Comments
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Tunneling isn't toxic. It's a legitimate and valid playstyle. It's no different that committing to a generator in the killers face.
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Deal with it. All not tunneling gets you is a fat 3 gens done with all the handholding and second chances survivors run every game. Perhaps we need to practice a bit of positive reinforcement and give killers a reason NOT to tunnel. Punishing ain't it. Nor is whining about it.
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Just run counterforce. Thrill isn't bugged. Also - can we killswitch Exhaustion perks too? They provide the same tangible benefit to survivors that Thrill does to killers. Wasting time without any real skill. Except Thrill can be removed.
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It's more so spite on the survivors part. 99% of the time when this happens, the survivor is dead to rights, and the game is already over. All you're doing is being a child. Yet survivors expect killers to give them free chances by not tunneling etc.
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He had plenty of counterplay. It just required a brain. We need to normalize survivor players actually having to use critical thinking to counterplay at least a few things in the game.
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Sure. Just as soon as they unbuff flashlights to require timing/skill again, and give flashbangs actual counterplay. Real talk - lightborn is fine. Let's look at the long list of things survivors have that have zero counterplay before we nerf even more counterplay from killers.
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I see you still live on these forums. And no, not strange takes. I'm right. Period.
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"More second chances are why the change was made" Because as typical, BHVR's answer to making the game more fun for survivors is to make it LESS fun for killers. Not quite sure how they feel that's the best route, but I can assure them they are wrong.
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No. They will either eat the penalty or they will play the game.
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The fact is, and this is undeniable, and indisputable - ALL the buffs survivors got, gens should have been increased to 10. They should have been 10 to begin with. Everything was doubled, except for the survivors objective. Not even close to fair.
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And they aren't to blame when they choose to take advantage of bad survivor plays. All your implying is they should choose something else and trying to shift the blame. This is why the base kit unbreakable thing people keep asking for is such a god awful idea. Because survivors who get slugged, 99% of the time, are in that…
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It's like that because 2v8 is fun. Especially as killer. If they could make killer that much fun in 1v4, it wouldn't be as big of an issue. Additionally, this rendition of 2v8 has so many new handholds for survivors, I predict it won't be nearly as fun/popular over it's runtime for killers. Behavior has this problem where…
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It's in the killers favor for a good reason actually. Validation, or "anti lag", can only favor one side in a case like this with how it works. It favors the killer because, unfortunately, and as difficult as it is to here, it's less detrimental to the survivor to get screwed over by ping/lag than it is the killer. You may…
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Or they can do what they want.
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This overcomplicates the solution, isn't a solution, and also doesn't address WHY killers tunnel in the first place.
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No sarcasm. Survivor is easy mode. Point blank period.
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Survivor is literally easy mode.
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Can anyone tell me why survivors always need exhaustion perks? Can anyone tell me why survivors always need 2nd chances? Can anyone tell me why survivors always run Windows of Predropportunity? None of these are fun to verse. Aura reading on the other hand only means you die if you're a bad survivor. Good survivors that…
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The role of killer is to kill, not to be a babysitter simulator. It's literally survive or die.
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People complained because "base kit second chance" isn't the answer. At the end of the day, slugged or not, it's your own fault for putting yourself in that position. You're there because YOU screwed up. A more FAIR solution that doesn't just reward you for messing up is a faster bleed out or give up mechanic after X time…
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I play to win. I tunnel, I proxy camp, and I use all the tools provided to me in order to accomplish this. I don't concern myself with my opponents fun. It's not that I don't care. I just don't concern myself with it. There's a difference. I play survivor with the same attitude. I play for the W. I've learned in all…
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I never said it wasn't. If you need to manufacture things I never said, I've proven my point. -mic drop-
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Those two things are not the same. We're talking about the hook timer of one survivor 99% of the time. vs. 3 generators. 25% of the killers objective vs. 60% of the survivors objective. The math isn't equal.
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Dislike it all you want. The devs have literally said the same thing. You have nothing to combat that with. Is it boring? Yes. Is it unfun? Yes. Of course. But it's NOT holding the game hostage. Which is what I said. So pick your battles. This ain't it.
