hermitkermit

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hermitkermit
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  • What if the basement gen could only be worked on by 1 person, and toolboxes/perks that help with gen speeds can’t be used on it? Those would add considerable downsides, along with it being in the basement, but no longer exploitable by SWF. Base game gen speed, only 1 person, no perks or tools to assist in its completion.…
  • Thank you for your thoughtful reply and for recognizing the effort I put into my question! It’s refreshing to see someone take a broad, layered approach to this topic. I completely agree that the lack of cohesive definitions, not just for “gen rushing” but for many concepts in the game creates confusion and contributes to…
  • Teamwork: Collective Stealth + No Mither + Strength in Shadows was annoying lol.
  • It's such a sad state that we have to thank people for being kind just for talking about a vidoegame haha but I do appreciate it (and I do understand it's unfortunately kind of rare on here to have polite conversations especially when people disagree) I see your perspective, and even though I don't necessarily agree as I…
  • Hello! Im not the original person you replied to, so my input may or may not be wanted, but the topic you’re discussing I actually am curious of your opinions/thoughts because I myself created a post somewhat long ago asking to define what Gen Rushing is. My main concern was that I had heard various different people call…
  • Ah, yes I better understand your point. And I am in agreement! While I don’t believe people should be forced to play either role, I absolutely do think everyone should at least try both roles in order to better understand the struggles and challenges each represent. Both roles being free does give us a rare opportunity to…
  • I understand your perspective and want to start by saying I respect it. Even if we don’t agree I don’t think that makes your knowledge or opinions any less valuable and I appreciate the discussion. In my opinion, I don’t believe that playing one role automatically makes you good at the other. While playing both roles can…
  • Tunneling is more common in this game mode because the chances of running into Anti-Tunnel perks are significantly lower than standard games.m since people can’t pick their perks. Therefore more players take advantage of this and tunnel more often.
  • I get what you mean. I’m a SoloQ main, so whenever I see pinhead in my games it usually goes 1 of 2 ways: everyone gets out aside from maybe 1 due to end game camping. Or 2: everyone is dead at like 4 gens. I think SoloQ in general deserves much more grace than it receives, as it doesn’t make sense to continually dismiss…
  • I completely agree. I think this can only push the game in an even worse direction if people push to invalidate the SoloQ experience. Everyone acknowledges that SoloQ is bad, but there’s this expectation for players to just accept that it’s bad. While there are different ways to address why/how to fix it, the bottom line…
  • To be honest you could use this as a justification for anything. "Oh no, the chef who serves food served food." But the food was raw. The existence of a role doesn’t justify/excuse every action that can be taken within it.
  • Yeah, it is a bit rampant in the community to respond this way. (I’ve been guilty myself) It can be difficult not to compare things in a game designed with counters for both “sides” I guess. Honestly I sometimes have some trouble with identifying the correct way to answer/discuss things at times. Someone brings up “X” and…
  • I see what you did there. lol. Yeah I’ve been using empathy for a really long time as I find it to be a reliable source of info. Especially since it’s a free perk. But yeah it’s nice to see the survivor in chase so I know where it’s happening, I can see their animation if they threw a pallet down, I can see them working on…
  • It certainly doesn’t help how wishy washy the community can be about these kinds of topics. It was not long ago when the, “I am not responsible for your fun.” Mentality was preached by so many. Promoting selfish gameplay is not new. Unfortunately.
