Comments
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If you have even a basic ability to predict where survivors are going to go—which I'm assuming you do if you consider yourself good at a killer as prediction-heavy as Houndmaster—then you can always put the search path going towards or running very nearly alongside the survivor with ease every time, and give yourself an…
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I also consider myself pretty good with her and I can consistently get more search haste value in one match more than I can get bite value in an entire day of gameplay now—and not for lack of landing bites; the search haste is just that good.
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Even on Houndmaster's worst maps like Lery's, I am able to use the trail to extremely great effect. If it even slightly grazes a loop, you can use it to boost your lunge speed and easily catch people out of line. "She's just a plain M1" Yeah, who moves at Sprint Burst speed when the trail is active—which, if you know what…
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very rarely will you be able to use it in a chase I can safely say using it in a chase is extremely easy to access and happens every chase if you know what you're doing.
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4.4 but with the hitbox of a survivor, which makes him 4.6 Hitbox is complete placebo. He still catches up insanely slowly. Has an insanely good dash Not anymore. On low cooldown Never did, now it's even worse. He is stupidly short, making mindgames easy You can see his footsteps through walls. His mindgames are worse than…
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Feel free to read his post history
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Fighting for what to stay? TOTH? I mean, if he doesn't think TOTH is that good, it makes sense he'd be against a perk he doesn't think is that good getting nerfed. It'd be like, I don't know, This Is Not Happening. I couldn't give two flying turdfucks about that perk because it's so ass, but if it got nerfed, I'd be really…
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Post-buff Myers.
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Singularity and Twins are a lot more complicated from a balancing perspective than Houndmaster. A killer that can place cameras nearly anywhere he wants to observe survivors and infect them with a disease that lets him teleport to them and gain a steroid boost, or a killer that is literally 2 killers, is much more…
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I like to call it the killer's chase power being completely worthless, regional dialects are a fascinating thing
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Real Disagree, it's very rare that I get a dog bite and don't subsequently land a hit, but then again it's also very rare to get a dog bite in the first place because the HITBOX SUCKS SO MUCH Disagree heavily, her mobility is totally fine If her dog could actually hit people this wouldn't be an issue I don't understand…
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This. The dog forces survivors to path poorly even if the hitbox isn't generous. No he doesn't, you can literally move a singular pixel from a dog that's directly on top of you and make him miss completely, if the survivor pathed poorly or overcorrected their direction it is ENTIRELY on them.
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They do have a perfectly fair chance at dodging the dog, it's called finding a thicker-than-average pocket of air for him to get stuck on
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FINALLY
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Gates should regress if left alone for too long. Grim Embrace still isn't that good. Billy isn't that hard to play anymore. Clown isn't that bad to face. Neither is Knight. Demogorgon however is absolutely miserable to go against. Most survivor perks are actually totally viable, people just think they're bad because…
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If a Nemesis is getting his whip 360'd it's time for him to close the game and head to bed for the night.
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Because one successful Dead Hard can cost the killer the match.
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The animation is faster but the little bit of movement Nemesis gets after breaking a pallet makes up for it. His zone is also really good at keeping distance, even with the reduced range compared to shred. It's a monster of a zoning tool AND it can hit over things which Demo can't do. The hitbox is extremely forgiving. The…
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His chase power is incredibly strong. One of the best zoning tools in the game, very good at maintaining distance even when you mess up, counters predropping and god pallets much MUCH better than Demo's shred, and by a landslide the most forgiving hitbox in the entire game. I swear I've gotten more hits by whipping a wall…
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Honestly? Keep it that way. I used to alt-tab while waiting for a match to load since loading screens will just periodically go through phases where they take ######### forever but ever since the mute change I couldn't use the sound of the match loading in to let me know the video game was ready to be a video game.
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Because to counter a perk you need to have a good intuition of its existence and when a survivor immediately runs into the basement in the middle of a chase that's a pretty big tell.
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Heaven forbid the killer employs counterplay to a perk.
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He's got good mobility but that's it. Curving is absolutely demolished by just leaving the loop, so he's got no extra chase beyond backrevving. He's not that strong.
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Lightborn is fine, flashlight squads are annoying. Not because flashlights are OP, but because believe it or not, having your entire occipital lobe turned completely off every single time you kick a pallet is not that fun.
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Start at 5 seconds and decrease by 0.5 for every gen that's done.
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I think dropping the power time to 14 seconds but making the cooldown start after S-n-D is self-defeating. As it stands right now, if you go for a decently-long S-n-D, the time for that and the swing cooldown animation to play out is already 4-5 seconds, so unless you're only using, like, a fifth of a second of S-n-D the…
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I wanna say Kuchisake-Onna but that was probably the inspiration for Spirit's design so that's a pipe dream.