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It's not an ad hominem attack to say you don't really have a full understanding, or are too new to understand. Which is what I'm saying. Trying to frame it as an attack isn't going to work with me. You'll have to do better than that, friend. And I haven't said it isn't POSSIBLE. But survivors aren't going out of their way…
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Your own games are anecdotal evidence. Hens has done videos on this, Otz has done videos on this, many many more. It's not about their audience. It's about their experience level and general knowledge. Which is something you seem to lack in terms of DBD if your retort is the standard, typical and tired "lol if u camp n…
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That's not even a valid comparison.
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That's not taking the game hostage. There's a bleedout timer. Move on. Next.
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"Some old games" Anecdotal evidence (aka, your own personal experience) isn't real evidence. I rest my case.
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Why do killer builds on any killer that isn't in the top 5 killers have to revolve around countering annoying things survivors have/do, such as exhaustion, or splitting on gens instead of running the chase perks they want to run because they are more interactive, but can't run them because predropping renders almost all of…
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That's a false argument. Both roles are essentially a different game. Killers and survivors could have a perk that, at it's basic function, does the EXACT same thing, but the in game function for that perk would be completely different on each side.
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Just because they aren't free second chances, doesn't mean they don't have great stuff. Expand your mind, and your skill set.
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If you don't think showing you, constantly with no cooldown, where every vault and pallet are, has nothing to do with map sense, sadly, it's you who doesn't understand map sense. Case and point to my original statement.
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It's not sweating. It's literally just playing the game. Every bit as survivors running in circles with their exhaustion perk and Windows of Predropportunity is just playing the game. Period. You have nothing to refute that with.
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Just like survivors say to killers when they complain about stuff they find boring or unfun, or busted: "Stop taking it so seriously, it's just game". That's how I defend it. Queue up in non-event mode.
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Do you have any evidence to support this? Cause with all the experiments that have been done recently by established members of the DBD community, and non established members personal accounts, statistically real tunneling only happens about 1/20 games, and that's on a bad day. What's likely going on, and what it almost…
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That's just laughable. The fact is, camping and tunneling only works if the survivors are already mediocre. The only survivors it really hurts are mid survivors who usually get carried by their S tier perks. The sad truth of the matter is, I get hit with anti tunnel FAR more when I'm NOT tunneling than when I AM tunneling.…
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Then before that during the Halloween event last year, it was the reverse. The event was notiously survivor sided. Even the most survivor sided names in the community admitted this. It doesn't feel good to have something so egregiously one-sided not in your favor, does it? Except in this event, it's not that way. Haunts…
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At the end of the day - asking killers not to do certain things because it's "not fun for you" is silly, and yes, it's entitled. Killers are expected to not do certain things as hand outs to provide a fun game for their opponents. That energy has not, and will not, ever, be reciprocated. What's in it for killers following…
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The fact is, you can love it or you can hate it, proxy camping and tunneling is a winning strategy. Spreading hooks across survivors, not tunneling, is not a winning strategy. If it works, it's because the survivors are bad. Even Hens figured this out, and admitted it when it did a video where he did a 10 game win streak…
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Man that's terrible isn't it? That's how killers felt last year.
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Survivors have plenty of things. But permanent map sense contained in a perk completely for free is too much.
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Pain Res and Pop have been nerfed. Many times. The thing is, pain res and pop have limited uses, and they have to be earned. In Pop's case, you have to chase, hit, chase more, hit again, pick up, carry survivor to hook, go ALL the way to the gen, kick the gen. Then and only then do you have any value from the perk. Pain…
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And yet, it's the most used survivor perk in the game.
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That's why it ends up being used in competitive 1v1s. To show all the pallets that your non existent teammates used. Seriously though - it's not that simple. WoO isn't just to show which pallets have been used. It's to tell you where to go. It's map sense in a perk. The fact that you can tell when someone has it vs someone…
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So, that feeling you get with this killer power during the event - this is what killers feel like when a survivor just runs up to a pallet, presses "E" for dead hard, and creates a lose-lose situation for the killer. Cause either the killer hits their endurance, or waits it out and sees the pallet get dropped. Food for…
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Gens go fast. Survivors are bringing strong stuff. Strong medkits, toolboxes, and perks. Gen stall perks have been consistently nerfed across the board to the point where it only really hurts killers that are…not strong already. So people are just playing strong killers. Nurse, Blight, Billy, Chucky etc. It's more fun and…
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Slugging is no more a dick move than leaving your teammate on the hook to commit to a generator.
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It's a few seconds. Holy moly.
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Both sides complain. Only one sided has a set of "rules" that are systematically pushed and enforced on a community-wide scale. It's not about complaining.