Comments
-
Actually mechanically it can be implemented, ever since 'The Lich' is here. To stop tunneling maybe twisting around the invisibility mechanic from him would probably be a good change albeit paralyzing the unhooked survivor from interacting with anything so they can't just hop onto a gen and maybe BT 1.0 see the light of…
-
Top post of my current visit on forums. I have encountered many inconsistencies, inconviniences over the years of playing this game. Barely any of them got touched in survivor regards but on the killer side there are so many changes which some of them I admit were nice, but it mainly benefited the killers. Like at the…
-
It's hard to read Snug on darker maps, making him very difficult to dodge and to add insult to injury the overall pathing feels weird.
-
I think the default should be like how pyramid head's cages work, random and anti camp included.
-
That's fun. Also it's another garbage thing that the bar isn't filled when others are nearby. Sure under some circumstances it shouldn't but it just leads to "allowed camping"
-
This is what can be called the conundrum of balancing in my opinion. One side has to be balanced from multiple POVs and the other compared to that is simple factored. Killers are almost balanced as a whole. If a killer perk gets changes the whole roster recieves them. This is where their powers can be fine tuned to work…
-
Let's do some maths before complaining about this. So: Specialist - 3 tokens (3 search/rummage) = 12 charges off 1 gen —> 3*10 seconds on chests, has diminishing returns and 1 effect can be guaranteed with appraisal and in theory 13 chests can spawn at tops, thats 8 full activation = 96 charges [+4 for 1 token] (1 gen +…
-
Imagine a map having some flavor for once and actually look more horror esque. Also shading could solve your issue.
-
That's where I leave them slugged instead of instantly hooking them. This causes 2 things. 1. I don't straight up tunnel someone out of the game even if they are the only one I can find (even though I don't like this option very much either) and just reducing them to a sitting duck that has to be picked up 2. Still applies…
-
I've read about a lot of stuff so far and it's funny, really. Using perks as reasons for slugging people for 4 whole damn minutes. Is this really what it has come down to? It is unjustified to slug in most cases. The only one of these I find reasonable is the "they have a clear shot of saving" scenario where you have no…
-
I think pallets should be brought back as well just with a little disadvantage. If hooks respawn after 60 seconds (I mean the original hangman's trick did that but with 10 seconds instead of 60) pallets could respawn with like a 120-180 sec cd and an added condition of being fragile but not insta break so killers get a bit…
-
Yikes. It was a bit too much to take in as fast as I read it but here is my opinion: Survivor side: Spine Chill —> I agree, maybe only remove the vault speed to prevent complaints again… Iron Will —> By itself would be a bit overkill. They should bring back the very very original that you get 100% while standing still and…
-
Play against it and you shall see. I think if you only play one side your opinion on the matter is basically invalid, since you don't know how the other side works. Thank you. And may I add how the devs don't play their game where balancing usually feels misguided, and in some case actually pointless? And while I'm at it…
-
Well the people who are in the game but don't get too much knowledge on perks before this implementation would suffer the most I think. Because they just started playing, getting a little comfortable maybe, but everything is shaking around them. As far as learning, if it's executed well there is not too much to add on a…
-
Welcome to the life of someone who doesn't like using meta perks, or doesn't look at them like they are meta (because I want to enjoy the game but somehow I always find the sweatiest and untolerable killers :) ) and I could almost make every perk work, but whoops. BHVR just came and slapped buffs-nerfs across the board and…
-
Also if we are at anniversary problems, how come when I play killer I have the decency to not slug, tunnel, camp. Like it's worse than in normal games. I don't know how but these problems are still not addressed correctly, just like genrushing or certain perks.
-
This is sort of my playstyle too. I play huntress mostly (I am a survivor main but enjoy her every little detail) and I don't tunnel. Instead either I slug a person (because I don't wanna rush hook them but if it comes to it it happens) or I give them a sort of grace period. Which is either around 30 seconds, and the next…
-
Okay so let me clarify some things that need it the most. 70% kill rate means the killer is mostly dominating lobbies over and over again. It's been 2 months give or take since OP made the post. Fun fact, that didn't change anything at all. And pray tell me where the devs were when she had a 10% hindered when you were deep…
-
Can we just talk about why they had to ground up an already nieche perk (which would've become more releveant, since every or every other killer has something to do with screaming now…) and even stab it in the chest with the added debuff you get to some actions? Devs are sadly making the bad decisions at bad times mostly.…
-
I think the gen system needs a shake up. It is bad this anyway you look at the current state of it. As a survivor it's boring as hell. As a killer by the time you usually (emphasis on USUALLY) catch a survivor who is experienced in looping 1 or 2 gens fly by minimum. I think the gen system should be a treasure huntish game…
-
IMO scratches are the least of the game's current problems atm, but I don't consider it too much of a problem. As a person playing both sides, I sometimes run Lightweight as survivor, and barely anyone runs it but it can give a considerable advantage as long as you are confident in your looping skills. As a killer I don't…
-
Yeah, don't know how many veteran dbd players are here, but remember when you saw iri hatchet huntress and ppl dc-d immediatly? No? Then you shouldn't remove the feature because it keeps matches effectively in check. And those who constantly rage get a lil headpat and a time out so they don't work themselves up too much.…
-
At the current state of the game (Chucky is the latest killer in 7.4.0) I think gens are just designed badly. I would redesign the objective sense of it completly because there are facts we can't skip in the game IMO: Gens at 90 seconds can be rushed down incredibly fast if a team is at least slightly coordinated on…
-
I don't think so but it is very close in frames at least, but it may have been. It otherwise shouldn't exist if you are on the verge of finishing a vault. A so called "bug" kept this in place but since then it's patched. :)
-
I think you missed the part where killers could hold the game hostage until the servers had enough and matches hit the time limit thanks to Eruption, Call of Brine and Overcharge, (or whatever the 3rd perk was in the combo) which basically stunted the survivors ability to progress the game for 30 seconds. That patch was…
-
I like you and your enthusiasm, but years of experience hints to me that this will be pushed aside as well.
