WitchWalpurga
WitchWalpurga
About
- Username
- WitchWalpurga
- Joined
- Visits
- 2,189
- Last Active
Comments
-
My issue with singu is that it's really a 50/50 but not in case of overall winrate, the question is just: has the singu killer a certain level of experience or not.
When we get a "good" singularity, we (my SWF) usually lose (meaning 4k) with often 2-3 gens remaining. If we get a "bad" singu, it's an easy escape. The problem with good singus is: to stay in chase you honestly need 3 survivors: one chases, one with an emp and one who immediatly prints the next one so that he is ready to use it, when guy number 2 used his EMP, because his power is stupidly broken when he is in overdrive and good singus can stay there a lot of the game. Combine this with less and less good tiles on a map and the experience against a good singu is just horrible. My biggest issue is: Even if you are behind a wall after the cam detected you and fired, it does not matter. You get tagged if the shot is on its way. That is just nonsense for me and my biggest issue with this killer, as this allows him to spam his ability for free without any drawback.
I really don't like going against singularity anymore due to that binary predeetermination of the game's outcome.
-
I had the same issue some minutes ago, i was Wesker cargo for quite some time :X It seems neither pallet stunning, flashlighing (because i guess it counts as his ability) helped…
edit: it happened in the thomson house on coldwind farm, wesker and me went to the bathroom where he dashed me into a wall after we had a little discussion about privacy in the bathroom, then i got stuck
-
@TieBreaker said:
He's not too strong. He just obliterates uncoordinated teams.
so soloq needs to just go next?
Tbh i don't like to go against him either because i just hate this concept of killers spamming their abilities. I usually play in 4man SWFs and it's a binary game, either it's a baby singularity who has no idea how to play him or it's a tryhard p100 3000hours Singu and then it's just gg next. I agree with some points of Op that his counter is not a real counter if the Singu is somewhat decent. 5-6 Seconds without a new slipstream seems not unrealistic sometimes and you cannot have 3 other players with an EMP on standby, the maximum is one otherwise you throw the game. My only true problem with singu is the camera that guarantees a hit. Even if you are around a corner after firing the shot, its a hit, no matter what so reacting is absouletly impossbile or even useless -
I will never understand it but for the devs there never seems to be a middle option. Between 150 and 100% is a lot of numbers which could be chosen. The same for trickster blade decay. It's 15 or 10 secs, nothing in between is possible.
-
Show the killer (and surv) pings in the lobby. Let them dodge if it's too crazy. I'd rather wait for 2 minutes longer than getting frustrated by ridicious looking hits
-
My only problem with DH is the amount of conditions together. You have to be hooked AND injured AND not get dedicated. Especially the last one makes me not to use DH as we cannot see the killer ping in the lobby before the game. I would slightly increase the activation time to 0.75 secs to compensate for the huge amount of bad ping lobbies we get.
-
Same for me with Dark Lord, i cannot progress ofer Level 45. I get a bloodweb error if i try to reach 46
-
@Valimure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800774#Comment_3800774
Knowing where the deadzones are is exactly why it's too strong.
This game should not be balanced around SWFs. Killers need survivors to have the opportunity to make mistakes to even have a chance at winning.
The killrate is high enough on average, even in full 4 man SWFs it's over 50% already (acording to the latest stats) and i doubt it that nerfing windows would magically increase that rate by that much as WoO was "only" used by around 1/3 of players(my guess is that WIndows is less common in full SWFs) and as someone explained above this game has a huge barrier for new players. Even after the initial 5 hour phase of just running in a straight line, you need to LEARN everything. And for that Windows is very nice as you need houndred of hours to remember all possibilities.
And of course the new map philosophy of less pallets, smaller maps, weaker tiles and huge deadzones from the start are already shadow-nerfing WoO constantly. What is WoO doing if the only pallet you get is a 95/05 pallet between two trees like the new standard on haddonfield or the new fun pallets at coldwind? Nothing. -
Thread No 599579347593 regarding windows.
if something is overpowered because people use it often, then we have to nerf Pain-res, pop and corrupt as well, because 95% of games contain at least one or two of those.
