Dninja92
Dninja92
About
- Username
- Dninja92
- Joined
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Comments
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@bleep275 said:
mmr is a joke in this game. Tried to get my friends to play the game. first game as killer. two p100 survivors bullied them. They uninstalled. Moment I hit rank 1 survivor, I got in a lobby where the streamer didn't know what the gens looked like and their friend was so scared they hid the whole time.
But yeah, survivor sucks right now, even more so as solo q. The "comp" mindset is plaguing this game where they only way to have fun is to be meta and use toxic strategies like slugging and tunneling. Now when im killer I let everyone go to give em a break from the misery.
Honestly, i'm considering just attempting 2-hook until survivors hit 1 gen remaining and then going for kills with my killer matches. At least with the more rookie survivors. I still want to keep my MMR up to try and avoid being matched with them, but they still get a pretty full match when it happens
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Imo, what trapper needs is to lose the trap carry limit and get nerf/buff system based on the number he carries instead. Carrying 1 or no traps gives a bit of haste and a smaller terror radius, for chasing survivors after he's prepped an area, but he gets a slowdown and larger terror radius for carrying over 3 or 4. This way he can pickup and carry more to help with handling bad trap spawns, but is still incentivized to place them down, and make use instead of hoarding them
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I'm still hoping for an OG nemesis skin. This year is the 25th anniversary of the original RE3 so here's to hoping my lad can get some love from the devs
(Or some better add-ons would be nice too)
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Honestly, with the amount of killers and survivors to prestige and perks to unlock, they need to just boost BP rates flat out or reduce bloodweb prices
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What i don't get is why nowhere to hide was killswitched. To my understanding it was only a sadako glitch so why not killswitch sadako instead of the perk which is probably affecting more people?
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@Bafugaboo said:
I agree that it sounds nice. That is when it is based on a truly coordinated team. That is not the case for every swf. You should never look to punish players as an answer. This goes for both sides. Increasing difficulty just cause you want to play with your friends is not the way to go.
It's hardly punishing. The tryhard and sweat players are going to be at the high MMR and most affected by this. If you play more casually, you're going to be lower to mid MMR, which makes you less affected and less likely to encounter more skilled players. The idea is to make it less likely for a match where either side gets stomped
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@mikewelk said:
You're coming up with some damn good ideas, keep it up! :)
There was another idea i posted earlier to deal with slugging
https://forums.bhvr.com/dead-by-daylight/discussion/402877/survivors-should-be-able-to-use-hooks-to-pull-themselves-out-of-a-dying-state#latest
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Well yeah, the numbers are just an example. To make sure the concept is presented clearly
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@Chaosrider said:
The Community always demanded some kind of unbreakable basekit mechanic to deal with this issue. Your idea is pretty interesting as it isnt just picking yourself up. But devs are just as neglecting as on tunneling and camping.
At this point, there should be some kind of unbreakable basekit, but that can also be counterbalanced by a mori basekit as well. Something simple, like say, survivors get 1 point for being downed, 2 points for being hooked. And if a single survivor builds up 10 points, that survivor can then be mori'd. The extra points for hooks still incentivise hooking over slugging to a degree and it's a system that provides a counter to those that abuse unhookable spots
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@pigslittlepet said:
This could be an interesting perk idea or maybe basekit if they introduced some very strict restrictions such as only works if you've been slugged for a specific amount of time or the entire team has been slugged for so long without being hooked. Some way of stopping people from abusing it.
Yeah, healing a certain amount, like 50%, was my first thought. Then second idea was to make it a timed action, so a survivor has a choice of sitting there healing so someone can do a quick revive or start crawling to a hook. It should be slow enough that it can't be too abused, but fast enough to urge the killer to hook you sooner rather than later if there isn't a flashlight or something nearby
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Honeslty, i often see players go into sweat mode when a terrormisu is in play. They're rare at this point so players are eager to get the point boost. It's highly likely the killer just came across you first and wanted to get a survivor out to take control of the game just to make sure they weren't stuck with a 10k point match when the terrormisu was there