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Advorsus

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  • @Milo said:

    In short: No, except dead hard and deliverance (which I don't see that often lol)

    In long: Changing numbers to certain effects won't just mean they'll fall out of the meta. Unbreakable still gives you a self get up, Ruin still auto regresses things, CoH still gives a team infinite healing.

    Changing numbers could work on Deliverance if you wanted to kill the perk. Because of the effect, how you aquire it and how you can lose it. And changing the effect of Dead Hard MAYBE would change the meta, but probably just to Overcome instead.

    (also that math on prove thyself doesn't make sense to me. How are you getting 32% for 3 mans but 8% for two?)

    Your Right cause I messed up my math a little bit it's a base 15% per additional survivor working on the gen. If you're working on a two man gen that's one additional survivor. Giving both you and that survivor a 15% bonus, meaning you'd have 30% combined. This would make it 16%. So I'll go back and update that.

    The Deliverance perk was just because it made so many other perks and offerings pointless. Slippery meat is pointless now, so are any luck based perk or add-ons because luck only affects unhooking and you get 100% guaranteed success of unhook with Deliverance currently.

    I only went with number changes cause that's what the post was about, balancing them a bit better without reworking them completely. Ruin and unbreakable you can't really change outside of numbers unless you rework them.

    COH I don't mind the team wide self healing, because that's the point of the perk. But making it take a lot longer means that's a lot more time they're not on gens. Doing that multiple times in a match could add up to minutes wasted healing instead of rushing gens.

    And the change to dead hard might make people switch to overcome or sprint burst, but it wouldn't be 4 dead hards every match then, which was the point lol.

  • I misread. But this could've been their first time on that killer but be a god tier spirit player

  • There aren't ranks. Grade=nothing.

    I'm not sure if this is your first time killer in general or not, but if you play other killers your MMR for all killers will go up.

    They also said that right now it's placing new killers too high starting out, which they're working on. They also said it's prioritizing available people over MMR rating, which they're also working on.

  • @conqueror_worm__ said:

    That sounds ok but wouldn't it open the door to allow people to continuously trade in BP to go to the same map over and over again? at the moment you can only choose to be sent to a map for as many offerings you had for it, wouldn't what you are saying basically mean that if you can afford it you can choose it?

    Oh I mean being able to choose without spending BP. The trade in for BP is for your old offerings.

    But how is that any different than now? Do you know that survivors or killers didn't choose a map offering because they didn't have one? You never come across a full team using all Haddonfield offerings? What you're saying already happens. But at the same time, there's a lot of people who never use map offerings. I don't unless I'm using certain offerings to play killers on their home turf. Like Freddy in Springwood, pig at the game, stuff like that.

    Killers also have an offering currently that would also be an offering then, where you can cancel out maps.

    And, this would actually allow Behavior to see if certain things are too strong or unbalanced on a consistent basis. Like hey, survivors are using Haddonfield rituals 80% of the time and their escape rates are shooting up because of it, maybe we need to tweak or rework this a bit to make it more balanced.

    Right now they can't see that because like you said, maps are limited to how many offerings people have, so data per match is inconsistent. This would actually improve their ability to know which maps or offerings to choose next to focus on.

  • I agree they need to take into account the other players within a certain distance for point calculation.

    But camping is when you hook someone, nobody else is nearby, and you just stand there doing nothing but waiting for them to either die or someone to risk trying to save them, so that you can hook them as well.

    If I hook someone and someone else tries to unhook immediately before I can even leave, I'm not camping. I'm just punishing their mistake.

    If I hook someone and I know someone else is coming from a certain direction to try and save them and I go to intercept them, that's not camping. I'm just applying pressure in order to snowball a slight lead, which is what you have to do.

    Same thing with what people call 'tunneling'.

    If your teammate unhooks you but I can only find your trail cause they're crouch walking everywhere, sorry but you're the one I'm going against. I don't have time to search for your friend for 5 minutes while they hide.

    If I'm following trails and see 2 go in opposite directions, I'm taking a 50/50 and picking one to chase, sorry if it's yours. But I'm not going to double back once I realize it's the person I hooked because the other survivor is already in Narnia.

