Comments
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A few direct responses to your talking points: "a "snipe" upon placement depending on if the survivor is in an animation lock or not The arming time is 1.8s, which means the arming time is too long to hit them in animation lock like Huntress or PHead. You have to actually predict where they'll go and aim it there, or they…
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There's three elements that really make Skull Merchant who she is. 1: Precise beam management to stack up Survivors quickly and at the right moment. This can be done through lasertagging (aiming a drone beam at a Survivor as you're deploying it to give them an instant stack as soon as the drone turns on), rotation…
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"these nerfs were intended to destroy her until her eventual rework later on, so why not just go through with it completely?" Because whenever BHVR have tried to "Freddy" a Killer, it has literally always gone wrong and given us something as bad or even worse than we started with. Hell, I've never seen an example of that…
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Yeah, because Freddy's new power went down so well! It's blatantly obvious with hindsight that what happened with Freddy was a mistake: they completely pulled him apart and rebuilt him into a crappy, crappy Killer to when they didn't need to, and the result is, well, current Freddy. And Legion at least got to keep running…
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If we're exterminating characters that people who don't like them don't like just because they don't like them, then I have a small list of characters I'd like that done to. I physically can't play as or against Spirit because my hearing is bad, for example, so should she get pulled apart to accommodate me? Singularity's…
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Yeah, I think SM's the worst Killer in the game right now. With lasertagging fixed then maybe she's better than Freddy and Trapper and Myers, but in her current state… yeah she's in the toilet.
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She definitely needed changes: I don't think anyone is arguing that she didn't. But the changes they chose to go for were way too heavy handed and, in my opinion, came from a position where they didn't understand the Killer well enough to know what to do. It's like the Hillbilly changes from years ago when they realised…
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They did. The beam takes 1.8 seconds to deploy: 1.5 as she puts the drone up, 0.3 while the drone turns on. This gives plenty of time for the Survivor to dodge the beam. In addition, the range is extremely limited, and if a Survivor stands still or crouch walks instead of running the drone won't see them, they won't get a…
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It's deployed at your feet, and the initial beam where the drone turns on deploys in exactly the direction you were facing where you pressed the button. This was a technique called lasertagging, where you could line up the beam on top of a Survivor to give them an instant stack. Well that's dead now lol
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Lots of decisions get made with respect given to player ping: hit/Dead Hard validation being the big one. If her strength would be fine without the stacking Haste buffs or the Hinder, I'd be okay seeing them go but the goal isn't to nerf her here: it's to raise her skill floor while also giving her more reward for…
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I thought someone would ask about this: the 5% Hinder for 2.5s is basically there to mitigate the issue Doctor has with Survivors on high ping. Doctor's power routinely doesn't work against Survivors with high ping because on their screen they've dropped the pallet or vaulted the window before the shock hits them.…
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OK, so you've nerfed her ability to aim a drone actively by reverting the arm time buff, removed the Haste and Hindered, made her Undetectable clunkier to use, made the radar worse to use, increased her downtime... so how do you plan on making her not absolutely terrible? She's already a mediocre Killer at best and what…
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You're not the first person I've seen to say this: the indicator could definitely do with being brighter I think.
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This is the difference between 1, 2 and 3 stacks. See the little triangles in the filled circles? That's how many stacks you have, with them becoming full circles if you get a clawtrap. Those circles then go away back to black as the clawtrap batteries run out until it falls off.
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Survivors CAN see their Lock On stacks. The Killer can't, but the Survivors can. One filled circle on the indicator is a single stack, 2 filled circles is 2 stacks, 3 filled circles is a clawtrap.
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I definitely agree she needs some actual ambient noise: be that louder footsteps or the clanking/whirring of her servos being louder.
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That is fair enough chief, but tbh she is an inherently stealthy Killer with built in Undetectable so she should be pretty quiet I think.
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If the issue with Low Power Mode was the infinite Undetectable, wouldn't a simpler solution to have been either to A) nerf the number slightly so the overlap doesn't happen any more? or B) add a reduction to the Undetectable duration to the effect of LPM? Either of these solutions would have addressed the infinite…
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...but the Sadako skin you were complaining about in this post *is from the movie she comes from* Have you watched Ringu?
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It literally IS Sadako. It's her body that Reiko and Ryuji dredged from the well in the first movie. The green colour palette and everything. If you're gonna make bold claims like "this isn't X character", at least get it right.
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Plague and Oni are the absolute apex of design in this game, with Pinhead and Huntress in the conversation.
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"if it's another anti loop Killer I'm going to cry" "give us another Blight" ... Blight has one of the best chases in the game idk what u smokin champ
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
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I think it's the kind of perk that will sadly have to be gutted to make it fair: healing yourself is one of the most powerful things a Survivor can do, and being able to do so efficiently without wasting resources out of a perk your teammate brought is obscene. It's why old Self Care was so busted and had to get GUTTED to…
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I fully concur. Shadow Step is honestly fine, and Exponential is basically just a Twins-killer (and that's because Twins buffs need to happen, not because Exponential is a problematic perk) that sucks against basically any other Killer. Circle of Healing is absolutely gigabusted. No question about it.
