So, am I right in thinking The Judgement completely counters self unhooking perks, offerings?
If so, that’s brutal she counters everything: flashlight blinds and flashlight saves, Wicked, Deli, luck stuff and even DS, since her mini-mori on the second hook acts like Jason’s mini mori (for me in this case, the mori should be replaced with pick up animation or with some new mori cancel animation). Basically, the devs once again couldn't care less about Survivor mechanics and perks.
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>Counter Flashlight saves
>Counter Pallet saves
>Counter Decisive Strike
>Counter Dead Hard
>Counter Self-Unhooks
>Counter Anti-Slugging
>Counter Anti-Tunnel
>Be Pyramid Head
>Picture Unrelated28 -
Damn DH and DS too? Lmao that's insane. How could they create a killer like that? Did survivors even vote, or just mostly killer mains? She’s a total paradise for them, the only thing left is for her to piss on the survivors perks and items😏
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and in return this killer may be better off without running annoying slowdown like Pain Res DMS, perks that survivors absolutely love to see every other game. sounds like a fair trade off
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You have a killer that cant possibly camp and isn't notified where the rescue happens making her have built in anti-tunnel as well. The "counter anti-slug" is just...not slugging. I definitely see the survivor opinions in play here because the killer's basekit addresses things like camping and tunneling without perks being the solution. Being rescued across the map from the killer who is 4.4 with no mobility is probably the best anti-tunnel you can get.
I DO think they should probably do something about perks like Well make it being affected.
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but she can defend totems like Jason so it's a not fair trade
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Most of them will run perks on auras like Nurses calling so not as issue to track where survivor was unhooked and devs probably gonna reveal their position once it's hits live because I think she is bugged in this case
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Unless she's just sniping a random totem in rotation everytime the power is off cooldown, I dont see that being effective... ESPECIALLY with the upcoming TOTH nerf.
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Nothing will stop some people from running quad slowdown. The ones that don't run aura will run Eruption, Deadlock, Merciless, Overcharge, etc. Full hex builds with Ruin are likely once again too, with the sniping, and that's been super duper fun on Jason.
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Nurses Calling is pretty easily countered by just not picking a shrine near the killer to rescue from and not healing in the TR. When you can rescue a survivor on the opposite side of the map from where they went down, your in a great position to avoid being tunneled. Since the killer isn't getting the big aura reading perks that require hooking, they arnt very likely to randomly walk over to a random corner to find you.
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Im failing to see how sniping the totems would be effective. TECHNICALLY you could stand around and snipe totems everytime your cooldown is available, but you wouldn't be able to also chase anyone so you'd just lose when they do gens. Artist is better equipped at sniping totems and it doesnt make her an auto win either.
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Add teabagging I saw this clip 😂 Cant test myself tho because twitch PTB atm.
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God, how many more clutches have they added to this killer? They’re adding too many unnecessary mechanics for new killers, compared to them, the old killers look like relics from the dinosaur era🙄
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Ive not been able to test at all because they did a silly twitch PTB drop at start (pls dont do this again bhvr)
But ive heard the killer has a quite high skill floor so these things may even out. VS killers we get recently like ghoul who skill floor is 6ft under ground.4 -
No problem, this killer will be forget immediately when he release. Horrendous power to use. To difficult and frustrating. What a flop killer
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Is it a 5min cooldown or something? Sending out the occasional beam when you're moving around won't take that much time, and you can line it up with gens so it hits both.
As for Nurse's Calling, it's hard to counter when you don't know it's in play. And as someone who uses it to snipe constantly I can confirm most people find out the hard way.
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By the looks of it, you can shoot one out every 8 seconds or so at the fastest, longer if your aiming at further targets. Considering that you get slowed down each time, this isn't something you wanna be doing mid chase unless you KNOW someone is on a totem and even then... the beam is the most telegraphed ability in the game.
Considering that aura reading perks are very likely to be in play, you should kind of expect the handful that dont require hooks and keep an eye out for the giant beam's aura.
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The only shrines you can rescue survivors from are those closest to the killer.
