Comments
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When it was originally discovered yes it did. You could get a 4k every game all you had to do was have survivors on the side of the building by the front gen. I know I've done it in custom games and it's not hard to do. Devs said they patched it but the bug is still there if you know how to do it.
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Yet killers forget you get bloodlust literally for free. Doesn't even require a perk slot. 30s in chase without a hit have another 5%. and then 15s later here's another 5%. all the way up to the point you're 130% but survivors nope you can't have that 3% for that perk slot you've used.
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Wesker getting out of the map with survivors on RPD isn't gamebreaking? As for 3 gen sally I had 4 in a row last week. It was not fun.
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So wesker still being able to get out of the map with survivors on RPD isn't an exploit?
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Doctor can be countered by lockers. Aura perks can be countered by lockers. Ultimate weapon cannot be countered by lockers. How is a perk with absolutely 0 counter not OP?
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Holding the game hostage for either side isn't fun that's the point. One side always ends up on the bad side of it and I agree it needs adressing but my point is there are plenty of issues with killers which remain ignored. Survivors got an exploit and the community went mad devs instantly jumped on it which shows their…
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And 3 gen sally skull merchant isn't a problem? Holding games hostage for an hour slugging and refusing to hook?
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Wesker can still get survivors out of the map if the get the timing right on RPD and leave them slugged out there. Xeno can block unhooks. Demo can jump into tress and abuse high objects for distance. Oh yea and wesker still pulls you back to his side of the pallet/window. The thing that was supposed to be fixed. But…
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Yet nowhere to hide literally has no cooldown Most info perks on killer don't have a cooldown. But you're complaining about 2 perks that counter because people want to crutch their build so heavily on constantly knowing survivors locations at all times. If there weren't counters in the game it wouldn't be asymetrical. But…
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And as I said before not everyone is in a swf some of us play solo queue you really should read all of it. DS just isn't worth running by the time you get moving aftrer activating it the killer is out of stun. It's not like we get a speed boost from being dropped. As for off the record what does that matter. You're just…
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Do you even play survivor? Like really play survivor? I have several videos and stream clips where friends and myself haven't had a speed boost from being hit by a killer. Just because a dev writes something doesn't mean it's set in stone and that it ALWAYS WORKS.
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and it only quoted half of what I said smh
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Killers can stack pwyf, and noed so hows that different? Also pwyf stacks with bloodlust and gives you 15% at max stacks. Add that to bloodlust and a 115 killer becomes a 145.
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How would you know they have nurses calling if you're not running distortion and not in a swf., You're completely ignoring the solo queue side of it. You forget not everyone plays in a damn swf or has to resort to camp and tunnell. You say calm spirit and distortion are handholding. Yet are upset because they literally…
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Ok then make nowhere to hide only work at the generator you kick. Now killers can't abuse it with high mobility killers like nurse, demo, blight, xeno, freddy or onryo
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Actually been playing for a couple years now. I know GOJ is a crap shoot on both sides. But look at autohaven another example of how crap the layouts are. Unsafe pallet into unsafe pallet into open striaght wall loop with a window in the middle and a hole in a short section just for a pallet. Killers break the door on main…
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Never going to happen. But then it's the people that do this who cry about bully swf holding them hostage in a game for 45 mins after they artificially inflated their MMR.
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The bug happens sometimes when placing a blast mine on the gen after you sprint to it and sprint away. It is rare. I use blast mine a lot and I've had it happen 3 times since the patch was released.
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Band aid fix to what? Loops have all been spread out. 90% of pallets are unsafe and now you're lucky if you have enough time to connect two loops after being hit because they reduced the movement speed bonus from becoming injured. If you want to know what I mean by unsave. Go take a look at all the loops in customs and see…
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Fine then but the killer isn't allowed to have more than 1 perk in each different category. So no stacking aura perks. No stacking gen slowdowns. No stacking endgame perks. You would actually have to be creative and stop using meta builds off youtube.
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OK if after you hook one survivor as killer bloodlust is disabled.
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A theoretical infinite but with perks like monitor and abuse this can be reduced. Stealth killers remove it completely. Scratched myers and wraith with iri addon can eat your tokens in seconds and you'll never get them back. Even a smart skull merchant can stop you getting back tokens by abusing her drones to remove her…
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You realise Once the gates are powered that's it. Adrenaline is gone right? So a survivor running a perk should be punished for being hooked before the last gen was finished and prevents you camping for that 1 kill? But your Noed automatically activates with no interaction? And btw if they have Deliverance it stops…
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All they did was revert his penalties to what they were on the PTB. He didn't have a long recovery for misses at all. 1.5s is not a long time and is the exact same cooldown as an M1. That isn't a balance for a ranged attack and means you actually have to aim not that aim assist doesn't carry you half the time anyways.
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It's abusing when you're intentionally going towards the place they were unhooked to tunnel them out don't make excuses for them.
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The pickrate though is down to 1 Hitboxes are broken af in windows so 90% of the time you still get hit triggering lithe. 2 Sprint burst gets used everytime you run and walking is not fun. 3 Dead hard is well DEAD. 4 You can't rely on teammates. Smash hit and Head on are well you're lucky if you get to use them in a game.…
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Not everyone is. I've started taking it because killers like to abuse the new Ultimate weapon perk with it's stupid uptime and cooldown being the same.
