Comments
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I don't mean any offense to killer mains, but tunneling, camping, and slugging are easy and low-skill tactics that some killers rely on as a crutch. A player might have several hours of gameplay, but if they never move past these tactics, you could find a 5k hour player still using them. Similarly, survivors who never…
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I feel like moving the generator slowly might not be worth it, unless one can work on it while they’re moving it.
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It took them a long time to change the description for spine chill too.
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Which version of Sadako are you referring to—the one that was briefly buffed and people were abusing the condemn power process, or the earlier version?
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Most teams have specific roles for players to help advance the game. By understanding these roles, you can target the players who truly drive the game forward. Regarding SWF, skill development is the only effective countermeasure, which is why developers haven't modified it. Identifying team players from non-team players…
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I imagine the main reason people do it is because they want to give the last person a chance to escape through the hatch. I agree that if they kill themselves on the hook near the beginning of the match, it definitely sucks for everyone else. There may also be some sour feelings when other survivors ignore them, and they…
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Those are all already some of the stronger killers. Increased projectile range would be insanely op for the Unknown. Maybe giving the trapper some extra traps wouldn’t hurt.
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My suggestion doesn't eliminate the box or the ability to slow people down. It simply reduces the lethal pursuer's access multiple times throughout the match. I understand that those who regularly use the character may have a different viewpoint.
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I don't think they would be gutting him if they made it so he can't interact with the box. If he downs someone holding the box, then it will activate; I feel like that is fair. It kind of sucks when they go and activate the box right when the match starts.
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Maybe the answer is to send all of those low skill killers to bot rooms then.
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I get ya. I try to mislead them with my movements, but the I feel the perk still heavily favors the killer.
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I didn't mean to offend anyone. My immediate thought is that perhaps the 5k+ hour nurse could benefit from getting matched with some newer players to learn to play the game better. And no offense, but slugging is quite easy, especially against flashlight squads. As for other options, I've heard some people suggest a…
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Massive buffs??? lol.
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I rarely ever play as Killer. In one game, because I didn't want them to open the gate that they all went to, I slugged everyone. I managed to hook two of them, but the other two crawled off, and in the chaos of the lights out event, I couldn't find them. I'm sure people can list off reasons why they think their slugging…
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Is that just semantics for “destroyed?” It's especially negated by all the killer aura perks. Any one or two stacks you gain from jumping in front of the killer with an "ooga booga" or "neener neener" completely negates the perk's purpose and function. Killer mains protested to remove the perk because they wanted to boost…
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If they do this, I’ll stop playing too. Cause then they’re gonna basically Nerf survivors into oblivion and there won’t be any counter to it.
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At the end of the day, like other people have said, there’s literally no way you can nerve SWF. When I play with people, we’re literally in the same room. Plus, you’ll increase killer queue times if you punish a bunch of people for playing with friends. They’ve already nerve survivors into oblivion, that should be good…
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I feel like people often use SWF as a crutch in arguments. When they nerfed healing, they aimed to structure the gameplay towards teamwork. Do you want other examples? You either have teamwork perks or solo perks. The idea that behavior could detect and nerf SWF is absurd. Imagine people sitting in the same room? How would…
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I like how you say “exclude perks.” It’s mostly why distortion was destroyed because killers see survivors’ perks as killer nerfs. However, I do agree that excluding killers would a bad thing. When a new killer comes lots of people wanna play that killer. Like, when the hounds master came out, if people could exclude…
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This seems to explain why distortion was essentially removed. Survivor perks are viewed as nerfs to killers, which is why overpowered killers keep being introduced while survivors don't gain much in return.
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Your argument seems contradictory. On one hand, you say the perk was beneficial for new players because they often get tunneled or hooked, but then you claim that the nerf hasn't ruined the perk as it just made it chase-based. So, what exactly happens when someone is being tunneled? What I dislike about the entire Dead by…
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They keep reducing the tiles and pallets.
