Comments
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Buff Ghostface, how can the Killer who is famous for meticulously crafted chase scenes have no chase power? Rework Legion, because if a Killer is mid tier at best yet still one of the most hated by Survivor mains, there is something wrong with their design Nerf Ghostface, because if he receives a buff to his chasing power…
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I remember a time, not long ago, when tunneling meant "hooking, camping and chasing again the same Survivor until they are dead while ignoring everything else" and not "killing a Survivor before the eighth hook"
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Honestly, what world are some of you living in? Players who play for efficiency even if it ruins someone elses experience are monsters, but players who go out of their way to ruin other players experience just because are doing nothing wrong? What?
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I think that's the core of most issues this community has. If people here would see other players as other players instead of scheming villains we'd be able to have constructive dicourse.
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At this point you're asking for a massive nerf to Killers. Hardly any Killer main would complain if the general gameplay flow would be shifted to reward spreading hooks over tunneling, but if you demand that a solution to a problem feld only by Survivors is paid for exclusivly out of the Killers pockets, you shouldn't be…
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The problem is that "Wow tunneling is really unfun, I wish the devs did something to make it less viable" still boils down to "Punish Killers for doing what is simply the "right" course of action", so you obviously won't get many Killer mains agreeing with you. A better point would be "Wow tunneling is really unfun, I wish…
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I'm sorry for the tunneling, but as a lone Killer, I have to do it. If I don't camp you, your team will do gens instead of trying to save you, so I have to keep them occupied so they don't work on the generators.
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Okay, prepare for some searing hottakes: Legion isn't that unfun to play against Dead Hard is still going to be a top tier perk next patch; it will be just like in 6.1, its usage rate will plummet and then recover over time Both sides should be able to see if and which Survivors are in a SWF group, in the lobby Skill…
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Yeah, that completely ignores the point of this thread, so at least it's on theme. What would you suggest, slugging, tombstone piece or slugging with tombstone piece? All versions of Dead Hard, old, PTB and new are are made useless by tunneling. Forcing Killer to be "patient" is value and also the very reason why Dead Hard…
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The thing is that the new Dead Hard won't discourage tunneling; a good anti-tunneling perk would be strong if the Killer tunnels but meaningless if they don't, the new Dead Hard will be meaningless if the Killer tunnels but strong if they don't.
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So now Killers will have to "wait out" Dead Hard again, just not during the first chase. This reduces the power of the perk but ignores all of its actual issues. I guess it was to optimistic to expect to see a the single most enduring Survivor meta perk to be treated like every single Killer meta perk.
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I'd say Legion are lower midtier. Their major problems are that their power can be played around relativly easily if the Survivors know what they are doing and general M1ness. I also doubt that the healing changes will help them much because the best way to play against them won't change. On the other hand, Legion would…
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In this scenario the Killers managed to injure all four Survivors and non of them thought about healing until one of them got hooked; in other words, a skillful play from the Killer, leading to well earned pressure, combined with a massive missplay from the Survivors leaves the Survivors in a tough spot. I see no issue.
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Maybe you only cared about Dead Hard working against one-hit-powers, but most people also took issue with it having value even when used wrong, it having value even if not used at all, it forcing an extremely unfun playstyle, it leading to lose/lose situations at pallets and it countering pretty much every power with a…
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People are claiming that Dead Hard and Circle of Healing weren't issues. Honestly, what game were you playing?
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Don't get me wrong, I am not saying that Legion won't profit from the changes, but they will still be leagues below the likes of Nurse or Blight. Simply accepting the slowdown from Thanaphobia against Legion already is a thing and as I said, their big weakness remains.
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The interactions were neither fair nor fun, they were completely unjustified added weaknesses to two already struggling Killers and largely meaningless against Nurse.
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I doubt that Legion will become S-tier, their biggest weakness has always been turning injuries into downs, many Survivors didn't even bother to heal against them to begin with, so they won't benefit that much from the changes to healing.
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I love how Dead Hard is a nearly useless perk everyone with two braincells can easily counter, yet somehow sees use in almost every game, especially in high MMR. I love how Dead Hard has a "counter" and that counter is "always be afraid of Dead Hard, assume everyone uses it, adapt your entire playstyle around it, waste…
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I dislike NOED's general design idea, but since it's neither strong nor often used, it's not really an issue atm.
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I think the correct analogue here would be demanding the removal of the abillity to cancel an unhook attempt. Regardless I'd gladly give up unhook grabs to be rid of Dead Hard.
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The "Dead Hard requires skill" argument is flawed. Dead Hard requires skill in the sense that you have to get used to its timing, but the same is true for every timed mechanic in every game ever. Dead Hard is not some high skill tech only top tier players can use. And besides even if you somehow manage to fail get used to…
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So reports don't do anything unless you also submit a support ticket with video evidence? Who in their right minds thought that would be workable? No wonder toxicity is so rampant when there is no system in place to punish it; and even worse, players are mislead into thinking there is.
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Y'all crazy, the Steves are the ones who sabotage their team; Fengs are well meaning but overestimate themself.
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Regret would be to strong of a word, but it is noticeable that many Survivors teabag and BM even when you're playing nice as Killer, even if you do it to an obvious degree.
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Dead Hard is strong but extremely unfun to go up against, tunneling is strong but extremly unfun to go up against; between a Dead Hard user and a tunneler neither has any ground to call out the other.
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I dodge when I get backfilled and I will continue to do so until the "backfilling overrides MMR" mechanic gets changed. I also dodge SWF groups and I will continue to do so until some kind of anti-bully squad mechanic gets added.
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So people will continue to complain about problems that still haven't been adressed? How silly of them.
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I said it before and I will say it again, it is down right appalling that BHVR allowed the community to degrade to its current state and isn't even acknowledging the problem, let alone doing anything to fix it.
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I'd like something really otherworldy and surreal, a twisted dreamscape, think Salvador Dali meets Wayne Barlowe. Eryie kinda goes into that direction, but I want something that goes all the way.
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Even if DH wouldn't be ridiculously strong, which is obviously is, the amount of hoops Killers have to jump through to play around it (even if the Survivor doesn't even use the perk) and how unfun and counterintuitive they are alone justify a fundamental change.
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A 69% kill rate would be nice. Seriously, kill rate should be a metric at best, not a design goal. Theoretically, you could give one side a massive buff, forcing the other side to adept a more "try hard" playstyle and have the kill rate remain constant while everyones experience suffers. A 50 or 70% kill rate environment…
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A buff doesn't stop being a buff because some players are too bad to capitalize on their new advantage. If you gave Killers the ability to see how far all Gens have been progressed, that would be a ridiculous buff, even if a portion of players would fail to act on the information
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Your build isn't exactly off-meta either. And of course Killers will get anointed when Surviviors refuse to play.
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Map selection shouldn't be a thing in a game that has blatantly one-sided maps, in fact blatantly one-sided maps shouldn't be a thing
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When playing Killer one should always take the wise words of Legion to heart: "Smartasses get killed. We always see to that"
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Survivor: Basekit Self-Care, remove Dead Hard Killer: Basekit Spirit Fury, remove No One Escapes Death
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Anyone who thinks that Eruption should be nerfed without the meta surrounding it being adressed at the same time, or that Eruption's required adaptation from players is oppressive but Dead Hard's isn't, doesn't want balance but superiority.
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How could a change that intends to bring solo Q in line with SWF not affect the game balance? Also you are equating kill rate with Killer experience; if Killers end up having to play sweatier to compensate for the changes, the Killer experience, and in the long run also the Survivor experience, will suffer even if the kill…