Shirtless_Myers

About

Username
Shirtless_Myers
Joined
Visits
3,980
Last Active
Roles
Member
Points
254
Badges
16
Posts
361

Comments

  • The only positive about the event mode is the additional blood point gain. Otherwise, it's more one-sided gameplay additions that are poorly balanced and negatively affect the game's flow.
  • It's a great idea for a game mode ruined by the developer's lack of balance between camping and tunneling. The fact is that perks have been the real band-aid to this issue for years without a true solution. I'll only play Chaos Shuffle for the rewards before dropping off this game mode entirely as it's simply not enjoyable…
  • The amount of complaining about Potential Energy is ridiculous for a perk outright garbage without the bug. The downside of the perk is already massive as it's a waste of time and a single hit undoes the entire perk. Hopefully, they address the bug and buff it to have a use to be run at the same time as this game lacks…
  • I got a match against this and it's 100% pay to win with how silent it is, though I imagine it's intentional so they can make more money off the skin.
  • The only charms up for debate on whether they should return are the iridescent paid ones at the very end of the rift. I see no reason to withhold the rest.
  • As someone who has done all the rifts since the very first, I sincerely hope they add everything back into the game at some point. These are all digital cosmetics and shouldn't be withheld from newer players. There is already a struggle getting players into the game, and keeping charms and cosmetics locked away forever…
  • All of the skins that affect the lullaby are pay-to-win currently.
  • Say it with me now. This. Is. A. PvP. Game. The game should be balanced. I shouldn't win by default because I picked one side over the other. The current design and what the developers are leading into is awful. You want a one-sided game because you play killer primarily. Slightly leaning in one side's favor to account for…
  • The devs want an unbalanced game that caters to killers and treats solo queue like fodder. They're aiming for 60%+ win rates on every killer. It showcases that they don't care or want a balanced game. They feel that a killer should load into a match and expect the win regardless of this being a PvP game.
  • I never said I AFK in half my matches, but if I did, it'd make very little difference with the experience solo queue generally is. You don't play solo queue during the nighttime hours when the game pairs anyone together. Even a Jane with a tier 1 Head On and nothing else.
  • Do you mean the participation trophy killers are given by allowing face-camping at endgame with their instadown charged in the poor player's face?
  • Dead by Daylight is one-sided toward killers, but that's obvious to everyone. The developers don't want a balanced game and want to correct their awful game design with perks. You may as well AFK in half your matches since you must do three generators, a two-minute+ chase, and still unhook people in a single match to stand…
  • The real issue is the mentality that you should be allowed to miss your shots and still be rewarded since it's close enough. The game balance in this game is so hit-and-miss. I see little reason to pick other ranged killers when Huntress exists.
  • Hopefully, next, they correct the egregiously awful design of her hatchet hitboxes as she's throwing beach balls
  • It is one of the worst-balanced games you'll ever play if you try to touch solo queue. The developers don't want to balance their game and would rather blame solo-queue for issues that plague the game than attempt to assist it. The game is downright miserable with multiple flaws that have stuck with the game since launch.…
  • You'll gain more points going around the map booning a totem at 16 seconds versus spending 90 seconds on the only objective in the game, generators. 1500 BPs vs 1250 BPS.
  • The fact that only two seconds were added back and nothing else is such a slap in the face. As an anti-tunnel perk what purpose does the difficult skill check serve? The killer triggered a perk and it should activate. The developers continue to raise the skill floor on a single side of the game with numerous buffs and…
  • The solo queue experience will always be awful because the devs want it to be. They'd seemingly rather gaslight and blame their player base than attempt to improve their game. "We always monitor the difference between survivor groups (SWF and solo), and our current stance is that lack of information is not the crux of the…
  • The devs want overpowered killers in the game and throw balance out the window. Killers are the power role and deserve to win every match!
  • Yes, you should be able to see and equip most event cosmetics through the store even if you haven't bought the character should you checkmark the filter.
  • Survivors should spawn on hooks to make the game more fair to killers.
  • You're comparing a perk with other perks that counter it, and then a perk to something inherently strong that doesn't require a perk. One requires the survivors to do their entire objective for a singular reward which could be a detriment to a high-reward play with low risk.
  • I play both roles and while Survivor is easier mechanically, killer can be a downright breeze in most matches due to matchmaking and poor game design. For every frustrating match I'm placed in, I generally will win eight or more beforehand. In solo queue, it is the opposite. Some matches are a lost cause where you might as…
  • The developers want an unbalanced, biased game that favors killers. You can see this through almost all aspects of this PvP game that is forgotten that this is a PvP game. Playing Killer is a W in almost every single game currently, yet there are still no plans to alter the game flow with various aspects that are poorly…
