Comments
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All of a sudden? I've seen this suggestion since I started playing this game.
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I also play both sides a lot, starting as killer and now have a 40/60 split with killer at 60% in my overall 2100 hours. I'll go through your list with my own experience. I also recommend this. There's horrible toxicity between the survivor and killer mains, and if they played both roles they'd understand more about the…
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Ehh… Maybe, maybe not. I'm more excited for Dracula.
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I don't think gen times need touching, but I do think progression/regression needs some kind of hard cap.
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Nah, but taking tapes does stop the nearby TVs from being active for 70 seconds iirc. Pretty simple to just exchange the tapes around, I do that occasionally against Sadakos. I'm guessing if I wanted to force condems I'd have to do slugs, which I am not looking forward to. At least with Pyramid Head I could try to play…
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Vertical maps are fine, the problem with Bedham though is it's a mix of that and how large the map can be. Killers that don't have reliable movement suffer hard.
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I noticed the same. The pallet/generator/etc needs to be broken with the manual break, no killer powers.
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I just know sabo sqauds are gonna be the ones who get the most value, holding the game hostage as long as possible on maps with poor hook logic and layouts for boil over.
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I'm personally wondering if I can play in a way to force Sadako mori's, but Pyramid Head is looking mighty fine this patch.
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Ehh… Not really. I get mori's only because survivors are careless about TVs. If they actually take the few seconds to handle a tape, they keep the condemned off of them pretty easily. Unless you're running ring drawing, survivors who know how the tapes work will keep their condemned low to none.
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Clunky but rewarding when you get hits.
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It's also when the killer has no other objective but to get a kill. That's the reason it disables at endgame.
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I'm confused then. If this is endgame collapse… And you're saying 'if that was all'…. …? What's the problem here?
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I mean, I main Sadako, but 40% of my playtime is survivor. So, not really a killer 'main'? I guess a real killer main would exclusively run any and all killers and put all their time into killer role.
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If this is endgame, it's fair game.
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I'd certainly be afraid of the aftermath.
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Horror is subjective.
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I enjoy it because it has a bit more predictable loop generation than the others and I enjoy stealth builds for killer, while dabbling in Object of Obsession builds for survivor. It's the only map I load into and think "Well this will be a nice break for my brain" because I won't need to identify what each loop generated…
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RPD is one of my favorites on both sides. Though I'm not a big fan of Lery's, oddly enough.
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Pretty much. When I play survivor one of my builds is a commodious+charge addons with Built to Last, Stake Out, Hyperfocus and Streetwise. Can swap streetwise with other things like Resilience, Deja Vu, or Prove Thyself and I can hammer out half the gens efficiently even in SoloQ with teammates dropping like flies left and…
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It feels more like it rewards players for staying in the match rather than the ones who give up immediately though. I'm not arguing it won't work in some cases and isn't a comeback mechanic for those sticking to it, but for the vast majority of survivors who give up on hook immediately they won't stay in the match that…
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My point is being misread here, it's not about the counterplay or anything like that. Double blinds have no real reason to exist, they don't hinder most killers tracking, and it's really just a visual annoyance more than anything. Wouldn't it be better for flashlights in general to receive a considerable buff in exchange…
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The problem is specifically this: So maybe the solution is to give one random survivor a 100% chance to escape a hook or get off of the floor once all survivors are downed when there are still 4-5 gens left Most survivor's giving up on hook, aren't doing it before someone else is downed. It's as soon as they're slapped on…
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As long as adept challenges exist, I think it's fair to do. Sometimes you win, sometimes you lose is the way I see it.
