Comments
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Some people like playing of certain maps, for a whole host of reasons that aren't just "unfair" "survivor sided" "scumbag players", so there should remain a way to select or influence your map. Not all of us are triggered by seeing an offering or care what map we get sent to. For those that are, sac wards exist. This is…
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Also they can be no more Hex perks that start the game with multiple lit totems. Haunted Grounds already does this, which means you can start a game with 5 lit Hex totems. Another one would require 6 totems to spawn.
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Count the hooks. If they have 5, then it's legit. They just got their 4th and 5th downs without using M1 attacks, and/or they got multiple hooks before rescues were made.
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Yeah, a survivor being faced with this would likely assume Devour, and at 4 hooks in with no gens, probably expect they have little chance of getting gens done. At that point it only takes one survivor to give up. The rest, even if they would have been willing to play out the game, will fall like dominoes. An uncleansable…
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Purple items every game has nothing to do with being P100, it's about BP economy. Players generally earn enough BP on average per game to complete multiple bloodwebs, which equates to multiple items. Even playing Myers purely as Scratched Mirror every game, so long as I reinvest the BP I earn as him back into his bloodweb,…
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Seems like if they're going to treat you as a DC, the game should force you out of the game instead of teasing you with the option of finishing the match for nothing. The other survivors will at least get a bot instead of an afk ragdoll that way.
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These perks never increased the BP cap for their respective categories. They only made gaining BP up to each cap slightly faster. You can still reach the cap by simply paying a decent balanced game. If you're dominating as killer, let survivors go, let them repair gens so you can kick them for Destruction points, let them…
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It's because killers play a scoring game whereby they can win up to 4 kills (or 12 hooks, depending on what you value more), while for survivors It's an all-or-nothing elimination game. That's just part of what makes up the asymmetrical nature of the game. As killer, if I've played a good game, scored plenty of hooks, then…
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As someone who likes to spread hooks and is typically disappointed if I lose out on a hook action on a survivor who dies early, I'm anticipating a lot of "accidental tunneling" as I think I'm hooking someone who's not on death hook, but it turns out they are because they used STB. As always, intentional tunnellers know…
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I will never stop playing Mirror Myers. But I might play more regular Myers, might try out chase builds again with Enduring, Spirit Fury etc, Coup de Grace maybe. I doubt his perk synergies will change all that much, but it'll be a little more consistent in using his power.
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I would suggest that Doctor should inflict madness on those within the terror radius of either killer, so sharing the other killers terror radius. However their new killer class system kinda killed that idea. Not really a fan of the killer classes, I think it worked better with each killer having it's own team skill.
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Not basekit, but it should be something on a generic perk, such as Spine Chill. Alternatively, it could be something that's used sparing to balance some of the more effective aura perks. For example: Weave Attunement: "Inflicts survivors with Revealed, revealing their aura" Meanwhile things like killer powers and add ons…
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For the latter; it's because survivors playing together would be able to tell their surviving team mates what perks the killer is running. For example you die at 4 gens, you see the killer has NOED, you tell your friend who's still in the game to cleanse all the totems. You don't even need to be in a premade group, you…
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Yes I agree. It's still not a 4K though. If there is to be any meaningful distinction between a 3K and a 4K, then there should be a meaningful amount of effort to obtain it, just like escaping.
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You need to outplay them to down them in the first place. And then you can hook them. Or if you can immediately see the other survivor you can slug and start a chase. That's the intended mechanics. To leave the third survivor on the floor for minutes at a time while you scour the entire map to ensure the fourth survivor…
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The problem is that the hatch exists for a reason, and slugging to prevent the hatch spawning is circumventing that mechanic. Getting the hatch might not involve "skill" but it is still a fair shot, it's pretty much a 50/50 chance, slightly in the killers favour. (Unless it's a high mobility killer then it's heavily in the…
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Oh I love being sent to The Game as Mirror Myers
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The difference is Amongus and ToS players generally play those games in good faith. I've played both and is more fun fooling your friends than the randoms. You get a 3+ person SWF in this game mode and 1 of them is the traitor, they'll be more incentivised to use that to help their SWF than the killer. Partly due to…
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You break line of sight and dodge her blinks. Most Nurses are more than manageable so long as you learn how to feint your pathing and bait her blinks the wrong way, allowing you to extend chases as long as any other killer. Not unlike Blight. The only time Nurse is broken is when she's stacked with aura perks and ambushes…
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I don't think either of these are significant issues, because like any license/collaboration it can just be chalked up to the Entity reaching through time to pluck a version of that character from a different timeline/universe. Anyone who hasn't played FS isn't going to presume that the existence of any characters in DBD…
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There are 2 versions of Ironworks and Autohaven now, you could be alternating between them.
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I never said that she wasn't a strong killer or that having the lowest kill rate means she's the weakest killer. We're all well aware Nurse is at the top. The point is her place at the top is deserved, it's warranted BECAUSE of her learning curve and because of her kill rate. That doesn't mean she's busted and broken, it…
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Why is her kill rate so low then? If she's so easy to play well, and so OP, why does she not have the highest pick rate and highest kill rate? Stats don't lie, most people cannot play Nurse.
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Oh right yeah I forgot people are generally stupid.
