Comments
-
His hitbox feels awful. It looks like you hit a survivor but nope, game said no. Then there's the grab bug where the grab is completely ignored. Wesker feels worse than the PTB, honestly.
-
The counterplay is simple - maintain as much distance as you can, and when she charges a blink in range of you, fake going one way then run the other when she starts the blink. Then the next time, commit to the direction cos she thinks you're gonna double back. Mix it up in subsequent chases, and always put as much…
-
Every time someone brings up "X happens when killer is within Y range of hook" they ignore the fact that survivors can purposely loop near the hook, thus granting the effect from the killer camping without the killer actually camping. That's why Reassurance got nerfed and will probably see another nerf in the not too…
-
Looks like someone didn't read my comment - I mentioned Coldwind's double hooks :) The entire point of hooks is the killer should be able to reach one within the 15 seconds it takes for the survivor to wiggle free. If they can't and nobody is sabotaging or body blocking, there's something wrong with the hook spawns.
-
Hook spawns across the board should be looked at tbh. There's far worse than Groaning Storehouse. RPD has very few hooks. If one is sabotaged, the correct play is to drop the survivor because 9 times out of 10 you will NOT reach another. The PTB versions were terrible, as well - the west side of the east wing variant has…
-
They don't even need to be co-ordinated cos you can see the bar flash to indicate the hook timer's paused AND the survivor glows white under the effect.
-
It amazes me how most survivor mains are completely ignorant to the fact that the perk can be abused against non-campers. Someone hides near the hook, pops Reassurance, goes back to their gen. The next person in chase runs to the hook, pops their Reassurance, and keeps going. There is no threat to the hooked survivor's…
-
I'd love to be able to see my own MMR. That'd be a nice start. Add an option to hide it to the "streamer mode" options as well, and there's literally no excuse to keep it from us. I don't care what my opponents' MMR is - I'd just like to see my own. That way, I can start questioning why it's way higher than it should be on…
-
Yeah, I can't wait for my teammates to throw themselves at the killer chasing someone else so they can try to get an endurance hit then complain about being "tunneled". It's bad enough how often that happens now with OTR. Come next patch, they'll be doing it even faster.
-
What does any of that have to do with what I said?
-
A simple solution would be to make the tokens grant a higher percentage early, but less as the match goes on. So the first would be 10%, then 8%, 6%, 4%, and finally 2%, adding up to a total of 30% instead of the current 20%, but giving more of a benefit during the match. Could also add a hooking speed increase and…
-
I was looking forward to running AA and Starstruck on Wesker. I mean, I still will, and I'll probably still get value (just look around before you hook, duh), but... um... wait what was the problem again?
-
Wesker being fixed is great. Shame Awakened Awareness got nerfed because of Nurse, though. All they need to do is make Hyperfocus not work with Stake Out and the game might actually be in a good spot for once.
-
BHVR can't do anything right in your eyes, huh? Reassurance, in its PTB form, was abuseable to a point where it could hold survivors hostage or make survivors literally never die. Just because SOME killers camp doesn't mean the killers who don't should be punished. Just because SOME killers camp doesn't mean survivors who…
-
It adds a max of 3 minutes to overall hook states per survivor using it. Other survivors can see when the hook timer is paused, so even without comms, you can see when it is in effect. But it's "dead for solos" because you think it won't be used? It'll be as common as BT used to be. You'll see it in virtually every match.…
-
I've not played much since 6.1.0 - does the haste effect run out if the survivor gets hit? I don't recall noticing it when I did play. Because if it doesn't, 10 seconds of 110% movement speed (coupled with Sprint Burst potentially) is excellent. If it DOES run out on hit, this change won't make a difference.
