truegod_10

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truegod_10
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  • As you said it is the easiest to use, and not counting sprint burst it is the only none situational one. Sprint burst is also non-situational, but if you run you lose it making it much harder to properly use, easier to bait, and usually acts as a time waster as people walk instead of run to gens. It is just so brain-dead.…
  • Even if it was racist, which it isn't since he is treating everyone the same lore wise, who cares. Bubba is a killer cannibal, so i feel like being racist would be a minor concern in comparison to other acts he committed.
  • Michael does not get a speed increase in tier 3 (he is a normal 115 speed killer in both tiers 2 and 3). Just has a bugger lunge and faster vault speed at windows.
  • 100 on survivor is nothing. With 25 killers that means that even if you saw them all equally, which you do not, then you still only have about 4 hours of experience vs each killer. This is not really enough to practice counterplaying their powers, especially if there are long gaps in between matches with the same killers.…
  • Disabling the perks would be a second but less desirable alternative.
  • I think it has more to do with crashes then just spots where totems can't be broken. Usually they disable the maps for spots, like dead dawg.
  • Have the totem break when it is crushed by the killer. Cant be blessed again, but survivors can reset on a new totem. Would allow killers to quickly clear out areas of importance for early and late game.
  • Cause it does not remove a health state
  • It just gives them even more reason to find totems early, making perks beside ruin even less viable then they already were. Plus, the survivor actually saves time blessing a hex cause they get to activate their perk and get rid of yours at once, saving 4 seconds. The only counter is scaring survivors off totems, but…
  • They just need to make iron will 50% reduction max. Rework strider entirely
  • Seems like thrill should no longer be a hex. Just a time waster if teams do bones. If not then it is useless.
  • Lack of optimization and what seems like general lying/disregard from the devs/behavior.
  • The way Behavior is currently doing it will not impact your experience at all since no in game content except the actual dlc can be gotten with it. People do not like their dishonestly or support for something that negatively impacts the environment. However, if they pin exclusive items, which some games are starting to…
  • I mean I agree with you. I have largely stopped playing due to not having as much fun anymore with all the performance issues, but what these recent buggy patches and everything else have told me is just to not buy anything from them. I own every dlc... Except the pinhead dlc which I refuse to buy, even though I like the…
  • I do not even mind the nft thing, i mean they are dumb but people do dumb damaging things all the time. I am annoyed they seemed to try to hide it or lie about it with their initial comments on the matter. They really seem to give 0 ######### about their players at this point.
  • Basically it sounds like from their tweet that the license holders sold the stuff dbd gave them in exchange for the license to a company that makes these nft's for even more money. Behavior may or may not have known about this beforehand and may have received some money as well, but we will likely never know for sure. I…
  • Can also freeze other survivors until they dc if they want. Had this happen when I was playing several months ago. I've been on break so no idea of it has gotten worse, but I did notice more subtle hackers, people with slight hacks that only increase them to obvious levels when they get pressured, then usual before I…
  • So let me ask you of you would be cool with behavior not responding all weekend or addressing an issue if it was something that was a bigger deal? What if all the servers went down and no one could play the game for an entire holiday weekend, would that warrant a response? How about if they were hacked and personal/account…
  • I do not want dbd to die, but a lot of players including myself hate the way behavior manages it. Updates will always be a mixed-bag with some people liking changes and others hating changes. However, the frustration largely comes from everyone feeling like behavior lies, is incompetent, or has their priorities mixed up.…
  • It's kinda sad that a guy can sit and do all this research, with some help, and make/edit/upload a video before the devs/pr people at behavior can simply say this isnt true in a tweet or forum post. I have seen other people say they do not work weekends and stuff, but someone should at least be monitoring for major issues…
  • I would rather see some kind of overall mechanic that benefits killers with no mobility to help them be more on par with killers with more mobility; it would be available for all killers but movement killers would not need it so they would not often use it. Something like a 10%-15% movement buff after a hook for so many…
  • I agree there are too many factors. However, they could make a sub-system that makes this easier, such as a point system for perks. Then the new perks, add-ons, etc could be added to that system and the overall system would not need to change. Depending on how they did it, a point system that caps how many good perks a…
  • 8 perks would be to strong especially if they were so specifically set-up to work like this. A better idea to get killers more pressure is to get killers that pressure when they need it most, which is usually post hooks when a killer usually need to continue pressuring or lose all of their current pressure. Also, a change…
  • That may be true but that is still just as faulty as the old system, since the old system was largely based on the same criteria, and assumes everyone always plays roughly the same all the time. A better system could account for things like perks to place you in stronger matches when you run better stuff or weaker with…
  • No. System might be ok for killer due to being based on kills, but escapes is not ok for survivor. Also, a hard-capped system has the same issues that using ranked has is that the grand majority of people (maybe even all killers or survivors depending exactly how the system works) will end up at the top meaning matches are…
  • Time acts kind of as a moderator from what I saw, so if you are playing killer and got a 4k in 5 minutes you get like 30pts but if it was in 10 minutes you would get 40pts. Though again numbers are just examples we don't know the exact math to my knowledge. I think sbmm is basically the same as the emblem system for…
  • Regression should naturally be where ruin is. Ruin then just makes it so you dont have to be there or kick the gens.
  • Due to the ability to be replaced and to be stronger in the hands of swfs who can run multiple boon perks on different people it seems a little to stronger, especially since it gets rid of the little bit of counterplay boons currently have. I would say 30, 35, 45 seconds could make it more balanced.
