Comments
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I would like it. Pretty map dependant, so it's fine in my opinion.
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Yeah, but SBM doens't solve the problem of the disparity of solo and SWFs, the game is fine for solos, but when compared to SWFs it's like a whole differente game and that's the issue being discussed in the topic, where I'm trying to discuss on how to improve solo to be similar to SWF, where would improve your team…
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That would be cool, but also IDK would feel kinda weird. I would like to see it in game though.
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I'm against your opinion,there's the challenge of finding the totem and that what makes fun while using small game, otherwise it would just be the same as a map, which is quite boring in my opinion.
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I feel at the moment the hits are connecting well and it's working fine in most siatuations, but were some would be miliseconds of a hit still feel not quite right, like when running vaulting windows and the killer still able to connect weird hits.
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Good luck playing killer in groaning storehouse, midwich and badham without bloodlust.
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Sorry, but I'm against it, it's one of the only things that actually has real time strategy in this game.
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It's weird how Safe Care is so bad that even a build around it is not enough to go against a brown medkit.
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Around 4 hours a day
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YEAH give him a nuke and a key to enter the hatch so he can follow the survivors on the escape.
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while that's good on the killer for being able to produce that much pressure they shouldn't be rewarded for it by allowing them to apply even MORE pressure with another hook. I disagree. Do you believe that DS should be an anti-momentum perk? Because that is what you are saying. Survivors making 3 mistakes and still…
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Please no, new players already have enough crap to go through so they can have a nice experience, adding gameplay value to charms would just make people feel like they are playing a RPG which you have to farm a collection to enjoy a build to it's fullest.
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Okay, this may sound douche, but try playing 5 matches with any killer only using their teachable perks, you will notice on how their perks most of the time don't work with the killer you chose to play. When I play survivor I choose based on visuals on who I want to main, because I'm free to choose with no restrictions.…
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Because before 5 generators run out False, if the first survivor in a chase is able to make a 2-3 minute chase, the game can end even before they're put on hook.
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Well, a buff to slowdowns could be nice, but only if the gens speeds were normal. The reason killers run slowdown perks is because without it, the games just end too fast, what even is the point of playing if in 2 chases the match is over.
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This guy must be using a bait account, his post history is just weird.
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But Freddy and Spirit are both easy killers, their difficulty rank in the game is just based on how long it takes to get used to their power, not playing to utmost effiency. That's why Trapper is labeled as easy even though it's hard to play him in high rank matches, you just gotta learn to put down a trap, but in a real…
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Just because a killer is easier to use it doesn't mean that the killer just need to suck, that not how balacing works. Playing a harder killer is a choice for the killer and his skill of being able to make use of the power, just look at Spirit, even though the game says she's hard to play, she's actually one of the easiest…
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Are you really talking bad of the unsafe loops? The only type of loop that have mind games? If yes, you must be using Ormond and Badham offerings constantly.
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That concept would make hex perks actually have consistency and survivors would start to feel that cleasing dull totems are worth their time. Also imagine a full totem build, oh god that would be awesome to try with this concept. But some of your ideas for the hex are kinda of OP like Retribution and Haunted Grounds and…
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I'm fine with the hatch as it is now, but keys, dude, keys are a problem, what is the point of even closing the hatch if the survivor just plunder a key out of fricking nowhere and escape during EGC.
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If you wanna know why they changed it, it's probably the same dev who thought Pop was a problem, that one.
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thanks :))
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Keep it going, Myers is one of the killers I have the most fun going against, I get scared just by being stared. yeah
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glad you liked it! XD
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What I do is accept losing
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Okay, one of the key things I think most players lack in lower ranks is knowing how many times can you loop a killer before needing to drop a pallet. Making the most of a single position is of utmost importance before having to go to another one, you need to do your best to make the killer lose as much time a possible…
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long story short: is about the devs trying to sell the product in a way that gets the customer's attention. Even if the customers are not a fools, it makes them start thinking on how buying it would be beneficial to them, increasing the odds of them buying it.
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(Fix the broken lunge that is 7 feet out of his red stain) This was probably the discrepancy between your ping and the killer's ping. (fix hit validation) The dev team is already working on it trying to get it good enough to be implemented. (kick killers and survivors with horrible wifi) I kinda would like that if hit…
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So you learned every mechanical skill in the game and still can't get green rank? This has to be a bait...
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Doesn't it just breaks the first part of the mechanic? After applying a Deep Wound with your Feral Frenzy to a survivor, he gets 30% of Hidden Wound meter.
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At this point I really would like the idea of the dev team enabling in-game comms. Trying to balance around solo a game that most people play with friends is a really bad choice in my opinion. There's probably enough stats showing that SWF became the usual way of playing, especially after the release of cross-play.
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I disagree. Nurse isn't the strongest killer for novices, but she is the highest skillcap killer in the game, which means she can become the strongest killer if you are good enough to pull it off.
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End of october 7th
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A day ends in 00:00 of UTC, so the last day at midnight at UTC 00:00
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I think I'm okay with the Nurse the way she is, but I would like the fatigue to be less nauseous, It's one of the characters I can't play because of the after blinking visual effects.
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For me tunneling is literally following the same survivor to get him out of the game without caring for other survivors, which is what tunneling really is. Anything else is just cries in my opinion, in tournaments you can't tunnel, but if you hook another survivor, you can get back to the survivor you hooked already, so…
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I'm totally fine with combo, I even played a match that I had to cleanse 5 totems alone and do 2 gens, so I must say that there's time to deal with that without interfering with the match.
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Well, I'm not crying but I'm sure am complaining, it affects the player experience in a bad way, which became a reason to keep one of the most broken perks of the game alive.
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Yeah, with gates powered killer's gameplay is pratically over, so it would make sense.
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Are u okay? who hurt you?
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That's why it has to be both A and B, otherwise it won't work.
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Most survivors don't understand what tunneling is. Sadly it's kinda true, most of the entitled main survivors do gens in front of the killer after being unhooked, thinking they won't get hit and believe they are being tunneled when they get hit. I think hard / soft camping is a bigger issue. Getting chased off hook isn't…
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Plague, I don't feel good having my character sick.
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Still worked for me though.
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Use Mori, easiest way to get that challenge done, hook everyone 1 time and kill them on the floor, you still get iridescent in devotion.
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No need to nerf him, he has no gen pressure and no omnipresence in maps. Yes, he can end loops quicker than other killers, but he lacks in everything else since he takes a long time to get powerful throughout the match. A good counterplay is pre-dropping pallets while he's on the other side. If you ask me, I also feel safe…
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Really? Did you ever see the reviews of the DLC on the store? There's a lot of people writing reviews saying "worth for DS"
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If you ever played killer with good momentum like Nurse and Spirit, you should knew by now that you get punished for DS just by downing survivors too fast.
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I'm really considering stop playing killer for a month or so until they fix everything. It's stressing anyways.