  • The game is killer biased and the true win rate for solo queue is probably around 35% once we're done cherry-picking data by exempting suicides and DCs which happen around 1/5 games. The developers are either scared of putting out anything decent for survivors due to previous backlash by killers, or they simply enjoy a…
  • They're not significantly worse, infact there are far more options for killers to select from than survivors do. Certain perks are game-changing on some killers, while awful on others. Survivors are a single role with flaws that are corrected through perks. The game has devolved into exhaustion perk/anti-tunnel…
  • I find it hilarious that a single-use perk that has no guarantee of triggering or giving any value is going to receive a nerf, yet the devs just put out an add-on that gives The Unknown free constant value that punishes survivors for doing their only objective that requires zero effort beyond equipping Vanishing Box. The…
  • The development team is terrified of giving survivors anything decent nowadays. Everything that comes out is subpar or a weaker variation of something already existing, meanwhile playing killer keeps getting easier. It's baffling game design when you realize that solo queue has a real win rate somewhere in 30%+ once you're…
  • Sure, but as a result, we have to nerf all the killers because they're currently not balanced around solo-queue.
  • Generally, this would result in longer queue times for everyone involved unless the survivors could vote to block three killers during the lobby. The killer would no longer be locked into the killer they started the queue as, empowering them to freely switch to a different killer as they did before. Then the devs should…
  • As much as everyone is pointing out to unhook the survivor, this is not obvious to new players and can seem incredibly unfair as it's not explained anywhere. It wouldn't hurt to revamp this aspect of Knight so that the counterplay is more understandable from a glance.
  • If it becomes an exhaustion perk that requires an item and can be utterly avoided should you run Lightborn, Champion of Light would require some buffs as compensation. If it gets some big nerfs, it'll be another perk added to the pile of things nobody uses because they're worthless.
  • The mode is one-sided and balanced around a SWF. Solo is just there to be slaughtered because the devs don't care. Lights Out may as well be called Camped Out since there's nothing stopping camping and tunneling now.
  • You might as well call it Camped Out. That's all this game mode is.
  • The mode is interesting but feels like a worse solo queue experience. I'll be glad when it's gone, as it feels BAD. Every single match, there is camping and tunneling, and now it's even easier as there are no anti-camp/tunnel perks to punish the ######### gameplay loop. In every match I've played, a console player…
  • I'd rather they rework these items into skins. I rarely use them because I never want to lose them.
  • Imagine thinking killers need more buffs across the board... I'm already winning 8/10 games; at that point, you might as well spawn them on hooks for me, too.
  • Reassurance is another option; however, it can be painful to get any value out of the perk as half of the teammates you'll get paired with either have no idea what Reassurance is doing as there's no timer shown in the HUD and the white aura on the survivor isn't indicative of what's happening. In solo queue, you'll also…
  • Because Alan Wake was just a skin added during the mid-chapter update, and this killer-only chapter is the actual chapter.
  • That situation is rarely the case, and you're trying to paint them as the problem requiring changes is such a joke. Camping is way too easy with little to no downside to the point it happens in nearly every game I've played since the patch dropped while on Survivor.
  • Maxed it out at 103. It's a free perk that's built-in; why would you not?
  • If you're in solo queue, you can play for a hatch/gate with Sole Survivor/Wake Up or bring a key with Left Behind. Otherwise, you don't stand much chance, and the entire match appears to be a waste of time. The random teammates you'll get don't last long enough in the chase, and camping/tunneling is encouraged by the…
  • These are awful ideas and changes as they only serve to punish solo-queue further. SWF will hold that last gen at 99% to make plays, while in solo-queue, they have no idea if you're running the perk. You can't even rely on them to make a save once. The only acceptable nerf is waking up against Freddy.
  • Not at all. He's just a skin with mediocre perks. The devs are simply riding entirely on the license instead of making a well-designed chapter. You know it isn't good when you're more excited about Billy getting buffs than the actual chapter being released. What a shame.
  • The game was generally better balanced for the regular public match. As it stands, playing Killer is generally a snoozefest right now. It's far too easy to win 8/10 games, provided you're running a solid build on a character that's good. The only challenges I get are from SWF, and half the time, they'll throw the game for…
  • Rather than throw yourself at the hook immediately, why not do a gen or wait till their timer is going to hit second/death? Honestly, I need to run Deliverance sometimes in solo queue because nobody wants to make any saves except myself, in other matches, I get people who care more about gaining points than a safe unhook…
  • Solo queue is treated as fodder for killer win rates because the developers think it's great game design to balance the game as a 1v4 but treat it as a 1v1v1v1v1. Matchmaking is also fairly terrible, as they focus on speed rather than accuracy when pairing players. Generally, it's a complete loss to play the game solo, and…
Avatar