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Not exactly sure you can fully fix it. I'm all for adding ways to stop throwing on first hook, even if it means getting rid of the 4% and delegating that to slippery meat or something, but survivors will just go afk or something instead, or just not participate in the match at all. Which is really sad to me, because I've…
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My experience with it is as follows Don't farm and play normally, survivors who bring BPs complain at endgame I bring BP's and goof off, I get survivors being tryhards, trolls, and extremely toxic at endgame for the next 10 matches I go back to playing normally Please return to the top of this list and repeat
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I mean, I'll be in the very small minority that likes the back and forth with the drones and deciding which ones need to be disabled and which need to stay up just to do gens. I do think some things can be tuned here and there, not a fan of haste and hindered both being in her kit as well as survivors having no real way to…
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Flashlight saves have enough time to get the double blind, I know that very well. Also, you have to account for addons/strong flashlights that increase blind speeds. I know for a fact I've gotten double blinded after going for a *pallet break as well if the first blind starts at the first frame, orange glyphs making it a…
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I would LOVE to run no slowdowns in normal matches, but I actually find RPD to be the most manageable in terms of gen defense than other maps, especially the large maps. Gens fly like crazy when fully optimized on a level playing field, and I can slam them out with my usual build in normal matches pretty quickly. Only…
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It's still happening to me at walls. The others here trying to give advice are in the right place, but are forgetting because of BGP+FB combo they can just phase right through and get the blind regardless.
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When you're locked in animation and forced to eat the double blind, you can't? And why not buff flashlight addons as an exchange?
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I'd gladly have flashlight addons have a small blind timer increase in exchange for chain-blinds to be removed. Not particularly because of it being useful or anything, but being double blinded can get visually annoying.
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I've been noticing it from time to time, even watching survivors as it happens. No walking, no perks that effect scratch marks, yet there will be gaps and inconsistencies here and there.
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I say they shouldn't for two reasons Sabotage would be more important and could have better uses. Good sabo squads already can abuse certain hook placements, so it reasons that a hook being spent on a death that will otherwise become a deadzone can still be sabo'd and incentivize trying to run something like that. It also…
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Another body for the killer to go after, even for a moment.
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Ghostface usually gets a jolt out of me from time to time.
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Citing winstreaks like it's a reasonable thing to balance around is mind boggling. Also, yes, I do think SoloQ needs help. But so do the low tier killers. Both can be true. Problem is SoloQ is going to always have bad players. Killer only has themselves to rely on. It's why killer's can do winstreaks but SoloQ can't. You…
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RPD is my favorite map on both sides. This has been great for me, and useful psychological warfare for others.
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That's very true, I had the same thought with Pain Res when that was changed to current progress. Not that it was a bad change or anything, just different enough to question running it at a low value.
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I'm not so sure, we had 20% pop before and nobody ran it by itself, only alongside 1-2 other slowdowns. I've seen pop ran more regularly than with pain res these days. Speaking of pain res, I'd probably be okay with just that receiving a small nerf. Pop didn't need to be reverted back to 20% though. As for the others like…
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No thanks, don't need survivors DCing more.
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I don't think it should reach into the basement. Basement should be a stronger hook situation than the others, and therefore have that advantage over the other hooks. But I will say reassurance should have a slightly wider activation range, not a taller one. Unsure if BHVR can pull that off though.
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I will defend that change to tombstone for only one reason: They are planning to introduce the last survivor Mori system in the future. So Myers having a replacement for an ebony mori would kinda track. It would make a lot of sense to go that direction with tombstone once that is in place.
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On one hand, I'd actually be okay with this. If there's a variety of people sharing their opinions and balance philosophy then a possible decent outcome can come from it. On the other hand, this is DBD. I reckon they won't listen to half of the suggestions and the other half will be a lot of survivor/killer main arguments.
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I'd certainly like it if the new engine could handle it. Not only would it be nice to catch hacking players, but also just to review my own plays and see where I can improve.
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Subjective opinion. I for one enjoy it, especially when the killer makes it the focus of their slowdown as opposed to the usual Pop/Pain Res.
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Turn it into the exam minigame from Yakuza LAD.
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I've been trying to tell y'all this for months, it's impossible to catch up to those grease buckets when they run so fast. No wonder killers use Grim Embrace/Pain Res. 😤
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A SoloQ team could absolutely decimate a perkless, addonless trapper.
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The problem is one I continue to echo over and over: Killers are too varied in power and the stats we get are due to top tier killers doing well, low tier killers scraping by, and a looooooooooooooooooooooooot of getting out of the game off first hook. Anyone who does a generalized sweeping opinion of killers linking them…