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Dowsey's winstreak, as impressive as it was, was done in an age of DBD far more favourable to Twins. It was done with... -Twins being able to ignore BT and DH -OLD Ruin Undying -None of the collision bugs that arrived post-Resident Evil -No MMR, meaning going on streaks was much easier than now -no Circle of Healing, DH…
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1) Why should the regrow time be longer when you lose huge amounts of distance every time you get kicked and can get kicked after every single attack (miss or hit)? Like I didn't know whenever Blight landed a rush or Huntress threw a hatchet, they teleported back 40m and were unable to use their power again for 15 seconds.…
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One thing that's worth saying: Twins do well in tournament play because in Twins tourney matches, basically everything that heals you is banned. According to DBE rules, Circle, Self-Care, Exponential, Soul Guard and Botany are banned against everyone, but Twins also get more or less every other healing perk banned (WGLF,…
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I know which clip you're talking about, and they could have prevented in any number of ways. Three injured people clustered together who didn't even try to kick Victor after he downed someone: why SHOULDN'T they lose the game as a result? That's like 3 people running into a Bubba's chainsaw or an Oni in power and then…
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After you down someone with Victor, you have an 8 second combined fatigue before you can start moving to pick them up (5s on Vic's end, 3 on Charlotte's). In that time they've recovered over halfway, and unless they're within 30m of Charlotte they will get up before you can pick up. If a Survivor gets M1d by Charlotte,…
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You're right, but just because the perk is uncommon doesn't justify how much you can't play the game when you do see it.
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Twins aren't an old Killer though: they're a year old today.
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That's true, they'll acknowledge their existence when it's time to fix a bug that benefits them, like Victor hitting through Dead Hard's I frames, but not when there's a bug or intended mechanic that ruins their day.
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Jeez, I wonder why?
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I do.
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The problem with Exponential (the only problem with it, honestly) is how it makes Twins literally completely unplayable. By the time your 8 seconds of combined fatigues are over, the Survivor is already over halfway recovered, meaning if you can't get to the slug in 7 seconds the Survivor can get up before you can pick…
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If you play that way with Twins, you're going to lose every game you play against even a slightly coordinated team, because if Victor jumps on someone's back they just run away from Charlotte across the map with the speed boost (while Charlotte is standing still) and take him hostage, meaning you have no power for over…
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They can recover from the dying state in 15 seconds. Because of your 8 second fatigue, you only actually have 7 seconds to get to them before they get up (since they can start recovering as soon as you down them). Charlotte can cover 32m in 7 seconds. If you're more than 32m away from Charlotte, that mean she can't pick…
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Are my maths wrong? They get hit by Charlotte, run towards their boon and unless you can catch up and down them in 3.5 seconds they're safe because by the time you can even move to start picking them up they're already halfway recovered.
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"Just hook people" I've just described that a new perk means you cannot down a Survivor long enough to hook them. You can do literally everything in your power to pick them up and hook them and it won't do anything because they can get up before you get to them. They can run in a straight line away from you and waste…
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DBD's maps and the general pace of the game are not balanced around Killers being able to take every chase to wherever the Survivor wants to go. If god setups didn't exist and maps weren't so big you had to play for a 3 gen a lot of the time, "hit and run" playstyles wouldn't be necessary because you'd be able to commit to…
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You're right, of course. Boons providing superpowered versions of existing gameplay mechanics that happen to ruin Twins' day has really showed where the Killers' issues lie.
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I'll say this now: the week between the Key/Hatch change and Circle of Healing coming in off killswitch was the most fun I've ever had playing DBD, and now a couple of really really dumb perks have utterly crushed my enthusiasm for playing the game. It's as low as it's ever been.
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I'll say this now, the week between the Hatch nerf that neutered Keys and Circle of Healing being taken off killswitch was the most fun I've ever had playing DBD, and thanks to a couple of dumb new perks my enthusiasm to play the game has never been lower.
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My recommended changes: -Put Twins MUCH higher, near the top of A above Deathslinger but lower than Billy. You'd be genuinely amazed what dedicated Twins players can pull off (e.g. last week I figured out how to consistently ricochet Pounces off map terrain to land hits round corners). -I'd lower Demo below Nemesis simply…
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We're Gonna Live Forever means you heal a Survivor from downed to injured in 8 seconds (assuming no medkits, Sloppy or other healing modifiers). Victor's respawn timer is 6 seconds, and his unbinding time is 1 second. That's 7 seconds before Victor is even moving again. How is Victor one second away from you? And more…
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Why would my changes not be sufficient though? I don't see why a rework is in order when the source of all their problems boils down to "playing them normally is too difficult because they have to waste so much time in pointless fatigues that against competent Survivors you're pigeon holed into slugging". If Victor could…
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I see where you're coming from... but as long as there's counterplay to Victor after securing a down (which there is if you kick him after a down)... why shouldn't Victor be allowed to get multiple downs at all? The problem with Twins isn't that they're too good at slugging (because they're not, there's a good few Killers…
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Then what's the point? Survivors can already kick Victor after a down to stop him from chaining downs together, this would just be making their counterplay automatic. Survivors should have to actually use the Twins' counterplay to be able to counter them. What would your change accomplish that letting them fatigue cancel…
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I've heard this suggested before, and call me crazy but that would incentivise Twins to slug in the early game SO MUCH MORE. Because making a Survivor much harder to pick up when Victor downs them would mean Charlotte can just wander off and go pressure somebody else, knowing that whoever goes to pick them up will have a…