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I usually avoid P100s because they're the ones usually hiding away and sacrificing teammates in 90% of my games.
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Charge time (full): 3 seconds Charge time (partial): 1.25 seconds Reload time: 4 seconds Throw cool-down: 2 seconds
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Isn't it almost 3s for a full charge at 77% movement speed without any addons.
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Adrenaline is a one time use perk. How about this then. No more noed and if you face camp at endgame the survivor gets to unhook themselves and escape. The survivor running adrenaline has 3 perks for 90% of the game. If they run another exhaustion perk when they get unhooked that perk is also useless for endgame since…
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And it's no fun for survivors constatly being tunnelled while a killer is abusing nurses calling after you just got off hook because they can't follow scratch marks from a gen. Visual terror radius has the EXACT same range as the audible one. As I said in my previous post if your entire build requires that you basically…
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With the amount Ultimate weapon (Xeno perk) is being abused atm calm spirit is seeing more of an uptake. It's annoying as all hell when you have a perk on a killer that has no cooldown and can have 100% uptime as long as it's refreshed at a locker.
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I can also tell you that calm spirit does not counter the scream from dramaturgy.
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So being hit when 3 steps from a window after a fast vault or a killer being stunned on the the other side of a pallet and the survivor being wounded while running away ior dying on the floor s an intended game mechanic?
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See if you look there's always oh this killer is B tier or S tier. All the killers in DBD are skill based. If a random person from public queue can make a comp team struggle for a win against wraith it just shows that everything relies on a persons playstyle and willingness to learn each killers strength or weakness.…
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Sometimes I have fun. But tbh I spend that much time being camped I usually end up sat watching youtube videos waiting to die while my team do gens. That is if I'm not on the floor slugged for 4 mins while the killer goes to look for my teammate.
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Go test it. See what happens. See how many times you get hit when you're 3 steps from a window after a fast vault. And yes any trapper pro will tell you the same thing. The traps were always placed a small distance from the windows to catch fast vaulting survivors as you could JUMP over them. Go back yourself it's not hard…
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Your HITBOX still takes the same amount of time to move as a MEDIUM vault and that's the underlying issue. Fast vaults were originally fixed to correctly give distance when fast vaulting however that was rolled back. Go back to some old trapper footage you'll notice traps at a distance from a window to account for this but…
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Dead hard into a pallet? Two years ago dead hard gave you distance. Then they removed the distance you got and made it a 0.5s endurance perk. Then they nerfed it to the point you can use it ONCE per hook state making it a pretty much useless exhaustion perk since it's a one and done thing per hook. As for healing it…
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You're right about pallets should be 50/50 but survivors also shouldn't be stood bleeding on the other side of a pallet after a successful stun. Yes there are a COUPLE of good pallets but look at most loops now that are so called connected. The dead zones between them in a lot of cases are huge. Or you'll get to a pallet…
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It should be higher when you get hit but you watch survivors when you use your tail attack. See if they actually get the speed boost they should. I can already tell you 50% of the time their speed will not change. Which means your so called penalty for using your tail means nothing. Even huntress movement speed is dropped…
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Oh I'm sorry calm spirit counters killers constantly abusing ultimate weapon. Which bare in mind effectively has 0 cooldown. It's active for 30s and it's cooldown is 30s. so if you open a locker every 30s ITS ALWAYS ACTIVE. Calm spirit does NOT counter doctor. Just because someone doesn't scream it still prevents them…
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Try checking that with a timer at 120fps and do it frame by frame I think you'll find it's shorter. Also if the killer can keep up with you after a tail attack and you're supposed to have chance to gain distance how is that balanced?
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Fast vaults for survivors are considered medium vaults in terms of hitbox. Xeno has more range than Nemesis. Xeno can traverse the map faster than Nemesis. Xeno can track survivors while in the tunnels seeing footprints. Even with well deployed turrets I've seen xeno ignore them and not be knocked out of their power. After…
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You do realise that this is only on a miss right? So the cooldown not applying on hit is still an issue. I've been noticing a lot of xenos being able to hit a second time and the survivors gain no distance after the first. The tail attack also has a shorter cooldown than a basic attack. It's like having max stacks of STBFL…
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Yes they do result in different animations. But the hitbox for fast vault is still the same as a medium vault. This is the real issue that needs to be addressed. To hell with the animation. Why do we have fast vaults if it's just going to count as a medium.
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Had 3 Xenomorphs doing this today. Shouldn't this justify a killswitch since you were quick enough to "killswitch" items being used by survivors.
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Calm spirit works while exhausted it's active at ALL times. Exhaustion can easily be outlasted if you're smart enough to mindgame at loops while walking and stopping momentarily. Only when sprinting is the exhaustion timer paused.
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I love seeing all the complaints about MFT. It's funny that you complain about MFT but never talk about you getting bloodlust. I could understand if it was a 10/15% speed boost but it's 3%. You literally gain another 5% speed as a 115 after 15 seconds making you a 120 and it's only up another 10% from there once you're at…