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If they don't put time and effort into him his pickrate is going to stay the same. Wacky.
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A lot of people in this thread are highlighting killers like Demo, Nemesis, and Xeno as being proof that STBFL is problematic. If you ask me, this goes to show something else entirely: A lot of the killers being mentioned here are so good with STBFL not just because they can easily M2 you to save stacks, but also because…
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A trade off for what? Being able to play the video game within actually acceptable calibration and accessibility parameters? Besides, the blind angle is so absurdly wide anyways that they could leave it completely untouched and it’d probably be more in line with the new maximum FoV’s cone of vision.
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I really think Singu's teleport is the make or break for Rapid. Killer weapon wipes take such a huge chunk out of your distance that an STBFL token count anywhere higher than 3 beats out Rapid basically everywhere else. Moreover, STBFL is not only great for keeping distance, but it's also vastly better when it comes to…
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The fact that people think there's anything wrong with this perk baffles me. Only killer it's even remotely problematic on is Demo because Shred has absurd range for how easy it is to land. Other than that, the perk is totally fine.
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That would kill the perk lol Even on Clown and Skull I'd still take STBFL. Rapid is only really good on Singu because he's the single best M1 killer at negating the on-hit boost which is Rapid's actual counter.
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We don't need a basekit tracking perk, we need scratch marks to make any kind of sense. They will spawn in areas nowhere near where a survivor ran, go through walls, show up late, etc. and have just gotten steadily worse at indicating where survivors were and where they went.
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"Trickster is too oppressive" mfs when you show them what a wall is:
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I can think that when the comp meta is pre-throwing pallets while your team holds M1. Also all the 3rd person camera does is let Chucky have the FoV of a regular killer. It's not an advantage whatsover.
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" Tell me which bad killer can perform well against a comp team?" Most because most comp teams are jokes. "Considering his smaller size makes him harder to see and the footsteps are not enough to counteract that" In what world? In my matches against him they completely destroyed his ability to do anything without his…
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It probably offsets it partially but definitely not enough to make up for the fact that a) it takes a full 50% longer for him to close a given distance on a survivor than a 115 killer, and b) you can see him through walls.
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Afaik the screw driver doesn't reduce your power cooldown after a miss, it reduces the time you spend in that missed attack animation. Basically Unrelenting but for his power. If it does reduce the cooldown, that's odd, but at least it's something. I just don't understand why they adjusted his dash length and the related…
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lol, said the raven, lmao
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Look at me bro. Look at me. Knight main to Knight main. You find me 5 other Knight mains in this community and I'll find you 5 liars.
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Sarcastic answer: Because greatswords are cool. Real answer: Modelling and animation issues as specified above. They'd probably put the effort into alternate modelling and weapon wipes if more than 5 people played Knight, but as of right now it probably wouldn't be profitable enough for them.
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Because one is something good and the other is a Chucky DLC.
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Looking at the silhouette of the missing knife, I'm moreso hoping this is a long-overdue Myers update than I am hoping it's the worst old school slasher villain of all time.
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I honestly enjoy most of the killers in this game, even Twins. Used to main them. When it comes to favorites, though, it'd probably look something like this. -Wesker: Grew up loving RE5 well before DBD was even a thing, and as a killer Wesker is full of personality and flair that fits his RE5 iteration perfectly. Plus he's…
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It's one of the most free perks I've seen in a long time. What those other exhaustion perks are good for bar MFT is helping you get to a new tile. I know that Dramaturgy's numbers are smaller, but when you're actually looping, the thing that's truly important about the speed boost is you have an on-demand ability to…
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It's free distance with nothing but a 0.5 second channel that barely gives you any kind of slow-down. It's an on-demand free escape from a lunge or leap to a pallet/window whose only potential drawback, 12 seconds of Exposed, barely puts you at any risk when you can just vault the window or throw the pallet you got to for…
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Meanwhile Nic Cage's new exhaustion perk is literally old Dead Hard but uninjured.
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In the vein of making hooks unbreakable and of having a throwback to Hangman's original iteration, maybe scourge hooks broken via sacrificing could repair themselves after 60 seconds. Hangman's used to do that.
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I don't think doubling the number of scourge hooks in the trial would be a super great idea given how scourge hook perks ARE balanced around giving you substantial rewards for making it to these specific hooks; if we make the hooks in question too easy to get to then that'd create issues. And when it comes to making them…