Comments
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No, she’s fine.
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I mean she’s better than the other two but that counter play window is very, very little outside of just holding w. It feels like free downs if holding w isn’t an option at certain loops. Facing Artist as survivor just feels like very little interactivity and the scenario just plays itself. Long range snipe Artist is very…
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Artist, Knight, and SM. All three just put you in lose/lose scenarios with little counter play. Note I'm not saying over powered, just unhealthy design.
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I'm not against the passive, I just like earned options more so. Permanent lullaby would work as well. "I don‘t think hitting someone is something you earn the condemned for, it is something you are supposed to do as killer." I vehemently disagree with this. Just because you're doing something you're supposed to do as…
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Hard slugging or even slugging in general is not an issue at all. Firstly as you put it yourself, slugging is very rare. Secondly you don't need builds or items to counter slugging, the counters are in the base game. It's a high risk/high reward play. Chain slugging typically does not work unless your team is playing very,…
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"I've beaten good squads without a slowdown and low tier killer it's frustrating I won't lie but it's totally possible and you cant always call those survivors bad I wouldn't say the ones that lost to the perkless p100 trapper recently are necessarily bad survivors I think in DBD anything can happen if you play your cards…
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" I've ran into plenty of players who don't need slowdowns, to me that part of it is really killer dependant on your own skill with said killer" As I said before, there are a few killers that do not need slow down at all. That's far an away the exception though, the vast majority of the roster requires slow down to varying…
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Call of Brine and Overcharge should both be unnerfed back to their former selves. Now that the 8 regression limit is in place those old scenarios that brought about their nerfs are no longer relevant. Ruin should be 200%. It wasn't overtuned, it was just nerfed for nothing other than changing the meta. Lullaby should just…
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Can you not passive aggressively target people? We can have normal conversations without that.
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I mean yeah I want tunneling removed as well. I don't think the hard tunneling at like 4 or 5 gens is common at all though and most people vastly exaggerate scenarios as "tunneling" when it's not. I see it regularly said in my games even that I was "tunneling", when I don't tunnel at all. I intentionally go out of my way…
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"First point. There was a topic a week or two ago claiming tunneling only happens around 8%. With average of 57% kill rate. By that tunneling stats claim, the game is not balancing around tunneling. Are we going to agree that tunneling rate is high then?" That was a reference to a different type of tunneling. I'm…
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"I was referring to where you were saying that slowdown is required in the game, it's not required but alot of people use them" For good players no, stacked 4 slow downs is not required, but the game is in fact balanced around some slow down, generally speaking. The game is not balanced around zero slow down, regardless of…
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You misuse the word bias, as most people do. Pointing out one sides issues more doesn't imply bias. Bias would entail an "unfair" tilt. If one side has more issues or one side experiences something more, pointing that out doesn't make them bias, it just may mean there's more issues on that said side. If you think it is…
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Oh yeah the game is balanced around tunneling at the moment for sure. That's the thing, people just want tunneling removed, the end. What they don't realize is if it was removed completely it would come with significant killer buffs which I doubt any of them would be cool with.
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Now this I agree with. I don’t know why people are so focused on the remote hooking, it’s fine. Remote pallet break however I can definitely see an argument for how busted that was yet no one complains about that. All remote hook did was save a little time, remote break however gave tons of downs that would have never…
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I’ve yet to hear a single good reason why it was unbalanced or an issue at all.
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An interesting thing to note on Xeno. While most rank him quite high on a tier list his kill rate is actually usually one of the lowest few surprisingly.
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I agree with this idea. I like either condemn on hit when there’s a tape on them, Ring Drawing base kit, or no lullaby when holding a tape. These give some risk to holding a tape. I like these better than passive condemn as they’re not free, the Onryo has to earn them. I don’t think they needed to get rid of old Ring…
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Do you feel survivor has a ton of issues that need addressing but aren’t? I mean survivor basically just has the tunneling issue and matchmaking problems. Bad matchmaking is a current necessary evil as it covers up the games balance problems. Both sides have tons of bad perks. So really tunneling is about it.
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They basically just gave QoL changes..but also not only didn't fix her core problem (taking Victor hostage) but made it even worse as the cooldown is longer now. So kinda a side grade with no real issues addressed. Likely just as unpopular as before since the main reason people don't like playing her is Victor being taken…
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Should be visible. If people are gonna tunnel, seeing it or not doesn't matter. All this does is help the killers that don't want to tunnel.
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I’d basically just like them to be active from the start but not light into a totem for like 60 seconds into the game. So until a minute has passed they’re impossible to find or cleanse. Buffing Undying just uses it as a bandaid fix.
