Reinami

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Reinami
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  • The adam played that tile so bad she probably didn't need the dog the second time Yeah, the point of the dog is you have to dodge it, once you dodge it you get big distance, this person did not dodge it, and after stunning the killer just stood around and did nothing instead of running away. Also she went the wrong way…
  • Oh, well then my mistake, i thought it only counted stuff you unlocked.
  • No its true, you camp the pallet. If she throws the dog, you drop the pallet to stun the dog, if she doesn't then she's holding the dog and slowly moving toward you. The key is to not predrop the pallet, because if you do, she can time it so the dog jumps over before you get out of the animation and you get grabbed anyway.
  • It was never announced as a feature in that patch, it just randomly started happening. Pretty much since as far back as i can remember (around a bit before legion release) it has been this way that killers picking up survivors body blocked survivors. Letting killers grab survivors from one side of the pallet or the other,…
  • Depending on who is playing in the game david is one of the free survivors. So if someone only has a handful of survivors there is a much higher chance that they get that perk.
  • And the why asym games are dying was similar to what almo was saying, what is your point?
  • Rarity doesn't change the fact that its a problem and led to the games eventual downfall and likely will lead to DBDs as well. Just because something is rare doesn't mean it is balanced. My question to you is, are you one of the ones who thinks killers like blight are too strong? Do you think nurse is too strong? After…
  • Not sure how i double posted, but see my above comment.
  • Also i bring you this as to why slugging is happening more:
  • "Going next" is an epidemic as it is, we should not be encouraging people to do it more.
  • There's a great video that explains not only the brackets by why some players perceive things differently than others:
  • Considering there are hundreds of perks in the game, and both sides have maybe a dozen or so useful ones, it shouldn't surprise you that you get all useless ones.
  • MMR is actually in 4 brackets: 0-649 mmr 650-899 mmr 900-1399 mmr 1400+ mmr The vast majority of players are in that 900-1399 mmr mark. When BHVR releases data about "high mmr" players, they are likely talking about that 1400+ bracket. So in your case you are probably in that top bracket with otz. But for example it is…
  • That is the opposite though, new players would be playing against new players, so it wouldn't be the case. VHS was horrible to play as a monster and nobody wanted to be the monster in general.
  • "Going next" against these killers is an insane take, all 3 of these killers are below the average in terms of kill rate.
  • Sounds familiar doesn't it? Again, read what i wrote, i said that at the higher levels of play, monster was too difficult to play against good teams.
  • F13 was a special case due to the lawsuit, i never actually played death garden, but it was definitely true for evolve. I have the limited edition one that i bought on Xbox back in the day and was playing day 1, and 100% that was true for evolve.
  • When you look at every asymmetrical game that has failed there is one thing that is similar to all of them. The game was balanced in a way where playing the "1" or the "killer" or the "monster" or whatever else, was impossible at high levels because the game was balanced for "casual" players, and since, by definition, most…
  • This Record some matches of you playing as killer "The right way" and show us how well you do.
  • Yeah, it is strong, because hooking survivors has constantly been nerfed over and over again. The strongest perks in the game for survivors are activated when they are hooked, and most of the killer hook perks around gen defense have been nerfed time and time again. And you wonder why people are slugging now? They need to…
  • Indefinitely for 2v8. There is a reason it destroys queues because everyone wants to play it. Its clear that people want a more casual DBD experience.
  • They shouldn't do it on PTB, they should do it on live. Make a separate queue for "Experimental" you get more players that way. And they can test things like "no bloodlust" or "early game warmup" or "basekit DS" or any other crazy thing they want to see what happens. Its opt-in, so players don't have to do it, and give a…
  • This would all go away if they balanced the game off of hooks instead of kills, made tunneling impossible from a gameplay perspective, and encouraged killers to go for hooks. My suggestion for all of this is: Wins and losses are now base on hooks instead of kills and survivors win or lose as a team. 0-4 hooks is a killer…
  • In scott's video about people "going next" theres a guy who says "i'll keep going next as long as doctor exists" people DC against perkless trapper all the time. Its an epiddemic that has nothing to do with how powerful killers are. People complain and "go next" in every situation.
  • New players aren't the ones "going next" its always the guy with 5k hours.
  • Played 10 games yesterday as solo survivor, in 6 of them, someone "went next" this is insane and something needs to be done.
  • This is correct, all killers have the same hitbox and lunge attack range, and speed, and everything except for the following: Myers lunge in tier 1 is shorter Myers lunge in tier 3 is slightly longer Nurse lunge with her power is slightly shorter Wraith lunge out of power is longer Spirit lunge out of power is longer…
  • Those perks have been nerfed constantly to the point where they are starting to not be worth it anymore unless you stack them. And survivors hate that too.