-
To go into more detail, tunneling is intentionally focusing on one survivor and chasing them repeatedly until they're dead, ignoring any other survivors in your path. It's often the best play to get someone out of the game ASAP and make the rest of the game easier, or if you're down to 1 or 2 gens left and you need a kill…
-
Looping is still strong, dropping pallets and running away is still strong, CoH is still strong, and Dead Hard is still strong - you just have to time DH better. DS, yes, it's pretty weak, but all your other complaints? Nah. Good killers and survivors do winstreaks, and the fact that you haven't found survivor winstreaks…
-
I mean, you've kinda got a point. Tanking your MMR at least makes it less likely for you to run into cheaters.
-
Thana got nerfed because survivors didn't want to split up and run away against a Legion. That's literally the counterplay and it makes Thana on Legion a joke. As for Plague, cleansing at corner fountains and hiding during her corrupt purge works just fine. I've been playing since 2018, before those two killers were even…
-
A gen at 99% that gets hit by Pain Res will go down to 84%. Pop brings that down by 16.8%, plus the default kick's 2.5%. That's 34.3% of a gen, plus potential regression. 30.8 seconds for a killer hooking a survivor, waiting 30 seconds themselves, and taking 2 seconds to kick the gen. The killer's time wasted is more than…
-
I love when people bring up Steam charts without actually looking at the patterns. People come for events and new chapter releases, then leave again. The average player count at the moment is still higher than before the anniversary event. If you want to point out low numbers, look at April 2022. That was the lowest…
-
That's what the devs are trying to do - buffing killers so it it feels like less of a necessity to camp (or tunnel), rather than punishing it. The vast majority of killers will do it significantly less (after a bit of adjusting) and only the ones who want to camp (or tunnel) right off the bat will do it. As for banning,…
-
There's multiple perks AND maps to help you find and cleanse totems. There's so much downtime as survivor that you can easily get all 5 totems done. If a killer camps at endgame, leave instead of giving them more points and wasting everyone's time. The only reason camping is so effective is survivors are always so…
-
MMR doesn't work. It has never worked. All it's done is make the new player experience significantly worse and the high end boring. The old rank system, for all its faults, at least matched new players with other new players.
-
Slap a timer on it so the survivors can actually have a win state (when the timer runs out) and sure, it'd be a fun little mode. Devs will never do it, though, because they want ONLY ONE MODE TO NOT SPLIT THE PLAYER BASE whilst not realising that more modes = more reasons to play and more archive stuff to do.
-
If you can see the grab animation start on both sides, then it should be a grab. I've seen so many killers get the grab animation only for it to fail, and it's beyond unfair. The fact that survivors can outright deny an intended game mechanic without even doing anything is absurd.
-
I'm sure this thread will be full of "grades aren't used for matchmaking", but look at the perks here: You have teachables from 4 different survivors. The others clearly have their own characters' perks and some general ones. That alone is enough to show how busted matchmaking is. The others are probably all new players…
-
Boons are easy mode, plain and simple. Get hit, run to the boon area, and either get downed and pick yourself up for free, hide cos your scratchmarks are gone, or heal back to full for free, or any combination of the three. And that's if you're on your own - with others you can heal in as little as 3 seconds. There's no…
-
Matchmaking doesn't work. Plain and simple. And it's nothing to do with SWF. I started a fresh account a few weeks ago. By my second match as killer, with only 2 perks (thanks, tutorial bloodpoints!), I was already facing survivors with stacked meta perks. It takes an absurd amount of time to unlock teachables, and these…
-
Either none or one on most killers. Corrupt isn't a regression perk, but I run that on a lot of killers - frankly, I think it should also apply to totems and be base kit until maps are balanced and survivors stop spawning right next to gens, but that's another topic for another day. As for why, I run regression when I want…
-
I ran perkless Huntress for a 9 hook 1K earlier today. The 3 who escaped were all injured and on death hook. I played incredibly fair (by survivor standards, anyway) and guess what? "Haha only 1 kill". Play how you want. Survivors will find a way to be dicks to you regardless.
