Comments
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Myers' breathing is bugged by weird audio acclusion
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I think they should, absolutely! It's ridiculous that, from p 1 to p100, I ONLY got 60 of them. While, instead, I got over 300+ Syringes! That's absolutely ridiculous!
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it's not easy for the VFX department, but needs to be done.
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Permanent 2v8 like this would cause such a gigantic issue for the base 1v4 mode and the game in the long term. Absolutely not like this, but could be considered a way to have it way more often. Perhaps a "game mode gambler" every sunday, or every specific hour of the day or something.
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Sorry for the slug, it's to express the emotional and sentimental pain that playing solo Q is. Even more the fact that there isn't a basekit version of Kindred (without Killer aura), to have info on the map on what to do.
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It's not a "crutch", it's literally the META, the Most Effective Tactic Available at the moment, and a game mechanic. There's literally absolutely 0 reason, apart from fun or archives or human empathy, why you should not do it. After the game is a 3v1, now actually the macro game is insanely more effective. I don't think…
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If a killer really wants to tunnel, they'll do it anyway in this situation. If you unhook them early, and there's no Off The Record or DS, you do them a massive favour.
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I mean, 4 survivors always VERY EFFICIENT on gens. Also, fun fact, with proper stealth builds, you might have situations where 4 people are effectively on gens for a short amount of time. But that requires a lot of coordination.
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If the killer wants to tunnel, and force the game into a 3v1 ASAP, they'll do it anyway no matter what. Situations where the killer is a bit far away from the hook, and then comes back, will happen exactly like before.
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I almost entirely agree with this. In a certain sense, this now might unironically be true now, with 2 minutes and 20 seconds of total hook time, + eventual Reassurances, + all the time it takes to chase them, DS, Dead hard, etc, that there are some situations where it might as well be worth it to just leave the survivor…
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This still gives time to quickly finish a gen before unhooking, or leave it 99% before the killer comes back, and much more time to get rush to the endgame and open the exit gates. I complained about tunneling, not slugging. Exactly, how can you not notice XD ? Yeah, also remember hook grabs were removed too, for the…
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Exactly this. It's still hard to judge early, but I think it's true! Correct. Gen jockeys make gen blocking perks even more necessary now. I massively disagree, hook grabs had to go for good, and borrowed time basekit was needed. Pretty much yes, a mess. This is not true, this is terrible for competitive and public…
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Even with this, I completely agree: hook trading now just kills the entire momentum. In order to fix this, they'd really have to buff to so many killers to A/A+ tier.
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Perfectly said. Tunneling at 5 gens is now better.
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This argument is so flawed, that I don't even know where to begin to deconstruct it...
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"Nobody needs to tunnel". And that's where you're wrong: with 4 survivors always going gens, eventually you will need to tunnel, unless you have Devour Hope of another super gimmicky build.
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It's not contradictory: anti camp is when the killer literally stands super close. If a Bubba stays further than 16 meters, or in a vertical place where it charges even slower within the 16 meters, it does absolutely nothing.
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I think this change is BAD for the game overall, if not very bad, because: It doesn't solve camping really. It makes the anti camp mechanic stronger with no rebalancement of it. If makes tunneling even more necessary. It doesn't solve killers wanting to tunnel. It doesn't give killers an incentive to split hooks, and the…
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Very well said: "The survivor can still easily hook-trade and all generator will be done". I agree.
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Yeah. "Fun" and memy Blast Mine. But guess for who? For the survivors. Seconds when stunned that can COMPLETELY destroy the killers' pressure and momentum. Because when killers don't find it fun to get hit by Blast Mine, and other "fun" perks that kill momentum, guess what they're gonna do? Go back to the hook, tunnel, and…
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I really agree with this: "It's not the end of the world", but it's still a bad change.
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Exactly. This is another big problem.
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I agree with the first part, but I don't think copying 2v8 is the solution. Apart from the extremely oppressive Escapist class, if there are 8 good players, you are screwed as killer. Before you can reach a kill, all 8 gens are done. As killer, instead the strat is to injure everyone with Wraith, and slug everyone. Or just…
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Let's suppose the killer just goes for chases. As you said, 1 survivor is doing gens. What do they get for hooking all 4 survivors? Apart from perks? Nothing. What do they get for hooking all of them again, with none dying? Nothing, no kills again. How much time has passed? Supposing a chase is very short, like 45 seconds,…
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It will make tunneling more needed, because if you split pressure on 5/6 hook stages, before a survivor dies, that's 50/60 seconds more of survivors doing gens, before going last second for a save.