    But if there's 3 people running in front of me, and I bypass all of them to go for the one person I just unhooked, yeah that's tunneling.

  • @Impartiality said:

    Killers call the weakest tile in the game an infinite nowadays?

    No, he was saying something was janky while he was going through the loop. Read the whole post and not just the title.

    But yes, if you're just holding W and bloodlusting, you should catch up eventually, even if it's slowly. But I'd have to watch footage of how it was ran, your spacing and movements, and how she looped through. This also goes for the windows. Cause if she manages to drop chase it'll reset that window vault timer. And they can drop chase even if the music is going and it seems like they're in chase. This is very noticable on things like the midwich windows. If you're standing at the entrance going back and forth between the rooms you'll hear the chase music, but they won't technically be in chase and can vault the windows infinitely. You have to actually run up to them and miss a swing before they'll be "in chase".

    It's dumb but that's how it works

  • I actually had an idea a while back that involved removing all offerings themselves, allowing you to redeem them for BP, and instead having rituals. Rituals are shared across all survivors/killers. The rest would work the same. You could select any one of them for the side you're playing, whether it be a ritual to be sent to a certain map, or to give bonus BP, or to call upon the entity for more chests or fog or hook distance. This would actually eliminate Them from the bloodweb, meaning you could focus only on addons and perks for that character. It would also allow you to farm BP easier if you want, which reduce the overall grind of the game without having to go through the hassle of changing perk tiers, in game bloodpoints gained, or anything like that.

  • I love how split this conversation was once a dev commented lol

    There was half the people who were like, "Aww, a little dev, let's be as nice as possible."

    And then the other half was like, "kill it with fire!"

    πŸ˜‚πŸ˜‚πŸ˜‚ Like there was very little in between. There were a few who were like, I respect your opinion, but I'm gonna keep mine. But the rest just started blurting out all the stuff they hated like @Peanits is gonna magically solve their problems because they're complaining.

    I don't mind complaining, but give the guy a little slack lol

  • Screw blinking! Throw on her red add-on that removes one blink, so you can move at 4.2m, throw on play with your food, play m1 nurse while using her 1 blink to blink through pallets when they throw them down or when they vault windows or pallets. It's a lot of fun cause they never expect you to be faster than them.

  • 1. Your complaining about giving survivors whatever they want and all you see is Nerf killers comment. I want a healthy game, and camping promotes unhealthy gameplay.

    2. Once again, if they come into range at all it deactivates. If They step into range at all, it doesn't happen. Meaning this is only for killers who are committed to camping them. It actually hurts the survivors by coming into range and then leaving. If you hook the person and then leave to chase after another one of the survivors, that's just the normal gameplay at that point.

    3. If you've left the area the person doesn't get off for free. That's one person that got saved, one that got the save, and one that you're chasing now. 1+1+1=3 people still off generators. Literally the only thing this would change gameplay wise would be if you as a killer choose to stay and camp with no other survivors around, and doing nothing else but that.

    4. You're not forced to stay in range, if you chase after one survivor the other is forced to get the save. If they bounce in and out of the range, it deactivates and works like normal hook stages. At which point you're free to chase and go back like you normally would. You could still grab people from hook saves, everything works the same.

    5. You're trying to find and create flaws in something I've already explained simply because you don't understand it. I'm open to feedback, suggestions on number tweaks, things like that. But you don't like it because it would keep you from just standing in place all match camping for 2ks.

    All this change would do, is make it to where if survivors see a killer camping, they don't have to feel forced to feed into the camping strategy. And makes it harder for killers to just camp the entire game. Otherwise it changes nothing. If you just sit there camping, doing nothing else but waiting for survivors to feel forced to save their teammate, then yeah, it'd feel more like a punishment. You hate it because it'd change how YOU play the game, even if that change would be a healthy one for the game as a whole.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736252#Comment_2736252

    Let me explain the same ######### that everyone else has over YEARS of whining.