  • I do understand what you mean. The core of it, and how it can be very frustrating. I think because its a "vs." game, those kind of comparisons just naturally worm their way into conversations, especially with a game full of intended counters. It can be difficult to talk about someone not liking "X" when "X" has to exist…
  • I will add to this that Empathy I believe also helps to counter knockout. It reveals the aura of any survivor that is injured, through the entire map. (It’s one of my favorite perks I feel is very slept on, as you can get a lot of info! Things like where a chase is happening and when they use a pallet, or where an injured…
  • Can I ask why you say this is sabotaging the game for survivors? I’m a Solo Q survivor main but I can’t come to the same conclusion, so I’d like to know your perspective. I encourage people playing with new builds or perk combos. (Aside from maybe invocations, I’m not a fan of those lol)
  • I don’t think this is toxic. Honestly that word gets thrown around at nearly everything so much that it’s really lost its meaning. When in doubt, the trusty ol’ dictionary can help! And toxic is defined as “very harmful or unpleasant in a pervasive or insidious way” and because every individual can have their own…
  • Personally, I don’t think people necessarily dislike complexity, I think the issue is more about how well that complexity is explained. BHVR has introduced several new game modes this year, each requiring players to adapt to new expecations and strategies. Both survivor and killer players have participated in these modes,…
  • Knowing where things are or are not is valuable information. Just imagine playing killer without gen auras highlighted constantly. Could you still play the game effectively by just relying on good ol’ map sense without seeing where to look for gens and where not to? Sure! Would it be much more difficult for some people?…
  • This is genuinely upsetting. I can’t think of a single reason why cells shouldn’t be refunded. We’re constantly debating between using the stick or the carrot to balance things for survivors and killers. Maybe it’s time to apply that same logic between consumers and developers—because right now there’s certainly no carrot.
  • Nerfs are not exclusive to one “side”, nor were the complaints and balance request changes to Skull Merchant. The community really doesn’t need more ‘us vs. them’ mentality, it only makes meaningful discussions harder, and puts off a potentially false perception of someone not actually wanting to discuss things in good…
  • I do believe we are both on the same page when it comes to your entire first paragraph. I agree with the fear of them possibly over nerfing or over buffing mechanics like this as well, which is why I made a suggestion that I believe would be fair to both "sides" in the first place. It sounds like we are both in the same…
  • Hey, thanks for the reply! I’d like to start this discussion off with actually agreeing with you for the most part, about incentivizing hooking over anything else. I 100% believe In this as well, and believe the game being centered around hooks or kills would make the game much more enjoyable for both “sides”. I’m been…
  • I apologize if my explinations aren't very clear, as what you're describing does seem like it wouldn't effect my solution at all, but perhaps there is a miscommunication. Your position (if I am understanding correctly) is that the killer shouldn't be punished when not having the option to hook with teammates nearby. And I…
  • I understand what you’re saying, but I think we’re looking at different scenarios. If a killer is forced to slug a survivor because of any nearby teammates, that recovery speed does not activate. It only activates once the killer has left the slug entirely. The actual proximity range I am unsure about but using something…
  • Could you explain your concern further? With proximity-based recovery, there’s no punishment for slugging and defending against a save. If you down a survivor and stay nearby to prevent a flashlight or sabo play, nothing changes. The idea only speeds up the slugs recovery if the killer leaves the area entirely. If you slug…
  • What if proximity determined the type of slugging happening? When a survivor is downed and another waits nearby for a flashlight save, the killer typically stays close to defend the pick-up. You’ll check the surrounding area, hit the survivor with the flashlight who typically runs away injured, and then secure the down. A…
  • I feel like a helpful perspective to look at this question with is about reliance. Tunneling is similar to relying on specific perks—if you can’t perform well without it, it may have become a crutch. Many perks on both “sides” can be used as tools for areas you find yourself lacking in. But if you become far too reliant on…
  • To be honest with you this is one of the reasons why I really struggle against Spirit. Hearing is nearly essential when countering Spirit, and if you have hard hearing or don't have high quality headphones she becomes significantly harder to face.
  • Slugging was brought up in the most recent survey, so there may be something new brought to the table. Unsure, if or what, it entails but perhaps a quicker bleedout option will be added.
