Best Of
Re: Why Making the Blight 4.4m/s is a Bad Idea
so an S tier killer getting 2 nerfs is suddenly nuking them from orbit?? we are doomed if this is the mindset for balancing high tier killers.
Re: Why Making the Blight 4.4m/s is a Bad Idea
hard disagree. indoor maps can slightly reduce blights efficiency but not enough to warrant not making him 4.4m/s. his power is so good that he can outplay pretty much every loop in the game with good bump logic. making him 4.4 will help out the survivors against blights that will just brute force a loop while their power is on cooldown. either getting a pallet or a free injury. it also doesn’t make sense why blight gets rewarded with 4.6m/s after missing his very lethal power. survivors should be rewarded when outplaying blight’s power, but with how short his fatigue is and being 4.6, he loses almost no distance or pressure by failing his rush.
an argument i will make is that making him 4.4 will do little to nothing for the already cracked blight players, as they usually hit 9.5/10 of their rushes anyways. which is why basekit nerfs are needed imo (reduced amount of rushes, longer fatigue and token recharge cooldowns) to make it an all around nerf to all blight players rather than just the less experienced ones.
Re: Was it ever explained why some maps appear much more often than the others?
Cause devs think that boosting maps is a great idea.
Re: Giving up seems to be so common now, why?
I started giving up as killer (although not DCing, just opening the gates and not chasing anyone) in hopeless games against bully squads, because it makes playing killer much less stressful. 95% of the killer stress and therefore the famous killer anxiety comes from desperately trying to win an impossible game, like against a coordinated SWF with second chances. Lacking experience, you think you can do something, because you still hit them, you still hook them, but it's a bait and all of it is for naught, as with all of their additional health states, saves, coordination and body blocks they just push the gens and teabag you at the gates, safely unhooking anyone you manage to hook during the endgame. This is always frustrating, because you are trying your best, hyperfocused, and still fail miserably. But when you just open the gates and move on, it doesn't happen, as you are no longer trying to win a hopeless game. You save time, effort and mental health, skip all the humiliation, and sometimes piss off the toxic bully squad that hoped for your attention. And what is more important, being ready to drop a hopeless game makes queueing as the killer no longer unnerving as it used to be, it makes it close to playing survivor: "worst case I just die, no big deal", but instead "worst case I just open the gates, no big deal". It's the ultimate cure against the killer anxiety, without which I would've probably just uninstalled for a few months again, but I continue playing for a long period without burning out.
Re: Slaughter Strike is wildly unnecessary and doesn't even fit The Shape.
Since Myers license has been lost, there will likely be no changes to his kit until a possible time they reacquire the license. We saw the same thing with Demogorgon where he sat in the state the license left at until the license was reacquired.
It also very likely why the rework came out when it did alongside changes to perks from that chapter.
Re: Spirit audio feature?
This could easily be addressed by normalizing audio levels, preferably as an option, like they have refused to do for years. Nioh 3 just released and even made it an option with 3 presets.
Its the kind of thing that would help immensely with issues like this. Still wouldn't help as much with overlapping sound issues, but it would at least prevent the potential damage large volume fluctuations cause.
Re: tired of power struggle being the most useless perk
it might be a super situational perk BUT its one of the few times in dbd when i got scared shitless idk why but it always gets me
Re: Is The First OP?
He's strong, but not OP. I'd place him around the same tier as the likes of Executioner or Nemesis. Just 50/50s, really. His power is incredibly strong if he's patient with firing it, but the same goes for Nemy and Pyramidhead. The undetectable I don't think is too much of an issue too as on most maps he will pretty much never hit it.
Re: Giving up seems to be so common now, why?
We already have an abandon system that allows for free DC's at specific outcomes and that's fine. We really shouldn't be advocating for no DC penalties because practically, it's going to lead to a lot of matches just being half bots or worse and nobody wants that. Secondly, other people do play the game and we have to respect each other's time because it's only fair. Your average dbd match goes 10-15 minutes. This isn't like Dota where you need commit 40+ minutes to a match, if you can't tough out a single dbd match because you aren't having fun then I hate to say it but you should probably take a break from the game for a while.
Spirit audio feature?
Idk how balanced this would be but.. Imo map ambiance and other noises regarding gen completion sound, loud noise notice (those black explosions or whateva) the sacrifice sound etc should be completely silent in phase. The amount of times I cant chase survivors or track because lery's main room TV's are loud ASF and the gen completion sound and other sounds mess up my tracking completely. most have either really loud or low footsteps sound (eyrie for ex) to the point you can't even hear it. You need to blast your headphones to 200% and no person would break their eardrum just to hear those tiny eyrie footsteps. Kinda ironic don't you think? Rendering spirits power useless on some maps bc audio sucks and gets bugged almost every patch. But this is just a personal opinion regarding balance. What do you think? Considering 2v8 is coming and I that mode people scream a lot from getting hooked and gens pop more