    1. I hook someone.
    2. 2 Survivors stand outside of 8 meters in opposite directions. let's say 15 meters. Let's say they are North and South. Where I can see them.
    3. Now, if I go after North, South runs towards the hook & North runs away. I turn around; South runs back into position. North runs back into position.
    4. Repeat #3 if I go after South.
    5. Now, I'm either going to 1) Stay by the hook, because if I leave, they're getting an unhook. And now my Hooked Survivor gets a free escape and a speed boost, because '######### you, Killer players' or 2) Chase someone, and the other gets a free unhook.

    See how it can be abused? I either give up an unhook or the Survivor gets a free escape. Real A+ balance for Killers. It's flawless, if you're only goal was 'Survivors get anything they want'.

    Okay let's break this down simply so even you can understand. 1. I play killer 98% of the time. So your little us vs them stuff doesn't really concern me. I'm only interested in the health of the game.

    2. If they run into range then the affect doesn't activate and that person goes to the 2nd hook state anyways.

    3. That's 3 people off of gens, which is more pressure than any perk can give you.

    4. Survivors only get off "for free" as you put it, if you as a killer and only you are within that radius while they're hooked. Hence why I put all that other stuff in.

    5. If you don't like the suggestions, on a forum of all places, maybe don't respond? Or maybe try civilization perhaps?

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736252#Comment_2736252

    Except if the survivors stands 9m from the hook. Where the killer has no reason to just leave the hook otherwise survivors get a free unhook or the hooked survivor gets free anyways, because of your change.

    It took me a moment to understand what you're trying to say because it makes no sense lol just because a survivor is 9m away doesn't mean it activates. The killer still has to be within that 8m radius. If they're not it doesn't activate. If a survivor is within that range means the affect won't activate. In fact waiting at the edge and then going into range actually hurts the survivors because it just activates the next hook state like normal. I'm not sure what your concern was.

  • @AngyKiller said:

    Christ. Camping does not need punishments just because some people get butthurt or think it's unfair. And no, Survivors should not get free because their feelings get hurt when they're found first and get killed in a game...where they can get killed.

    Stop with punishments. Invent new perks and ways to encourage Killers to leave the hook. Because there's literally no way a punishment won't be abused by Survivors. And yours falls into the same BS as the old 'Let Survivors have infinite time on hook if camper is within <x> meters' idea that was pure garbage.

    No. Bad idea. It can be abused. It's horrible. Survivors should not get a free unhook just because they pitch temper tantrums when they lose. End of story.

    Lol it's not though? Hence the, "Can only be activated if a killer is camping, and cannot be activated if another survivor is near the hook."

    It's not a punishment, it's an incentive not to camp because that'd be a waste of time. But wait, you just want new perks right. Just band aid fixes instead of fixing the actual mechanics of the part of the game that killers are abusing? Weird.

  • @Crowman said:

    Defending hooks from unhooks is valid strategy. Don't need to give survivors literally free escapes from hooks.

    Wut? I literally said at the beginning of the post that it's currently an effective strategy.

    But it's also a crutch strategy that's used in place of not having any real skill.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736079#Comment_2736079

    I don’t see adrenaline in years. Years ago it was used a lot and there were hundred of crying posts about it.

    It's still used quite a bit, I see it a lot in solos

  • NOED isn't a problem, and circle of healing is nothing like it and shouldn't be used as a comparison.

    The survivor perk that is like NOED is called adrenaline, and is one of the most used meta perks. You get another free health state, and a free sprint burst, and is a guaranteed activation unless you're currently hooked.

    Yet no one calls for this to be nerfed πŸ€” strange.

    But realistically, neither of these perks are overpowered. They both have the trade off of being perkless for the entire match. NOED however is not a guarantee, is usually broken almost instantly. You might occasionally get a down with it. And once it's gone you can never get it back.

    It's a single second chance perks that killers have. However survivors have a multitude of second chance perks, most of which stack, and given them those second chances all throughout the match.

    Let's look at a simple meta build.

    Unbreakable, soul guard, dead hard, and decisive strike.

