Comments
-
Hag is fine. There are plenty of killers that need reworked. The 1 second per 10 meters change is ridiculously stupid and would nerf her into the ground. Teleport range isn't even that far without add ons. She's a jumpscare killer that works. If anything her animations need reworked, not her playstyle.
-
The map is very badly designed. Massive amounts of dead space around the edges. Not sure what Devs aren't understanding from the feedback about map size and layout that people have been giving them over the years.
-
I think the only change ds needs is for it to stop going down in a chase. So that if you get tunnelled off a hook you get a chance to use it and the killer can choose to eat ds if they really want to.
-
Maybe you should play some offline games for a while if you think gg is toxic. You're literally tilting yourself over nothing.
-
Why bother with pop culture based charms? People enjoy the unique characters in DBD and want to see more of that unique stuff not stuff they can get everywhere else.
-
Not really sure why his stun can't just be an auto reload animation because you're basically forced to reload immediately after the stun anyway.
-
What if we balanced NOED by making so that you need to cleanse five dull totems for it to be removed before it even triggers in the endgame? That'd be fairly high risk/high reward imho.
-
The two work fine atm. Could perhaps do with a wait emote. Games like friday the 13th have lots of emotes and it just becomes stupid. Killers should have the same emotes as survivors in a kind of mocking way. Maybe a throat slit gesture instead of the follow one. It's a superfluous thing though and definitely no rush to…
-
Endgame collapse begins as soon as the third survivor is dead. The killer can break the hatch rendering it unusable at any time it spawns on the map.
-
You keep saying the game doesn't require precise hitboxes, but it does. It's not the precision of limb shot tracking but it does need them to roughly represent where the character is. These slashboxes as you called them on stream need to be individually moved to the centre mass of most characters. Original post here.…
-
Noed on Deathslinger is a must. Grabbing survivors stupid enough to wait at the exit gates. Turned a four escape into a 3 sacrifice. Pretty satisfying.
-
The monto video is an extreme example. Playing the ptb and taking in or finding a toolbox on map has allowed me to deny a decent amount of killers a hook that they wasted 1 or 2 gens on. I never bothered with sabo before because it required set up and wasted time. This requires very little set up and wastes practically no…
-
This is what happens when you have people testing your game and are community leaders that can't play the game to the high level of others. These people are all very nice and all but they aren't representative of top players who know the mechanics inside and out.
-
I agree with your points but I'd actually like these capsule hitboxes to be in the centre of the character consistently before we advocate for anything adventurous like hitboxes that scale to characters.
-
From the dev stream example the killer sees himself as 1 meter from the survivor, but the survivor sees the killer as 3 meters away. Assuming they are moving forward at their fastest rates. Fastest killer movement is 4.6m/s Survivor movement is 4m/s Taking what the killer sees as true. To move 1 meter takes the killer…
-
It's clearly not just latency. You didn't even read my post. You can account for latency with accurate hitboxes. The hitboxes are currently sitting in weird positions. The majority of Claudette isn't even in the centre of that hitbox.
-
The biggest problem here with the "slashbox" is that it isn't even in the centre of the character. It's behind and to the left. This is probably what is exacerbating "bs" hits. Because while it's working fine, it doesn't visually match what you are seeing on screen (never mind taking latency into account). Can't the boxes…
-
Makes sense when you consider the absolute ridiculous size of the survivor hitbox. The head area is like 5 heads wide. This is from the recent dev stream btw. I'm all for simplicity but the size of these hitboxes needs to be reshaped/reduced. This coupled with latency ensures you're gonna have a bad time.
-
Dispatches from the brown ranks.
-
Remove hatch entirely. Endgame collapse starts when one survivor is left alive.
-
I honestly can't remember them saying this but it sounds about right.
-
In the developer stream the devs said they are working as intended. The hitbox is a massive pill shape and is about one survivor bigger on each side. They argue that this is for simplicity which is fine, but I'm not sure why it needs to be so much larger than the character model. Make the hitbox tight to the largest…
-
Lmao, what! When did they say this?
-
I've been enjoying using Overcharge, Pop, Distressing and Unnerving presence. Makes Gen tapping more difficult and gives Static Blast a decent range of 40ish meters. Gens will still fly by but it gives you the ability to patrol more effectively with your terror radius. I'm reluctant to switch my perks to other more sweaty…
-
Honestly the Doctor probably has too many add ons as it is. I really don't think him boosting his charge would be OP.
-
Personally what I'd like to see from Distortion is that it is able to cover the person you are healing from Nurses, not just shielding yourself.
-
I regularly run Distortion when I'm playing with my friends. It does burn out quickly but it usually guarantees that I can get a bit of early game breathing room. It'd be interesting if you could earn tokens back from doing something. I'm not convinced about player activation personally. I like the perk the way it is.
-
I think it'd need to be significantly stronger to be an add on tbh.
-
Hag still manages to jumpscare me quite a bit. Usually before you know who the killer is and you sprint through her trap.
-
"Casing point"? It's case & point lmao.
-
DS is fine, it works pretty much as intended. You can still slug a person running DS. You have a sixty second wait, but it's still slowing the game in your favour to have somebody on the ground and their team needing to pick them up. Naturally it gives them a chance to get away but that's only fair over the option of…
-
It was bad in its original form. Not sure why you go to the trouble of updating Doctor but not address his shock ability. Shocking survivors does nothing. They can still mash pallets down after being shocked. Utterly stupid.
-
Considering you get a speed delay when shocking I don't think there should be a cooldown after. What's the reasoning for this. It's not strong and doesn't deny a pallet in the same way Huntress can.
-
I've encountered a sound bug when playing as doctor, when gens pop the sound seems to cut out. Anybody else experienced this?
-
Badham is still preferable to Haddonfield. That's not saying much though. There are areas of Badham that kind of feel weird and unfinished. honestly think the map should be made a bit smaller and just cut out the grassy areas.
-
I don't think DS should be changed. I don't mind it so much, it's a punishment for tunnelling/being greedy. Sometimes your options as Killer are limited but if you are the Survivor getting tunnelled it's not fun. You can eat DS early enough in a game too. I tend to do that so it's out of the way later.