Comments
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30% is an extremely high escape rate for solo queue. Most matches your teammates won't even attempt to do generators.
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I'm not even seeing Pain Res much anymore because it doesn't reward tunneling.
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Virtually every single match that I play has the killer 3 hook someone, then 3 hook the next person until they win. They will leave the hook just long enough to bait an unhook but will never actually commit to chasing anyone else. They use perks like Corrupt Intervention, Deadlock, Dead Man's Switch and so on to ensure…
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Do you really want to go back to the days when there were only a few viable killers even against solo queue players?
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Most of the problems with this game boil down to the fact that there is no unified vision for how strong killers should be. Blight and Myers are allowed to exist in the same game. You can't balance the game so that Pig can win without making Nurse broken.
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It's mandatory on the weaker killers. Definitely really frustrating to see it on something like a Blight.
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If they did we wouldn't have the Shroud (survivor spawn) offerings.
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Decisive Strike is good if it is used in the correct location, especially with the right exhaustion perks equipped. However, it's an anti-tunnel perk, and Off The Record is generally better. Most people don't want to run two anti-tunnel perks.
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Unknown is much stronger because he doesn't have any counterplay - the game doesn't care if I'm looking at him, much like Ghostface.
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I stopped playing her after a few matches because of how clunky placing the crows could be. As a survivor I have no opinion on her because she is so rare that she isn't worth thinking about.
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It's "where did the survivors spawn" and "how many skill checks did the gen jockey randomly get" sided.
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It's almost always a 4K, a 0K, or a 1K with the guy getting tunneled or camped while the gens fly by. Almost never does a match feel balanced and like either side could win.
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I know what it means. My point is that the statistic is pointless. If the killer is veering wildly between 4 kills and 0 kills then that doesn't mean we say it's 2.5 and we should be happy.
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What the heck is a 2.5 kill?
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The game is fundamentally set up so that the killer either kills everyone by snowballing with a slug party or early kill, or he kills one person by tunneling them, maybe another by camping them at endgame, and the other two get out. Elsewise all 4 get out.
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Adrenaline is far from the most problematic survivor perk right now. With that said, I wouldn't mind seeing it changed so that they don't get healed off the hook at endgame. Basically forces you to tunnel because if you're chasing someone who isn't dead-on-hook at endgame, you are never getting them.
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Please change the survivor meta of making it literally impossible for me to hook people.
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I assume it's because it is not fun to be disabled for any amount of time.
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Yeah, it's probably going to take me so long to get this done that the tome will be over by then.
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BHVR wants it to be possible for a killer to beat a 4 man SWF that knows how to play. Unfortunately, if it is possible for a killer to beat that group, then it is impossible for a solo queue team to beat that killer. The disparity is that great.
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You either play 4 man SWF or you play killer, solo queue is completely dead.
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Mass slowdown is mandatory if you want to play without camping and tunneling against decent survivors, which is why I use them. Of course, most will still do those things because it is the optimal way to play.
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That's what the game has become over the years. The horror is gone, the core gameplay of doing generators is no longer as appealing as it once was, especially once you play other, unfortunately ill-fated games in the genre. So now most people just want to loop and stun.
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Literally unplayable in the current state. Killer has been fine.
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At least half of my matches have the killer tunnel everyone. They don't even stop after the first kill, it's just 3 hook the same person, then 3 hook the next one. They also camp because they know that the survivors will always go for the save because the match is boring otherwise, and since at least 75% of all matches are…
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You could give them the option to walk around the maps by themselves, for one. Currently that is a treat purely for people who have friends willing to sit in the basement as the killer.
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If you did that they'd just go AFK and let the killer keep rehooking them. You can't force someone to stay in a match.
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I'd like it a lot more if I didn't feel like I was being forced to bring Windows of Opportunity and Off The Record every single match.
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Funneling the player into zombies is more of an RE2 remake Tyrant thing, Nemesis barely interacts with them and is usually not on screen if standard enemies are on screen. A proper adaptation of Nemesis would have him as a fast melee bruiser, like Oni without the instadown, who occasionally gets to break out the big guns…
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It would just be used to force a NOED or Devour Hope on every match, which would in turn just force the survivors to run some anti-totem perks which would be especially punishing for solo queue in which you don't know what your team is bringing. The only situation in which a new perk slot should be added, to either side,…
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Windows is basically essential for any survivor who isn't a 10k hour never-took-a-break-for-even-a-single-chapter survivor main to last more than 20 seconds in a chase these days. Meanwhile aura reading perks are very oppressive and the only counter is a perk that not everyone even has.
