Best Of
Re: Separate Casual & Competitive Modes + Adjust Abandon Penalties
ye we remove DC penalty and no one will play with actual people every again lol. map they dont like? DC. killer they dont like? DC. See a team mate doing a totem instead of a gen? DC. First down? DC. 2 gens pop? killer DC's. SWF style coordination? killer DC's. At that point just make it a pve game instead of pvp because people would be playing with bots more than actual players.
Re: 2v8 needs to see some changes.
Maps were not doubled in size, not even close to doubled in size. The biggest change was Coal Tower going from 132 sqt to 180 sqt an increase of 1.36x, many are not even 1.2x bigger (Shelter woods got a tiny 4 sqt increase). This is why the generators speeds and numbers are the way they are, maps were not actually made that much bigger.
If you want the generators to take as long as they do in 1v4 and have survivors complete ten then maps would need to actually be double in size and at that point the killers would need to split up even more and have fewer opportunities to join forces. You would just be playing two matches of 1v4 on the same map or the killers would pick the hardest six gen they could find and guard only those gens every game, especially since you want to make these already not doubled maps even smaller and put more gens on them. With 90 second gens, two killers, and eight survivors needing to coordinate to break the gen setup survivors would likely lose almost every time.
The comeback mechanics effect is much more obvious on the survivor side, you are likely just unaware of how much it is helping you when playing killer. It has won me matches on both sides.
Chases are easier on some maps but not all and immediately become impossible for the survivor when the killers team up. Teaming up in chase is already hugely incentivized and most classes further incentivize it, it doesn't need further incentive.
If you don't want downvotes maybe don't start a conversation by calling everyone else rancid and toxic and maybe don't spout falsehoods about map sizes.
Re: Wesker was nerfed too heavily
I agree and I do believe that Uroboros should have an secondary effect like blurry vision or doing gens slower.
Re: Wesker was nerfed too heavily
Indeed. Full infection can easily cause exposed, rather than only instant grab. And infected survivors can be hindred and suffer incapacitated.
Re: Why Making the Blight 4.4m/s is a Bad Idea
Thats only thing they can nerf ho make her more healty and thats less time of auta reading when she is charging her power or none (still I will more likely go against nurse that has aura build than the 4 slowdown nurse especialy now where map offerings arent guarantee map as before).
You cant berf nurse much without crippling her, she would need rework more than blight who needs just few changes and he will be solid strong killer.
Nurse beats blight in lethality but blight wins in long game where his speed and agressive nature are more lethal than nurse.
Personaly I did these archives challanges where you have to get 4k with 3 base perks wraiths and huntresses and I couldnt do it with nurse (even when I better with her while I played her less than blight) I got rushed and her lethality against survibors that know how to run her isnt that huge but I did it with blight easily compare to nurse and without addons almost perkless because these perks of these killers have almost no effect maybe huntresses hex does something but it got cleansed fast, I find blight superior esecialy against very good survivors.
Re: Exhaustion perks nerf idea
You cannot abuse something that entirely works as intended.
Re: Why Making the Blight 4.4m/s is a Bad Idea
Not just any killer, the Golden child of DBD is threated here so his cult deffends him.
Blight has huge part of enjoyers in killer and survivor player base and in devs lines too it seems (best addons and hug tech for two years into removing hug tech and reworking addons that they were still top tier addons and after another addon nerf time he still sits on his rightfull place and last killers that challanged him were released versions of ghoul and krasue but they were still weaker than top tier blight player).
Personaly I dont wanna see blight gutted but making him 110 will do few things first is it will require from the killer player to be better with using his power and he will naturaly be more dependent on his power like all slower speed killers are. Second is he will miss hard nerfs to his rushes becaues 110 killer needs good power just look at nurse she deserves best power because she is slower than survivors.
So making him 110 and maybe adding to remove two tokens if he breaks pallet like ghoul has (10 seconds cooldown is for his all 5 rushes basekit so its just 4 seconds after breaking the pallet thats not that bad on one of best killer powers in the entire game) this is maybe all he needs and I think he will still sit high probably at the same spot because blights tru power comes from his rushes and thats how top tier blights get downs with him in majority of cases with his rushes not m1 hits so good blights will still be very strong and hold him where he is now.
Speed addons shouldnt maybe exist on blight or remove one token form him so he has more speed but less charges or make them more basekit Idk but they are busted on him since his old school addons like alch ring that gave you all rushes or compound 33 that broke pallets and hindered survivors with short cooldown.
Re: Why do survivors get on demand SB in 2v8?
"Listen to us killer for once" … did you already forget the unreasonable outcry about anti-tunneling/slugging?
Re: Giving up seems to be so common now, why?
id rather die and move on to the next game than play with a damn clanker
