Comments
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Sounds like that buys a decent chunk of time though, but also think about maps like swamp, those clocks are gonna spawn in no mans land 50% of the time, half the time of the immunity period is going to be spent just running back into an actual part of the map. Survivors have to carefully manage travel time, gen completion,…
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Id say give it a couple patches before changing the immunity period, if its too strong against regular freddy but whats needed against what people think will be a slug machine (by people I mean my dad scottjund (no he isn't my actual dad)) then its a safe bet to let it be 30s for now and change after a little bit as needed.
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Ive already seen / felt this happen for 2~3 periods of time in live matches, usually following a big release to give new survivors an average experience and helps fill up the pool to balance queues because usually a lot of people try the new killer, and a 10/15 minute wait would lead to a bad experience.
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wobbling is banned brother, yes there are "exploits" in the game but you aren't allowed to use most of them
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So my understanding is that the guards will now prioritize hitting the survivor in melee distance rather than going through them towards the window. Not that you can't not fake it entirely. Kind of how like a bodyblocking survivor can be hit like a guard. You can still "fake" it but now you gotta not just run directly into…
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I mean its things that 3000+ hour survivors use and its been slowly being patched out of the game or made less effective in different places. There's a reason that only 1 map right now has the full see through shack. Its because its not very… balanced at some loops.
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Checks spots are boring though, standing around the back of a see through shack is not really that interesting, one of the reasons they pivoted away from m1 killers.
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Is he too good now?
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put it back thats not your iconic icon
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yeah, they said well the pallets explode, but not if you drop them, but also if you drop them you may stun the killer roller coaster balancing, I don't expect it to make it past the ptb
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Obviously but if you want to do it well it takes half your build and if the survivors just don't care, thats half your build
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its a feature now, specifically added to the game I don't agree with it much either
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Probably removed tp canceling because teleporting to heals is strong and it doesn't also need to combo with faking it constantly and perks / effects that benefit that like no quarter and hermorrhage
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But will you get a boon meg who will go around touching totems and moving her boon when she really doesn't have to Will you get a basement meg who will cross the entire map every time she gets injured so she can self care slightly faster Will you get goobers who stand around and relax for the first 30s open a chest maybe…
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Well True but the metric for whether its a win or loss for killer isn't the same as a win or loss for a survivor, I can get hatch and consider it a win for myself while 3 teammates who died consider it a loss. The metric for what is a win / loss is very self determined since of course the devs don't want to set one.
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Look if we use 50% as the balancing point EVERY killer is overpowered except for chucky (by 0.1%) EVERY map is killer sided but except 2, and all but 13 killer perks are overpowered. Very clearly thats not the balancing point the game right now and by no means should be used as the end all be all of judging balance at a…
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You can't the main part of making buffs to survivor is that they will be buffs to survivor you can't really just exclusively buff soloq without also giving swf a bit as well, but then killers will have to be buffed to compensate for the fact that survivors know where all other survivors are, where they are more often…
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If your definition of fair sits at a 50% kill rate that's fine but it doesn't align with the devs so unfortunately your outlook is the one thats skewed. Theres a reason that 1/3rd of the time you end up one eerie of crows its with an offering, its not because its "balanced" its because its heavily survivor sided when…
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I like the idea of some influence, variety is less of a slice of life when you go eerie bahdam eerie badham
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Probably none of them, most times maps change its because its way too far into the survivor side that its miserable to play on. Old rpd, old eerie of crows, many versions of Haddonfield ect. Doesn't mean that all reworked maps are overly killer sided all of a sudden though garden of joy got "reworked" but it still sits at…
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Well if the kill rate is supposed to be 60% then any map over 60% would be killer sided and any map under 60% would be survivor sided if we plug that into nightlights stats there are 11 killer sided maps (above 60%) and 34 survivor sided maps (below 60%) Technically 11 killer sides and 34 survivor sides and 1 really messed…
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They don't want a middle ground they want maps to be more of a coinflip that leads to a random buff for one side or the other.