    You go down to NOED at the end game, they down you and leave you slugged to chase your team. Pretty common scenario right? You pick yourself up with unbreakable, soul guard activates so you have endurance. They hit you, you don't go down, but get a speed burst. They just after you. They finally catch up, go to swing, you dead hard which extends the chase even more. They finally catch you again and down and hook you. Your teammate with bt saves you, they tunnel after you and hit your bt. Then they chase after you again and you dead hard again. They finally down you again just be hit with decisive.

    So:

    Unbreakable, soul guard, dead hard, bt, dead hard, decisive.

    That's 6 second chances that can be used in very quick succession, all throughout the match. And that's not an uncommon build.

    Yet you complain constantly about killers getting to insta down at the end of a match.

    Makes sense

  • I really like this build as a solo,

    Leader: Cause I'm the leader yo.

    Prove thyself: cause teamwork

    Better together: Cause forced teamwork

    Kindred: because you get a very long lasting bit of information from the mixture of these last two

  • I can understand the not wanting to be completely transparent when you're met with backlash when you do.

    And I understand that some things take a lot more time than others when being reworked or changed. There's coding, testing, fixing the bugs that come with changing code, testing it again, getting feedback, tweaking it based on that feedback, testing it again and so on.

    A lot of players don't see that, and since we live in a time where people want instant gratification, it can get frustration.

    But I think the biggest issue, mainly my issue, is when we're told that something is being changed, then we wait a year or more for that change, and then it's very underwhelming when we do finally get it.

    End game collapse, I could understand that taking a while as it changed whole aspects of the game. And a lot of people were very happy with that change.

    And then you have other instances, like the Mori and key change, where we're told that it's being looked at for change. We wait for almost a year for the change, and it's a simply movement of numbers from 1 hook state to 2. And that didn't even include key changes. We then had to wait almost another year for those changes, which created this imbalance. People get frustrated over stuff like that.

    I'm excited at the fact that two of the killers that have the most problems are being looked at, but what's being looked at. Their numbers? Reworks? One of my biggest concerns due to past history, is that they'll be 'looked at' for over a year, and then they'll get changed to reduce legions fatigue by another second, or something underwhelming like that. That's where people get frustrated.

    Now if you're reworking him almost completely, awesome! You do you boo. I don't even need updates. Just take your time to make sure it makes sense and is done right.

    But I don't have knowledge of what's going on. Y'all are half in half out the transparency thing. Either be transparent or don't, but don't leave us on the hook lol.

  • I don't expect them to comment on every post, or any posts for that matter, never said I did. Nor did I state that they should use every idea they come across. What I said is that there's been many suggestions by the community as a whole, including the content creators that actually play this game the most. Things like: more diverse gameplay, better anti cheat system, better report system, better map balances, better optimization. Most of which, are acknowledged, and then swept under the rug. Some of these things have been asked for 5 years, and they said they'd change it. They then proceed to change things based on basic statistics, none of which are a secret, and they do it in the laziest way possible. It's not my personal opinion, it's based upon their history, and their history speaks for itself.

    Also that quote you used of mine is past tense. Once again as in I've stopped playing in the past. Which, once again, is why included the part saying that I still currently play. Maybe Google context clues? Lol

    But really, if you're unhappy with the post, just not comment? Lol it's pointless.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2734864#Comment_2734864

    It might as well have been a goodbye post. Did you even read what you yourself wrote? You literally say in the third paragraph you've "stopped playing" because of how the developers have handled it.

    And no it wasn't constructive at all. You basically just said the game has been poorly managed by the developers, content creators are bored of it, you and your friends are bored of it that it'll lose all of it's "major content creators" and players. There's absolutely zero actual feedback on what the core issues are and how they could be improved.

    Yes, I said I've left before, and came back. That's why I mentioned that I had left other games out of boredom and went back to playing them. You're taking your translation of what I said and turning it into something else. I never said my friends and I left because we're "bored". In fact I even said in there that we still play it. It's you once again assuming.

    And it is constructive. You prove my point just by your comments. "Because we get posts like this all the time."

