Comments
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Yeah, sorry, I don't know how I missed that in your previous comment. 😅 Anyway, that sounds good. My idea here is that it is practically a blocker you can put on however many slots you want, so it essentially is Chaos Shuffle. They can do that: Make Chaos Shuffle part of the main game with this perk randomizer, and/or…
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That's how it is in casual events like the recent Bone Chill. Even though it was about just having fun by chucking snowballs and sneaking around in snowman, so many tryhards just came in for easy wins and the extra 100% bloodpoints, never touching a single snowball.
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Hmm, could be a nice idea! But that should only work for, like, one or two slots. Otherwise, it might abuse the whole idea of Chaos Shuffle.
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I'd like it as just a no-level perk that is at the start of everyone's perk pool, no need to unlock it. You just click on the symbol and voila, you have the random perk symbol in whatever perk slot you were controlling.
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I've seen what feels like more people than normal that do the strategy where they slug the third survivor to prevent a hatch and then search for the fourth, considerably decreasing any chance at survival. Though not a SUPER tryhard-y strategy, it definitely shows an increase in the wish for a 4K, as it literally lengthens…
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Sorry, reexplain that a little clearer. You mean, you get a random perk, but whatever perk you get is stronger than normal?
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I see your point, but I have talked to them before and there are indeed not one that tries to do that. The true "Us. vs. Them" type people are ones that get extremely serious on their side, like the quote I sent you, who acted like I… you'd know if you did read it.
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At the beginning, some really got aggressive actually. Like this one: "Okay? And NOED or camping during end game can change a killers chance at no hooks to multiple hooks/kills? Do you want every survivor perk to be nerfed into the ground? Like adrenaline literally gives you 3 perks for the entirety of the game and only…
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Exactly. If a survivor mentioned how frustrating something like Deadlock can be, I entirely understand that. Though I honestly use it a lot and consider it a more balanced slowdown (I use it in place of ones like Pop and Pain Resonance), I have faced it, and it is indeed an annoying slowdown perk.
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A bit of a delayed response from me, but again, I said I'm just venting a bit. Yeah, it probably shouldn't get another nerf, but sometimes you just want to let it out when one perk ruins your entire chance at any kills all because you took the time to balance the hooks.
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Some really are too greedy to win so that they can't lose, though. I've seen have some extreme tryhards over the years. With the delayed bot thing, do you mean they just stand there for 2 minutes? The playstyles between a bot and an average player are noticeably different if you've faced a lot of both, so it should be…
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Woah, I was just pointing out a moment that I didn't DC and how to think of it a bit more positively! No need to get serious!
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As in, if I got that one person I was chasing, it'd let me quickly go stop the others. But, because they healed, I had to turn around for another nearby injured person (which I couldn't end up finding) while it gave the person that healed the ability to get the exit gate, helping everyone overall. If that person didn't…
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Okay, reexplain your point here….
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Before, that was horrid. If you were on a hook during the last pop, you just come off fully healthy. Gosh, I'm glad that was removed.
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Yeah, but as I said, I'm just venting a little. As you know, the perk can get extremely annoying, so I'm just letting it out a bit.
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No worries. I actually play a lot on both sides, so I know the frustration for a lot of perks and playstyles. The only way to get people to understand it all is to get them to play both sides, it seems. I don't really know if there is any specific way to bring up something, because there are always those tryhard mains that…
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TBH, at the beginning I did not mention to not take it seriously or that it was a vent post, but they still took it a bit overly seriously, especially the "Okay?" person. Even the guy right after you, saying it might be my tactics.
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Dude, I got about everyone to second hook. I don't tunnel or camp; that's why it frustrates me a lot when facing high MMR.
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Ooh, yeah! I forgot about that one!
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Yeah, but it's still just frustrating (like many perks). Sort of posted this all just to vent.
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Yeah, but it's still just frustrating to face. But a lot of killer perks are too; I don't deny that. I sort of posted this as a vent thing as someone just killed my game with it, but a lot of people seem to be taking it a bit seriously, no offense.
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Dude, I play survivor a lot. A lot of killer perks need nerfs too, I don't deny that. Don't assume things so fast. This was sort of a vent thing, TBH.
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Happened to me, actually. If you didn't read all of the comments, read this one below:
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Just too many tryhards nowadays.
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There is much cleanup to do, but they are sadly going to have to do it subtly. Otherwise, too many players will backlash or leave the game in the thought that the other side is now too strong. :(
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As I've said, a lot are crashes; my game has crashed many times during moments like that. However, a lot are really too salty to die. I have seen some VERY salty people over my years.
