Skillfulstone

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Skillfulstone
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  • I assume he means all of those since many past nerfs/changes are directly responsible for the current meta. Ever since 7.5.0, the "meta" (popular, not even necessarily overpowered) perks for Killers and a few for Survivors (Adrenaline, the upcoming Buckle Up destruction) has been almost systematically targeted every…
  • Petrified Oak offering removes one random hook (barring a few guaranteed and fixed hook spawns like Ormond's balcony), despite what the description says it doesn't really move hooks around and is mostly rng. To get any sort of reliability you need all 4 Survivors to bring one, otherwise rng might just remove a couple hooks…
  • Jeezums how many times do you have to DC to rack up a 13 hour ban!?
  • It's normal that Chaos Shuffle is full of people try-harding: neither side have access to perks which makes them able to not try-hard and get results. Killers seldom have Pain Res/Pop (getting Surge/Eruption is more of a handicap than anything if the Survivors are decent) to get more time, weaker Killers are especially…
  • By the very first paragraph I was beyond confused, like, just go watch CoconutRTS or Hens, those guys lands insane shots on the regular and have no need to build an elaborate camping trap to dominate. Hens even made a video where people called him a cheater despite being perkless.
  • Ok I'm gonna stop that misconception and assumptions right there, I'm not on the Killer's nor the Survivors's "side" (and the us vs them mindset is partly responsible for many of the game's problems), I'm on the "side" of the game's health. Both "sides" need to be enjoyable to play and, even if it's assymetrical nature…
  • Hell, if Remember Me and No Way Out have full stacks, I'm not even sure it would be possible to escape in time if no one is downed/hooked.
  • I honestly would love a Killer that would spawn water on maps (like how every hooks change with Xeno and the Dream World) and be a core mechanic. For example the water monster from Amnesia, he would be "invisible" and have a minuscule Terror Radius (like tier 2 Myers with Dead Rabbit + Monitor & Abuse) and a faint Red…
  • I'd rather not make queue times longer by creating a second queue forever, however if random perks became a setting you can toggle then I'd be all for it.
  • With gen slowdown taking a hit nearly every updates since 7.5.0 (alongside good perks that the top-tiers didn't use as much as the weaker Killers), Killers without mobility (or enough lethality to compensate) simply can't keep up against decent teams without resorting to more...unsavory tactics. Every 110% (or slower)…
  • Chucky isn't 4.4 m/s because of scamper, he's slower because his small size/hitbox makes him able to hug corners better than most Killers. Making him 4.6 would make him feel like he had a permanent Haste in loops since he already loses slightly less distance than other Killers on corners.
  • This update isn't the first one to start killing off Killer perk variety, 7.5.0 started it and nearly every update after made it worse, the upcoming nerfs to slowdown perks (the only remaining good ones since the "Anti-3-gen" killed off every other slowdown perks by being active the whole trial) are just making even worse.…
  • But that's the whole problem: when Survivors "go next" on 1st hook they DON'T leave a bot behind. It's just the same as before bots existed and the game is basically automatically lost for the other Survivors since a 3v1 early (4-5 gens) is basically guaranteed 4k. Tunneling and sweaty playstyles (partly caused by every…
  • Far more than that. Turning Mori animations into an endgame/4k thing changes many things, including playstyle and general mindset (not to mention effectively removing Devour Hope and Rancor, two already rare perks, due to their unique functionality being gone, further reducing Killer perk variety in an already declining…
  • Reducing the bleedout timer isn't the answer, in fact this would encourage players to slug aggressively since they would get a lot more pressure. However I think that adding a "bleedout" button should be a thing when either; A: every remaining Survivors are downed. B: only two Survivors remain and one is downed. Slugged…
  • Yeah it's a placebo effect and it makes sense. With Survivors suddenly no longer packing gen-speed builds on the regular and Killers no longer able to stack regression (on purpose at least) the games feel more relaxed unless the Killer decides to hard-tunnel. I did notice a prevalence of multiple flashlights even when…
  • I honestly didn't notice sabo being that common in the PTB, to be honest I wasn't even sure the change had been implemented since people in my games are apparently more busy getting stuck in mimics and locker-warping than sabo'ing (can't really blame them).