    That's true, there's a lot of them. And a lot of videos and Twitter posts and tons and tons of player feedback. And Behavior just throws that aside and instead does things off the most basic and laziest of statistics. That's poor management.

    I used the content creators as an example. Mainly to show how little they actually care about community feedback. And since Scott did state earlier today on this forum that he and a few others, Tru3 and the biggest content creator DBD has currently, otz, are all leaving for quite a while once Elden ring releases. Then you have Dowsey and a bunch other leaving for VHS, and a bunch of smaller streamers going back to different games.

    Everything I have stated has been factual and based on what's been seen. However you are currently just talking to make my post fit some narrative that you've created in your head.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2734850#Comment_2734850

    Because we get posts like this all the time and it's unnecessary. We don't need a personal good-bye letter every time someone is frustrated with the game.

    The feedback is never constructive either, just a generic "the game is in a bad state, the devs are doing a bad job, content creators are bored, I'm bored etc."

    It wasn't a goodbye post. In fact I never said I was leaving. And all of it was constructive. You're just assuming at this point.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733482#Comment_2733482

    A buff is a buff. One second makes a difference quite a lot of the time.

    Play survivors then, or maybe try civilization?

    But in all seriousness. If survivors gonna be the power role maybe try switching. I did and it's a lot less stressful. Only play farming killer now to get BP, a lot more fun.

  • Just like people said with teabagging, it's not toxic, it's strategizing

  • It's literally 1 second difference and to get that full one second you'd have to hit the great skill checks, it's not really game breaking. There have been times where the difference of someone wiggling off has been milliseconds, but I don't see this really happening all that often to where it feels any different as killer.


    But real talk guys... We don't get QOL changes that often. So when they happen, chill or they'll take away our bucket πŸ˜‚

  • Did they fix the issue on console where if you're on a map with any sort of basement, blinking in any close proximity of it will vacuum you to it? Cause that's really annoying to be in the middle of a chase, go to blink straight forward or up a hill or something and just being teleported to the basement.

  • Yaaaasssss... I even made a pros and cons list for Behavior..

    Pros:

    Let's newer players continue their learning experience by trying out new killers/survivors. Learning how killer powers work, and how certain perks work.

    Also let's them practice looping and learning the different maps as survivors.

    Let's people try new builds to get a feel for them.

    And how about this, stress reliever. Played a match where you get stomped? It's frustrating right? Now instead of just not playing the game anymore for a while, you can go into a bot match, relieve some stress, then go back to regulars feeling more calm and confident!


    Cons:

    None


    It's actually a genius idea that I'm confused as to why it hasn't been added yet...

    The only thing I would actually request, and it's the only thing that requires even a little effort.

    Giving the bots a competent option. And all it does is make them miss less skill checks, maybe run into walls a little less. That's it. That'd be perfect. But even without that, just move the bots to custom.

  • I can't wait to do it on my giant terror radius doctor lol oh man that's gonna be mean, but fair.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729797#Comment_2729797

    Honestly everyone knew that the pinky finger was about to be nerfed. It is ok. You still can run it with whisky bottle.

    I am surprised by the other nerf. Nerfing a perfectly fine addon on a weak killer by 1%! Why?

    Even more surprised by the changes that were necessary but that are really poor. Remember me? Buckle up?

    DAMN! It seem they do not understand what is wrong in those perks.

    I don't think remember is a crazy weak perk, kinda middle of the road. It just gets easily outclassed by other perks. And in that sense, yeah they missed the mark because it's still not worth taking over those other perks.

    That's the main issue with some of these changes, they don't bring them up to the level of these other perks to warrant taking them.

  • Killer main here, and I play all of the killers that were mentioned, and I don't find these 'nerfs' to really be that bad, especially when getting buffs to other add-ons. It allows for more diverse play, which I'm all for. Plus we got some major buffs to some very underwhelming perks, which will be nice to use now.

    Boil over is gonna be annoying af now, but not game breaking.

  • Once again, I'm not saying the changes were bad, in fact I stated they were good changes. But there's larger concerns that have been asked for a lot more and a lot longer, and I feel that focus is in the wrong direction. These are good changes, but they're QOL changes you'd expect after the major concerns have been fixed. And they just haven't.. good changes, but focus is all wrong is what I'm saying.

