Best Of
Re: Oni is too strong and too common in 2v8.
He is, by far, my most disliked killer in the mode. I'll take a team of Blight and Nurse over an Oni any day.
Re: I am not playing the same game as the streamers'.
And then get mad at everyone but the person who decided to use pop Main Event from forty meters away
Pulsar
Re: I am not playing the same game as the streamers'.
True is horrible for someone of his experience level. Go watch someone who is actually good like Hens if you genuinely want to get better at the game.
Re: I am not playing the same game as the streamers'.
This has been debunked so many times.
Re: I am not playing the same game as the streamers'.
Idk man, its because of Tru3 that I learned the most optimal way to use Main Event as Trickster is to wait when there are minimum 6 trees and a rock between you and the Survivor. That way you might get a stack of Laceration!
Why Generator Completion Might Feel So Fast Now
I've seen a number of posts talking about/complaining about 'genrushing', and while I do feel that generators in my games are going faster than before, I don't think it's down to a single factor. It is an accumulation of a lot of things happening across the game, which I've tried to enumerate below.
First, the number of Bloodpoint farming events we've had in succession means that the Bloodweb economy is out of whack: most Survivors have no reason not to bring the strongest items possible. 9 times out of 10 this means toolboxes, especially with Brand New Parts. This power creep is not symmetrical though, as rarer/more expensive Killer add-ons are not consistently more powerful for every Killer (the question of Killer add-on balance and how that affects the game.
Second, the strongest Medkit addons got reworked and are much less powerful than before, while strong healing perks are plentiful. Syringes needed to go in my opinion, but now there's much less of a case for Survivors to bring Medkits at all when they can just have Resurgence, or We'll Make It, or Plot Twist, or even Strength in Shadows or Do No Harm. This frees up that item slot for the aforementioned toolboxes, which can dramatically reduce generator completion time, while also cutting down the time Survivors have to spend healing each other or themselves before getting back to their objective.
Third, item perks have been buffed and anti-item perks have been nerfed or changed entirely. Built to Last and Streetwise got small but significant changes that made them much more efficient, making toolboxes even stronger. Hyperfocus and Stakeout are just as strong as they've always been. One Two Three Four and Bardic Inspiration are not particularly strong by themselves but further empower toolboxes and the aforementioned healing perks. Meanwhile, Franklin's Demise is much weaker than before and Overwhelming Presence (which was a bad perk anyway) has been reworked not to affect item efficiency.
Fourth, the current gameplay loop encourages unhealthy behaviours and leaves fewer options for either side. The best option to stop quick gen losses, especially if you see toolboxes in the pregame menu, is to try and tunnel out a Survivor early so they can't use their items to burn through your loss condition. Conversely, one of the best responses to tunnelling or camping that's available to solo queue is to try and do gens as fast as possible so your fellow Survivor's demise is not in vain and the Killer can't stall out a 3v1 in the late game. This is even stronger now that the hook timer is 70 seconds and you have 15 seconds of Endurance after being unhooked: that's basically a generator's worth of hook time per hook stage. Both sides have no reason not to race to the end of the objective and it's making the game worse for anyone who can't or doesn't want to run at Mach 5.
Fifth, the changes to many Realms have extended chase times for weaker Killers while also making it easier for Survivors to locate generators in some cases. This isn't actually a bad thing in my opinion, but it's a factor that hasn't been fully appreciated. Maps that have been reduced in size like Disturbed Ward are still really bad for most Killers, but at least there's a recognition that the map has a significant impact on escape rate. A smaller map, however, is easier for both sides to navigate, and combined with the spawn logic changes that almost always place all 4 Survivors near a generator mean that low-mobility Killers without initial perks like Corrupt Intervention or Lethal Pursuer can easily lose a generator or two before finding the Survivors. Meanwhile the pallet density change has been very unevenly felt: it feels like a somewhat slipshod approach to the fundamentally poor design of many Realms that has left both sides unhappy. The strongest Killers don't care about the extra obstacles, as usual, while weaker Killers have their chase times massively inflated by having to chew through a pallet every 15 seconds. This has the knock-on effect that even oppressive slowdown perks like Pain Resonance and Pop Goes the Weasel are less effective because your chases are longer and your window to apply regression smaller before the generator is completed.
Sixth, and this is more about vibes than data, it feels like you have a lot of Survivors who only want to do gens and don't want to be chased, and a lot of Survivors who only want to be chased and don't want to do gens, and ne'er the twain shall meet. If you find the first one as Killer at the beginning of the trial, you're in luck, because they probably don't have any chase or information perks aside from Deja Vu, and it's a coin toss whether they just give up or go AFK as soon as you approach them because they didn't get to do their full setup to clear a generator as fast as possible. If you encounter the Chase Me Survivor first however, you'll get juiced for a long time with Finesse, Lithe, Windows and Resilience as gens fly by in the background thanks to uninterrupted Stakeout/Hyperfocus combos. By the time you get a down on them (or leave chase and find someone else), the Trial is basically over, and you have nothing you can feasibly defend into the endgame. This dichotomy might be why my Killer games are either 0k or 3/4k and almost never anything in the middle. But I guess that works out at around 60% so BHVR's happy. Conversely, my Survivor games also hit the 40-50% escape rate bracket, and this is for the same reason. The Killer finds the wrong Survivor at the start of the Trial: what matters is whether it's the wrong Survivor for them or for us.
I don't think this is an exhaustive list of what's going on, but it's a start. I'll also repeat the point that this problem feeds into other problems in DBD, particularly the ongoing tunnelling/slugging/camping jeremiad, so it's in everyone's interest to try and figure out ways to make the game run at a pace that doesn't make everyone miserable and vindictive.
Why can't the Nurse take pallet stuns properly?
Just watch this
(questionable video quality)
This isn't the first time this has happened to me, but never twice in a row lol
Honestly, I don't understand the need for this immunity to pallet stuns on her, considering she's the last killer who needs to worry about softlocks
And this ridiculously long grace period is the icing on the cake
Re: Why Generator Completion Might Feel So Fast Now
Unless you are running a specific build to speed up repairs, it is exactly like you say, "like watching paint dry". 90 seconds is a long time to be holding M1
Re: Why Generator Completion Might Feel So Fast Now
I feel that generator speeds are seemingly faster mainly because with the disproportion of S tier killers being played in about 70% of my games the survivors are going in trained and ready for the hardest possible outcome. There isn't a current expectation that you'll go against a weak killer and so you play your hardest.
Re: Pallets broken after recent 2x8 update. Insane amounts of pallets added to all maps
Sounds like over exaggeration as usual.