  • Im seeing a lot of complaints about ruin, but if you break it then it is gone and tinker is pretty useless cause you likely won't get the gen below 70%. They can also use pop but if you give them a down and allow to kick a gen back below 70% that is on the survivors.
  • If the system requires a whole bunch of extra steps or cannot work without a ton of player input it is trash. All the extra steps make it take forever to report and a lot of times you need video proof, which is hard to get if you do not record every game. Also, you actually have to report after games which is a problem…
  • This is assuming more people havent set up multiple totems, and these are also super strong late game in a smaller area; you know the period killers are supposed to make a comeback during since 2-3 gens can easily pop at the start. If survivors are bad and place the totems far away then that is on them, but they are both…
  • Boom totems are an awful idea in general, but could work if they were implemented properly or applied to already strong perk concepts (like exhaustion perks). I was actually hoping they would go back and make exhaustion perks based on them to balance them somewhat with other survivor perks, but of course the devs did not…
  • My biggest worry with this change is medkits. Medkits already outclass every other item especially with the right add-ons. People running this perk with really good medkits are potentially a issue, especially if it is a speed medkit. With this change, I would like to see iron maiden buffed to 60 seconds. In my experience,…
  • I actually would prefer him to be a 1v1 killer. The game has a lot of killers that thrive in the 1v4 and it gets boring to not have many that are great in the 1v1. I would say the buffs he needs with these changes is either 115 speed and some kind of movement ability (like some kind of slide or pull like mentioned above…
  • The difference between 115 and 110 mostly matters in chase, which is the whole reason legion was buffed to 115. He will still be fine at loops but a lot of loops are going to take extra time to get hits, something an already slow killer with no mobility cannot afford. He also has limited range which restricts him more then…
  • .4 seconds means that you still cant use it quickly around some loops, which deathslinger takes longer to get around due to slow speed. Also, his larger terror radius nerf means that survivors will take off earlier to avoid him and waste time, since he has only ever been good in chase and he is slower then almost all other…
  • Deathslinger will now be the worst killer in the game. He was already worse then huntress and was only useable for people who enjoyed quick scopes and being good in chase at the expense of gen pressure. Now he has nothing really. Only killer he might be better than is legion but legion is at least 115.
  • I personally dont mind meta perks, but if it is obvious the other side is playing sweaty then I will as well. I think most people dislike people who play the game super efficiently (tunneling, meta perks, gen rushing, etc...) because it makes the experience less fun when you are on the other side. However people are not…
  • Adrenaline is largely fine the way it is. If they changed anything it would likely be the ability to store it while on hook, if you were hooked when it activated. I dont think it needs changing though. Also, the requirement that when two or less people are alive would destroy it since in my experience survivors almost…
  • Optimization is not fine and the devs should not be selling something on a platform if they cannot make it work on that platform. If they want to say the game is to advanced for last gen consoles, then its simple stop selling it on that console. If you are going to sell it, you have to optimize it and make it work. What…
  • Options 2 and 3 are already bannable if done for a long time, though option 3 might not always be bannable if the game can end (i.e. the killer blocking survivors to kill them during egc). Option 1 can be bannable, but it has to go on for a very long time. The problem with this is that both survivors are encouraged by the…
  • I don't think this short stun during animations really adds much and will just be used for memes and to be obnoxious/as an annoyance (a lot like current head on or blast mine). Don't get me wrong, I love survivors who bring these perks cause they usually want to bully and get wrecked in the process, but it is still…
  • As one of the people above me said, killers would tunnel one person out of the game for an easy dub due to how unbalanced the game gets after one survivor is dead. This is the major problem to this idea. I do think 8-9 hooks is around where actual balanced gen speeds with this game lie for a host of killers, super strong…
  • I think a remove as teammate option similar to overwatch would be fine. For like 7 days, you cannot be paired with that person, at least on your team as survivor and allow survivors to block up to 4-5 potential teammates. Maybe also allow killers to block like 2 people that stay blocked for a week. I foresee this really…
  • Sacrificing 1 survivor is a loss by the devs standards (being that they admit to trying to balance around 2k and 2 escape). Instadown killers are bad against survivors that do not heal since you remove part of their power; these are the last killers you want to play if concerned by this. On to thana, I do not think thana…
  • The main problem with eruption is the kick requirement. If it applied to any gen that had been regressing at any point then it would be a good combo for ruin or surge (you down with surge and surge regresses then all gens affected by surge get eruption for a double effect next down). Right now it is really only good with…
  • Wouldnt work because in the cases you are talking about with customs gens literally do not load into the map. So if there are only 3 survivors in custom then only 6 gens load in instead of the usual 7. What would have to happen is if someone dced then either gens would not disappear, thus making it abusable and giving…
  • Pig needs to be changed by removing rng to make it so you only get the trap off at the third box (or fourth with add-ons) everytime. This would actually buff her in some aspects, while removing her ability to camp out a single box. Pig is already one of the weakest 3-4 killers in the game. Her stealth is only ok and makes…
  • It is necessary for killers to be locked due to MMR. Survivors should also br locked to keep it fair imo. I like the idea someone mentioned above of locking survivor items after 30 seconds so killers have time to react.
  • Rarely. A couple times due to BBQ or other perks, usually one's people do not understand. Salt is usually for other things not from people accusing me of cheating.
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