WoO is a tool to adjust for a lack of information. Learning every map-tile with every possible pallet spawn AND then not knowing if a teammate dropped it would be overkill for a game, where fun shuld be central and not everyone whants to play comp where i would argue that yu can expext that. As always: main argument is that you could still do that and thus, you are wasting a perkslot. -
@mizark3 said:
I think the clutter is good, it provides LOS blockers for Stealth Killers who need the most help.
I do agree with deadzones though. Farm is notoriously bad for having 2-3 pallets on 50% of the map, and 1 or 2 of them can be the 2m tent pallet that is useless against 90% of Killers. I should have to earn my deadzones as Killer, not be granted them for free from garbage mapgen.
don't forget the new Coldwind spawns without a cowtree :D…
-
I mean they reworked rotten fields with the latest update: they shrinked the map and (i guess) removed some pallets. On rotten fields. Rotten goddamn fields. This is really the point where i can't imagine a single reason to defend this "update". Nerfing one of the emptiest maps in the game… I am definetl not happy with the direction of map changes.
-
i posted a similar this idea some months ago. I based it on scrambling broken pallets ( for example you need the remains of 4 to rebuild one, collecting takes 5 seconds each, building another 5 and ofc you have to run around the map).
-
no, that's a myth like bleeding out faster while moving around the ground. Just measure the time yourself, per hook stage you get a minute even with gymnastics :) only if you complete the unhook atempt you will lose 20 sec
-
The amount of haddonfield offerings I encounter formt he killer side did increase a lot. That should say enough. The map got gutted. I understand that they wanted to do something but you cannot combine shrinking map size, replacing pallets with absolute bad ones, creating dead zones from the start, removing windows (even bad ones lol) and putting openings next to EVERY vault. If the killer is somehow experienced, this map is a glnext.
I would not agree with the reworks of the Azaroth realm, these maps are still quite fine as well as the artist map. Playing on ormond also did not end in huge deadzones for me yet. But i would absoluetly agree with the coldwind maps and the red forest realm. The new tiles: lol. Rework of Cowshed maps: guaranteed deadzone somewhere with sone of the worst filler pallets in the game. Thomson house: Big but guaranteeed deadzones midmap. Torment Creek: Guaranteed Deadzone behind or next to the main. It's so funny when you use windows and don't see a single pallet spawning there, making 1/4 of the map irrelevant from the start. Forrest maps: Weird loops with weird collision, too green. Borgo is swinging between bad and ok, atm they seem to have reudced the amount of pallets again which created a huge deadzone in the middle or on the left map side in front of the main in all games for me. -
@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765941#Comment_3765941
You did not answer my questions about how many matches and/or hours you have logged in this game. The answers would have given me better context on how to help you. You are making a great number of assumptions above. We do not know if MMR works as intended or not. The DEV created MMR to work in a framework they understand. It could be working exceptionally well from their standpoint and in regards to statistics. The fact that you don't like your matchups is anecdotal evidence, not anything that can be measured. For my own part, it works quite well. When I play I'm up against the best Survivors they can match me with. The fights are, for the most part, hard. That is as it should be. The nature of this game is that you never know who and what level Player is going to be logged in at a given time. The MMR system is going to do the best it can with what it has available. The limitations entirely based upon the pool of available players.
I don't think you truly know what tunneling means. Don't feel bad, most people complaining about it don't know what it means. To be tunneled ONE Survivor has to be hooked and chased and hooked again and chased and killed to the exclusion of chasing anyone else. That is tunneling. There are no half measures. If a Killer is out and about trying to get other people and you happen to get caught twice in a row, doesn't mean you were tunneled. It means you were either unlucky or played badly (or your teammates didn't pull their weight). Actual Tunneling is very specific and happens rarely. The problem is we have a whole bunch of players who don't understand this and cry "TUNNELING" anytime they are feeling singled out. So unless the Killer is ignoring everyone but you, don't cry wolf.