  • Ah many of these replies make me kind of sad :( Ah, well to answer your question, I like adjusting my playstyle to the pace of the match! If i'm getting my butt kicked I will try my absolute best. If I'm stomping I will ease up. I can't speak for everyone's experiences, but I've noticed that simply being aware of the pace…
  • I'm sorry you've dealt with that frustration, it can definitely feel like some players are just trying to ruin the match for others (and some do, this is not DBD nor killer nor suvivor exclusive. It's a people thing, not a DBD thing), and it makes sense to push back and slug this way when multiple flashbangs, flashlights,…
  • Cheers!! 🥂 wishing everyone a fulfilling new year with satisfaction and contentment! 🫂
  • Would looove a mall map! Great idea.
  • AI Practice Killer bots for surviors. 100%
  • This was so heartwarming! I really enjoyed chatting with you. I’m so glad your kindness and positivity has been noticed and appreciated! I wish you nothing but the best 💙
  • Body blocking is reportable but only when it’s a very long period of time. I wouldn’t worry, you’ll be fine.
  • Sorry this is a bit off topic, but I just wanted to say this was very eloquently written. I clearly understood the point you were trying to make and I think it was done very respectfully as well. Thank you for posting this discussion, looking forward to your list at the top when it’s finished.
  • My biggest gripe with the overall game for the most part right now is that there is no way for survivors to practice against killers, and I think that leads to burn-out, possibly inflated kill rates and overall frustration. As it stands the only way to practice against a specific killer is to get them by random chance. And…
  • I always farm during events. I feel like there’s a lot of sweat and it’s nice to be able to enjoy the break. On rare occasions I will have a survivor just DC because they’re not happy but, it’s pretty rare. It’s typically a great time. Everybody gets to take advantage of the BP and all of them line up in rows for me for…
  • I was told once by someone on the forums when I had a question about my own “win rate” that the 40% is distributed between all survivors as a whole, not individual. Survivors as a whole have a 40% winrate, not a 40% winrate individually. Again this is just what was said to me, so I’m not necessarily saying it’s right or…
  • I think the only way a mode like this would be possible is through restrictions. Like the casual mode simply wouldn’t allow SWF, certain killers, certain perks, certain add-ons, or certain items. I wouldn’t be against it, but I think the only way to ensure people won’t take advantage would be never giving them the option…
  • I agree with chaos shuffle being the closest possible causal mode we have experienced, and would be very happy to see it as more of a permanent mode option. I think restricting add ons and items would only benefit the mode, and make it truly random. But I don’t have access to the kind of data behavior has, so they may know…
  • I’m sorry, I thought saying “affected” was respectful because I don’t know exactly how you’re feeling, only that you’re feeling something, and I was trying to acknowledge the feeling without labeling it. Sorry if I upset you, it wasn’t the intent. To try and wrap it up, I’ll try to simplify and better explain my…
  • At the end of the day, the goal should be a game that feels balanced and enjoyable for both sides. Ruthless play might solve your immediate frustration, but it also perpetuates a cycle where both sides feel justified in playing “mean” leading to more toxicity overall. It’s worth thinking about solutions that improve the…
  • I get where you’re coming from but I think there’s a disconnect here. Slugging survivors “for the 4k” and then blaming the last survivor for not conceding doesn’t address the root issue, it just shifts responsibility. Survivors hidingfor hatch is a direct response to the way the game has gone, it’s the reaction not the…
  • If the goal were solely to end the match quicker, being sent directly to a hook might seem like a solution, but that approach fails to address the larger issue: slugging circumvents the core gameplay loop, and takes away player agency for long periods of time. It rewards more than it requires. Introducing anti-slugging is…
  • Anti-slugging mechanics shouldn’t be seen as rewarding survivors for losing. Just as Anti-Tunnel or Anti- camping shouldn’t. It’s just a preventive to avoid exploitation. It’s like the equivalent of perks and abilities having cool-downs or flashlights only having a limited amount of charges. You can still tunnel but you…
  • Gotcha! Yes, that makes sense. I’m all for it. Good idea 👍
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