Comments
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tell me you play one side and don't know how the experience for the other side is before telling me so
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mine was truly for goof purposes too, makes me giggle a bit (especially the Oni one since i am often the one that does that lol)
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Oni: attempting to look like a hotshot when becoming friendly with survs and missing the most obvious 180 while 2 of them are healing in the most open space possible. Myers: dude, Scratched Mirror Myers is so passe, stop trying to jumpscare me for content, it won't work, you are a snooze fest anyway Wraith: allergic to…
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yes, average survivor player is very reliant on perks like WoO because they use it way too often no matter if they play soloQ or SwF and they basically start crutching on it. As a role, survivors are kinda reliant on anti-tunneling perks since successfully forcing a 3v1 is the strongest aspect of killer gameplay. On the…
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killers are forced to slug, so let's punish them more for slugging anyways? Lol
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Chaos Shuffle is meant to be a challenge modifier that makes you rely more on your macro knowledge than actual perks (with items/addons not yet randomized + map offerings still being possible to burn, this is not the case) Why are we turning this into yet another us vs. them stuff? This clearly says you play one role 90%+…
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i think it's definitely more about killers being able to force 3v1 faster than usual, while survivors are able to split gens immediately with ease due to Corrupt rarely being the perk you'll get, tho we can say they can rush gens easier. Not to mention medkits with Syringes too.
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sorry, i didn't mean for it to sound like us vs. them, i just wanted to point out how the game is nowadays basically revolving around both sides technically skipping mechanics because BHVR is doing terrible job at actually trying to balance the game out against healthy aspects. I haven't even seen them actually releasing a…
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survivors are also skipping mechanics tbh, and the best example for that is aggressive use of perks that are meant to be used defensively when killer isn't really primarily doing what those perks are meant to protect from aka. anti-tunneling and anti-camping perks (which is the strongest and most optimal use of those perks…
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you get the indicator once the perk actually comes into the play. You won't get notification about Ruin or Penti until you tap/let go of a gen first time because there is nothing to come into play for You won't get notification about invocation either (no notification about survs doing it) until it's effect actually steps…
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i would all agree on additional objectives, but it seems like average player in dbd mostly wants to sit on a gen, hold M1 and then leave (you can also see this when hex perks are in play, people always dislike them (even when there isn't Penti). BHVR is planning to add BP gains into custom matches to encourage scrims and…
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Hex: Ruin for example doesn't put a debuff on the player themselves at all, but still marks player as cursed. It just notifies you that you need to adjust your gameplay accordingly even though you already know it's in play when you let off a gen. Same with invocations. Killer can't know you have them and adjust their…
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i also wish they randomized items/addons too and completely removed map offerings from this modifier, at this moment people are just bringing strongest items, addons and map offerings almost every match just to make up for not reliably having perks they want to have
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so even if people who actually main survivor and know very well how to use perk say that perk is strong, you would dump a "killer main" tag onto their face simply because you don't eventually know how to use it well? Although, this perk is not that difficult to be used at all because it's basically old DH (i thought yall…
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i don't want to see my MMR, i want ranked mode so that i can truly know i am grinding my skill by improving against players of close to my skill level :P
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this is really suspicious so i'd rather just skip
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this community has developed a well known coping mechanism where people don't wanna admit they made any mistakes in gameplay, but somehow it always has to be "sweaty" opponent and game balance. In this case, people try to insult skill of their opponent because they need a good coping mechanism to get over losing matches.…
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there is big difference between MMR that is hidden from players in every multiplayer game that has it and rank that is visible
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bait? DH and MFT are still strong perks, but right now they are at a spot where you can at least call them balanced. Apart from old Eruption, first iteration of Ruin and maybe CoB + Overcharge meta there are no killer perks that are remotely close to the power of old DH and MFT
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1. i am talking about maps that have number of tiles lowered and made somewhat less frustrating to play on. I am of course excluding Eyrie which is still the most survivor sided map with safest tiles to ever exist in this game.Ormond Resort is a honorable mention too since it didn't really lose any of it's properties from…
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ohh yeah, the good ol' excuse for people lasting so short in chase, the mighty "maps are getting smaller and have less resources" even though 5 maps in total are prone to this argument. What about the other 54? Do you maybe want to tell me that 54 maps are not enough to pull the average chase speed above 20s? Dude this is…
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no, slugging didn't become infinitely stronger, in fact, it barely got any stronger at all. Forcing hooks is what got punished more and more over the time by game design. At the point where you have to think about everything that awaits you when survivor is on hook/gets unhooked, why would you force hook instantly?…
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the perk was already strong at 3s, 5s was literally only because awful players complained because perk has a skill floor in terms of knowing where to force a down and aren't aware how to deal with tunneling Nurses, Billys and Blights. This perk needed something like disabling killer's power for additional 5+ seconds, which…
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it used to be a gigastrong synergy with Pain Res prior to Pain Res nerf, it's still good now, but i think nowadays DMS is pulling the strings in this case far more intensive than Pain Res. Eruption, Grim and DMS meta already there
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awful game design that is pushed thanks to bringing many problems related to hooking/spreading hooks that just made those not that worth playing anymore unless you are willingly handicapping yourself. BHVR has done basically nothing to fix the core issue around tunneling (and slugging) by making hook aspect of the game so…
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you are ignoring that going next on hook counts towards stats, and going next on hook is way, way more common in soloQ than DCing because people want a free card out of the match asap, but with 0 punishments
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since we have StB in the game as the final step into countering tunneling (absolutely brutal perk with all the other anti-tunneling perks in existence) and yall still complain about tunneling existing, we can just make a conclusion that yall don't wanna learn how to not counter tunneling, but actually play the game. Yall…
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teammates going next on hook. Matchmaking teaming you up with 10h players. Teammates being allergic to gens and just playing for the sake of challenges. Teammates making the most ridiculous macro mistakes that put their team into huge disadvantage. But somehow, killer is the one to blame? Well, you see, as long as you keep…
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trust me, Scourge Hook: Gift of Pain is so much better option for him since it also has punishment in terms of action speed debuff for healing, which is also extremely important against him. THO, you can combine these two and wreak havoc, follow it with Jagged Compass and you'll have every hook at your disposal
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Why would you point out all those basekit tools to defend against tunneling and camping while also declaring that you and many other Killers have resorted to slugging specifically to deny Survivor those tools? because yall are still literally complaining about tunneling in masses??? Also those…
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every person that is baiting uses this "truth" pattern of post making, you need to be more innovative mate
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subtle would be if it was barely noticeable, speed at which this Claudette for example was moving while holding flashlight is significantly higher even than merely with Champion of Light equipped.
