Best Of
Re: Oni is too strong and too common in 2v8.
I don't think Oni needs to be removed from the mode he just needs to be balanced a bit.
If Devs address him being able to be in power constantly and give him back his 90 degree Turnrate cap while demon dash attacking so he can't attack you from every possible angle he'll be fine.
Re: Oni is too strong and too common in 2v8.
onis so easy it's basically impossible to miss
Re: Killer QOL
Imna killer main, and this is controlled opposition by a survivor main to make us seem unreasonable
Re: Why can't killer disconnect without penalty once a gate opens?
I don't find this suggestion to be unreasonable to ask.
Give the option to abandon after the gates are opened, but instead of ending the game, replace the killer with a bot.
The bot doesn't need to be good. It doesn't need to use the power. Just an M1 bot that gets the survivors out of the gates.
Re: Let us know what you think about 2v8's tonics!
I think killer should get bigger buff for using strong tonic bc survs save like 40 seconds when killers only like uh… 15 maybe in chases idk?
Re: Are gen kick perks like eruption even worth it anymore? Is anybody still using them?
eruption hasn't been worth it since i found out the 8 kick limit existed since it takes 2 regression events
Re: Let us know what you think about 2v8's tonics!
I think removing a cage state for a survivor is too strong, a health state is fine, as well as the killer side of the tonics.
Re: I am not playing the same game as the streamers'.
when ur truly good at killer u would stomp most pub matches, it is what it is, unless mmr is truly fixed and strict.
azaxydbd
Re: Oni is too strong and too common in 2v8.
Oni is definitely strong in 2n8. Way more blood orbs spawn and when he rages, he has a very target rich environment. A sprint is almost guarenteed to find a survivor or two.
Seen a couple of oni/ghostface pairings where ghostie just tidys up the bodys oni leaves in his wake on a rage rampage.
Re: How would you make Dbd more balanced?
Let's see how much these ideas are hated.
Make tunneling undesirable: Nerf, punish, whatever name you want it, make tunneling the least desirable option. While it's sometimes is needed, it should be effectively a last resort and not the first response. Let's say when a survivor is hooked consecutively gens speed gets a bonus that's large enough to give people pause.
Reward spreading pain: A carrot to the above's stick. Obviously no but also something else to help in trial. Going between 2 people will reward bp more than tunneling one guy and gives killer instincts on a survivor that hasn't been hooked yet after they move a certain distance. A hook carousel (defined: hooking everyone once before a repeat survivor) could reward a mini grin embrace effect. Things like this, give a carrot for the behavior people like, make it appealing.
Prevent "undesirable" behavior in a "fair" or "interesting" way: These are heavily dependent on the individual but for this got 2 examples: Slugging for the 4k and t-bagging at the exit. For the first if the bleed out timer is 1/4th gone (a total of a minute slugged) and it's down to 2 survivors, that survivor can abandon without leaving a bot. For the second for each standing survivor within a certain distance of an open gate the endgame timer speed increases.
Those are just random examples but the point is to find common ground on what behaviors most players hate and curb them, preferably with punishments (sorta like what people are doing here already but better to push the point across).
Make doing other things more appealing to survivors: Basically put pressure on survivors to do something other than sit on gens while not making it completely mandatory. Like some people said above, having a repair penalty while injured gives survivors something to potentially focus on while still giving a choice and is a nice tiny reward for spreading pain, though it can't be to large as otherwise the community will get something like "forever legion". Yes this is a bad thing before anyone questions it.
Totem value: Going with the above, make totems more valuable to snap/bless like making base gen regression faster for each non blessed totem standing or giving a boost to breaking speed for the killer. Something that gives survivors a practical reason to snap bones without being overwhelming enough to make it explicitly mandatory.
Hit the toolboxes a little: At the moment, people like toolboxes more than medkits, so make being able to quickly healing teammates more appealing than having a burst of gen progress that'll be deleted with regression. It syncs well with the above injury penalty at least.
Tweaks to killers and perks on both sides: This is here for completion's sake as no one will be able to agree on common ground for what should happen to what.