Comments
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You're suggesting that we need to see if killers who are already exponentially worse than mid and top tier killers need help after you gut the most optimal killer playstyle?
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Yes but you don't nerf it without compensatory buffs.
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As I said, I'd be more than happy with giga-nerfs to tunneling as soon as it isn't necessary for these lower tier killers to compete.
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Survivors have gotten significantly better over the years. Recall that survivors used to get killed back when there were true and actual infinites in the game, and before window blockers every window basically was an infinite because Killer vaulted way slower back then. Also, recall the Depip Squad that had some ridiculous…
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I just wrote a huge essay on all of the reasons it actually is necessary as a low tier killer against equally skilled survivors. Also, the gen kick meta was nuclear waste level of toxic.
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I'd be fine with also gutting tunneling if it came with a buff that gives killers more time to play with when they don't tunnel. I'm just saying that just gutting tunneling isn't the best solution because it'll leave a lot of killers with absolutely nothing to deal with gen times. If it weren't essential anymore, sure, get…
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That's just nerfing low tier killers even more because the Killer meta is annoying. The Killer response would just be to spam the top tier killers even more and never bother with 2/3rds of the killers in the game.
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There isn't a better solution is the problem. If you just gut tunneling, many killers will just be completely unable to keep pace with gen times. You can't just increase gen times, as it'd hurt low elo more. One easy solution, like I mentioned, is a baseline painres effect for your first hook on each Survivor. Like I said,…
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Fam if they didn't have this perk combo, they'd still be off gens. The only difference is they didn't lose a hook state for it, and therefore won't die if it happens two more times. They could lose a dozen more chases, as long as that 4 minute timer doesn't hit 0. Normally 3 lost chases means you die. With this combo,…
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It's an unintended interaction of perks on maps built before these perks existed.
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So your counter is to just never chase someone running this combo?
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It wastes more of your time by not getting literally any reward for a chase.
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No one is sitting on top of the slug. I'm saying you're forced to just let them go for free after losing a chase a million times instead of them just being dead after losing chase three times. Think about it: if every survivor ran the build, I chase one, slugged. Darn, I have to let them go for free. Oh well. chase someone…
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Problem is that isn't countering it. That's just letting survivors have what they want: immunity to a core game mechanic. Hooks give you: 1. Takes longer to unhook than to pick up a slug 2. Takes 120 seconds instead of 240 seconds to kill someone 3. Gives you area reading on the hooked survivor 4. Agency over where that…
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It censored GG for me once. It censors the dumbest content, and I'd rather just turn it off altogether. If I really needed the censor I just wouldn't read chat because people are perfectly capable of being toxic without tripping the censors.
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Consider for a moment that if you're Broken, with this change, being tunneled off the hook has no counterplay at all.l and you go instantly back down.
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The problem isn't so much that the other addons are bad, they're nice to have and the effects they have do help. The problem is LF's power at base doesn't function without Beast Marks + AW Chili, so you absolutely MUST run them to have any kind game potential whatsoever (without which the rework didn't really do much).…
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Tbqh you're already giving up that chase because if you don't, you're getting looped for 3 gens. This just wastes a little more time as a reward for survivors outplaying the saw. Right now they get rewarded because the map randomly decided to tell you to go screw yourself.
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I don't mind LF being punished when he makes a mistake, but there are so many terrain objects with hitboxes the size of a Nimitz class aircraft carrier that it's difficult to really difficult to blame the Cannibal player for tantruming on literal thin air. Also, just to reiterate, if you spent 3 charges and missed, they're…
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First, to your point on counterplay: there are two possible circumstances you're exploiting terrain as counterplay. In one, the Cannibal can still catch up and hit you if he plays properly; in this circumstance, there is no agency in the hands of the survivor, it's purely up to the Cannibal to not make a mistake. In the…
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There are a few ways to play killer but they boil down to a simple end: three hooks equals one kill, absent tunneling and hard camping. This means that, in principle, you could get 8 hooks without a single kill, or as few as one hook for that very same kill. Obviously, one hook is three times as efficient as one, and the…
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Correct, and tokens would determine how rapidly it regresses. It would create the imperative to open doors, triggering BW, his other perk. Exactly right.
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Then isn't your grievance that we should have buffs for solo queue survivors, like actual changes to prevent tunneling and more baseline info that swfs would have and solos don't get? Because this patch above all else benefited the lower tier and mid tier killers. From the killer perspective, it's not fun loading into a…
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Just FYI, you're about to invite a Hellstorm of angry comments.
