Comments
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You do bring up a very good point, the biggest downside to this suggestion is that players will feel like they have to run ds, I'd argue making Ds basekit would solve that issue. Your reasoning is probably the reason that it's never been explored
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It would solve slugging lol
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wouldn't ds having a tell discourage tunnelling, if I knew for sure x survivor has ds, I'd avoid chasing them for the next minute. you are right about other perks that are similar but they would need to be looked at case by case basis and their power levels. devour hope isn't a great example as the tell is the speed boost…
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doesn't legion have a reputation for getting survivors to d/c?
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gameplay wise I think it would be quite cool and add some interesting situations into the game but wouldn't fit lore wise. not a fan of this, you'd get disoriented a lot with charlottes location constantly changing, would make it harder to plan ahead for example herding a survivor into charlotte or victor then switching…
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Would be nice if they brought old Freddy back as an add-on.
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You can get a lot done in 30 seconds, hit survivor, chase and down with Victor, still gives you another 15 seconds with Charlotte, can be used as a mini silencing cloth add-on
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Are basement trappers common enough to warrant complaining about?
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That's a fair assessment of the history of the perk, it will be interesting to see if it's an issue on the ptb. I would argue that the fact that killers specifically used enduring to counter Ds says something. And when it comes to head on I'm not comparing the usage, purpose or strength of the perk. I'm purely comparing…
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its difficult to judge new dh until we see it in action. if you can proc dh and jump through a window or pallet, it could be a problem but thats just speculation at this point.
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yes but the the less the gen has, the less you'll need it in the first place. and it combos well with mercilless storm or tinkerer so you may be more likely to pop gens at high percentage.
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i get that, what Im saying is that in that time period, you won't find anyone that complained about the stun duration.
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if we say for example a gen is 80% done and you kick it with pop. right now it will take off 20s new patch it will take off 16.65s
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the unhook-requirement was added in march 2019 2.6 then the 5 second stun was added in april 2019 2.63
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is it though? if a gen has barely no progression then its not worth kicking anyway, if its 80% or more done then you get 20% of that plus the extra 2.5% which is probably just barely less than its original 25%
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the 5 second stun came after the unhook requirement.
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don't see how pop is unnecessary, gens are being increased to 90 seconds as well as losing 2.5% on the gen per kick.
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the perk would still do something, like I said there were no issues when it was a 3 second stun back in 2019 and I can't find any posts of people complaining about the stun duration back then (you're welcome to take a look and post me a link). and because it was already that duration we don't even have to speculate how it…
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find me a post of people complaining, I can't find any.
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i brought head on into the discussion because nobody has complained about the stun duration of that perk. and why did no one complain about the stun duration of ds pre-buff if it was such a problem back than?
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people ran enduring back then specifically for ds because taking the stun was not worth taking. and I doubt you could find any posts from back then complaining about the stun duration pre-buff. also the 3 second stun is enough for head on so logically it should be enough ds. even after the buff to 5 seconds, enduring would…
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The 3 second stun 4 years ago was also fine if it wasn't for enduring.
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Ds stun was originally 3 seconds but it got buffed because of enduring. When enduring got nerfed/changed Ds never got the stun duration reverted. Basically it was always meant to be 3 second stun, it was an oversight to not change it back for so long.
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DS was originally a 3 second stun but they increased it to 5 seconds due to enduring but when they changed enduring they never corrected ds back to 3 seconds. it was a long time coming tbh.
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I think the changes seem good and you lot are overreacting. the 5 second endurance and haste is far better then what we previously had which was nothing. I don't think the nerfs to meta perks on either killer or survivor are unreasonable.
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Does that mean tier 1 devour is stronger than tier 3?
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I've had games where the first gen gets done within 10 seconds, figured it was a loading in issue.
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Just playing devil's advocate, if you can run the killer round 5 gens then you'll probably end up surviving more games than dying. It's not like your scenario is going to play out every game. The opposite is probably true for those that can only hold M1 on gens, they get chased by a higher MMR killer and die more often.