In regards to your last question, the DEV believe that maintaining the horror aspect of the game means that the Killers are likely to get more of you than get out. It is slightly (very slightly) weighted that way. That is a design choice on their part and one I happen to agree with. Dead By Daylight would not feel like a horror movie if the bad guys were always inept or stymied. That would make it Fraggle Rock.
The amount of hours is not related to my points. But i am happy to answer, i have around 3k hours of true playtime and i know what true tunnelign means. I play SWF mostly with a mixture of experienced and less experienced players and due to that my average encounter rate of true tunneling is quite high. Typically we never play sweaty with 4 toolboxes or any kind of that stuff. But killers decide often to start tunneling at 1 or 0 gens done, even on maps which are quite empty or the new type of pallet between two trees or where the long side is 3 meters is your average :). And this is still my only problem. You don't NEED to tunnel that early. You just decide to do it because you want an easier win or to ruin the fun for the other side (same thing is ofc true for the survivor side when you bring 4 toolboxes and some hyperfocus/stake out loadouts, but again, as a killer you can adept to that and i would not be mad if you tunnel early if you see 4 toolboxes but your average game is not like that)
I absolutely disagree with the horror game. DBD is not a horror game, maybe for the first 5 hours where you get jumpscared by a stealth killer. But after that, DBD's horror aspect is gone. DBD is a purely strategic game at this point where your decisions lead to escape or death. If horror would be the main aspect of the game, the main mechanics owuld not be looping and sitting on gens. It would be stealthing and getting jumpscared/brutally killed in a mori. This leads to one major problem: there is no space for error. With all recent changes to maps and the big killer update two years ago the need for efficient gameplay just increased if your goal is to survive. Bus this is not related to any kind of horror aspect, this just leads to strategic gameplay and again, this isa huge problem for SoloQ and especially low MMR. And I absolutely understand that people like to win. Remember when the gen time went up to 90 seconds? Camping+Deadlock more or less guaranteed a 2k (especially if you played bubba) and if the survivors did not understand that, you maybe got a 3rd one. If there is room for an easy win, people will exploit that, because again, DBD is not a horror game, DBD is played like a strategic game and as such we have to treat it. DBD is balanced around a 4vs1 situation but if you are abe to make it a 3vs1 winthin a short time because you werde able to do that (by skill issues, empty maps or no anti tunnel perks) than this initial balance is gone and in my opinion the game should have a design to prevent that from happening too early.
-
@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765861#Comment_3765861
What makes you think this game is balanced for the best Players? The DEV firm believers in statistics. Everything they do is based on numbers. The so-called small percentage of tournament Players are an insignificant number when compared to the population of Dead by Daylight Players, and thus they have very little impact on the numbers. The game is balanced on the averages, and some preset ideas of the game designers.
If you are getting bulldozed in your lobbies, the only person you should be taking to task is yourself and your teammates. How many games/hours do you have under your belt? I'm curious.
I have two main issues here. First, MMR. It does not work, everyone knows that and we all live with that. Once you play against baby killers and today i got matched against someone from team eternal (playing spirit). My escapre rate is higher than the averages stated from december but you cannot win that as a normal SWF or a Soloq :D.
My problem is that tunneling is a stragegy that survivors cannot prepare AFTER the game started. DBD is a game for fun (at least i hope) and that is a big problem. If you focus on anti-tunnel, you cannot do other stuff anymore. Killers on the other hand can always apply the best strategy (including the less fun ones like slugging, 3gening, hit and run…)depending on the current state of the game. I would argue that survivors can adept to everthing exept tunneling as you cannot expect everyone to do 5 gen loops. Early(!) game tunneling is just a cheap way to make your game easier as killer, which you can do, but this is also a guarantee to take away the fun of a minimum of one player and this should not be part of a well designed game.
Which brings me to the next issue: the desirged kill-rate of 60%. What does this mean? This means that on average less than 2 survivors escape somehow. With 2 survivors a bit more frequent than 1 survivor escaping. The devs recently started a trend of buffing weaker killers, which is fine and also nerfed many maps to achieve that. Fine too. But this affects lower MMR much more than higher MMR. And i would not enjoy a game where i constantly lose, because the people in high MMR don't die often enough (which, according to the stats, they don't).