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BT is, was, and always has been anti camping. 10 seconds is absolutely nothing... Except if the killer is actively near the hook. It's also completely ignored if the killer can either count to 10, or .. it's also completely incompatible with your "plethora of perks" for anti tunneling. Since nearly everything except DS is…
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What kind of basekit anti-tunneling is there? Seems not to work at all given how many people are complaining about tunneling. basekit BT + plethora of perks that are enough to finally put an end to tunneling complaints at this point. If you really struggle with tunneling woth the latest StB iteration, you are just plain…
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a lot of changes were literally brought to catter to casual players on both sides, you got plethora of anti-slugging perks, basekit anti-tunneling, basekit anti-camping and somehow it all boils down to your teammates doing wrong things (and ofc you too). So constantly blaming killers and devs for balance when soloQ is…
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yeah but let's be honest, stealth is also strategical part of this game (stealthing 4th stack of Grim, stealthing during Oni's power, stealthing while on death hook etc.). NTH removes any gamesense related aspect of killer tracking survivor by logical clues near a gen, and is just a pure nuts on killers like Nurse.
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i know, that's just how the dbd community is. Lack of proper ranking system in this game severely affected mentalities of people, thinking they are playing at some very high MMR so they can throw a tantrum over game balance when they lose instead of looking at every possible chain of mistakes they/their teammates make…
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i don't have to change your opinion to understand that big majority of dbd playerbase from both sides will rather complain about "not being able to win any match" than sit down and try to understand what mistakes they were making in matches where they lost. Problem starts when those players start talking about balance when…
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What will help with the problem is addressing why people do it, and I just explained one reason why. As others have said, more people give up because the match has reached an unwinnable state. Going next just because they were the first one downed is much less common than people claim on these forums, as also stated by…
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Maps are nerfed to ground and most of them have trash loops which guaranteed hits. There is only few maps left to having fun loops. And you will notice survivors are usually using map offerings for those maps. 3-4 maps get shrinked and yall start exaggerating it as if half of the maps have been nerfed into the ground? Most…
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so...forcing an extremely early 3v1 is somehow not a problem and not the reason why soloQ sucks when your teammate forces it, but it is a problem when killer forces it? I really hope you are aware that you have just completely legitimized tunneling. Survivors are giving up exactly for this reason. When this game was…
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standing still at the gate and waiting for killer to come see you leave yields close to 0 BPs for you. At this point you arr just trying to make excuse for somebody trying to ego over a losing killer. exactly. People are standing at the gates because they know you are "helpless" and you can do nothing to get a kill. They…
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ohh yeah, let's make further excuses to justify unsportsmanlike conduct, that will definitely help with the problem! And is the "slightest error that can doom the entire team" in the room with us rn? Almost every single match gets doomed because one soloQ teammate decides to force their team into an early 3v1, that's not…
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First there's about 5 of those perks from both lists combined that would be considered "meta" by alot of ppl (can't actually remember when we last saw a flip flop combo other than a kyf). i intentionally put Flip Flop under just "denying hook" and not "meta" category, it's not meta at all, just plain unhealthy for the…
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that's what they want lol. People are not waiting at the gates just for the sake of just standing there to actually do something, they are waiting for killer to come and watch them leave. And they are completely ready to waste almost whole duration of EGC by standing and doing nothing (eventually only spamming fast vaults…
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Even with all those changes implemented, average players didn't care about actually getting use of those. +10s to hook timers? Average player is allergic to gens and doesn't know how to get advantage of a camped survivor, and will rather go lurk around the hook than be on the gen. On high skill levels, the change is way…
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The only time tunnelling is necessary is in a comp situation but when I play killer I NEVER tunnel unless they BM excessively and maybe at end game in certain scenarios. tunneling is a big 50/50, you either have to get a really quick first hook in order to make it work or you'd need to have stars aligned in your favor for…
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Meta perks that have hook conditions/work off the hook Deliverance Resurgence Reassurance Dead Hard Second Wind Babysitter Wicked Off the Record Decisive Strike We'll Make It Shoulder the Burden Perks that indirectly affect hooking in terms of actively denying it: Saboteur Breakdown Breakout Flip Flop + Power Struggle…
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you can still crouch tech on PTB, people already tested it. Imho, removing crouch tech is just another step made towards removing skill expression from the game
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Hooking is progressing the killers objective, there are a ton of killer perks that activate on hook, and BP incentives for sacrifices on hook. There's a literal penalty for bleeding out survivors. what does it being progressing killer's objective have to do with it being strong or not? I can establish a 2-4 men slug, hook…