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Went back and rewatched to verify and you're right. Considering the killer has no way of knowing which shrines are picked or where the various shrines even are without directly seeing them, Im pretty sure you still have plenty of room to get rescues. Even if a killer correctly guesses one in the event they exiled someone next to it, the 2nd is still a mystery to them. The endurance, haste and elusive should make it fairly easy to ditch a 110% killer unless you get rescued right infront of them.
Since most aura perks that dont require hooks are close range, as long as you get out of the TR, you should be pretty safe to heal up. Might be forgetting one but the only 2 long range aura perks that COULD surprise you while your healing up are undying if your on a dull totem and darkness revealed if your near a locker.
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This is actually a good example since we see it right at the beginning. A teammate goes down and at the 59 second mark we can see the 2 shrines have quite the distance from each other.
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I'm not saying it's a problem nessecarily, just that it can't be cross map, will be heavily influenced by map and rng as well.
I'm much more concerned about the killer being made easier to play without properly changing other things to compensate. I get the argument that it's the community killer and the argument that this killer is possibly too niche. However, I think what is probably the hardest killer to play with a near infinite skill ceiling is actually perfect for that role. I do think hexes could be a problem but we'll see what they actually do with those.
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I was mostly just addressing ppl's panicking about the various anti-tunneling perks being countered. While yes, the perks dont work... your setup in a good spot to safely get the save without being tunneled or camped anyway. Weve always said the answer to the issues shouldn't be bandaids in the form of a perk, and I feel like THIS kinda fits with that. The survivor experience for this killer seems pretty good.
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The shrines nearest the killer are activated, so they are still likely to be in range of Nurse's when rescued. If there is only 1 survivor in Exile then teammates will have to go towards the killer to rescue. If there are 2 survivors in Exile and a third has to rescue, then all 3 are in the same location for the killer. Nurse's range was already buffed and the perk is further being buffed for slugged survivors (which I don't think is a good choice).
This will be a full aura killer for sure, and there are multiple aura add-ons, and the new perk. Gearhead will also be a likely pick, as well as buffed Call of Brine and Eruption.
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A. You dont HAVE to heal at the shrine
B. The rescued target has elusive so they are gonna be immune to any aura reading as they get away from the shrine. The little mini game you do in Exile actually grants bonus time to the 3 anti-tunnel buffs you get.
The killer isn't likely to just sit in the middle and hope nurses picks something up.
Those shrines are NOT close together
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infinite skill ceiling? I'm sorry but we can apply this to any ranged killer
huntress - cross map hits! Omg if a huntresss never misses and can fire off machine gun hatchets she auto wins!
DeathSlinger - Hitting you through a tiny 2x4 gap in jungle gym and shack pallets? BRO THIS IS INSANE! What if he never missses!
Springtrap - Dude orbital strikes from across the map that can never miss? This is def the best killer in the game now.
Uknown - omg an AoE ranged attack that hits through walls AND is AoE? How is this guy not nerfed yet??Trickster - dude a good trickster KNOWS when to throw offf M2s with literally no chance to respond on certain tiles on certain maps and gets auto downs, this is disgusting
Henry - A ranged AoE killer with a spam ability that has no CD and a worldbreaker mode that never turns off if he is good with mobility built in, this guy auto wins games!
Judgment has a huge amount of downsides just like all of the above, the hyperbole about how she's somehow "the best killer in the game IF you never miss shots" is some of the most lulzy content I've seen in awhile. If she's so good then surely at least 1 top tier player is just auto winning games with her out of the gate right? Can you name even 1 player who is auto winning on the PTB with the "infinite skill ceiling" killer? But yet the feedback is exactly the opposite isn't it? Most people are doing terrible with her, and most "pro" players are doing meh at best with a sticker of "once you learn her dude…..thats when it begins". Which goes back to like I said, we are assuming a perfect judgment player who never misses and auto wins games, how can you not apply the same to any ranged killer?-1 -
The idea of the person being teleported to the rescuer is so they can be healed. Just because you CAN do something different doesn't mean that 99% of survivors won't be healed by the shrine when rescued.
The killer gets many benefits from sending the survivors to Exile. Do you want them to spawn back into the killer's hands? What is the issue here?
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Of course not, but lets not pretend the survivors cant get away from the killer after getting rescued. The killer doesnt see where the activated shrines ever are nor do they get alerted where the rescue happens so there is TONS of room to leave the area.