-
tbh, my games were much more enjoyable as well as i encountered much less early tunneling. Ofc such a system would need failsaves such that it only works within the first 1 or 2 gens done but there is no need to tunnel at 1 or 0 gens in low or medium mmr. This game should absolutely not be balanced for the small percentage of tournament players who ruin the casual gamers fun by just bulldozing them in public lobbies.
-
i don't get it that wesker is not killswitched. You cannot loop in that "state", the camera angel is weird and after the third game the bug is not funny anymore. You can't play this game atm. BT bug, Wesker Bug, i got bugged into a locker against a knight this morning…
-
@Mandy said:
What other perks did you have equipped please?
in our case against huntress:
Dead hard, resilience, iron will and decisive strike. Surv was a Zarina -
@ArcT said:
You can see from the clip that they don't have Dead Hard, so that ain't it.
we tested it with off the record too but there we had normal endurance. I guess it is somehow related to perks that cause endurance in general but other factors might play role.
-
did you use dead hard? we tested it and if dead hard was in the perk build you do not get endurance
-
a teammate had the same against a huntress some minutes ago.
It is related to dead hard, as we recreated the siutation and trieded to related eliminate perks. WIth dead hard no endurance, without it everything is normal
-
@Rulebreaker said:
We're getting depressed that people want to remove all the RNG from the game...
That is not intended RNG. RNG can work for or against you for example maps. Bad spawn for Killer = good for surviviors but survivors can adept by greeding pallets or whatever if from their perspective the RNG is bad. These skill checks however only benefit the killer side and are impossible to play around. Let's implement a random stun mechanic. With a chance of 1/16 for every use of the M2 power, the killer gets stunned for 1.5 seconds. I guess you would like that because it's totally fun RNG.
-
@Anti051 said:
Unless a massive deadzone has been created toward the end of the match, the current map formula allows survivors to always get to another pallet/window before most of the killer roster can do anything about it.
A survivor can just strap on windows of opportunity and eliminate most of the danger in being chased because of how close together resources are. Why does anything need to be made easier than it already is?
Making things less fair to the killers so it can be more "fun" for the survivors is a really childish demand.
Just something i recently noticed:
When i first loaded into borgo (the old map after the change from day to night) i started at the shack and i used windows. Leaving the shack to the middle revealed not a single pallet besides the shack one. The map was empty. Literally empty. Only clutter and some Z-Walls at the edge of the map. Some time later we played again on borgo and again half of the map was empty but this time around main.
I don't know if they changed the pallet spawn logic on that map but gutting a map like they started doing with the coldwind realm (rancid abbatoire, pallets between two hay bales…) and now continued with haddonfield by creating extremly weak tiles or just accept deadzones to be an essential part of map design is definetly not fun for survivors (even a map like the new forgotten ruins can be counted as a deadzoen as the pallets on the top level are often so weak or not existent at all if you play against vecna and his boxes take away a pallet spawn but ofc you have 4 gens there). From the killer perspective i cannot understand how you find a guaranteed win to creat joy. Sorry but haddonfield is so bad atm that you burn through the "okay"-pallets within 2 chases and all houses became awful with these openings next to every vault. -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717057#Comment_3717057
I mean the top 2 most used map offerings against me by 4 mans are Eyrie and Ormond. I think that says something.
Ormond especially to me is very unbalanced still. Large map, lots of jungle gyms, and ultra safe main building. Balanced to me would be something like Coal Tower and those two are no where close to the same experience in terms of balance.
it is very easy to zone survivors at ormond. The midmap in front and behind main are a joke pallet-/ or gymwise, so survivors catched there have to rotate into one of the corners and that's it, then you are trapped there. Ormond is one of my absolute favorite maps because unlike the other "map reworks" they basically did not replace the whole map with deadzones from the start but it is very easy to create them as killer if you play correctly. Still, survivors with amazing looping skills could do a 3 or 4 or even 5 gen chase there and that's why i like this map so much. Both sides can win if they use some strategy. When i play in an SWF we tend to throw McMillan, Azarov or Ormond offerings because those maps are okay-ish balanace wise.
