Two simple, non-OP killer perks that end looping, hatch standoffs and taunting

"Lingering Regrets
When you hit a survivor, that survivor may not escape through the Exit Gates or the hatch for 8/12/16 seconds."
"Confound
Walking through a pallet gap calls upon The Entity to block that pallet location for 8/12/16 seconds.
Only 1 pallet location may be blocked in this way at any given time. The pallet location is blocked only for Survivors. The block effect immediately ends if the Survivor throws down the pallet.
Confound does not affect vault locations."
Put on the next killer, please- I would run both 24/7. And as to Lingering Regrets, even the POSSIBILITY that the killer might have it would end t-bagging.
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Comments
OMG, now we can solve hatch standoff problem!!!by bringing another perk....
Bandaid fix not wanted
We need problems fixed at base. Not another band aid perk fix.
I never have hatch stand offs. I don't mind letting them get out if they get there before I can down them. DOn't need help on that end.
dumbass ideas especially the pallet one. thats the one base thing survivors have to fight back
for one these are bandaid and for two these sound incredibly broken
I love how he calls them non-OP, but basically creates two of the most OP perks in DbD history. Takes away the only real defense the survivors have.
Should they start off on hooks as well? Can we get that as a perk? lol
Hatch standoffs... there are so many easly implementable fixes... yet devs are just: naaah fams, its ok. They do a lot of good stuff... but recent bugs and refusing to fix so old problems is disturbing.
If not just no, it'd be the killer equivalent of Mom but on Nurse level steroids.
As others said, these are just poorly designed with no real way of salvaging them. Hatch standoff needs to be targeted directly and as for blocking off pallets just by walking through them...that does more than counter looping. It kills it.
..another band-aid solution?
gotta limit these people with 20 hours in the game from making complaint/balance posts smh
i see you have changed your tune about MoM
Belongs in fan creations. Lingering Regrets isn't worth the perk slot imho. It's the killer that would have lingering regrets for using it in 90% of the games they play. Sure, it would end hatch stand offs and punish survivors for taunting the killer at the exit gate, but it also wouldn't do anything to help the killer prevent getting to that point of the game in the first place. Also, as others have said, if the devs plan on doing anything about hatch stand offs then it shouldn't be related to a perk.
Hey, let's make it to an addon then lol
At least more and more people realise that adding perks to fix stuff isn't good, proud of you guys
People act like looping is a problem but that's literally a core mechanic for survival. It doesn't need to be, nor will it ever be, "fixed".
Looping is a problem and was never intended to be a core mechanic for survival. It has all the characteristics of an exploit, except that the developers changed their minds on calling it an exploit.
And while I understand it's annoying, it's something the game has since further adapted to. I honestly don't see it as a problem now
No, sorry, that's too killer sided, you're removing the survivors only defense and you're trying to add a bandaid for the hatch, when we need a real fix, although I think the hatch should be left alone tbh.
So you don't think it's a problem that survivors can force the killer into unwinnable situations just because of how they exploit the map?
@Orion but now it has so much counterplay, that it doesn't need a 'fix' it's no longer a problem, plus don't you main Nurse? You're literally playing loop loopings best counter.
I think the hatch needs a rework, though closing it isn't necessarily the best option. And a perk is a terrible option.
No, I don't main Nurse. I rarely play her, in fact.
What is the counterplay to a survivor who knows how to exploit map design to the point that the least bad option for the killer is to hand them a free escape?
Focus on weaker survivors and don't commit to a chase you can't win. Or rely on mind games. There's several perks and killers that have their own ways of dealing with looping too. I understand when there were 20something pallets per map and the pallet vacuum issue that it was broken but that's not the case anymore.
Oh right, it's because before 2.6.0 you made a thread asking when the update comes and how you wrecked a team with Nurse, so I assumed you're a Nurse main.
Also, for counterplay, bloodlust, Enduring, Spirit fury, Bamboozle, and Brutal strength can all nullify it. Perks like Beast or prey can make massive opportunities to attack and mindgame the survivor, STBFL decreases the distance you lose, MINDGAMES LITERALLY RENDER SURVIVORS DEFENSELESS and some killers can be unaffected by it like Clown, Hag and Spirit.
@Orion
So you think it's balanced that the survivors can force the killer to give them a free escape?
If you're referring to the thread I think you are, I was using the Pig; not the Nurse.
Bloodlust makes some difference, yes, but chases can still last too long; this is demonstrable.
Killers only have four perk slots, and none of the perks you mentioned actually help with looping.
Mindgames don't work on most maps because the wall tiles are either see-through or have giant gaping holes.
Looping is not something that can be countered with perks. Survivors run in tighter circles around objects, making the killers' speed less significant during a chase. Furthermore, killers take longer to recover their speed after turning, which takes away their speed even more. There is no perk that increases the killers' acceleration nor any perk that reduces the killers' hitbox. This is a core issue with the game design, period.
@ClogWench that is solid advice, I don't know why @Orion still considers looping a major problem.
Letting survivors go is not solid advice, especially since every survivor and their mother knows how to loop. In what universe is it considered "solid advice" to purposefully lose? Do you actually think that's good advice? If the devs introduced a new killer whose ability was to instantly put all survivors on the hook, would you accept "just give up" as "solid advice"?
No one's saying to let them go. If you focus on a survivor who isn't as god tier at abusing loops you can use that as a means of getting the looper into a more vulnerable position. Breaking chase isn't giving up. A good killer knows when to to break chase and work on killing other survivors instead of wasting their time in a losing fight.
But you can't seriously be proposing that survivors have to run in a straight line? You probably spend too long chasing a good survivor, if you think looping is a problem. Orion you need to adapt, I have. I don't miss the DBD when I joined where survivors were literally untouchable with double pallets everywhere, pallet vacuum, double exhaustion perks. That was bad. Now it's way better than before, but you can't see it. Not all your games will be effortless 4 mans and you need to accept that.
Genrushing is a massive issue, but looping is a thing of the past.
No, I'll just run Up the Ante and take my chances, see you AdApT. .-.
@ClogWench you're a genius, I'm definitely coming to you when I need advice lol, sometimes I mess up too much as killer, and someone like you can seriously help.