Comments
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Typically not enjoyable, it isn't fun playing against turbo-charged killers even if repair speeds are against them. Although repairing pallets hits the spot.
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Tapp
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Decisive Strike - Can now guaranteed be found in chests, the perk just lets you start the match with one, but is consumed when used and can only hold one at a time (doesn't take an item slot). Still deactivates at end game but can perhaps be given a blood point event if you've held onto it until that time. Unbreakable -…
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Put the Candles at pallets, use them to highlight the location of important loops for yourself and your team.
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Super fun when I get healed mid chase and I no longer benefit from Resilience or Dead Hard, absolutely stellar.
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Then do so without talking down to the majority of poster you come across, you deviate so many topics.
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Forum regulars trying their best not to be insufferable, OP has asked a question and is being hounded at with "uhm actually" as if he should be thankful. Even if Blight's power hasn't gone down in power most recent patches keep fluctuating how he is played which is probably getting tedious for Blight players.
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They're limited to no duplicate perks, can only bring items they find in chests (which can also be lost), and were not allowed to bring map offerings. Unlike the long Killer streaks they have imposed restrictions.
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It would appear as an endorsement of views from the devs which would probably spring further conflict. Some of the most terminally online people in these forums are among the most sour individuals I've come across (who make notable jabs towards the devs themselves), you cannot open a thread without the usual 3/4 users…
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My "Santa" Build. 1) Hoarder: You will not be taking from me 2) Franklin's Demise: No-one but me can have toys 3) Make Your Choice: How dare you take down my sack 4) Hex: No One Escapes Death: Merry Christmas bucko Best with Santa Clown. If Hoarder goes off drop your current chase and hunt the rat that stole the toys.
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It's funny, you'll have the same terminal forum posters complaining about Soloq balance as to why certain Survivor perks/items shouldn't be nerfed and why certain Killers/Killer perks need gutted but here they are saying good SWF are just as strong without coms, ultimately meaning Soloq just boils down to a "get good"…
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Any benefit towards overcoming the barrier of entry for this game is good. If an older player doesn't already have the content from the bundles then they either aren't a committed player or they are intentionally avoiding it.
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Tapp gang.
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Yeah, this concept shouldn't be very Alien to us anymore.
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Damn, that's a shame. Self-Care is often a common tell for finding a cheater, especially if they forget Sloppy is in play, as they just pretend to be 99%'d. Pretty much their perk load-out is designed to gaslight the Killer into thinking it was just the perks all along.
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Just to confirm OP @dbdthegame did the Ace have Self-Care by chance?
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Furtive Chase AND Buckle Up finally get to see each other? They said it wasn't possible...
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Hex: Plaything is probably my favourite and I think it's one of the best designed perks in the game since it: Encourages hooking all different survivors. Gives Oblivious, one of the few effects that make the game even just a little scarier. Provides a secondary objective in having to cleanse up to four totems which is…
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The tools are there, but so are the counters. It isn't enough that these Killers can punish injured/expose healthy Survivors when the means of preventing them are easy to come by of which you have multiple. You have HUD elements, audio cues, auras (against Myers), using your eyes. Even without MFT these Killers are…
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That's part of the theoretical vacuum I was mentioning, unfortunately staying injured these days isn't the big threat it usually is because of the HUD update (tracking who is getting chased), and, in these scenarios, we're also not considering the ability of the Survivors to simply see the Killer or even hear the T2 Terror…
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There's a few like Deliverance that'd be handy to have a tell. I wish Head On revealed your aura in the locker to other Survivors so they can take advantage of it if they're mid-chase in soloq.
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Every time I see Hens and co (the ones with the over 200 win streak with restrictive rules) the SM never comes close, even when she's chessing, it simply isn't a free win. Pretty sure that infamous video was Team Eternal's first attempt at that SM playstyle and at this point they've, and the other teams, have figured it…
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We're not trying to ignore the misery of the majority of the roster because a handful of Killers are strong enough to not be bothered by it. Your set up of the experiment does nothing nor does it teach anything, it's akin to saying "but Nurse" to end all discussion. The original experiment showcases how neutered the basic…
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Tapp gang. I ended up making DBD my main game around peak Undying/Ruin (back when you had to disable all 5 totems as NOED was also prevalent) and I made it my goal to dismantle every bone on the map, best perk for that was Detective's Hunch. Fortunate that Tapp gets some cosmetics, especially those funky shades.
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Why are you asking to test with a Killer that ultimately isn't affected by MFT that badly when the biggest issue with the perk is how miserable it is to play against with more than half the roster?
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I said safe/god, it implies a mix.