-
You're the best! <3 (the chase music is a bit too busy imo and would be a bit distracting but still fantastic!)
-
I think Acidic Blood is one of the most creative add-ons that actually seems balanced, fun, and inventive. It has a balanced duration, gives a sort of bloody coil like effect but on stuns, fits the character and counters smash hit to some degree.
-
Then explain to me how come that on more than not there are 3 or more hooks having: Direct line of sight on each other And being in a 30 meter radius (all 3 of them) Because by your way of thinking you have a problem with edge map hooks, I have more of a problem with mid map hooks, but sometimes edge map hooks (for…
-
As a survivor it feels to close already without the offering, especially if the killer decides to hook someone in the middle of the map, removing the hook break would be only executeable if they are more spaced out too. I understand your problem don't mistake me because I usually see Ormond suffer from this problem if the…
-
Make it a minute, have the slowest regression ever, and have them WAAAAYYYY more spaced than how they're generated now (seriously that's a problem imo) and it would be fine. PS.: left out: make gens 80 sec again.
-
Ranked would be executeable to a certain degree. Offer stuff exclusively limited to ranked and people should experience ranked games as a sort of "test" where they go up against a killer of their rank or a freshly promoted/demoted one and every 5-10 games is forced to be ranked otherwise it is casual. But it definietly…
-
Playing efficiently by your standards is "Let's pick a person who's day I should ruin today." Being efficient is not playing the game as intended because people place to much punctuation on playing the game way more competetively and sweating all over themselves, same goes for those swfs who constantly play for saves…
-
Just asking (I seriously question the correct ammount) How many loops of that size exist with those conditions? And how many pallets are almost unplayable? Because in that case look at the opposite as well. Also scenarios exist where other killers fair better against different things too. And to the clip: a 99'd SB wouldve…
-
Funny... Imagine complaining about a good survivor perk after a long time while killer perks are still somewhat rancid to this day. The fun part is that you also wanna say that hope is overpowered with it. It is a fine combination for it's price in my opinion, since no matter how you look at it that's half of a survivors…
-
I mean all 3 should exist in my opinion with greys/yellows being augments to base values, greens should fix some weaknesses/in some cases give new playstyle options (but not huge changes) and purples/pinks should almost entirely change the fundementals of a character (but keep the core somewhat similar) Like how the pig…
-
Would find a lot of things enjoyable to be honest, from back in the day the more horror like parts peaked my intrest and made the game fun. Like playing a "restless hunter" trying to take out their prey and with its essence serving its mysterious, higher power the entity or get excited by being chased by a scary yet…
-
Fun fact (Survivor main) everything you said literally has some form of counterplay if you must know. But in my opinion I only have 2 problems with this game: The consitent "you got hooked first you must die" (or more commonly 'tunneling') which is frustrating for 3 reasons: you are effectively being harrased (or that's…
-
Same brother, same... But with machine gun huntress...
-
Just so you understand my dear I'm going to enlighten you. Beta tester was a job for games, programmes BEFORE release or if something huge was developed which changed the games major features/trail of the game. Feature testing however is suited for that kind of environment for a reason. Also, be glad that they allow…
-
Nope. Only pallet breaks, wall breaks and generator damages as far as I know it.
-
Understandable but this makes the game stale as heck seeing bbq & ruin 5/5 times.
-
IMO most of this community is more toxic than swallowing a gram of fine uranium powder. Everyone is sweating balls when the rank is meaningless, and it's so god damn pointless to go up to rank 1 for just more toxicity and playing for dailies against a pink mori basement camping myers with insidious and a 99-d t3. And to be…
-
Yeah. By SBM I think they meant Meta killers. To be honest they should gather WAAAYYY more data from matches (winrates for each killer you played, matches that you played for each killer and win% etc.) so they can narrow down the spectrum. Also if you are picking up a new killer or playing as one while you haven't played…