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That's the whole point, right? The killer is forced to go after other players - they get killer instinct on Heretics as well. These are good things for the game.
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Did you forget the entire context of the discussion you were involved in? I'm really confused here, you were both discussing the potential power of Nurses, and LordGlint never even vaguely implied they were discussing anything else? I'm not sure why you've suddenly pivoted to thinking LordGlint is making complaints about the killer being too weak?
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Absolutely, im not COMPLAINING that survivors can get rescued. Im pointing out that nurses calling isn't some all powerful perk that'll make tunneling easy. Most aura reading perks that dont require hooking is close range, so after getting rescued its just smart to utilize your elusive to get out of TR range.
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Agreed. The trade-off for both survivors and killers is good.
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I feel like at least from the SURVIVOR standpoint... you could go in perkless and not feel like you got screwed over cuz you didnt have perk XYZ and have a fun match against this killer. From the killer side, it looks pretty rough but ill hold off on passing judgement til I try it myself.
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Its probably the PFP. Im a killer main so naturally all my posts should be complaining the survivors are too strong. In all seriousness, for THIS I feel like they did a pretty good job at giving a situation where survivors aren't gonna be screwed with tunneling and camping if they didnt bring a specific perk. If they start utilizing this kind of approach more, especially in alternative gamemodes... i feel like it would work great.
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Except these aren't even remotely the same.
Huntress - there must be zero obstacles or obstructions in the way or the hatchet just hits those
Slinger - spearing someone can't down them and spearing through these gaps doesn't mean you can actually hit them
Springtrap - can't cross map, the axe drops too fast, only hits in an incredibly small area, but yes theoretically unstoppable at short range
Unknown - must first infect and then follow-up, infection can be removed in chase, projectile usually must first bounce
Trickster - must hit you multiple times before injury
Henry - I personally do put a truly good Henry at nurse level, you just die, the Henry player has to be incredibly accurate with their shots to be there though which is, like the judgement power now, difficult while also being time limited and infection based
Judgement - ignores obstacles and obstructions, just injures immediately, can damage survivors in every situation these others can and more, larger range other than Huntress, no infection required
Why would anyone be that good with a brand new killer? You're acting like there isn't a learning curve for killer powers. It's a weird double standard that is prevalent in this community, survivors need time to learn counterplay but killers are good with an ability they have never used before right out of the gate? How does that make sense. What are you willing to give up for the power to be easier? Because if you just make it easy there won't be any counterplay and we get another Krause situation. This killer being difficult is literally the only thing holding them back at the moment.
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I feel like dodging the beam is actually much easier than most ranged attacks since its so telegraphed. You hear the windup and can see the beam very easily. Im not saying thats a bad thing, just that its abit early to claim its more powerful than the others. A huntress hatchet is much more likely to catch someone off guard long range than an orbital lazer of doom, lol. That thing is not only getting side stepped, but is also announcing the killer position everytime its fired.
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I am ultimately saving full judgement (lol) for when the ptb is actually available to me. I saw multiple content creators getting hit by beams that weren't even aimed at them though so I'm not sure it will actually be that simple with how fast it moves. That visibility through obstacles or at least the visibility on aiming is one or the things I see being asked to be removed. It's probably better than removing the distance safety buffer but would make their ability to snipe gens and totems much worse from the survivor side.
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Im actually looking forward to playing survivor against it. Im a KILLER main, so that should say something, lol. When it comes out, imma dump BPs in to get the immediate P3, then hop on survivor in the hopes everyone is playing the new killer. Unfortunately im on console so cant play PTB.
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This has nothing to do with survivors, it has everything to do with "Judgment has infinite powers and can kill everyone". You are proving my point of downsides, I 100% agree with you on all your points. Just like I would say judgement has massive downsides "Survivors see the beam, they can easily react, she has long cooldown and move speed penalties". I'm not asking for her power to be easier or any changes to be made at all but this parroted line of "She is the best killer in the game she just needs time" I disagree with heavily.
As you even say, why would I not just play Henry and have a 5000% easier time landing hits, and have map mobility, plus extremely strong addons. But "no man, drawing triangles is actually the strongest killer in the game".
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Sorry but who runs merciless storm except people playing doctor or newer players which have few perks?