  • The tunnelling didn't start at 7.5.0, I never said that. Tunnelling got worse since then though. There's always been tunnelling and there always will be as long as there's bitter players and/or too little options. But I've been playing since shortly after Myers came out (took a several months break shortly before Trickster…
  • Ok so, even though the perk itself was DOA (I honestly don't think I've ever seen the perk outside of adepts and Doctors using a skillcheck build, and even then it's not like it gives much value against Survivors with a kernel of experience), I recently found out (due to the new random mode) that the perk "Undone" actually…
  • I mean, the tunnelling (and by proxy Survivors going next more often) is a direct result of many changes that started with the "Anti-3-gen" implemented in 7.5.0, the regression limit killed most regression perks and many non-regression kick perks overnight leaving Pop and Pain Res the only viable slowdown options for…
  • Yeah this tends to happen easily when going up the mmr ladder (there's even a video in this very thread showing exactly this happening), good enough players can take advantage of that with enough awareness. However it only really works against weaker/M1 Killers due to having not enough mobility/lethality to effectively be…
  • This will encourage the Killer even more to slug for the 4k….yipee…. Downs and slugs one Survivor, goes after the other; If the slug bleeds out before the other Survivor is found then it's a Hatch game and if they get downed there's no hope of wiggling out. If the other Survivor is found and downed, the Killer simply…
  • I don't know...this rework helps a bit but also exacerbate the issue that the devs are going to create if their nerfs goes to live: lack of built-in slowdown and Survivor incentive to interact with Killer power while creating another issue in the form of his power eventually becoming little more than a cooler-looking Demo…
  • Calm Spirit: invalidates the info of screams (and by proxy most of Doctor's power) essentially making the Killer just hope the Survivors are new enough for weird skill checks to make a difference. Iron Will/any perk that affect scratch marks/blood/noise: effective counter to Spirit phasing. (Not quite a perk but worth a…
  • Trapper's traps (or even Hag traps) aren't exactly a "catch-up" tool. The (theoretical) DS stun would not do anything to previously set traps as they can hardly be used to negate DS like Blight's/Billy's Rushes and Dashes or other Killers's projectiles. The baseline for the code is already in the game in the form of…
  • Yeah, if those changes go past a PTB it won't change much perk-wise and will just make the game even more stressful for weaker/M1 Killers while changing little for the powerhouses. The "Anti-3-gen" single-handedly makes Pop and Pain Res objectively the best choices due to offering good slowdown for a single regression…
  • Yeah..... The slowdown part of Wesker's power (urgency to find spray and cure infection to avoid heavy penalty+insta-down) is basically gone the moment you start going against decent teams if all these changes go live as-is. A recently unhooked infected Survivor wouldn't jump right back on a gen (at least not for long) due…
  • Ok the latest announced update (with further nerfs to gen slowdown in the form of Pain Res, Pop, Grim Embrace and Deadlock all being nerfed while at the same time giving a 20% nerf to DS) is just ridiculous. Congrats to those who screamed long and loud enough: the only viable options at a higher level for weaker/M1 Killers…
  • Going by a lot of his posts (which tends to call Killers "assassins" or other similar term), I assume he's either using a translation app or is simply trying to avoid repetition when writing.
  • As annoying as it can be to be forced to play M1 for long stretches of time (at mid-high level, newcomers/inexperienced Survivors get rid of Victor asap) if a Survivor decides to keep Victor for 30 seconds then even if you are in no position to down that Survivor (due to distance and/or tile strength) then that's a…
  • Yeah, and the rubberbanding & lag was an understandable consequence of that, but the lights specifically in basement? Hell, it's been months and Nemesis (not that he's really worth playing at a high level since 7.5.0, like most weaker/M1 Killers) still have his tier-up tentacle animation messed up despite not being touched…
  • I honestly believe that it's a mix of extreme spaghetti code and perks that can influence sounds that make it harder than it should be. Let's not forget that the latest update broke the whole game for a while and caused seizure-inducing lights in basement even if nothing in the update was related to the basement.