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Sabo squads are not working on generators. FYI
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That’s basically a dead zone. Most of the killers Characters don’t even have to engage you on those tiles, they just use their power. Even supposed “god pallet” loops aren’t safe against a lot of the op anti-loop powers. The problem is that they gutted healing, then nerved a bunch of the maps, and then created killer…
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the game isn’t the same as it was 2000 hours of gameplay ago.
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The constant slugging and tunneling every single match is unenjoyable. Or when you have like six clowns in a row. And now, people are wanting guaranteed loop hits with this new Freddy build. It makes sense that people are just jumping to the next match. BTW, creating loop-countering powers is part of the problem.
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…Or change Knockout. Make it so that killers get way more points for hooks instead of deaths. Maybe have a progression option for unbreakable like it starts when more than one person is slugged.
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Exhibit: M https://www.instagram.com/reel/DEpgKS1I2ix/?igsh=NTc4MTIwNjQ2YQ==
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If the timer runs out, the survivors get sacrificed to the entity. If you let the survivors bleed out, it’s different. If the gate gets blocked when you hit a survivor while running in the gate, how do you account for normal gameplay, where a killer tries to hit the survivor on the way out?
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Then people will just not play the game.
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I think that Boon: Circle of Healing needs a buff. If the argument is that the OG perk was bad, for whatever reason, it should be adjusted to improve self-healing when equipped with a healing item or perk. That way it would be similar to using Boon: Exponential with Plot Twist. -Or allow self healing while in it again, but…
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Give survivors aura blocking abilities while crouched. It doesn't have to be long lasting, but I wish they had more trade offs. Maybe that would be better than nerfing the pig.
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If you nerf something because of SWF, they’re just going to find something else to build their meta with. You cannot nerf SWF. You could have a 4 person team that’s physically in the same room, how would behavior be able detect that? Sorry for sounding blunt, but people communicate with more than just discord.
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I mostly play as a survivor, and while I don't like it when the killer slugs for the 4k, I feel it's similar to 99ing the gate. However, bleeding someone out is unfair, so I understand the friction on this topic.
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I don't think it's meant to be a 'them vs. us' situation. Some people primarily play Survivor, while others mainly play Killer. What I've noticed is that when people ask for unrealistic buffs or nerfs, they often use terms like 'solo' and 'SWF' to justify their requests. This creates a divide, with people aligning…
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Tea bagging at the gate risks giving the Killer another kill. Slugging everyone and watching them bleed out is just tedious. Why not hook everyone and then enjoy the mori, even if you've seen it a million times?
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So in the beginning, yes, I did see several killer teams DC. However, I haven’t seen people DC much recently.
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Will there be any kind of borrowed time?
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I like how they have the unbreakable to counter toxic slugging.
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I try to break up the teams that move from generator to generator. Also, pay attention to the people who hide near the generators when the group scatters.
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I try to break up the teams that move from generator to generator. Also, pay attention to the people who hide near the generators when the group scatters.
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Killers are DCing to prevent survivors from getting challenges completed. This time it's really toxic.
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First imression: Hook returning and tunneling. No real Self Care option
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I think a lot of people are not realizing that this thread is specific to the 2v8. Not everybody has eight friends that they can play with. Plus, the 2v8 is not fun for survivors.
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Or maybe disable the penalty.
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To me, the nerf to Distortion makes it as useless as Spine Chill; there's no point in using it. I get that the whole idea behind nerfing it was to help killers when there's only one survivor left, but it still seems insufficient. It was great to be able to open the exit door a bit and then hide when the killer approached,…
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Remember the days when we had distorsion? Those were nice.
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They never should have touched Distortion to begin with. I don’t understand why killer main’s view counters to their perks as nerfs to the killer. Asking a survivor to do a 15- 30 second chase means they have to get off the generator for a long time. I completely understand why that would be beneficial to the killer, but…
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You’re right, they need to make decisive strike and off the record free perks that don’t require unlocking characters.
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I think the problem is that survivor-mains are just frustrated that the developers have left them behind. We all knew that when they gutted healing, there would be an even greater chance of the three-genning problem. They keep nerfing survivors into oblivion. Telling people to 'just watch YouTube and learn how to loop,'…