-
And what is your issue with that perk excatly? Is it game breaking?
-
i completely agree that the lullaby is too quiet.
-
@Rumble said:
What I mean by audio hints it's sound queues that alerts survivors of killer presence. Some examples are Myers Breathing, Wraiths gurgle and ghostfaces sash sound. This punishes those with hearing impairments because there are no visual queues for it like thevisual heartbeat(that most players use). This puts those players who truely need audio help at a disadvantage.
Also, I suggest they reduce the walking audio from killers like the twins, nemesis and the dredge. Even with undetectable status any decent survivor will hear them coming from a mile away, often defeating the purpose of running stealth oriented playstyles on them.
Like why have this on a select few killers Anyways?
so your suggestion for a disadvantage is to level the playing field by making the whole player base worse off? I mean with that argumentation we can get rid of breathing and injured sounds too because hearing impaired killers have a disadvanage there
-
I like the Unknown so far but there is one thing which is really strange and inconsistent to other killers (dredge especially), after teleporting there is NO cooldown to use your m2 again? I Mean okay, you should not be paralyzed after teleporting but being able to instantly make even more disance up with your m2 power is a bit crazy. So even after reacting to a placed illusion correctly, you are often screwed because he can just fire another shot. This is the only thing i really dislike.
-
@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639265#Comment_3639265
Exactly this. I don't mean to sound rude to the people in this thread, but it is very obvious how rarely Billy was seen (so people didn't learn how to verse him), and not being able to just pre-drop every pallet and win has people claiming OP. Billy is a chase killer, his power is meant to have lethality and he has a high skill floor to do well when playing as him. If people are all getting 4 man slugged in seconds, or they're upset that the killer is using their power constantly instead of M1ing, they simply don't know how to verse Billy. THAT'S FINE, but don't request a killer that still requires a lot of effort to do good with be hard nerfed, because you're getting wrecked by them. The truth is, you guys just need to learn how to verse him.
The only "OP" thing about Billy right now is the double stacking cool down recovery add-ons / Thompson's mix+LoPro combo. Base-kit Billy is COMPLETELY FINE lethality-wise, but could still use some tweaks to make him feel better to play AS. Such as nerfing Tmix, but bringing back his ability to move while recovering from bonk. The only reason this felt STRONG was because of Thompson's Mix.
I have played about 16 hours of Billy over the last two days and I'm going to be honest with you guys. The vast majority of you just act like actual goobers when you verse him and die so easily. Like, you make it so easy to kill you, because you just run into him, or don't run to a tile and you just die in the open. MMR isn't that reliable, but I do win the majority of my games and the clip below has been COMMON today and yesterday.
Please Devs, be careful and review the feedback myself and other Billy mains have posted, because 90% of these posts are truly just inexperience. The other 10% are people that have genuine concern about his cool down add-ons + LoPro/TMix combo. He still requires so much skill to do well with and is still easily counterable if you UNDERSTAND how to verse Billy.
EXAMPLES 👇🏻
https://fxtwitter.com/RealSlowLoris/status/1752930353776562274?s=20
if you miss multiple attacks and the survivor still can't get anywhere then i would say according to your argument the billy should not deserve a down because he does not master his skill yet (he is inexperienced). So if even unexperienced billys can down people easily although missing, then the cooldown is indeed problematic.
-
@sizzlingmario4 said:
I love the update overall. The only thing that needs to be addressed imo is the chainsaw miss cooldown being way too forgiving now. There's almost no punishment for missing a chainsaw anymore and survivors get very little distance after a miss (especially during Overdrive, but even without it too). It was a bit too punishing with the old Billy but now it's way too far in the other direction.
Other than that, I'm very happy with the changes and I'm excited he's finally a good killer again.
absoluetly agree. I played around 7 matches now against him and his cooldown is definetly too short to be punishing while he just walks behind you. So even for looping well you get punished. Especially combined with the new map reworks where you only get clutter there is sometimes nothing you can do.
