Comments
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That should be bannable too??? I don't see how bad behavior excuses bad behavior.
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There's no reason why they shouldn't remove it other than having to rework luck and slippery meat.
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And that's not even reportable for some reason. You can't have such an easy way of giving up in a game with such an entitled playerbase and have it not be bannable.
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Because you can remove the traps
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Bleeding everyone out and then saying you had a challenge is some very funny bm tbh
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They should rework that 20 escapes on rpd achievement if they ever change offerings.
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It's just way too dark. I wish they made some custom darker lighting setups for some maps and then just had no TR or scratch marks. It would at least be better than what we have now.
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A game where the first survivor dies at 1 gen left isn't a dominating performance, but I have a ton of games where I get my first kill then and then continue to get a 3 or 4k because having someone out of the game is a huge power shift.
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Wdym by endurance stacking?
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Exit gate regression would be great but I don't think Blood Warden needs it. Maybe it could be a secondary effect for Dominance?
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If he's in a 4stack then dcs aren't a concern
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This game does have mmr decay, it's just extremely slow.
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I have 9 achievements left, hopefully I'll get them by the end of the year but I'm not too pressed about getting them done quickly. A lot of the survivor ones are pretty grindy.
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Taking into account suicides on hook, yeah it is fair. Play some more killer and you'll see how often survivors just quit the game, inflating the kill rates.
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Please just take a break from it
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Oppression + Surveillance isn't bad in my experience.
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It's frustrating to see that instead of fixing Iron Will, they're buffing Stridor. Now instead of being a useless perk, it's just a bad perk.
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Eyrie, Garden of Joy, and Badham are all still around.
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This allows you to get multiple syringes in a match. That's hilariously overpowered. Just make it a rummage that guarantees a medkit and increases your medkit self heal speed by a small amount.
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It will be really strong. While yes, it does leave the unhooker to get chased, that's kinda what you want to happen anyway as a survivor. And remember, as the unhooker you see the killer's aura so you can get to a safe tile in most cases before taking a hit. This combined with the absurd haste will be very strong against…
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When did they ever "gut" reassurance? It's always been great for anti-camp.
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This + survivor mmr being broken is a bigger problem than people realize I think.
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Your mmr can't be raised or lowered in the event queue so that's probably why.
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I honestly think Deathslinger is alright now. Maybe they could make him 4.6, but I don't think he needs much. For SM, I don't think there's anything they could do to change the community perception of her, and her power is honestly fine. Freddy needs more dream props and some changes to the sleep mechanic. I would pay for…
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Pallet saves are already uncounterable in many situations, they don't need to be made easier to do.
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It can be strong without needing to be changed. There's plenty of perks in the game that are clearly strong and impactful but nobody reasonable would suggest changes to them. I think WA+FD will just be like that eventually.
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They really need to just make locker spawns for consistent. It would fix issues with multiple killers and perks like this one.
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Play a few matches as Singularity and say this again please.
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Her power pretty much relies on survivors messing up rather than SM doing much. I still think there's more important things that BHVR should put their resources towards than another SM rework, since this version isn't game-destroying.
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If you're getting chased by jailer across the map from the knight, just grab the banner.
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Why should they include games where people disconnect?
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It could work as a hex imo if they fix the softlock bug
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I think nurse needs much more substantial changes, and this wouldn't be a good change for the moment.
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The ability is strong enough already and I don't think Vecna needs any changes after the mage hand nerfs.
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The skellys spread out as they travel, so if you have a bit of distance you can just walk between them. Otherwise, you just have to know that it's a dangerous area and keep track of his cooldowns. It's not really that different from trying to play around other strong killers.
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Stranger Things characters don't have adepts anymore.
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With the amount of quitters in this game, 60% overall is pretty even.
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The bad survivors come out for the anniversary.
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While it's strong when it works, it can be completely countered just by testing for it at the beginning of the match and dropping your items in the corner of the map. It's essentially a hex perk.
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I think the real issue is how easy it is to use the killer powers compared to their survivor counterparts. The event pallets can be really strong, but you need to know what you're doing. The remote hook and pallet break are easy to use and strong.
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If they fix the game breaking bug with it and make it a hex that would actually be really cool.
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People that would do that do it already, it's kinda a moot point and it's bannable.
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At this point, it's probably just as simple as nerfing toolboxes. Survivor perks are pretty balanced, and with the slowdown nerfs on the killer side I think they're in a good spot too (other than weak killer like trapper and freddy, but they should get individual changes).
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The game historically favored survivors over the average killer. Old maps, items, etc. were mostly in the survivor favor if played well. You just didn't notice cause you weren't that good back then.
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This change is great but I'd love to see some other survivor perks buffed with aura-hiding effects like Poised.
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Still good, but I think Pop is much more consistent now on its own.
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This really isn't true. The last official stats said that at high mmr, solo players escape 39.42% of the time, while 4mans escape 48.3% of the time. Your odds of escaping in a 4man are 22% higher than as a solo player.
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It's unfortunate, but the counter to tunneling is really just to get better at chase and have good teammates as well. Maybe the killer can kill you, but if you make your chases last when you're being hard tunneled, your teammates should get out.
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If their vision of the game is less gen slowdown via perks, that's great. I just hope we get some buffs for weaker killers. It's very difficult to pressure generators adequately on some.