-
Oh look, it's almost like the game has no indicator of how good someone is and no in-game explanation of how matchmaking works, so all we have to go by is grades, which aren't used for matchmaking, but the game doesn't tell you that they're not used for matchmaking, so posts like this will still be common. Hey devs, hide…
-
I used to be able to play killer for hours on end if I wanted to, but now I'll do one or two games then I'm done. I don't think Behaviour can actually do anything to make me want to play killer for an extended period of time any more. It's 100% down to the DBD community. From mid to high MMR, I am facing the most toxic…
-
It's gone downhill since the Silent Hill DLC came out and has only marginally improved at mid-chapter patches before plummeting back down at the next DLC launch. Resident Evil, the one franchise I've been wanting in DBD for years, was a disaster. When was the last time we had access to all the maps for longer than a week,…
-
Killer queues get longer with higher MMR, cos there's not enough survivors at high MMR. It's nothing to do with the amount of people playing - it's the amount of people *at high MMR* that's the problem. Remember when Dowsey had hour-long queues? It's cos his MMR was so high that no survivors were on his level :')
-
We probably don't see our scores because forums and Twitter would be bombarded with mismatched scoreboards, much like with the ranks... and the grades right now... Either that or the alleged maximum will be revealed and that'll lead to more complaints. As for why they won't tell us how the system works, I have no idea.…
-
A killer goes out of their way to play nice. They get 8 hooks, and no kills. The survivors click their flashlights to no end and teabag on their merry way out. The survivors bombard the killer with "EZ" and hateful messages. That killer then goes on to camp, tunnel, do whatever it takes to win, and not give a damn what the…
-
If someone last second swaps to a flashlight, I know they're gonna play like an idiot and try to get blinds on every down I get. It's free pressure :')
-
Just wait for reset and do it then. The requirements are much more relaxed at low ranks/grades.
-
If it's not disabled, I guess I need to submit a bug report. My bad. So hard to tell with this game, sometimes :/
-
1) Rarely. Hell, I barely see it in SWF games either. 2) Only if I'm the first one hit by it, which even then isn't very often. Teammates either leave or throw the game cos they gotta get those altruism points... 3) If I see a lit one, or there's a dull on my way to a gen. It's not often that I go out of my way for them,…
-
There's posts like this daily. The same "solution" that has already been tested and abused by survivors. We really need a pinned post in here about these "camping solutions" cos it's getting tiresome. Do gens. Escape. Stop giving campers more points and kills.
-
I love how this thread has devolved into "You play meta Blight, get good". Blight is hard to learn and gen regression is necessary on 90% of killers anyway, either because they lack mobility or that player is still learning the killer in question. Stop assuming because someone's playing a strong killer that they HAVE to be…
-
The in-game tutorial section explains it pretty clearly. Put simply, a win for the survivors is to finish all 5 generators and escape through the exit gates, and a win for the killer is to kill all 4 survivors before they can finish the generators and escape. Until we get an response from the devs, those are the official…
-
You can hit green ranks with not even 10 hours played, and by that time you can face players with 2000+ hours in-game. The average skill of players between green and red ranks is virtually the same. Why? Because it resets monthly. A veteran could take 5 weeks away from the game and go from rank 1 to rank 9 (and even lower…
-
Honestly, this feels like a weak excuse. If players want to lower their ratings, survivors will throw themselves at the killer and die, and killers will AFK or just not chase survivors. You can't stop it. It's not like you even have to be specific about it. For example: "Are chases taken into consideration?" Yes/No. Not…
-
I don't want SBMM because the last test did nothing but raise my blood pressure, as I was consistently matched with new players and still dying because I ran out of pallets while my teammates refused to do gens. But please tell me how the system is absolutely perfect and that I'm not as good as I think I am because I die…
-
I love how every argument here is against killers, and for some reason bringing moris into the equation. Have you ever played survivor with a solo queue random who brings a key, does nothing all game, then jumps out the hatch as soon as it spawns? I find that far more stressful as a survivor than going against keys as…
-
When the penalty was last turned off, almost every single game I played had at least one disconnect. The penalty needs to exist. A grace period would just encourage more players to disconnect. It sucks for those who have genuine internet outages, but when your connection is stable, I'm sure you'd rather actually have a…