-
tunneling + deadlock was annoyning as hell last weeks. Thanks for giving killers an even easier way to more or less guarantee a 3k.
-
If you mean by reworking them to replace the double floor house and the survivor house with random clutter and 1 or 2 absolutely bad pallets, creating 2 big deadzones at 2 map corners and of course shrinking them i am absolutely against that. I would like to see a really balanced rework and not just a "let's make them absoluetly killer sided now" like the reworked codlwind maps.
-
@NotAnotherKnightMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631099#Comment_3631099
Exactly. The problem isn't tunneling. It's genrushing. If people didn't genrush at insane levels then killers wouldn't feel the need to tunnel. For example I had an oni match yesterday where in the first minute and a half or so, I had gotten a down, but 3 gens popped. People don't get how frustrating that is. Sometimes taking someone out of the game is just good strategy.
I am playing since 2,5 years now and the amount of tunneling started to increase drastically after the big killer buffs where distance and cooldown got more into killer favor. I completly disagree with the "tunneling is needed" argument. There is no need to tunnel someone at 5 gens out. Killer will always tunnel as long as it is not heavily punished. Survivors get less distane and killers get a smaller cooldown -> faster downs, more tunneling. DS got nerfed -> tunneling got more easy so more tunneling. We introduce a bad alternative to DS namelly OTR -> we just hit the surv directly after the unhook and chase for another 20 seconds because the maps become 2/3 deadzones so we can tunnel with less effort.
All big changes over the last 1,5 years worked into the tunneling favor, and yes, i include the anti facecamp mechanic too as the old campers just started proxycamping or switched to tunneling. Incentives don't work, only hard punishments do and the most fair idea would be some basekit mechanic which works until the total progress on gens is for example 1 gen finsihed and at least the total progress (not finished) of 1.5 other generators spread across the map. Again, there is no need to tunnel this early in the game as killers get the strongest mid/- endgame where resources are burned.
-
Just got tunneled in a "reworked" coldwind map where the killer just hooked me on purpose in a clutter deathzone to easily tunnel me out. Was so much fun =)
-
Tbh i don't see a problem in these perks. They all use exhaustion perks, best perks in the game and you just have 3, which you can more or less rely on if you play them for chases: SB, Lithe and Balanced where Balanced is defiently the most situational one. 3 use an anti-tunnel perk so just don't tunnel early game. 3 of them use windows which is only wasting a perk slot if you are in a coordinated SWF - you could call every droppeld pallet instead and use something else. All of them use adrenaline which is an endgame perk so they need to reach the endgame at all to get use of that - high risk, high reward.
The game gets constantly changed into killers favor (reducing cooldown, hit distance, "reworking" maps by making them smaller and adding tons of clutter with no safe loops) so i am wondering that i don't see any gen perks like deja vu or somehing around hyperfocus. Survivors simply don't have a chance besides playing sweaty in the early game and most of the survivor perks are just terrible. So if you want to see more perk diversity, survivor side needs more perks with an actual use.
-
@pigslittlepet said:
People aren't dcing against her because she's strong or even because she's that annoying. They're dcing against her because they hated her during three gen meta and they never stopped. I used to hate her with a passion and wanted her deleted. Now I main her and since I understand her power she is one of my favorites to verse. She's not op or problematic. People just dont understand how to counter her so they rage.
Killers forcing lose-lose situations are not fun to go against. It is not a matter if you lose a healthstate, just when. This is not the case for most other killers
-
If the killer is a bubba there is no difference between face- and proxycamping and that is still an issue. Basement Camping is still another topic. Camping the stairs is the same as facecamping as you can easy bodyblock the unhooked person and just wait out the bt IF you get the self-unhook at all because the "distance" is so large between the hook and the top of the stairs.
-
just had a "fun" match against a instadown alchemist ring blight. His add ons ned a rework now, not in 6 months.
