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Opinion: Worldbreaker Duration Didn't Need to be Extended (Paused During Pickups)
In today's patch notes, Worldbreaker is now paused during phase 2 during pickups.
I understand that this may be the original design intent, but considering that one of the most-cited complaints about The First is that Worldbreaker lasts too long, I'm not confident this change was necessary?
Worldbreaker is almost constantly active, which makes the clocks feel like a futile busywork mechanic from the Survivor side.
Especially considering that there's already a pretty sizeable chunk of guaranteed Worldbreaker time that the Survivors cannot reduce with the clocks, extending this duration even further feels unnecessary.
Unless it's going to be shortened in duration in a future balance patch, which in that case it would make sense.
Does anyone have any thoughts on this, in any way?
Re: BHVR, how could y’all let Henry Creel go live in his current state?
There is punishment for missing. You get slowed down, you lose distance, the survivor gains distance. Seems like a fair punishment to me.
Re: Damn playing a low tier killer is Horrible right now.
If you notice almost all of this post is you repeating yourself from pages ago lol.
This is something you said pages ago,
Iv already addressed this pages ago
Then it should be relatively easy to quote it. Then either I can address it, or I can point to the post where I responded.
Looking at the bigger picture here, it looks like you get some type of discomfort when reality clashes with what you believe/want to.
You don't even know what I believe.
I think there are some gen rush options that survivors have that probably should be nerfed. You've just argued it so poorly you're hurting your own side.
Re: Damn playing a low tier killer is Horrible right now.
And I think you are dramatically exaggerating somewhere. The strategy you propose is simply too brittle to work against a skilled killer. My suggestion would be to try those win streak builds the next time you swf and see if your win rate changes. The thing that I think you are most likely down playing is probably the skill level of your swf (if they actually exist and if you are actually winning with them as often as you claim).
There is a much simpler answer to the higher escape rate amongst the high MMR four man group. Matchmaking sucks and when it creates a mismatch, to the killer disadvantage in this case, there isn't a weak link to tunnel out and even if there is one slightly weaker player the others know exactly what to do and when. They will very likely still get at least the three out but it's because they are better than the killer, this is already a match the survivors should win.
Just like for killers, the better the survivors the more likely you are to get one of these mismatched matches. It's entirely the fault of the soft cap which based on the data we have isn't the same as the high MMR BHVR uses in their stats.
Re: Why Generator Completion Might Feel So Fast Now
- I'll tell you my point of view. It's normal for survivors to be MUCH more efficient than before. If 80% of your matches are against Blight, Nurse, Kaneki, Oni... your only hope of victory is to accelerate generator progress as much as possible. Against many killers, healing isn't the smartest choice (Kaneki, Myers), so you'll have no choice but to complete generators. If 50% of your matches have a teammate tunneling hard, even in this case, your only hope of victory is to accelerate the generators. If you have this training, you'll obviously carry this mentality even when you go against Pig, or when the killer doesn't tunnel at all. Gone are the days when survivors were wandering around (unproductively) with flashlight and flashbang, or the buckle-up + for the people combo, or (only those who are really old in the game will remember this) Megs wandering around the map breaking useless totems... now wasting time is punished very severely
Re: How to counter tunneling
Use it as practice for looping! Instead of seeing it as "the killer wouldn't leave me alone" instead see it as a rapid fire way to get better in chases.
If you want to counter it in the immediate: Use perks that help. DS and any other endurance/anti tunnel perks help. If you suspect a Survivor is being tunneled let them stay on the hook as long as possible as that's extra time you're buying. Take protection hits when possible and do gens
Re: Survivors actually get punished for being tunneled out
I'm probably going to be forever stranded on this rock, shouting that unhook notifications needs to be disabled. It will help a little bit against tunneling.
I would also say that the fresh unhook needs to lose their scratchmarks and pools of blood for the duration of the anti-tunnel measurements.
As for the killer, to de-incentivice tunneling, some of the hook oriented perks needs adjustments, to make hooking more lucrative.
Re: Didn't receive the Upside Down Gates badge
So i noticed i didnt have the badge either, but i went to the https://account.bhvr.com/twitch/dbd page and there was a small red banner at the top after completing all the steps (despite the connections already existing) that said i had 1 unclaimed drop, i clicked the claim reward button (on this bhvr page, i had already claimed them on twitch), and now i have the badge.