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This whole "SWF is the problem" argument doesn't hold water. It doesn't take comms to know that if you're not being chased, almost invariably, you should be M1ing a gen. In the first minute and a half, the killer should lose 3 gens. That's not SWF, that's solo survivors knowing what to do. In that time, we get one out of…
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0k: Survivor domination 1k: Survivor win 2k: Tie 3k: Killer win (Possible domination screwed by hatch) 4k: Killer domination The hows and whys of a trial don't really matter, only the end result matters. If the gameplay fails to match these victory outcomes, that's the issue of game design and balance. The emblem system…
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Lot of us are excited! Anyone interested in LF can hop aboard our Discord, we'll be testing on the 7th when the PTB launches.
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It has been a labour of love for many of us, given how impotent his power has been for a long time. His power is currently useless at loops, useless at pallets, useless at jungle gyms, useless anywhere except out in the open with no props or any windows or any pallets nearby; in other words, they screwed up, ROYALLY. Now…
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Lol sorry to burst your bubble, but slugging is unequivocally necessary to do well against optimal teams. It takes entirely too long to pick someone up and hook them versus leaving them incapacitated to chase another person off of a generator. As for tunneling and camping,both are stuational tools that usually get you…
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Sure, as soon as we get punishments for gen rushing.
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I assume they take the literal definition of an exploit, to make productive use of. The only unfair and unintended advantage survivors take advantage of is exploiting the disparity in hitboxes to artificially lower killer movement speed relative to theirs, but that's been grandfathered in apparently.
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If that was the design goal then this would be a reasonable enough way of fixing it, but I think there's a more pressing issue at hand here. Honestly, and with all vitriol out of the discussion, what is a Leatherface or a Pig going to do if everyone is just genrushing on a map like Temple of Purgation where I lose 2…
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Not only is every survivor on their own generator more efficient, it's also less risky because the devs strictly give us access to punishing grouping, and mistakes tend to happen when survivors congregate onto the same loops. By forcing the killer to patrol every generator, you waste more of their time. If you're all…
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This system is still absolute garbage that penalizes the killer for using their power, especially Leatherface whom is already one of the worst killers.
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Incorrect. I consented to join, I did not consent to stay. I'm not saying 4k, tired of this straw man, just derails.the discussion across partisan lines. I want to not automatically lose at the map selection RNG. Until that's fixed I'm not wasting my time on certain maps.
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Killing survivors that quickly is entirely reliant on them not playing properly. I'm trying to discuss skill cap play, where killers can't really do much to stop survivors from winning in 5 minutes even if they play perfectly, unless they use a very specific strategy (Infectious + slugging) with very specific killers (like…
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We've tried to send this message before, and in fact a remarkable number of profoundly skilled and renowned killer streamers outright DC certain maps and have for a very long time. It's no secret we flatly do not enjoy these maps and that they make the game completely overwhelmingly one sided.
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Entitled is thinking you have a right to trap a person into a game they know they'll just get griefed in then lose. I am my entire team as killer and that means my entire team has unanimously decided to surrender. I should be titled to concede in such a circumstance, just as teams should have a right to vote to surrender.…
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Staying spoils it for me.
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We should be entitled to surrender when we know the map is unwinnable at R1. I'm sorry you didn't get to bully me on Haddonfield or some Coldwind farm nonsense, I'd rather move onto a more competitive match.
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I mean if you want to just meme and have fun, that's a great way to just be an ass to whichever poor survivor you choose to victimize, but it won't win you games. Proxy camping and snowballing leads with Infectious, in contrast, will win games. Camping just lets them genrush and de-pip you. This game's entire emblem system…
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No. Exhaustion perks are overpowered, but that's on the devs for keeping them overpowered, not the survivors for using them. As long as this game's design remains fundamentally broken, who can blame someone for taking every legal advantage offered to them? Of course the survivors want to survive, and they'll use whatever…
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I've played DBD for over 1,000 hours, have hit R1 countless times and played versus many of the best survivors in NA. I can assure you, they do not care and will gen rush you into a free de-pipping. This game's fundamental design flaw is that generators take roughly 3:30 to 4:30 to complete when rushed optimally. Even if…
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As soon as games last longer than 3:30-4:30 vs good R1s, I'd love to talk about gutting tunneling. It's unfun, but it's necessary from the Killer's perspective to slow teams down.
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You're correct in that it isn't healthy design of course, and you're unequivocally correct that it more harshly punishes worse players. It's made worse by the fact that at lower ranks, killers are actually pretty strongly favored. Issue is we aren't spoiled for choice, and the Ruin we got in exchange still doesn't really…
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I put I know I'm doing it but with a strong caveat; I'm not doing it deliberately, but if you're the weakest link and your team is genrushing me down in 3 to 4 minutes, I need to kill one of you to slow the game down, and unfortunately, you're it. I wish the game weren't like this, and I wish survivors actually had more…
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I'll down one, slug them and down the other. High rank is so unforgiving that you must exploit every mistake they make efficiently or you lose immediately.
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By that logic, you should never leave low rank because you're "just beating bad survivors."
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Honestly though.
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4k safety