That perk has very easy counter for experienced survivors that can hit skill checks and dont have astronomical ping. There are better slowdowns then merciless storm just deadlock outpreforms it by like 3 to 5 times more and thats free perk now.
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Yes, there are downsides to the power but why are you expecting someone to be doing incredibly well with them after just a few days? All I am doing is pointing out how strong this killer could be in the hands of someone that practices with it a ton, not how strong they will be when played by someone that has played maybe ten matches with them. I'm not saying strongest killer in the game but the power can hit in all situations, just like Henry and Nurse, its worth considering especially when players are brand new to the killers power and haven't figured out ways to optimize usage.
Henry's range is more limited than this killer, can only bypass hooking on the last down, and their power hits in a much smaller area. Whether or not its easier to hit than judgment is going to depend on the player themself.
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I feel like Henry's vine attack is more in the hands of the killer player on if the shot hits or not. The survivor isn't responding, they're predicting and just trying to move awkwardly. The undergate attack on the other hand is telegraphed enough that its in the hands of the survivor REACTING or not to determine if it gets a hit. Judgement's beam is leaning closer to reactive like Undergate than predicting like Vine.
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Who are you even talking about who is "sluzzy"? You guys sure love slapping labels on me, it’s the typical DBD community can't live without making accusations. But what exactly was wrong with my post? They added way too many unnecessary mechanics for her, pointlessly complicating things for both sides
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Agreed.
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I do. It’s my favorite killer perk. I don’t play doctor. I actually get a lot of value out of that perk.
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I dont run it because it procs usualy 5-6 times per match and I get max 2-3 use of it on average but more like 1-2 which is bad so I rather use deadlock,dms, noway out or corrupt.
Once survivors you go against have almost no problem with skillchecks except 4-5 stacks lullaby or doctor ones merciless storm becomes very weak and is super easy to be totaly countered by survivors which is bad so I would rather use overcharge or other slowdown that does something rather then perk that has potencial but is easy to be totaly countered by experienced survivors without astronomical ping.
Like compare it to deadlock it blocks gen 4 times plus its harder to counter only by very coordinated swf on coms can bust it by poping two or more gens at the same time which is super rare. Merciless has 20 seconds block plus 9 for skillcheck when it works but the big question is When it works?
Like great perk against newer players that dont know it and have harder time dealing with skillchecks but thats where it shines, then it becomes just “maybe it will do something” perk agaist experienced survivors which isnt that good wasting perk slot agaist that good players that are bigger threat only something stronger killers can do or people that just dont mind anything.
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I agree with Henry's vines being more in the hands of the killer and undergate being a lot more telegraphed and reactable. However, from what I am seeing the distance snipes are a lot more consistent to hit than close range despite those distance hits being a lot more predictable and telegraphed. Its something that I again want to see for myself before deciding fully. I am curious how much is just the survivors not understanding just how far the power can hit from and looking out for the beam and how much is the beam moving faster than it maybe seems while just watching. I see a decent number of players saying they basically AFK when on a gen and it would be interesting to see how they react to a killer where that is arguably the worst decision you could make against them lol.
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I would bet its the "afk" mindset thats screwing them. Was watching some gameplay and the survivors kept getting hit cuz the camera wasn't even looking in the right direction while they were on gens or healing up. Im gonna be eating GREAT with gearhead, lol.
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I think it's more about the fact that you get instant info of a survivor on a gen, and the majority of the time they stand by the gen waiting for it to unblock. And because it's at 90% they are not likely to fully abandon it. So a few shots across the map will likely get you some results, if not already being the reason they missed the skill check by getting off the gen to avoid the beams.
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Look I dont denny the effects they arent bad like he looses 10% of progress (if he fails skillcheck) and gen is blocked for 20 seconds and as you say they wont leave it usialy because people just wont leave something they spent 70 plus seconds working on.
But, theres huge but and thats the activation of this effect that is very easy to deal with for experienced survivor and works mostly on newer players or on certain killers like doctor or certain perks like hex lullaby.
So thats why its so not great perk, the effect is good but the requirement for it to trigger the effect is easy to counter against experienced survivors and this reduces that perks effectivenes.
If you play killer regulary you will face experienced survivors.
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