  • Oh no! How will you ever play the game now πŸ˜” lol but seriously, although I don't think it's wise to Nerf a weak killer, I don't feel those changes are gonna make a big difference in my clown games

  • I'm not seeing the killer nerfs, where are those? Lol most of the addons they changed were buffs except to clowns pinky finger. While that is a little sad, I can't say it's game breaking.

  • I actually played with some friends who ran ruin undying playing and pentimento. We still all escaped, but it was a very close match with us having destroyed 6 turns and still being hexed. Even though I had small game it was still difficult and slowed the game a lot. By itself, yeah it's useless.

  • I actually did this math a while back. 29 survivors+26 killers, around 8 million BP to unlock all perks on one killer/survivor one time if you're being as efficient as possible. So 8 million times 55 is around 440,000,000 bp to unlock all perks on all killers and survivors 1 time. Billions if you're prestiging. Also I've been playing for about 600 hours, and I've only gotten 40,600,000 BP. And most of that is on killer getting double BP through bbq and offerings. Even if you're getting 100,000 BP per match through bbq+pudding+double BP weekends with near perfect matches, it'd take 4400 matches to unlock everything on everyone, one time.

  • No, mainly because the difference in using it well and not using it at all isn't that big of a difference in most of my matches. I really wish they would've taken the time they wasted on that, and just worked his regular power imo

  • I don't think boons themselves are bad. The addition of boons, mainly circle of healing, added with the fact that med kits were already one of the strongest items in the game, plus all the other stacking healing perks and second chance perks, makes it super OP. The fact that you can get hit, run to the boon across the map and then heal before the killer gets to you is too strong.

    The only changes I'd make is not necessarily to circle of healing, but to global healing. Healing is capped at 100% except when using a med kit, which gives the added percent based on the med kit and add-ons used.

    As much as I love my healer build where I can unhook a single survivor, and then heal everyone in 3-4 per survivor, that's wayyyyy to strong. That's all of the killer's pressure just gone.

    I'd else remove the Aura reading thing from shadow step. No scratch marks in a wide area is already strong. But why does it need to counter certain killer's entire builds. For example, scratched mirror Myers was one of the funnest builds. However that perk makes you useless for 90% of the game. That one ability also blocks killer aura reading even if the killer themselves aren't within range of the boon. Eliminating all perks like nurses, bbq, and things like that. They say they want build diversity, but then put in something that does the opposite? Why bring any aura reading perks of it just gets countered instantly? Might as well just run the same old gen slowdown perks and not risk being down 1 or more perks for an entire match.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716204#Comment_2716204

    I actually agree with everything you say. I wonder what this game would be like if it had a different set of developers.

    If this game had DE(The ones who do Warframe) as a developer instead, this game would be phenomenal.

    That game has had graphical updates, gameplay updates, new things added constantly, like large scale things added like whole worlds, while still adding new Warframes and weapons. They did a complete revamp of their whole melee system. And the game is only 3 years older than DBD. They have a lot of changes that were made, including balance changes, due to actual community feedback. They have community skins and cosmetics that were created by players that they added to the game.

    If DBD had a studio like that? This game would be unstoppable.

  • I don't think he's fun or that there's any point to him now. His terror radius Nerf is fine. I agree you shouldn't be able to shoot outside your terror radius. But the clunkiness of his turning and aiming, and the fact that he still moves slower makes him not worth playing. The fun of him before was hitting those quick scopes. It was a 50/50, and you could lose an entire match by trying to do it too much. But it felt rewarding when you hit them. Now there's no such thing.

    Now you have slow clunky shots that you have to reload after and are slowed during the reload. It's almost not worth even shooting with him now. Except the fact that you can't play him as an m1 killer either because of his slow movement. Huntress and trickster do everything better than him. And now that it doesn't provide rewarding gameplay, why would I pick him over some one who does everything better than him?

