Comments
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no. she had add-on reliance problems like many of the killer changed in that patch. She needed a bit of a glow-up.
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I played some survivor vs him to test the items. Most of the items are good but one of them is a little too weak. Gaulted of the skyguard should give survivors a 5% haste bonus during the flight ability that lingers for 5 seconds after the Lich lands. Currently the flight ability allows the Lich catch-up and this item does…
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i think award chili+beast mark is still good. He is just not add-on reliant anymore. The only thing i have to say is that -charge penalty should maybe be reduced to lower value to accommodate the lower speed. maybe 6 & 8%.
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everything they put a skill component in the killer power, survivors complain that the killer has no counter-play. this is very common. He is too weak at loops in the PTB.
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the downsides are intended. blight is being demoted to A- killer.
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You make it sound completely unfair and almost an auto loss for the survivors. I don't think it is auto-loss but it is definitely auto-mori. The ability to auto-mori /= the ability to auto-win. The killer still has to put the survivor in the dying state. As we know Gideon is safe pallet city so it is not that easy. On…
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She was capable of going on 200 win-streaks in original version with iri add-on's and capable of same win-streaks with 0 add-on or perks in 2.0. I burned 50 gideon+midwich offerings and got 50 win-streak with 3 or 4 condemn kills, not dropping a single game. I have 3 major issues with the current design of Sadako. The…
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in case 1, survivor get an unhook and potencial gen progression because they do not need to heal. they're not threatened. they can also heal because your chasing someone else, though you can return the hook manually. in case 2, the killer is threatening second-hook stages/deaths, is getting free injuries, potencial slugs…
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how is she getting power-creep? She just got buffed to have 7 hatchets and 10% faster-wind up. She had potencial to get faster m/s when holding hatchets but it got changed due to outcry. She gets significantly good buffs and slinger gets these joke changes.
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This takes Onryos skill ceiling which is quite higher than most people think and puts it on the floor it is funny because that is what the dev wanted in this 3.0 sadako where the condemn is just an after-thought with little to no depth. Current Onryo design concept is fine, it doesn’t need a rework, it just needs a few…
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must be high MMR monsters that dev were talking about.
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it might be like the hag which comes with 3 invocation perks for survivor.
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slugging is suppose to be part of the killer gameplay. if sabo becomes meta, the dev might buff slugging for killer for killer to adapt to the situation. don't think much will change. sabo hook is like 2.75 second with alex toolbox+hacksaw+grip reach. nobody really uses it.
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i am hoping for more perk rework/rehauls.
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funny tier list. chucky worse then trapper. that must be chill region to play in. also plague worse then ghostface. the tier looks like someone just throwing dart at the board with popular opinion stuff at the top.
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only if they return low powered mode to 25% cooldown reduce for placing drones. stealth is main unique aspect that skull merchant excel at. She's suppose to be a bounty hunter where when your tracked on radar, you can work on gens but at the risk that she sneaks up on you. Her previous version was bad stealth for more…
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when all survivors are alive and you hook someone. going after another chase means that 1 person is on hook and and 1person is being chased. I am not going to count the person walking to the hook because walking for survivor is extremely efficient compare to killer(Killer walking to hook someone is always negative compare…
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they buffed her footsteps sounds because her previous version was not good stealth. I personally really like this sound design, as it gives me a chance to notice killers approaching even in stealth, while still making you be aware of your surroundings and on edge a bit. this terrible sound design is rank 20 balancing. It…
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read description. it is 20/1.3. not 20*0.7. It is 15.4.
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vigil increases the recovery of exhaustion by 30%. it is 15.4 seconds.
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i think that is largely because he counter's pre-running to some extent. he can create risks for survivor between loops which is better than 60% of the killer where you get a near +90% chance to get to the next loop on pallet break. I still think that if your survivor pathing is good enough, you can outplay his bound…
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i find him only viable at very-top tournament level IF he uses infection to tunnel. Either directly off the hook for the hindered or uses the information infection spray to bounce from Survivor A→Survivor B→Survivor A→B etc. If your not using Infection to tunnel effectively than your losing out on a lot of killer's…
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I mentioned that being hooked was a mistake in another thread in regards to pop goes weasel and then someone said that being hooked is not a mistake. Otz at one point explains original undying+Ruin in Tru3 vs Otz #1 discussion in regards to ruin enabling camping. Tru3 thought that ruin would enable killer to go away from…
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I think if they buff base regression to 150%, then all these perk ruin, oppression and surge will become so much relevant in the meta.