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Unlikely. While the perk is broken on a top tier survivor it's also mandatory for most of the playerbase to last more than 20 seconds in a chase.
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It would need to be as a survivor.
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It's really not enough. I've been playing on and off since launch and have nearly 2000 hours and I'm still going to go down in 20 seconds or less to an M1 killer. That will be the case until the day I'm allowed to spend dozens of hours walking around the map, alone, in a 1 man private match with no pressure or stress.
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The vast majority of the playerbase can't loop at all since it is unintuitive gameplay and the only way you could really learn how is to spend a thousand hours watching streamers play. Virtually everyone is a "weak link" unless it's a sweaty SWF.
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Killers absolutely are more skillful than survivors on average. The primary reason for this is that killers are the reactionary role. The survivor has to learn how to loop, the killer has to learn how to counter it through mindgames and other tricks. If the survivor has no idea how to loop in a part of the map then the…
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He has plenty of play right now due to the current Tome, but outside of that, yeah, very few people playing him. Miserable killer.
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I believe they consider every major licensed chapter in the game to be Big L. They said Silent Hill was an iconic franchise that had "marked the world of horror since its inception" or something like that, which I'd argue is true, but it wasn't quite on the level of what people were expecting since previous chapters had…
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Nurse isn't fun to play, win or lose. You'll end up switching to a strong but not as strong killer that is actually fun.
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The weak killers are actually more effective at lower MRR than the stronger killers because they have lower skill requirements and nobody who plays games other than DbD knows how to loop, so even a trapless trapper will get easy downs at such ranks. The game is balanced around people who barely play the game, and those…
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A year ago, a perk was added that gives a 2% movement speed boost but only if you take the time to set up a boon, stay within the boon's radius and the killer doesn't snuff out the boon. Now there is a 3% movement speed boost with an extra endurance effect and it works as long as you're injured (which will always happen…
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Movies: The Thing and Alien, mainly, but wouldn't say no to Jason, Chucky and many others. Games: Amnesia, Clock Tower, System Shock, I'd say Dead Space but it may encrouch on The Thing.
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Whole game is built around relative differences in speed and trying to maintain/close distance, so a 2% speed boost is overpowered, needs to be tied to a boon the killer can snuff out in order to make it fair. One year later, 3% speed boost for free with no killer counterplay is completely fair, and let's throw in some…
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Just be honest and admit you want every single killer perk to be terrible. Killers use slowdown perks because it's necessary, especially with every survivor running ridiculous endgame builds now. Nobody actually enjoys running them, but they're a necessary evil. And nerfing these perks isn't going to stop killers from…
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Players don't care about what the developers consider a win. If four people are teabagging you at the exit gates then you lost, no matter how many hooks you earned. Killer players will always want kills.
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What do you mean? SWFs certainly cause balance problems, but I don't see any solo survivors any less "entitled" since they need all the help they can get.
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This only works in games that restrict the same character from appearing twice in a match. And that have much smaller rosters. DbD was built around survivors being skins and can't go in the other direction even if the devs wanted to do so.
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Survivors were babied for years while killers got used to being abused. As a result, if survivors get nerfed, even if killers are getting nerfed in the same update, then survivors will act like babies. Remember that it took 2.5 years to rework Decisive Strike, which originally simply let you escape from the killers' grasp…
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Survivor perks barely ever get nerfed, and even when they do it takes forever and is done incrementally. Dead Hard will still be one of the most used exhaustion perks even if the new hook requirement nerf goes through. Meanwhile killer perks get dumpstered so quickly that killers are used to completely changing their…
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This is Dead by Daylight 2 stuff. I don't think the core survivor gameplay will ever be that interesting, and I don't think most of the playerbase wants it to be. They like that they spend most of their time sitting on a gen not interacting with the killer. It lets them focus on other things, like talking to friends.…