Comments
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Bloodpoint offerings are great. Always happy to see them, because they have no impact on how my game will go. Same thing with the wards. The fog thickening stuff is pointless, and is a waste of bloodpoints. Same with the chests. The Shrouds are generally just detrimental to whichever side uses it, since they do what the…
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You have that perk basekit on every survivor. It's called your other two teammates doing gens. Killers don't have that, so they have to use their perk slots to apply the pressure.
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Lethal pursuer is honestly at a pretty fair spot currently. It gives some information at the beginning, and then maybe gives you some slightly longer auras as long as you run other perks to let you see them. Unless you spawned at some really weird spot, odds are the killers would have found one of you in a similar amount…
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I don't actually like the idea of letting killers see, as it would allow killers to easily identify who can be tunneled out and nullifies a lot of survivor perks that rely on the element of surprise.
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I know it might be hard to read, but about 15 words in, I mention that legion is one of the only two killers that can use this perk effectively.
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This change would be fine if heal speeds were nerfed alongside it. Plague and legion are the only two that might get value from this perk now, because survivors can just grab a medkit, sit in their infinite circle of healing, and just heal up in 10 seconds, completely nullifying the perk. 6% slowdown is nothing, and you'll…
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It is, and it is a strategy with counterplay, as survivors can take actions that can result in everyone still getting out. If DS was active during the endgame, there is literally nothing the killer can do to counter it.
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It really isn't that hard to escape if you just do the objective. I'm primarily a killer player, but I've been playing more survivor this patch due to the queue times. I've had about 50/50 escapes and deaths in my solo q games since this patch released, and most of the losses were because somebody either DC'ed or killed…
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He has the highest kill rate according to outdated statistics based on overall data that was explicitly said should not be used to make conclusions like this. Pinhead is honestly pretty balanced, with a weak anti-loop ability comparable to clown and a minor slowdown that can be completely nullified by a skilled survivor.…
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It is a game, and thus it should be fair for everyone involved. SWFs have an inherent advantage that solo players do not. There isn't any way you can deny that.
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One call out is still more than solo queue players have, and one more than the game is balanced around. It is the most fun way to play the game, but it also inherently is a competitive advantage.
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I play him a lot. I've been playing him less lately though, since I'm trying to use up my flans on my other characters.
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Sure, as long as we also make it so that if a survivor doesn't spend at least 2 minutes in chase, they lose half their bloodpoints at the end too. This forces more interaction with the killer and punishes those survivors who are so bad at the game they can only do gens. That makes it fair right?
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Except that many of the best and thus most run survivor perks are those that do effect other survivors. Kindred, Borrowed Time, Prove Thyself, every boon, all of these have a direct effect on the other 3 survivors, and as a result way more effect on the killer. In addition, the individual perks have 4 times the effect of a…
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Part of the problem is that buffs to survivor perks have to be balanced around the 4 to 1 ratio of survivors to killers. When a perk is made stronger for survivors, it can have 4 times the effect on the killer player depending on the perk.
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The issue is, even a not sweaty tryhard swf is stronger than a group of lone survivors of equal level. Communication absolutely destroys half of the killers' ability to cause pressure. The correct thing for BHVR to do is to buff solo queue to the level of swf information and balance around that. Whether they do that…