ad19970

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ad19970
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  • I know that. But that wastes time, also indirectly buffing Freddy's slugging potential.
  • I know that, but my fear is that Freddys slugging would still become too good because the rescuer having to wake up wastes time. But your second point is a fair argument, so maybe his slugging won't become too much of a problem. We'll have to wait and see.
  • You didn't read the entire post it seems. I know about the alarm clocks, but having to wake up before picking a slugged survivor up wastes time, which indirectly also buffs Freddy's slugging potential.
  • My worry is that even if survivors make sure that they are awake when picking up a survivor, it still makes Freddy's slugging too strong because survivors have to waste time waking up. However, you do make a fair point that if survivors recover fully, Freddy will have very little time to teleport to a survivor picking the…
  • The potential problem is that Freddy can get map pressure by slugging everyone. Which is insanely unfun to go against. Slugging is already a problem currently, Freddy shouldn't be even stronger at it than most other killers, because slugging shouldn't be encouraged in the first place. I get it, you never care about the…
  • The talk was about changes from the ptb to live. Dream Projection was not nerfed from ptb to live, it was buffed.
  • How exactly was dream prjection nerfed?
  • He can only teleport to you if you are healing and asleep. After you are unhooked, you are always awake. Which means only the survivor who unhooked might be in the dream world. But the survivor that just got unhooked simply can wake up the survivor that unhooked and then Freddy can't teleport to the survivors anymore if…
  • Dude just because you declare a certain playstyle as wrong doesn't mean it's actually wrong. In the grand scheme no one cares about what people like you have to say. And I have no idea how "killer mains" have 0 self-awareness and accountability. That's pretty ironic coming from someone who wants to dictate how others play…
  • Damn, your argumentation skills are insane. Mad respect.
  • While this is true, the game is far away from having 90 percent of only such pallets. The majority of pallets in the game are not unsafe.
  • The questionable part here is the claim that it's over if you face one decent looper. How are you not able to mindgame survivors even if they know how to loop? That definitely sounds like you still need to improve some more. There are plenty of killers with strong chasing abilities with which you can counterplay survivors…
  • It does have counterplay at the moment in form of leaving loops, but if you buff the duration, that counterplay will become very slim. In my opinion it's just a badly designed perk. Because it either leads to free hits or doesn't do anything.
  • If you hold w you often just get to another loop with a pallet and, depending on the duration of the perk, you'll have the same issue there. Right now Dissolution has some counterplay in form of leaving the loop, but that's it, and the more the duration is buffed, the less often survivors would end up with any counterplay…
  • It would be nice if totem progress wasn't lost immediately on interruption, that way screams wouldn't be such a detriment to cleansing totems. I think if a totem takes 30 seconds to cleanse it would still be somewhat beareable, but 46 seconds of cleansing one totem, just to lose all progress on interruption is too much in…
  • Scourge Hook: Jagged compass is one of the best things that came out of this new chapter release. Such a fantastic perk in my opinion, even if you do not run full scourge hook builds. I've only been using it with Pain Resonance so far and it's still a very valuable perk in my opinion.
  • I really don't think this perk should be buffed, considering when it procs it removes any form of counterplay the survivor could have. A longer duration would simply mean the likeliness of survivors having 0 counterplay after getting hit would be higher.
  • Killer is definitely not easy when going against a good team. You have to be very good with killer to keep up. With that said, killers do have access to strategies that are a bit too good for the skill required, mainly camping and tunneling. But slugging can also get out of hand. It would be great if BHVR nerfed those…
  • No the problem is that with the new Thrill of the Hunt, Devour Hope activating will happen almost always if the killer is somewhat decent at defending totems. That's the big issue. I always have hated Devour Hope but it never was op to me, because it could be cleansed and countered. But with new Thrill of the Hunt,…
  • I have been having a decent time with her so far. Her chase is hard to use, but not that bad in my opinion. It has some zoning potential and it's not that crazy rare that I get hits with her dog. With that said, she definitely needs her bugs sorted out, of which she has way too many. And I agree that aiming her search…
  • I am sure in the worst case they will just revert the perk back to 10%. I just hope they don't wait long for the change, because 14% is clearly too much. I kind of wish they would try 11%, and see how that goes. I could see that still being balanced.
  • Well sure, but if the killer gains instadown after only 3 unhooks, you are never going to finish your objective anyways. So if Devour Hope is in play, you kind of do have to cleanse the totems if you want to win.
  • Didn't Thrill of the Hunt already increase the totem cleanse time to something around 30 seconds when it was at 10%? I think I read somewhere it was 28 seconds or so. I think 30 seconds would still be manageable, but 46 seconds is definitely too much.
  • Maybe they can reduce it's value from 14% to 12 or 11 %, but 14% is clearly too much. It shouldn't take 46 seconds to cleanse one totem, that's just too much.
