Best Of
Re: Why can't killer disconnect without penalty once a gate opens?
By that logic you shouldn't be able to abandon when your being slugged because you can still play while being slugged you just can't play in the way you want
Re: Too many pallets for Myers...
oni's counter is to deprive him of as much information about the survivors as possible and to force him to play m1 as frequently as you can during chase if he is in blood fury, either by taking him through congested sections of a map, camping pallets, or breaking line of sight. effectively his counter is the same thing as myers—he's just able to dash at you longer, curve his power more, and do it all a bit faster depending on how much blood is on the map.
oni heavily relies on being able to keep his power resources on the map, which you can easily deprive by healing as often as you can and stealthing him out or playing safely to delay hits and downs. that's typical of gameplay for killers that are capable of dashing.
myers is in the same boat where survivors have to play safely against him as a dash killer in power. the time to kill is not very long otherwise since he's able to transition between dash and m1 easily in interactions, while also forcing 50/50 situations more frequently through vaulting and pallet control.
i think for what he's capable of, he is in a decent spot even though he's personally not my favorite killer to go against or play. depending on your build, you're also able to further restrict survivors from gaining access to pallets, so weakening pallets further risks throwing the matches heavily into his favor.
Re: Too many pallets for Myers...
i think it's a trade off. survivors need some way to counter myers' ability to gain his power quickly and his chase pressure potential. he is no longer a basic m1 killer, as he can use his dash to close the distance, zone, take away resources, etc. given he also has buffed movement and action speeds when tiered up, he needs something to counter that as well. the only way you can really do this is through pallets or preventing him from taking certain actions.
it's quite similar to bubba in that your ability to stay alive against the killer heavily relies on having as many objects between you and them as possible. pallets force them to lose the amount of distance they gained on you.
technically, the gameplay you're experiencing is correct for his archetype. he is one of the killers that are capable of chewing through pallets, and the lack of resources can easily cause a snowball effect if luck is not in the survivor's favor. that's why you have to expect survivors to play very safe against him.
Re: A Potentially Healthy Way To Limit Slowdown
I do play killer, and I usually only bring one slowdown, if even that much. If I do ever bring two, it's usually two that wouldn't be affected by this change, IE, something like Gift of Pain and Deadlock, or something.
I don't know if I play at high MMR and neither does anyone else. I do know that basekit slowdown is good enough for 90% of people, though, and for the 10% that might need potent slowdown, that's why I suggested buffing it after stacking it becomes a non-issue (hopefully).
Though, to be clear, that hypothetical 10% that might need very potent slowdown (really heavy emphasis on might) would have it anyway without any extra buffs, via Pain Res or Grim Embrace. Support that with good play and maybe a repair speed penalty perk and you're fine.
Re: A Potentially Healthy Way To Limit Slowdown
Limiting yourself to lean into the perks is kind of the point. The point of the change is to make stacking slowdown less autopilot, and slowdown in general something you use more thoughtfully and sparingly.
So, yeah, you wouldn't kick the gen. The whole point of these perks is that they're supposed to provide more than kicking the gen. Those that don't right now can be safely buffed if they're much less likely to be used in concert with one another.
That's also why I suggested buffing basekit kicks, so that kicks are seen as enough without perks as well. The tradeoff would be very simple to apply regression without perks, or stronger regression that you need to manage a bit more with perks.
Re: A Potentially Healthy Way To Limit Slowdown
I disagree that gen speeds are a problem, but for the record, this change is very explicitly not dumpstering gen regression. Most gen regression/slowdown perks aren't even affected by this on their own.
This is what I was asking people to consider carefully before responding, it's not actually a direct nerf in a lot of real-match scenarios unless you're specifically stacking a bunch of slowdown.
Re: Roll back the Steve's voicelines entirely, we dont need your pity 10%
I consider it a lot more of a bait and switch when killers come out of the gate too strong and get entirely reworked after release than an annoying meme getting changed after years. Its a live service game.
Re: Roll back the Steve's voicelines entirely, we dont need your pity 10%
If you can't read a few sentences on the subject why would you expect your demands to be met?
Re: Favorite survivor class in 2v8
I like them all, but I stay away from torchbearer, since the class sort of implies being able to effectively use a flashlight and a flash granade. and I suck at both. Other than that I will take a role not (or less) taken.
The problem with guide is, that their blast grenade lasts 120 seconds and recharges in 90 seconds. 90 seconds in my opinion seems to be too long to just place it somewhere random, but 120 is too short to place it far away from the killers.
So I find myself most of the time rather completing the gen, than trapping it - if I can. I still like playing guide.
Scout is great since you help the whole team just by looking, but also your active skill can be used in relativ safety. I was really happy, when I saw how another survivor used the recently, by me, repaired pallet to stun the killer.
Escapist, though probably more helpful for people who are really good at lopping, is also great. You can use their active skill to sprint boost other people while not being chased yourself, and maybe delay the killer. I once did that while someone was chased by the Spirit. (Well, I think, maybe they did see me and just decided to go for their original target)
Edit: grammar etc.
Re: How would you make Dbd more balanced?
You blanketing SWF as the root of all the game's problems is not critical thinking.