-
thanks for the new trickster type:
proxy camping, taking the uhooker down and after that you just spam main event to down the unhooked person too, evrything within 8 seconds. Had this type of trickster now multiple times. Really fun to go against. Main event should be earned and not giftet for free while camping a hook
-
Chucky is the worst thing to play against, even after xenos broken tail hits.As i like the general idea of his mechanic, I don't see any viable counterplay against him. Vaults? Useless because he just continues his attack after vaulting. What the?! Shack? Useless as he can hit you from (more or less) any point around it, even able to flick 180° inside the doors. Jungle gyms? Well just get hit from anywhere, and even if you vault, you don't gain any distance. He is definetly not hard to "master". I mostly play in SWFs and holy canelloni, the kill rate is absurd compared to anything else we usually get. The only "counter" i found is to permanently do 50/50s and leave loops, which is boring or not even possible if maps are open. I like to play him (easy, and mostly constant wins) but i really don't like to play against him. Please tell me, how can i counter this thing, without relying only on pure luck?
-
@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590511#Comment_3590511
That is Hawkins issue, not Xenomorph issue at all. I wouldn't say that was good claim to blame Xeno.
So the intended counterplay does not work everywhere, so it's the external factor to blame and not the counterplay design?
-
Last days were absoluetly horrible. The number of unfun games definetly went up for me. Killers just started tunneling at 1 or 0 gens done. Am i constantly playing in a tournament?
-
@ Xeno supporters, did you play a round on Hawkins against him? I am just curious, where did you place the turrets there? 95% of the map are a turret-no-no zone. Same goes for Larry's. If the map restricts the counterplay so heavily by offering me only bad poistions for the turrets then the counterplay is not a counterplay, as it is dependent on the map. My biggest problem with xeno is that you can't dodge his tail on flat loops unlike nemesis via crouching. The Tail shoots above you,he just does some camera-magic and you still get hit while not having an animation like nemesis. Really cool.
-
It's so much fun to play against a xeno at hawkins when 95% of the map are turret-no-no zones. And if you find a small spot to place one, it's surronded by walls to minimize the effectiveness to 5% :D...
-
Tbh, i completly dislike the map reworks, at least most of them. Its basically "lets shirnk the maps by 40%-50%, remove 75% of all good pallets and loop strucutres and add some random ojects on the map to prevent it from being empty. If survivors are lucky we may add 1-2 absolutely bad pallets, but not more because we like huge deadzones". I agree that some of the reworked maps were survivor sided but making them killer sided now it not balancing them. Farm maps had a size problem, absoluetly but now the maps are tiny and contain mostly filler pallets. Rotten fields is still fine with its huge nothingness? The Borgo rework was a joke too with its 8 (!) mostly unsafe pallets and no real loop structores on the map besides main and shack. Swamp does not need a rework balance-wise?
-
No because they would need to rework Wesker and replace his vacuum ability to pull you back on the other side of the pallet/vault :(
-
Can someone explain to me how we ended up here in the first place?
So what was the intended change when the got whole "males vault fast than females"-thing happened? Did the devs try to make fast vaults more safe or what was the reason why they touched it at all?
-
@Emoba said:
People with bad ping should not get rewarded, ever.
Killers get constantly rewarded for having bad ping.
-
or "maybe" the desired kill rate is not 0% or 100% per game and every side will always complain about anything what has an impact. There is a range between a useless perk and something busted. Not everyone is using MFT or Buckleup+FTP or Vigil+SB, you have to choose what kind of advantage you want. I really liked how the discussion went exactly like Scott Jund predicted: after the DH nerf "every other exhaustion perk is busted", everything which helps in chase is busted . Tbh i rarely encountered a situation (as killer or surv) in any game i played, where the 3% made a huge difference. I remember especially one situation in which a huntress just followed me around a rock for ages but the problem was not MFT, she was unable to adept to the sitauion and throwing in some mindgames would compeltely turned off MFT. If the devs don't nerf the perk after this little time it is in the game then
a) the data shows that it is not as busted as you might think or
b) they still want to collect more data about it