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What killers do you play the most? Because with Skull Merchant, I absolutely believe you can win with no gens slowdown, considering how much survivors either give up completely, DC, let themselves die on hook, or stop playing seriously entirely. As you said yourself, if survivors are the objective (what does this mean?¿?)…
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I don't think they wanted to make tunneling stronger intentionally.
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I meant, staying 16 meters from the hooked survivor, just outside the anti camp mechanic radius. Also, you can always go inside and outside the radius a bit if necessary.
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Ok. Let's suppose, the killer completely leaves the hook @AmpersandUnderscore . Then, by macro macro pressure, let's also assume they need to go back to the hook, perhaps because the closest survivor pre ran to main building, or because they instantly saved just 20 seconds after the hook. What happens if the killer, by…
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The anti facecamp mechanic would need to get adjusted, because now, with 70 seconds, you can self unhook so many more times if another teammate is near the hook before second stage. In theory it should punish hard camping, in practice it doesn't. And it will make tunneling even stronger indirectly.
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I don't think they intentionally made it stronger. But even them ( I suppose) know that hook stages cannot be super long. So if they want to reward chases, this is not the way.
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Perfectly said: "The less defence you bring, the less time you have as killer to interact with the survivor". The more they nerf passive slowdown perks, the more killers are forced to camp and tunnel. In fact, I'd make getting the fourth stack of pain res a massive bonus, like, regress 60% of a generator, considering how…
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High tier and mid tier killers are not in a bad spot. (Not really true, medkits, toolboxes and perks are still broken, but whatever) IF you tunnel. Because if you don't tunnel, then you're screwed.
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The competitive sene is good, because it shows what the actual problems of the game are. Btw, it's not just those words you used, it's a lot of macro strategy, efficient chases, skill. A lot of people actually like the competitive side of the game. Many. " Survivors will literally unhook the instant the killer finishes the…
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Exactly, it's not proportional. Exactly. Unless you consider camping a part of tunneling. I disagree with this. Camping should be punished, but this is not the way. Why can't they also make it a less efficient choice to "gen rush" so fast with perks? Or instantly heal with Resurgence? So make things that instantly destroy…
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I totally agree with this.
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Then this tells me you don't really know how the competitive Dead by Daylight scene goes on average. With all killers, especially low tier killers with no mobility, you absolutely have to secure a second stage no matter what, unless an extremely lucky situation. So what you say is just incorrect, I'm sorry to say.
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Not on all killers. The best play is still, and always be 99,999% of the times, to go back to the hook. There needs to be an "incentive", a reward, for getting different hooks. Problem: if they don't tunnel then survivors can immediately negate the pressure with Resurgence, and heal in 3 seconds with a medkit. So there is…
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So what? Shouldn't killers be punished for not defending gens? Who makes a mistakes "deserves" to be punished, in every game. If you don't think so, then killers should also have a catch-up mechanic, like Noed basekit Endgame, but I don't think you want that.
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This can also be bad: if survivors do mistakes, and deserve to get punished....now they just have more time to recover for free and do gens!
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I don't think it's gonna be good: Killers still have NO default incentives to leave hooks and not tunnel or camp. So it's STILL not gonna solve the fact that tunneling a person in 3v1 ASAP is always the best play. Now perhaps even more the best play, considering survivors can just finish the gens and save last second.
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I'm still queueing as survivor. So, IF there were somehow too many killers in cross play off, by now I should be in a lobby.
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Like, it's not "a bit unbalanced", or "fairly unbalanced", it's MASSIVELY UNBALANCED. If 3/4 people Sprint Burst together, you can escape so so far away also.
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I think there should not be a buff for killers when both are close together, that's insane imo. Already a survivor is screwed in that situation.
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If the 2 killers chase just 1 survivor, they lose, even if they waste just 20 seconds on that survivor, because the other 7 survivors are doing other gens insanely quick, with no gens slowdown. + The cage isn't at all where the killers wants.
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"Fun", in my opinion, isn't getting bullied by 8 survivors instead of 8, and getting also tbagged at the exit gate by 8 survivors. The game needs to be balanced, on both sides. 24 hook states for just 8 gens is ABSOLUTELY TOO LITTLE. Don't take me wrong, it doesn't need to be "perfectly balanced", but this is…
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Understood, thank you.
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It's not THAT bad, but it's still bad. The time it takes to find a chest, open or rummage it, take the item, and going back to a gen, is so big that you'd waste way less time by just running Hyperfocus by itself. If survivors just search chests the entire game, and the killer tunnels someone, they will be at 5 gens 3v1…
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Are there any plans to enforce a DC penalty when the match is loading, so, for example, when a killer sees a bad map offering and quits before it even starts? Is it technically possible?
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There many many comments, in YouTube videos, Twitch, etc. You don't need an absolute proof to shut down something potentially life threatening immediately.