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offering only disables the map offering. it does not remove The game from the potencial maps.
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they will not change the offering. they will change the maps such as new haddonfield. I hope they change badham next.
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Ruin does not punish camping. it rewards camping. you hook someone with a gen with 50% progress and ruin eats the gen. It also rewards very defensive play-styles usually centered around defending the totem.
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playing vs strong survivors with him is like playing vs AI that side-step shots at last second. it is not viable to go for 12 chases with him. too much room for outplay. you miss like 2-3 shots and it is game over vs efficient teams.
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so make him 4.6 m/s. It is more useful then any of these changes. you can't justify 4.4 m/s with weak/mediocre power.
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the reload is used because all his other add-on are plagued with drawbacks and poor numerical values. the only having any semblance of value is iri-coin. I think they're only changing him for the 3.0 → 2.7 second change.
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nurse can already to do that at base-kit and the strength is further showcased on her iri add-on that turns her into 110% m/s killer for 1 blink.
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i find it impressive that they're still not giving deathslinger 24 meter TR for being 110%. Why give all these pointless changes to slinger if your not going to make his power good? Just make 4.6 m/s at this point.
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I would reduce wake up by 0.4 second and make singlurarity spawn 1 meter closer the survivor.
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the general justification for any perk becoming worse is too high-win rate. I would imagine BVHR looking at internal stats like this: or where when all 3/4 of the perk are combined, they see higher win-ratio. As result, they're toning those perks.
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getting hooked is failing.
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do you qualify getting hooks as hard?
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pain res/grim embrace/deadlock is what i run on most killers. tunneling not so much. it is main strength is camping. they're nerfing grim embrace by 2 seconds and deadlock by 5. 5+2 = -7 seconds. I would much rather run chase perks or good expose perks/anti-heal perk that don't suck to play aggressive. unfortunately, it is…
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This is true but within 3 gen limit, they were suppose to compensate killer by giving them better, more meaningful kicks at base. base-kit kicking still feels underwhelming. For example, suppose regression was 350%. 350% = 0.2857 regress rate. COB would be 0.37 regression rate. 0.37 = 255% regression. if the player uses…
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i am fine with them nerfing infection but at least buff his pallet vaulting bound to not just make pre-drops/pallet camping a free counter. Normally when BVHR nerfs something, like Chucky, they at least give him some compensating buffs. Wesker get 0 compensation. He just gets a flat nerf with no upsides on his main…
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to me, it is just another nerf on killer.
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i think they could honestly keep 50% infection if hindered is 4%. to me, wesker looks nerfed to the ground for the top 0.1% of survivors.
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Batteries Included - Range to gain the effect is too short. Needs to be larger to gain the effect more often and make the linger 10 seconds instead of 5. I think issue is the perk not working on incomplete generators. the perk is closest perk to usable in terms of chase perks that killer would consider running this perk…
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WoO is top-tier for soloq. most player play soloq and soloq has no information for what pallet are used. Bond is similar issue. there is no information for soloq to find teammates for healing or avoid teammate that works on gens. for cases like WoO & Bond, survivor aren't using those perks because they're *fun. They're…
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i am still waiting for gameafoot to change obsession on any basic attack.
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it just looks good. //
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I agree. the latest chase perk is…. unbound. a perk that require to injure then you get 30 seconds of 5% haste after vaulting a window for 10 seconds. when you read perks like this, it is clear that your only suppose to use gen defence as killer.
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because superior anatomy is new perk and bamboozle is 2017-2018 perk. that is why. every new perk that dev release is purposely bad. If bamboozle was 2024, it would have cooldown and superior anatomy would have no cooldown.
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i was always concerned that one day… survivor would complain about bubba being too strong. hopefully bvhr doesn't nerf him.
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i use eruption+pop together. I don't see it as a bad perk. In many ways, I want to hit 8 regression events on every gen because i see not hitting 8 regression event as missed opportunity cost. If a gen get completed and i didn't block it, it is like "i lost" opportunity to delay the game. If i was to buff it, i'd probably…
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it is suppose to be OP on near finished gens and ineffective vs non-completed ones. Now it will just be less overpowered on completed gens. Notice that number they're giving it is 20% which is same number as pain res.