  • You are joking now right? Your solution to Devour Hope + Thrill of the Hunt is simply escape within 5 hooks? Not to mention the exposed effect already kicks in after 3 unhooks. Not being able to cleanse Devour Hope is almost always a guaranteed win for the killer.
  • I could see 11% or maybe 12% being fine, but I definitely agree that 14% is too much. 46 seconds for one hex totem is quite crazy, especially since all that progress can simply disappear if you let go or get interrupted.
  • 46 seconds for a totem is definitely too much, I wouldn't ever want to go against that plus Devour Hope. I think a good value for Thrill of the Hunt would probably be 11 orr 12 %, that way the perk would be viable without being oppressive like it currently is.
  • Can someone enlighten me which exact build is the problem here? Edit: Nevermind it seems to be Hex builds in general.
  • Damn, someone is mighty challenged by differing opinions it seems. It seems like op simply has had a different experience with Myers. I too believe that he isn't weaker than he was before, but stronger. How much stronger is hard to tell though. Maybe he could use a small buff or so, maybe it's not needed.
  • Pretty positive the changes you suggest here would nuke Singularity into oblivion. Not being able to destroy emp'd pods and having to wait 5 seconds after placing a pod before you can slipstream a survivor would be awful, and absolutely feel awful to play as. I guess I wouldn't be against some number tweaks maybe, like…
  • You are right about her skillfloor. It definitely is very high. Maybe they can bring it down a bit, but hopefully in a way that still makes her fair and fun to go against. Because I really do believe she already has quite a bit of potential. In my opinion, before they buff her though, they should fix the bugs that she…
  • While she is nowhere near overpowered, people also seem to underestimate her. She is not the worst killer in the game, she just has a high skill ceiling.
  • I am surprised to hear how often this happens to some people. In my killer matches I don't get survivors that give up very often at all. In my last 20 matches or so I had it happen once. Sometimes it does happen at higher frequency no doubt, but definitely not almost every game. Most of the time I just play the game out…
  • I don't know, it doesn't seem that small to me. It can't be too big either because survivors should have a fair chance at dodging the dog.
  • That's definitely fair. I could see many people not having that much fun with her. But I for one actually enjoyed my time with her quite a bit, I like her gameplay personally. It's just her bugs that already got under my skin a bit.
  • I think it's too early to tell how strong she is balance wise, because of her high skill ceiling. But she definitely has bugs that make her weaker than she should be, those need to be fixed.
  • To be fair, I am really not sure if these forums here are always such an accurate way to determine if a change was a buff or nerf either. Especially this early on.
  • I think it's way too early to tell how good she actually is, considering her high skill ceiling. I hope BHVR waits a bit before adding more balance changes to her because of that. With that said, she does seem to still suffer from some bugs, which hopefully will get fixed soon.
  • You necro'd this post twice for that? And no, Blight is still one of the strongest killers in this game. He doesn't need hug tech to be a strong killer, not at all. He can just be counterplayed at loops a bit more effectively now, which is a good thing. Blight doesn't need to be busted.
  • I had a ridiculous match on RPD. There were even a few times where the dog didn't even start chasing along the shown path and just got stuck on something. She is really bad on indoor maps and still quite buggy if you ask me.
  • Yup matchmaking is definitely part of the problem. Though I fear it's not the problem exclusively when looking at the lack of skill of teammates. I really think the game needs a much better tutorial for survivors that actually teaches the fundamentals on how to play effectively. Too many survivors just don't know how to…
  • You don't need a perfect team though. A good team can keep up with a good killer.
  • Huge exaggeration. Survivor is surely still playable, a good team can still win even against very good killers, as long as the killer isn't Nurse. Solo survivors could definitely use some improvements though. And matchmaking could also see some improvements, but that's besides the point of balance.
  • In my opinion they should have gone the other direction, buffing this perk by removing the exposed effect. I don't see how this perk is going to be useful in 95% of matches.
  • No offense but these forums here have stopped being killer sided quite a while ago. I see equally amount of killer biased and survivor biased people on these forums nowadays.
  • Believe it or not, but people exist with opinions that don't match yours. You might have certain problems with this mode but others maybe not. I would say it's the chaos and new classes that are pretty fun for survivors, and the ability to not play alone as well as the constant occupation of chase that are fun for killer.…
  • It's going to be 3 seconds, not 2. And in my opinion that addon will still be effective enough, probably still one of his best addons, so I personally don't think it needs to be changed. Also, your suggestion sounds pretty busted, especially with Mage Hand existing. You could just use Mage Hand, get a hit, and then have…
  • You really need to stop twisting my arguments into stuff I didn't say. Nowhere did I say that unhooks should be 100% risk free and that the killer should never be able to defend a hook. Of course a killer should be able to defend hooks if he spots a survivor nearby or a survivor is just blatantly running to a hooked…
  • Most people complain about camping because of how unfun it is to go against. Of course there are people that also complain about it because they feel it's overpowered or what not, but that's just a small minority, I am pretty sure. Trying to make it look like entitlement won't help your argument in any way or form. People…
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