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Doesn’t show months so I can’t say. We’d have to manually go through all the old posts to see exactly when it was listed. I remember them being pretty janky but I didn't think it was that bad. It’s been a while since then though.
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Dang I didn’t realize peer to peer was giving that many more kills. Pretty wild. More significant effect than I thought for dedicated servers.
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While not nearly it’s former self it’s still quite good, definitely not a bad perk by any means.
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I’d have to look back on those old patch notes to see exactly as I can’t remember what big changes happened right then, but yeah huge change so it must have been a big patch around that time.
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Mine was from 2020 as well roughly a 68% kill rate. Yes it was pre mmr. I went pre mmr, because you were referencing pre mmr. If you want to only talk post mmr then we’re back at the original point of your phrasing being misleading since post mmr kill rates have been roughly the same. You brought up how they used to be…
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Kill rates have been drastically higher in the past. What you’re saying is not true.
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You’re saying never been better instead of haven’t changed. That’s misleading phrasing. By that rational I could also say kill rates have never been lower than now. By the way you’re phrasing it that would still make that statement just as valid as yours but it would also be misleading.
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Right so .06% isn’t super substantial but my point is that it’s misleading people by stating kill rates have never been better when that is in fact not true. Even if it’s not a statistically large percentage, it’s in the opposite direction, not even .06% higher. More accurate if we wanted to not use a small percentage…
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Last kill stat average across the board we received from the devs was a 58.5% kill rate. That stat you linked from two years ago being 61.3%. That would mean the kill rate has in fact gone down, contrary to what you’re saying. I’d also argue even the 58.5 is inflated a bit from killers like SM that are artificially…
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Honestly they just need to make it not a hex itself so it can’t be cleansed. Then it’s just a flat “totems take longer” basically. Maybe I’m asking too much but I don’t think the notification on totem touch would be too much either.
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As survivor: I escape or 3 teammates escape is a win. As killer: 3k or 4K is a win. 2k draw. Anything less is a loss.
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Quick and quiet, dance with me, pebble, red herring ect. Essentially take all the “fun” perks and just make them better so that they’re actually decent as well. Dying Light, Thana, hex perk rework, improve a bunch of the bad chase perks.
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Bro that would be so cool!
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This ^ So many people want the game balanced around average/bad solo queue survivors but no one wants it also balanced around average/bad killers. It’s very much a double standard a large part of the community has.
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It does not usually shoot them in the foot. They do it for a reason, it’s because it usually works.
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My description of gen rushing is not “normal survivor game play”. That’s a misrepresentation.
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I think you are treating your definition of gen rushing as objective when it’s subjective and I would argue more people on average consider what I described as gen rushing than what you described. If you want to say what I described is “just playing the game”, then that’s fine, but then by that tunneling at 5 gens is just…
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Balance is aimed at 60% not 50%. 5% also isn’t the crazy of a difference. You didn’t refute any of my points either that pointed out the fallacies in your arguments.
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Yes, I would. You imply a bias without even asking my opinion first and just assuming. I wouldn’t blindly go by stats as I understand how flawed they are. It’s also not the highest kill rate by a mile, that’s hyperbolic, it’s just high. As I already stated there’s also multiple other very bad perks that are also “high kill…
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If anything I think he’s a little undertuned.
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I guess it’s necessary for me to point out the errors in relying on stats so blindly. Should we also be buffing nurse since her rates are lower? No, it’s because we have the ability to realize how much lower mmr and bad players influence those stats. Should we also point out the F tier perks in those stats that show high…
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If we were forcing a change it’s closer to needing a buff than a nerf. Extremely easy counter play and takes two perk slots. I’d always rather a killer run this over stacked slow downs.
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Yeah literally lol. Like I intentionally go out of my way to not tunnel and I don’t even pay attention to how many hooks people have, but when I watch matches back from streamers perspective they’re very often screaming about tunneling. It’s wild. I even have months worth of my streams recorded and available for people to…
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Yeah I wish they’d get a bit more creative on ways to give killers map pressure. I feel like at least half the killer rosters are pseudo the same abilities just with a different splash of paint to make it look different.
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It’s because normal Myers is boring and weak. His skill ceiling is very low as well. There isn’t much to get good at.
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I don’t think they necessarily have to have mobility. What they need is map pressure, that is what they’re getting from map mobility. You could hypothetically have a killer with no map mobility if they had like a built in game slow down that put survivors on side objectives. This would give them pseudo map pressure. Think…
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Even a BP bonus would be cool that scaled. Like p50 would be 50% extra and p100 100% ect.