As a solo-queue survivor, I have to run so many info perks that I don't have room for anything exhaustion-related.
So, yeah. I say, go ahead and nerf SWFs with your exhaustion nerfs.
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I said it here once and it still applies imo: There is no tangible reason to have Worldbreaker potentially running for 4 minutes, with how simple it is to get (1 or 2 hits and boom).
Yes I know clocks exist, but even if the whole team uses them, you still have 70 seconds of Worldbreaker guaranteed, with it stopping while carrying too.
Plus, both the clocks, and the set second phase have addons centered on them (quite strong too).
If BHVR thinks a nerf is warranted, please just halve the timer, and halve the potency of clocks to counterbalance.
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I still think he could use minor adjustments to either holding his power indefinitely OR slightly longer cooldown to reduce the ability spam.
He could use the partial basekit add on treatment with the roller blade add on that helps him make up distance after gopher mode. Maybe give him 10% haste basekit and make the add on an additional 10%.
The exhaustion add on is pure cheese in its current form. Im up to prestige 23 on Henry and refuse to use it. It should have a much smaller exhaustion duration like 10 seconds OR require you to actually hit the survivor with the explosion to activate it.
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Pretty sure those were just tips for versing Vecna. The counterplay is and has been running unpredictably, and dodging his vine attacks. With the occasional holding w if you have enough distance to him and breaking line of sight when possible.
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Tips are literally counterplay. Also while running unpredictably is correct, having to waste extreme amounts of distance while he can hold w in a straight line losing minimal amounts of speed is not the best form of gameplay.
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No, he meant you need to actually be good a guessing distance, where a player position could be behind a wall, and knowing how his anti hook debuff works.
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