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I just said there's no reason it needs to be 8 survivors. Forget the bots, just have 5 survivors total. Change gens required, hook states, gen speeds, health states, whatever it takes to make 5 survivors capable of facing 2 killers. Nobody wants to play against bots.
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With the lowest kill rate, becsuse she's incredibly difficult to play well.
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It should never have been 2v8 anyway. The fanbase jumped to 2v8 because it was doubling everything, but it already requires a ton of balance changes to make it viable anyway, just doubling the numbers doesn't work. Survivors only have to do 8 gens instead of 10, can't bring items, killers don't have to make hooks. It's not…
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Even if they make survivor "more fun" (not that I think it's particularly un-fun, 2v8 survivor is probably the most interactive the game has been for survivors so far with the different skills you can use) it's ultimately just a numbers game. Most people want to play DBD with friends, it's when the game is at it's best. In…
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Deja Vu, Prove Thyself, Wiretap, Hyperfocus You're welcome
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I'd like to see Nemesis and Wesker playable together if they both just inflicted regular T virus, so you just get Nemesis chests and no ouroborous infection. This way Wesker is slightly nerfed but assists Nemesis's power. No zombies though.
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While the addition of more killer options is going to draw more people to play killer, it also has an improvement on queues in the sense that there are more viable killer matches. You can't have two of the same killer, so when you only have 5 options, you're throttling potential killer match-ups in much the same way as…
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Slugging is potent because it's currently more advantageous to slug than it is to hook. Dying survivors are easier to control and play around than hooked survivors, and requires less time/effort. But killing a survivor is absolutely more advantageous than both. There is a benefit to slugging a survivor who isn't on death…
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So it seems these numbers are too high. The gen speed increase should be something like 5% for each survivor sacrificed, instead of 2.5% for each cage state. This way it only kicks in as survivors (who repair the gens) are reduced, and it becomes the catch up mechanic it was meant to be. With 8 survivors instead of 4, the…
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The gen speed increase should be 7.5% for each survivor sacrificed, instead of 2.5% for each cage state. This way it only kicks in as survivors (who repair the gens) are reduced, and it becomes the catch up mechanic it was meant to be. With 8 survivors instead of 4, the difference it makes counting cages instead of…
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I'd rather it be a periodic temp game mode while they build on it and iron out the kinks. Whether or not if ever gets to a stage where it can be permanent I'm not sure. It'll always be playing catch up to the main game, and it may be too problematic for queue times anyway.
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Unless Ranked offers significant rewards, I can't see why the sweaty players who only run meta and camp/tunnel would choose to play against challenging opponents rather than just beat down casual players in Unranked. Most of them already ignore the current reward system of Bloodpoints (you get more if you DONT play sweaty)…
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Both of these are a greater risk than a reward. Survivors should be learning to split up on gens anyway, but 99ing them when they're done risks the killer regressing them, then that extra repair speed is wasted. The killer would gain more gen pressure by eliminating a survivor than they do by leaving them slugged and able…
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If you're on the edge of your partners radius, survivors on the opposite side won't hear your partner's radius and you'll be undetectable. You hit them, then let them escape your now audible radius, and they run into your undetectable partner. This promotes a specific form of hit and run while not directly teaming up.…
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Those numbers look better. Would still suggest it be 7.5% per eliminated survivor however.
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Best thing to do is run Sole Survivor and Wake Up. Once a game starts to go south play cautiously and be the last one alive so you can blast open the exit once the hatch is closed.
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The audio for her Lulaby might be fair, however with the visual heartbeat, you get a clear indication the moment she crosses into range even when undetectable.
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I guess it would be similar in concept to Rapid Brutality, although the example you've given is far too much of a drawback for what it gives. If anything this cost is even greater than current Exhaustion, so the effects should be higher value. The reduction should be no more than about 2.5%, otherwise you're pretty much…
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I think it would be healthy for the game if a lot of the most effective slowdown perks either deactivated or diminished after a survivor is eliminated. Slowdown is ultimately only necessary when the number of unoccupied survivors outnumber the killer. E.g. you have a survivor in chase and three on gens you're outnumbered,…
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I think you'll find Billy is a milkman.
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It's not difficult to choose a survivor and then repeatedly hook that survivor. It doesn't require tracking hookstates. It becomes much more difficult to track hookstates if you're spreading out hooks and trying not to tunnel. Hiding this information does nothing to hinder tunneling. But it does make it more difficult to…
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I've suggested it a couple of times in comments. I wouldn't care to dredge through my post history for them. My idea was a little more restrained though as it would only work on survivors that are on death hook and then make that survivor immune to any other uses of it. So it could only theoretically be used twice in any…
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So tunnels the same survivor for 6 hooks. And that's worse than eliminating a survivor in 3 hooks?
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They only really synergize if you don't keep healing though. So if you get a heal in, hooked, second winded, and then another heal (which if you're running We'll Make It you should be trying for), your right back to having second wind as your first proc. No... they have different activation requirements. Neither supercedes…
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This just seems like such a niche scenario with so many downsides and/or better options. When it happens as often as it does to me, doesn't seem all that niche. I run Second Wind all the time and have survivors running up to me teabagging instead of just joining me on the gen, before they realise I'm broken.