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As I said myself, a lot are likely crashes. But some, oh gosh, are just too much into winning that they can't stand losing. Dang, have I seen some extreme tryhards.
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I have said for so long that they should slow down on the chapters and go more into the health of the game.
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Honestly, I don't know what they should do right now. What makes things still so hard right now is actually because of how big the game is. If they go a bit too far in one direction, he sparks tons of backlash, and they've learned that a lot over the years. That's like why there are still so many balancing issues. With how…
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I never DC myself. It is just embarrassing. A month or so ago, a Knight actually slugged me and camped my body the entire game after a gave him a bit of a long chase, and I was never picked up or revived once, yet I did not DC. He never left me, doing quick guard placements nearby to try to distract anyone from saving me.…
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A different version of this is where when some survivors bring powerful map offerings or items, but then when you are still able to injure them fairly quickly or knock the item out of their hand, they will sometimes just kill themselves knowing they can't win against you. It's just embarrassing to them as well as annoying…
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And it might be like a cycle: Doing that causes anger which make more do it, and so those more that do it cause more anger, and so on. And yeah, they have to somehow calm down the genrushy and tunneling beginnings. If the survivors are all separate at start, it actually gives them a huge advantage if they are decent at…
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Like I indirectly said, some are too focused on winning and being the controlling people in the round that they just can't stand losing…. 😑 That's how it is with those try-hard tunnelers, too. And yeah, that's happened to me, too. I play the game entirely fair and fun and then going to the exit gates I see those…
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Survivors as a whole are still very strong, it's just the solos themselves that are the weakest. If you saw my discussion after this one, I think we need more teamwork perks over just single person strengthening ones like Finesse; it'd make the game a lot more interactive. As solo, I just about always bring Kindred as it…
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I agree. I do not try to do the Killers vs. Survivors things. I only point it out when survivors go complaining that all killers are too strong, or vice versa. 😑 I'm a bit of a hypocrite now, though, but I will say that survivors can still win if they play it right against tunneling killers if skill is equal. Too many…
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That's why people have long said solos are the hardest role to play, but that does not mean the survivors' side is weaker than the killers'.
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That's what I've told people: Tunneling and camping is still winnable to survivors if they play it right. So many think survivors suck because of that, but no, they are still very strong.
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These side buffs you mentioned actually do a lot more than you think; and yeah, that's their point: To prevent killers from making moments unwinnable. Besides, survivors use to have an absurdly strong part on the game, so don't complain a bunch; a lot is for balance.
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But when facing top tier survivors, it really falls into the survivors' hands and the map. Their skill and mistakes practically decide the outcome, though the skill of the killers and who they are still obviously have influence. But every killer has counterplay, even Nurse.
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Well, as I heard someone say, they want the game to not get injured while they are trying to find a way to rework her. Sadly, every killer is boring or annoying to some survivors, but that is of their choice. With SM, if everyone kept facing a killer than nearly all survivors consider unfun, it'd really push more away from…
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Because of the nerfs the survivors got since the beginning of the game and the buffs the killers have gotten, survivors think the killers are getting all the good stuff, while survivors have had a lot of small buffs too. So many survivors seem like they are used to how powerful they once were, and now they're calling the…
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To be fair, though, just about everyone hated facing Skull Merchant, so not necessarily TERRIBLE.
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Are you joking? DbD is NOT killer-sided; if you are saying this because of the tunneling, it is because it is not played right. If you are all on par with the killer's skill, survivors can surpass the killer against even dumb tunneling strategies, if they do it right.
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Skull Merchant's gutting was said to have happened because they wanted to stop everyone from playing as her as they search for a way to rework her entirely. That's what I've heard.
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Dude, pay attention to all of the buffs survivors have gotten over the past couple of years.
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Do you not know of how many buffs solos and survivors in general have gotten over the past couple of years?
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And now they're making it so you will never go to the same realm twice in a row, which is nice. Map offerings allow people, especially survivors, to just force you to the best realm for them, over and over.
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I agree, they should just be removed on both sides, though it is more of a problem on the survivors' side. Survivors force you to maps like Badhman way too often, and it just completely removes the excitement of starting a match, knowing that they know the strength of where they're bringing you. And whenever you actually…
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As people have said, they should get entirely removed from the game. They get abused just way too much, and it's annoying having to waste a slot with the Sacrificial Ward instead of bringing something like Blood Party Streamers.