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You're probably right that the Devs probably won't do something like that although aren't they doing something similar to encourage ppl to pick killer/survivor?. But saying swf is fine is weird because it's irrelevant...even if this change happened swf would still be fine...it would barely affect it. Just some bonus BP for…
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I feel like you read the title and nothing else.
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Nevermind, you don't understand my question and I'm not gonna keep explaining myself.
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Once again for the third time why does deliverance have all these extra conditions but unbreakable does not?
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You completely ignored my point. Unbreakable is a powerful perk just like deliverance and they are very similar. Both have a one time use and both have the potential to change the game drastically. Why does one have multiple downsides and conditions and the other does not?
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For twins It's hard to aim the little guy with the controller plus the twins are generally bad across the board. For the trickster it's near impossible to get consistent hits with that recoil with a controller. All in all just terrible experience with these killers on console. Blight has one saving grace and it's that…
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For Console the last 3 killers have been terrible. But they have all at least 1 good perk.
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If unbreakable is balanced then why does it not have a downside when deliverance does?
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I agree with this, the swf successfully baited the pH when going for the unhook and even managed to body block him so the killer can only aim from a distance. Ph's attack can be reacted to especially from that distance. So that survivor should be more annoyed at themselves for not reacting and dodging the attack.
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Not sure if it's relevant or been said already but you get really nice fps when you play on the tutorial.
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That's simply your interpretation. They didn't do anything to actively make bloodwarden or wakeup weaker then their original design. And like you said remember me still makes it very difficult to open gates for the sole survivor so it's still far from useless. In fact you can still do some dirty builds with it.
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But those perks still exist and still do what they originally sought out to do even if it isn't as effective. Remember me still delays the gates opening, bloodwarden still blocks the exit, wake up still increases the speed of opening exit gates.
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If it was up to me regression wouldn't go past 75% so at most 5 additional seconds to open gates. More if killer has remember me. No regression for sole survivor. Move exit gates to opposite sides of map...at the very least the killer shouldn't be able to see both exits from one location. Maybe add a second switch on…
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It still proves my point, regardless of how strong they were on Freddy or how weak they are now. They still exist and that there was an attempt to use the gates as a form of pressure. They even nerfed remember me instead of reworking it so they still want gate pressure in the game even if it is quite weak.
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I also think that regressing the exits gates will also enrich the survivor experience as well. Right now end game plays out the same way, killer has no choice but to down and camp the unlucky survivor. Remaining survivors 99 the gates and go on a rescue mission. If successful they body block the killer until they get to…
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If I shouldn't be worried about the gates then why are there perks that directly affect the gates? I think gates are redundant in their current state which is why I'd want the change so that they can be pressured. I love how you assume why I want pressure. Pressuring one survivor is pressuring that one survivor, it doesn't…
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I'm not talking about specific scenarios, if me wanting the exit gates to regress is killer entitlement then you wanting the opposite is surely survivor entitlement. How bout instead of just disregarding my point, you actually make a counter point. Your point of "pressure the survivor, don't bother pressuring the doors" is…
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Most survivors usually die at that point due to their own hubris, not because the killer pressured the 99ed door. It still doesn't change the fact that the killer has no way of pressuring a door that has been 99ed which is still an objective in the game, a final roadblock a survivor needs to overcome to survive.
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You just ignored my points, the survivors objective is to escape which includes opening the exit gate, not just completing the gens. Being unable to pressure the exit gate makes them redundant, they might as well open automatically when the last gen gets done.
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Sure but if the gates were designed to always spawn on opposite sides like the indoor maps it wouldn't be an issue. The survivors primary objective is to survive and escape, this includes doing gens, opening the exit gates and leaving. You are also assuming it's the one survivor left in which case yeah regression might be…
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I think op has the right idea but conveyed it wrong. Sure the egc isn't used for pressure but the killer should be able to pressure doors...which they currently can not.
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The egc is designed to simply end the game but the exit gates are still an objective before the egc starts. The game isn't over yet but making the exit gates open via a one tap makes them pointless. A slow regression would make sense and actually allow the killer to have some pressure towards the gates.