Comments
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most m1 killers are already around 50%, but I hardly find that balanced considering the game is balanced for 60%.
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You can almost always tell if hes stalked you enough if you've been looking around.
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Imo it would grant the survivors too much control over the killers objective regardless of its strength
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im not exactly sure but im here for it
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2
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I agree, as of now its only good on larry. speaking of I can only imagine 13%-18% haste larry post tp….
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I hate that some survivors have taken bhvrs acknowledgement and solutions for actual problems and decided that means there should be no scenario where the killer has an advantage if they dont like it.
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Nobody would play it because killer would be a boring powerless mess without help from soloQ teammates and survivor would be a slug fest
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You literally heal the whole team instantly, pop gens in record time, have team wide sprint bursts, and get unhooked nearly instantly…
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While slugging for the 4k is a problem, offering survivors more ways to game end is not the solution. Side note: the devs to not aim for 60% win rate, they aim for 60% kill rate. a notable distinction because a 50% kill rate = 50%wr for surv but 50% tie rate for killers. 60% kill rate puts the avg 3k at ~50% chance.
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Agree to disagree I suppose.I'll definitely agree that oni and billy are the absolute goats to face though lol. Out of curiousity would you say that blight is an unhealthily designed killer as well? Asking because I personally feel hes much more similar to wesker than billy/oni.
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I find the comparison between Billy and oni vs Wesker to be inaccurate, as though their powers have similarities, they have different drawbacks and strengths to keep them in check. For example, billy has a big wind up because he instadowns, curves, and has no cooldown; Oni has to earn his power because blood fury is billy…
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Weskers virulent bounds have 2 tokens, which can be used consecutively, doubling the reach of the second dash. Each token has a 6s (soon to be 5.5s) cooldown, and goes faster based on how many people are infected. What do you mean by trap you? As in like, he was keeping you from the exit gate by throwing you over and over?…
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im not exactly sure as I havent been slugged enough to have a chance to use it yet, but according the the 2v8 patch notes survivors should be able to pick themselves up with their unlock ability unless its bugged/im an idiot
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maps are bigger, nearly 2x. u right u right there are 3 gates survivors already have basekit unbreakable in 2v8. you can use your unlock ability to pick yourself up when its off cooldown after recovering.
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survivors should be splitting up on gens to begin with..
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problem? I get that 2v8 isnt the sweat mode but it has and always will be stronger to split up on gens in every mode. Split up and profit, there should be no issue unless your running guide
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There is a difference between camping and not handing the survivors an unhook. If the survivor being chased has sense they'll loop somewhere else or go for the trade. If killers can facecamp in this iteration then it will be on the survivors.
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ah, my mistake
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according to the devs, 2v8 is effectively in an open beta state while they work out all the kinks and take all the time and player feedback they can to make the mode the best it can be once they do make it permament.
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If your issue is a free win then I dont know what to tell you? There isnt any issue here.
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The fact that it can be countered by definition means it is not free. Therefore your complaint comes across as more of a self report on a meme build that results in one kill at most against survivors with braincells.
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quick gambit rancor combo is countered by just walking… then they dont chase you so you dont become obsession.
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If you are confident enough in your safety to repair a gen then you are not being tunneled, at which point DS, an anti-tunnel perk, should not activate.
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This version of nurse would remove all skill expression and counterplay from survivors. She would still be the strongest zoner in the game, just without any skill required or way to stop her.
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The only slugging that is actually an issue is slugging for the 4k, which your solution doesnt fix while resulting in rare lucky unearned escapes when the killer is playing well.
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This+ being able to deactivate it after use would be amazing. Its effect itsnt incredibly powerful but can be very punishing for a small mistake, so i'd love to see it be more flexible.
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Of course, because nobody ever slugged for the 4k before.
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I would go as far as to remove the exhaustion requirement for it altogether, maybe even give it a map wide aura read. In the end, it requires you to complete a gen for value and that power should absolutely reflect that :D
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I support the devious clown bloodpoint agenda.
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I cant believe I actually have to say this, but if you went down, then the killer did not miss. Even if you claim your internet to be above average, every single thing you describe points far otherwise. I cant speak for you but check the router. Huntress hatchets do not take 0.01ms to cross 20m. A (fully charged) hatchet…
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Good idea, but how would this work with ruin? Survivors might choose not to cleanse it so their swf could have infinite aura reading like in the OoO days. (Since 6s aura is longer than the 5s to stop regression, it would last forever.)
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Wiggling exists so you dont get basement hooked/pain res every time. Going down in the first place is your fault.
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If the issue is that survivors cant go next on the ground, thats not on slugging.
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I dont recall saying it was any fun? No need to be hostile. Being slugged really isnt much different from being hooked when knock out is out of the equation, and even when it is the pain is more soloQ teammate oriented than slug. And I play 50/50. In reality both situations have your agency removed, slowly dying while you…
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Yeah but twins slugging is preventable to begin with by typical twins counterplay; the twins player often finds that a down across the map is picked up long before they have a shot to hook.
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While I dont personally understand why so many find slugging much more unbearable than being hooked, knock out as a perk exists solely to stomp soloQ players. It shouldnt hide the aura at all and recieve some compensation buffs that gear its power to snowballing rather than slugging every down.
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Aura reveal on hook: If you have the gamesense to see they have it, or just are cautious enough, just get in a locker for 5 seconds while their carrying+hook. Aura reveal on gen: Do you mean discordance? Gearhead? Human greed? Work alone, hit greats, open chests. Aura reveal on healing: Just dont heal in the killers terror…
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a). While the distortion nerfs were certainly heavy handed, its by no means completely bad. its a a solid B-tier perk. Not to mention to free 160s of aura blockage + iron will provided by OTR. Combined with distortion, your aura is practically invisible. b). There is no situation where the killer has permanent wallhacks…
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I hardly see how information is just… automatically causing death. Besides there are already perks designed to counter that aspect of the game if you so choose. Choosing not to use the tools presented to you would not be the games fault if that was your decision.
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if NTH is to be tied to the gen, it should have a range increase.
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twins trying to snowball:
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let us use offerings in 2v8 (i want to see 10 anniversary cakes) pls unfix blight so I can use bug tech again 😊 Fix how survivor hitboxes are innaccurate fora running injured survivor (a third of their hitbox is just air at that point) Fix all the stupid bugs that are basically shadow nerfs. Nurse tiny fov and a million…
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distortion is good again with 15s recharge, could use 3 token again tho
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yeah even if the generator was there that still guarantees an extra hook stage, this just shouldnt be possible.
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how would bringing the offering make this situation any different?
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If the killer killed every other survivor and then downed you, that kill is hardly unearned. counter by not getting 3ked.
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unless im mistaken, the slide wall with the breakable door can be opened if your teammates complete the associated generator. There is a way out of this situation, but your teammates didnt see it. of course needing to complete a gen to save somebody is ludicrous in its own right, but it's something.
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Reverting CoH would break the game, especially if we're talking original original version (16s self heal + 100% speed bonus w/ 24m). Self healing as a concept is not game breaking, but it must be kept in check by high limitations that make up for the typical time sink and vulnerability that an altruistic heal requires. A…
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the aura prevents to killer from simply relocating the vulnerable survivor after they've done a conspicuous action.