  • Ah yes, because having to run real quick because real life intervenes I'm forced to take a DC penalty? It's bad enough that the Engine update made the server crash happen at least once every two days (amongst countless other issues) now people couldn't even go in a locker (if available) or go afk for a bit to do their…
  • The issue in this case is how the MMR system works for Killers. Every Killer have their own separate MMR (so that experienced players playing a Killer for the first time won't end up against the SWAT comp teams that they face when playing a Killer with which they have thousands of hours on) so allowing players to switch…
  • Damn, I knew they wanted to kill Ultimate Weapon but it's beyond that. Like, I genuinely believe this perk serves absolutely no reliable purpose as it is now,15 meters is nothing, hopefully it's a bug or whatnot because while I get wanting to stop people from complaining the previous version was still a tad more useful…
  • Weirdly enough, it seems that it's kinda map-dependant. Scratch marks in Lerys or Midwich are decent for me but I constantly lose them in Autohaven, Garden of Joy or Red Forest.
  • The Engine update has broken a lot of things and is sometimes causing rubberbanding and lag no matter the ping. Eventually BHVR will fix it and the game will be stable again.
  • Dr.Salvador/Bella Sister for Hillbilly Deborah/Alexia 1st form for Hag (might be a tad too "revealing" for DBD though) Rasklapanje/Regenerador for Unknown Jack Krauser for Legion Jake Muller for Leon Sherry Birkin (adult) for Jill Jack Baker for Trapper Spectre (ORC) for Deathslinger (it's meh but a high-tech gunner would…
  • The system won't matter most of the time it's true. If you're better than the Survivors (or just get someone out asap) then you didn't really need slowdown anyway. If you steamroll the other side then yeah the system won't matter too much unless you stack slowdown. The issues start to show when Survivors know what they are…
  • Huh, unexpected. It won't really change much though, I think the biggest difference will be if a Plague tunnels while in her power and gets hit with DS. It still won't give free escapes due to deactivating in endgame (which is good) but at least her power won't make DS a mild inconvenience at best, ideally DS should…
  • Funnily enough, those kinds of buffs (necessary to break the horribly stale meta created by almost every update since 7.5.0) would be unnecesarry if they just adjusted the Anti-3-gen to do what it's supposed to do without making many perks irrelevant after a certain threshold of experience, especially for weaker/M1 Killers.
  • I honestly wouldn't be surprised if it's a bug. With how many things the 7.7.0 update broke, it's not far-fetched to assume Plague's power could have gotten caught in the crossfire.
  • Sorry to say that, but what did you think would happen to the perk meta when, in the span of a couple updates; Slowdown was given a hard-limit that's easy to reach with most regression perks and is affected by non-regression kick perks. STBFL and Sloppy, two good perks that were commonplace but mostly used on M1/weaker…
  • Every cheater epidemic in DBD's history ran it's course similarily. Cheaters show up, start harrassing content creators/Fog Whisperers to promote the cheats they are selling/try to damage the game. BHVR makes very little public acknowledgement of the situation (people still get feedback about their reports) while upgrading…
  • Honestly, nobody should be surprised that the perk got destroyed, just look at Sloppy and STBFL (the former is unusable against Survivors that can handle being injured for a bit and the latter is unusable on hybrid Killers and much weaker outside of proxy-camping which literally was the only issue with the perk in the…
  • Tunnelling had a big rise since 7.5.0 (understandably so for weaker/M1 Killers) and 3 second DS just wasn't good enough to warrant using. The perk already disable in endgame and on a conspicuous actions which means it can't be used for guaranteed escapes. Even with 5 second stun, high-tier Killers will still be able to…
  • I mean, whenever there's some sort of bp event and I manage to escape as Survivor then bp gain can easily go over 30k-40k (even more with offerings and/or bp incentive). The issue lies with the fact that 7.5.0 created a tunnelling rise which means there's often one Survivor that gets minimal bp because they spent more time…
  • I genuinely think I had to take a few moments to re-read the post to make sure I got it right. Not only is endless 3-gen gone, but all forms of gen-regression outside of Pop/Pain Res is considerably weakened. After a certain threshold of experience, most slowdown perks and non-regression kick perks are simply no longer…
  • Literally the only regression perks worth bringing anymore are Pop and Pain Res, DMS & Grim are merely synergy. The "Anti-3-gen" system basically killed every other regression perks (and non-regression kick perks like Surveillance and Trail at the same time) by limiting the number of uses. Perks like Surge and Eruption…
  • Constantly using Unforeseen (and therefore spending limited and valuable regression events, especially during late game) is just asking to have gens be nearly blocked by the time there is 1-2 gens left if the Survivors are good enough. If the regression limit only kicked-in when there is 1-2 gens left then I would agree,…
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