  • His power can't really be used at most loops, his power is good BETWEEN loops. Ever since they took away "hug tech" it cant' really be used inside any main structure or other things. Compare this to the other killers who are slower than 4.6: Nurse Nurse is nurse is nurse, i shouldn't have to explain why she moves as slow…
  • Its more that, they need to take a look at the fundamental game. I think the game would me much healthier, if, instead of bandaiding everything with a perk, they go back and make tunneling and camping from a base gameplay perspective, impossible. Then balance the game around that, and not punishing the killers for going…
  • Its more that people are doing what they do with every game, optimizing the fun out of it to find the most efficient strategy for winning. Slugging wasn't really seen as strong because people weren't really doing it much and didn't know the effective way to do it. Tru3 for example has optimized it, by slugging the first…
  • He's not doing it for content, he's doing it because it is more effective. There have been experiments and many threads talking about how survivors get tons of benefits for being hooked, and that the game actually is actively encouraging you to slug as a killer. Also he isn't slugging 4 people, he has optimized the…
  • When you own every DLC, and have every perk on every character, bloodpoints don't matter so much.
  • Again, you are missing the point. You aren't supposed to use the speed boost the same way you do say a sprint burst. You use it while looping. You loop around something, and then if you aren't going to make it around because the killer is too close, you can use it to guarantee you get to the pallet or window when normally…
  • All exhaustion perks behave this way, but they all have some kind of downside or activation requirement associated with them that makes them not perfect. For example: Sprint burst requires you to not run, or if you do, you have to spend time "99"ing the perk, but then if you 99 it, you can't stop to repair a gen or…
  • I think you are misunderstanding, just like old dead hard, i'm not saying you use it to "dodge a hit" i'm saying you use it "for distance" so that you can loop something more than you should be able to. So a situation where you SHOULD get hit, turns into you getting the window or the pallet, just like old dead hard. The…
  • How exactly does a killer counter the speed boost from dramaturgy then? A 25% haste makes them move faster than the killer, so you use it to get a little extra distance to loop around a structure that you would normally not be able to and drop the pallet or get the window. Sometimes it lets you run longer, the scream isn't…
  • You are talking about a very specific scenario of bleeding out 4 survivors on the ground, that isn't what i'm talking about here. I'm talking about the act of slugging in general. You slug survivor A to go after survivor B, and so on. Once all 4 are on the ground, you just pick them up and hook them. Its pretty rare to…
  • Dramaturgy is old dead hard for distance and i have been saying that from the beginning, the difference is it works backwards, whereas dead hard only was usable while injured, Dramaturgy requires you to be healthy.
  • People keep forgetting though that the perk was only ever originally made 5 seconds because it was affected by enduring, which made it worthless because the killer would stop being stunned so fast it might as well not have done anything. Then at some point it was made 5 seconds with the intent (as stated by the devs) that…
  • There's tons of good horror anime that would fit not only as skins but full on chapters. I would love for there to be a chapter or at least a skin line on Higurashi (a legion skin and a survivor or 2 would work pretty well), but i do know that for the non-initiated it would just be like "why are they putting cute school…
  • Well, at least i tried.
  • Please explain what is wrong with the statement other than trying to drum up more "us vs them" type stuff on an alt account with 18 posts. Otherwise i see no point in engaging with someone on something like this.
  • I feel like you are thinking i mean it in some "insulting" sense. I'm stating that simply: gens fly because there are no gen defense perks survivors get tunneled because there are no anti-tunnel perks The game is balanced around both of these types of perks being in play, and simply highlights the issues of balance. What…
  • The mode itself is a mess. Survivors just rush gens because there's no gen defense Killers just tunnel because there's no tunnel defense. It highlights the problems with the game in that it is balanced around killers bringing gen defense perks, and survivors bringing anti-tunnel perks. The mode MIGHT be able to be salvaged…
  • That's the point right there "you take your attempts" The thing i'm getting at, is that the only reason people don't like being slugged, is because they can't "go next" and "go next" is an epidemic all its own that needs to be dealt with.
  • Reworking knockout won't change the playstyle, people will just move on to other perks that give blindness and are actually better than knockout. The strategy and build is now evolving beyond knockout.
  • Genuine question here Outside of losing the ability to "go next" which i believe is a problem in itself, what makes being slugged more boring to you then being on a hook? While on a hook: You can't do anything You rely on a teammate to come save you Killers can tunnel you off the hook Killers can proxy camp you You take…
  • So, 2 of those are hexes, gearhead isn't really that great, and knockout has counters. Secondly. With this build, the killer has no chase perks, and no gen defense perks, so those gens should be FLYING by. If you don't finish 3 gens in the first chase against this build then that is really on you.
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