    Huntress I move at the same speed, don't have to reload after every shot, gives far more map pressure, and can still hit outside of her terror radius/lullaby. And she feels more rewarding overall.

    Gunslinger is just an overused aesthetic now that they tricked people into paying money for.

  • That DBD needs to be moved to a better engine and needs a revamp of graphics and game mechanics.

    And that the lack of any changes to core gameplay is due to the developers own laziness and lack of skill, rather than an impossibility or limitation of technology. As we've seen many many other games that are a lot more graphically intense, with way more content, from even smaller studios.

    A different unpopular opinion, I'd prefer the game being more of a horror game rather than a party game like it currently is. Even if it meant I survive a lot less. Currently when I'm playing survivor, especially with friends, it feels like we're the power house of the game rather than the killer. And they're just a kind of added feature to occasionally interrupt my skill check simulator. You could remove all player killers and only have it against AI, and it wouldn't feel any different to me, and I don't like that lol

  • Haddonfield is a little overrated, but not in the way that this post was made out to be. If I'm killer and we're randomly sent there, I'm not as worried because survivors haven't prepared for it with things like balanced landing. It is however very survivor sided due to it's design, and that's what people complain about. It has long loops that you can't mind game. Not the worst thing in the world but can extend chases longer than they normally would go on other maps. Same thing with the extremely long fences. They extend chases way longer than they normally would and take 0 skill, I've even abused this as survivor. Still not the absolute worst.

    But the biggest thing is the house of pain. I've seen it spawn with both windows over the stairs, a window in the garage that connected to a window in the fence right outside of it, and the window was open in the house right in front of the stairs. I streamed and recorded that match to show how ridiculous the spawns can get. This is in addition to the god pallet the house already has. Mix that with it's easy accessibility, and it's not hard to just run there every chase and abuse it.

    What's really bad is that survivors can burn an offering and all equip balance landing, and already start the match with a huge advantage.

    One of the biggest problems this game has currently is that there or 0 killer sided maps, or maps. Maps now are either survivor sided, meaning just loading into the match means that survivors start with an advantage because of the balance of the map. Or, the map is 50/50 based on RNG spawn. There's not a single map that is just straight killer sided. Midwich comes close because of it's size, but it's window and pallet layout can nullify this depending on the killer you're playing.

    There used to be killer sided maps, where if you were sent there as killer you knew there's a good chance you were walking away with a 4k. They were The game, Lery's, and springwood. Here's what happened to those.

    The Game: Reworked with more pallets, including a lot of safe ones. There's so many pallets now that a survivor can run the killer for 5 gens while throwing every single pallet down, and have all 4 people escape, and they'd still have pallets left over. Now it's pretty survivor sided for the most part.

    Lery's: is more of a 50/50. You could have good RNG, or it can spawn 4 windows in a row all facing each other in a short distance, as well as pallets in the rooms the windows are in.

    Springwood: Used to be one of my favorites. But they changed that in the rework as well. The school can now spawn two breakable walls, 2-3 God pallets in the school itself, a pallet to the side with the cars, a pallet in the back, a pallet and a vault in the front, and an extremely long fence on the far side. That's just the school. Behavior also loved Haddonfield so much they made sure that springwood not only got really long fences, but it's very own house of pain with all the same ridiculous spawns.

    See it was balanced before, there were survivor sided maps, 50/50s, and killer sided the maps. Wasn't perfect, but it was fair. Now it's just survivor or 50/50.

    Personally, I'd rather every map be reworked into 50/50s, like Ormond was. It's not great for killers, but it's also not great for survivors like it was.

  • I actually faced a full team of 3 purple oaks, and the new map offering, all running sabo, breakout, boil over, and unbreakable.

    Here's how the match went. Chase and down the first person, leave them slugged because there's almost no hooks on the map. Chase after another one, down them, somebody saves the first one, down them again. Leave them slugged to go down the person that just got picked up. And it was about 30 minutes of this until I got through all 4 unbreakable and had everyone slugged. All in all, extremely boring match. Not worth doing.

    Because if I know there's absolutely no chance I'll ever get someone to a hook, I'm not gonna pick them up, that's dumb.