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Everything is a problem for solo queue players, the game is built off low amounts of information, if they wanted the game to have more info you would see teammate auras 24/7 see killer aura when teammates see the killer, there would be a ping system to point at objectives and help keep track of stealth killers moving…
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Fixes imply that its a problem and not a way to weaken a strategy
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Finally someone with reason Now the strategies themselves were discovered rather early, so while not probably intended as initial design the devs did like the emergent properties they had. Like how rocket jumping was discovered in quake and then stayed around as a feature rather than an exploit to be removed. Emergent…
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I think they should still have a place in the game but not be built around and abused, something like if you get sent to the swamp over and over you might say maybe I want to go somewhere else
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It can happen, depends on how the match starts off and the killer you are playing, but the obvious comparison is if it gets out of hand (which happens a lot without slowdown) you can toss on some slowdown perks to fight back against it / reduces its effectiveness, kinda like how perks for anti-tunnel-camp-slug work, its…
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Partially but if you played a round or two of the chaos shuffle game mode you can see how survivors even with random mediocre perks can eek out easy wins against most killers if they have no slowdown. Remove that from the vacuum of random perks and add items and killers do need some kind of slowdown to compete most of the…
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Gen slowdown?
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Perks
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Victor does get to use 1 type of perk Hemorrhage, more blood to track
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Freddy could use some big changes tbh
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Its actually funny how many killer powers are server sided because some if not most of them were designed to be played with the killer hosting the server in mind. For example, blight playing at 120 ping in the main servers, nearly unplayable experience for anyone who has played the game for more than 10 hours, same blight…
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People forget that the perk lets you see the auras of all survivor teammates, the arguably better part of it, sure 1s of chase time can save up to 0.15s of repair time, but you know what buys even more time, not interrupting teammates and being on the complete opposite side of the map by the time the chase ends
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same feeling as using windows on the game, especially the ptb version which force spawned all pallets so there were at least ~5 more
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If you roll Nostromo or midwich you also get an extra chest with their easter egg chests
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No just because second part of it was being worked on while the first part came out doesn't mean they came out all at once Like if we say they work on characters ~6-7 killers in advance we can't just say that legion came out with blight because they were working on them at the same time. So unless things 18 months apart…
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Yeah I forgot it too until a few months ago when I was looking into it for why people were reaching p100 and it was becoming less of an "accomplishment" but its interesting that it all came about in a burst back to back rather than all at once because it probably ended up as "this is a good idea" "this is a good follow up"…
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Rough timeline (6.1.0) - Prestige rework, Teachables rework, Bp incentives, -bbq and wglf bonus bp (6.1.0) - Changes from ptb - prestige cost 50k → 20k, max points per category 8k → 10k, bloodpoint cap 1m → 2m (6.2.0) - Bloodweb cost decrease
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Dcing and giving up has been a problem for years, as long as ive been playing (since 2.6.0) survivors have been showing themselves the door at any minor inconvenience, it was even done more back then before the dc penalty came around to the point where people would jump in a locker and when the killer goes to grab them dc.…
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Maybe for some other status effects, but since broken is a continual effect of unable to be healed by any means its impossible to remove even if it was a "limited duration", stuff like hemorrhage and mangled in the past while "infinite" were removed once healed but since you can't heal with broken by any means its fair…
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I wouldn't say nerfed when the balance to it came 14 days later, more like it was giga buffed, tested at 150% with a buffed version of its endurance, then 14 days later they decided simply buffing the endurance was enough and set the speed back to 100% Its still 10x better than it was before no activation condition on top…
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Can't have the options to restrict your opponent in an asym, it just fits games like league the stuff you ban can't be on your team either but in a game like dbd you are only banning what your opponents can use which isn't a great idea.
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Thats just how games are now adays People will optimize the fun out of the game just so they can secure wins or complete them faster Its not just a killer or survivor problem or even a dbd problem its an industry wide problem Now in terms of dbd, Optimizing loops, optimizing check spots, abusing linked tiles, powerful…
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3 perks for a 25% bonus, while injured, while being looked at by the killer, while you already have a boon down, so you can place circle of healing 2.8s faster
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Boon illumination also increases it by 10% but only when you have an active boon (which is bad)
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Well it all started when people were yeeting full cakes, rocks, and license plates, into the fire and it was all downhill from there
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Removing the ability for killers to snowball into a win is a joke The main thing that needs to be addressed is being left on the ground for 4 minutes when they finish up the slug in 1 minute, let survivors bleed out faster after a set time when they lose so they can lose faster. Instead of some killer just standing next to…