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I imagine being forced to break more than 10 safe/god pallets a match gets quite boring so they probably want to try something out for a change, or the loop itself is just incredibly long. Granted mainly only your Legions, Ghostfaces, and Myers etc should be making use of higher bloodlust tiers otherwise it's pretty silly…
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If the criteria for Xeno to be A-tier is "never miss" then Huntress is S-tier and above Nurse. You are going to expectedly miss occasionally and now you're being punished more for it. Removing their reliability has definitely shifted Xeno's placement.
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Resilience is only ever a symptom of a meta, never the reason for it, nor does it enable these metas and instead only supports them. If the meta is "you're stronger when injured" then there's something fundamentally wrong with the game that needs looked at instead of Resilience. Resilience is meant to be THE benefit to…
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Yeah man, the 35 seconds it takes to build up bloodlust to tier 3, while actively NOT using your power, and not hitting a survivor is completely comparable to "get hit and not use sprint burst". Of course I would ignore the rest of your post, you're arguing in bad faith and bias. Going fast is pretty fun imo and so is…
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Why do you specify the steps and requirements for Survivors benefiting from MFT but not the steps for Killers to reach 130% as if it's some normal occurrence? Talk about arguing in bad faith and bias.
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You're moving 3% faster which, against an average Killer (115% against a now 103%), is 20% faster in chase. It's not a stretch of math at all when rather the reverse of saying "it's only 3%" completely undermines its value. Most powers are balanced around the survivor moving at 100%, and most powers deny bloodlust gain. To…
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An average exhaustion perks guarantees you win one loop when used while MFT gives you an advantage state at all times when activated. A good player knows how to extend that advantage while a less experienced player relies on the exhaustion perk to gain distance. You're moving 20% faster in chase which allows you to…
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I miss my totem hunting builds, I remember being excited when Small Game got the totem counter.
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Quite a few Tapps in here, we grow stronger.
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The irony in saying they don't play enough survivor when the only killers that make any use of Bloodlust are basic M1s like Myers and Trapper. Doctor uses a shock? No bloodlust. Huntress hoists a hatchet? No bloodlust. Freddy puts down a snare? No bloodlust. Wraith hits his bell? No bloodlust. Dredge puts his thing on the…
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Start using your med-kit to heal others instead of yourself, it saves so much time and you can do it multiple times a match.
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It also isn't fair to expect 1/16th of the Survivor's perks to compare against the 1/4th of the Killer's.
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Perk is good, don't get me wrong (the downsides are negligible), but the difference is ultimately committal time. Dead Hard was activated when the killer had already spent x amount of time trying to finish a chase, but Dramaturgy happens much earlier allowing for a different level of commitment giving the killer agency in…
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The problem with using the Hens streak as a measurement is that it had just way too many restrictions to say "only 200" when the Killer lists typically bring their A-game. No game altering offerings (maps), can only use what items they find in chests (usually garbage, and lost on death anyway), and no more than two of the…
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Introduce a new perk that provides you endurance (for, say, 2/3/4 seconds) whenever you successfully sabotage a hook.
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I'm pretty much in the same boat as you OP, I very rarely get a match with explicit tunneling/camping/slugging/3-genning and I get a surprisingly large variety of killers to verse (not just Wesker all the time). I don't actually remember the last time I was intentionally bled out, kebabbed on the hook, or relentlessly…
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If your plan of action is to M1 then most pallets are very safe and you have to break them. For the few that aren't safe and you can actually play around you will have to perform a telegraphed lunge which will hit DH. DH pretty much removes the ability to play these few pallets if you are going for the safest outcome. If…
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Doesn't matter how good the perk is, if I can't lunge because everyone might be running Dead Hard because of how popular it is then it needs fixed. And before you point fingers it's the exact same as Pain Res and the chance of triggering a skill check when letting go.
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If we're back to having to wait out dead hard on every survivor with an unconfirmed exhaustion perk then it's an issue, especially in regards to M1 killers who cannot lunge at a tight loop for fear of giving the survivor a third health state. Boons are weird, I personally think they should all be buffed for both sides…
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Killer FOV being what it is ridiculous. Dead Hard should not remove your ability to lunge in a tight loop or still be forcing you to wait during an "FOV tech". Uninjured Survivors should not be able to be pulled when unhooking. Hooks should not despawn after the Entity takes the Survivor. Although maps need to be looked at…
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Both roles but the incentives have me on survivor most days I play, before 6.1 i'd say 65/35 split (killer survivor) but now it has easily reversed.
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You lose stacks for getting hit by a pallet and your time is 4 times more valuable than the Survivors despite also having to turn things in.
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Now that everything is cheaper, and Survivor gains 100% almost all the time, I'm seeing more and more item use from everyone. Although it makes my Killer games more frustrating, at least Survivors are using more of the tools available to them closing the gap between stacked and unstacked teams. It's a good change because…
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Rewards the killer going for multiple targets, makes the game scarier for survivors and gives them an optional objective. It's a wonderful perk.