    All this does is force me to slug everyone and sit there just waiting in a match for everyone to die. It's boring for the killer, it's boring for the survivors, it's just boring.

  • The gameplay is just stale and boring. It's not a fun game anymore. Every match is boring, even when I'm winning every match. Out of 10 matches there might be 1-2 things that are fun or interesting that happens in a single match. But the rest of those 9.75 matches play out almost the exact same way every time, going against the same kind of survivors with the same builds every game. Or going against extreme sweat squads to where even if I beat them, or they all escape, it's not interesting or fun.

    But the main thing is probably the devs and the way that everything is handled. Everything is done with the bare minimum, just enough for them to get by. The constant balance issues, the constant optimization and general game issues. Hacking issues. Map issues. The extremely dated look and gameplay. It's all so lackluster. And the way they handle it is ignoring it until people stop talking about it. There's still issues from 5 years ago in this game! But they simply don't care enough to fix them because that doesn't make them money.

    They won't actually put any real effort in until they feel threatened, then they might actually try. Look at just in the last month. VHS had their open beta, so they put in a double BP weekend. Prop night had a new patch and is getting bigger, so they added snowman props to their winter event. They're only reactive.

    Right now I get on maybe once a week to play two rounds of SWFs and then I'm already done. This game as a whole is just too dated, lackluster, and boring to hold a candle to other games now. Don't worry though BHVR, I've been having lots of fun playing Civilization.

  • Eruption or huntress's lullaby. Lullaby payoff isn't worth the set up. Pretty much the same for eruption. The set up required to get any sort of real value is not worth.

    Oppression could probably use a shorter cooldown. But mix it in with overcharge, unnerving, and Distressing on doc and watch them cry at 5 gens all game lol

  • Ha, weaklings. Mines over 9000

  • The elder scrolls series, and elder scrolls online.

    Monster hunter world. I just feel like it was perfectly done, and I would've been happy if they just kept adding dlc to it rather than coming out with rise.

    Warframe

    League of legends

  • No, and I don't want it to. However I do want it to be up there with DBD, so that DBD is forced to evolve into what we all know it could be. With good competition it'll force behavior to do better. Maybe update their engine, and create a more healthy game state. Otherwise I could see a lot of people, myself included, moving to VHS permanently. Would it kill it? No. But it could knock it down a few pegs

  • When I was new I thought this was a decent game. Dumbest mistake I made

  • Haunted grounds, undying, iron maiden, and NOED with double iri add-ons.

    Because what is fun lol

  • I'd much rather they just get rid of the possessed part of it and make Pinhead's chain just one that he wields and can throw it in a straight line projectile. The whole creating a portal, then controlling the chain, then recovering from it, it's all just feels so bad. All around bad. I like his chain hunts, I wish they'd fix the RNG of the chains, but it's easily his best part.

    I use his possessed chain maybe once a match. I just don't find much of a use of it. By the time you recover from it they're already unhooked and you don't gain any distance.

  • Michael Myers. It's between him and pig for me.

    Pig because having any power that is so largely RNG based is bad, and makes her feel bad to play. However, all you'd have to do is change how that works a little and she'd feel a lot better.

    I see a lot of people say legion. But really they're easily fixable. Reduce the fatigue some and take away the loss of power bar when hitting someone and they'd feel a lot better. The problem is that behavior keeps buffing or nerfing the deep wounds and the add-ons that affect it, which is dumb af.

    But Myers... Myers entire kit is bad. He has one decent perk, which is save the best for last. The rest, including his power, is only good for meme builds. His power revolves around being weaker than any other killer for most of the match, with very brief moments where he's slightly better than M1 killers. However, even at his base power it takes so long to get to his tier 3, and matches go by so quickly, that you really don't get to use the strength of his power except maybe once or twice. His power is extremely dated and most matches are over before you really get to use him.

    But he's become such a meme that most people only play him either scratched mirrors, or double iri. And if they did change him everyone would be upset. So right now he's pretty much the worst of the worst, and will probably remain there for a long time.

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