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Alphasoul05

Alphasoul05

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Alphasoul05
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  • Suggestions like this have been made even before the current meta of holding W and anti-loop killers. The idea was simple. You reduce the size of maps and increase the frequency of pallets that are mind-gameable. Then you could nerf killers that had too much map pressure and adjust accordingly. Obviously this idea no longer works because of the vast amount of anti-loop killers in the game, but it's just another example of something that could've been done, that was suggested by countless popular players, to avoid the current scenario we are in.

    Killers that get punished the most, and are the reason you never see them, are certainly the more M1-esque killers. But "statistically" they probably don't underperform where it matters (ie the majority of the playerbase and non-high MMR) therefore it's irrelevant. Realistically those killers are.. still plenty viable.

  • I can't believe this severe injustice you've just encountered. The fact you were trying to do a challenge but in this one game, one specific thing happened that didn't allow you to do it, as it does for everyone all the time! This cannot simply stand I must create a topic on this myself and talk of my complete and utter outrage! The next time someone isn't doing mental gymnastics and using telepathy to allow me to do my challenge while they so freely do their own, boy, they're gonna get a GG EZ from the peeved me!

  • I'm surprised at these things you mentioned because they sound like bugs that existed in her old code. The delayed blink was due to latency in old code but if it's happening around obstacles then that might be relevant. The delay in her lunge sounds similar to her old M1 bug, where you used your input too soon so it doesn't register. They all sound very server side related to me but I have no input outside of that

  • The more you win, the more you play against killers who win. As it turns out, it's only the same killers that win as you, yourself, win too much.

    Not just that, Blight does something very few killers in this meta do: He can catch you Shift+Wing, which means that only a good player is getting away from you if you're competent. He applies map pressure, and synergizes well with perks that manage gens. And lastly, his power can often be useful to outplay people in loops, and that is everything in this game outside of map pressure.

    All and all, he's not overpowered, he's simply a strong killer that everyone wants nerfed because all they see is Blight's and they're tired of him. Fact is you're only ever going to always see one killer more often than the others if you're not at lower MMR, and the rare time you do see a killer you rarely ever see, you're probably in for an easy game (or one that is camp into end game NOED into 2 kills, like a Bubba)

    Perhaps what makes Blight so appealing and strong is something that all killers should be designed to have, because in my opinion this killer highlights the major flaws this game has and the majority of the killer pool have. Though, at the end of the day most killers are all viable for most of the playerbase.

  • Basing your entire argument on "whatabouts" rather than presenting an argument based on the perk that is the problem, Boil Over, makes your arguments pretty irrelevant. Any time you argue against one thing, like Boil Over, then randomly try to justify arguments made against it by bringing up four other perks, again, makes your argument irrelevant.

    And for the record just because something does exist to counter something else does not mean that the perk is balanced due to it having a counter. There were plenty of perks that existed to detect totems yet people constantly complained about Ruin. Old Enduring countered old DS, but then they nerfed Enduring not to. You could list lots of more examples.

    It's a perk that is terrible in general but is just annoying and frustrating when 4 people use it to abuse it, then alter their build to deal with the counter itself, which would be slugging and bringing Soul Guard/Unbreakable. That's rare so it's whatever. And lastly.. when you see nothing but every killer streamer using multiple slowdowns and everyone playing the game as a killer in general using at least one or two, as you can probably tell us when every game you play has a killer with slowdowns, your argument for not needing gen defense, based on statistics, looks pretty wrong. Or maybe you just know something every killer player doesn't.

  • Personally I think it's bad game design to create a perk that's completely worthless outside of SWF. You're making the strongest aspect of the game, in comparison to solo survivor and killer, even stronger, by allowing people to go out of their way to bully someone. It isn't about winning, it isn't about losing, as those survivors, it's just about having fun at the expense of someone else.

    You know the best way to counter Boil Over? You close the game out on loadscreen if you see one of a few maps that is burned to abuse it. No perks needed. I think that this game has a lot of things that create unneeded frustrations and perks like this really shouldn't be a thing.

  • The nerfed the area of Boons that wasn't necessary, so I would imagine further changes would reintroduce the original heal speed. But as I said, the consensus is that they don't understand what makes Boons strong and nerfed what wasn't the problem.

    People don't realize the impact Boons have as a whole either. They decrease the odds you run into M1 killers, they decrease the odds you run into killers that do nothing but only commit to a chase, that will camp and tunnel even more. Not that I know how I would nerf them but I love them on survivor

  • Just play Bubba and camp the first survivor, NOED the second and camp them. Use CI. Congratulations you're now what the devs consider skilled.

  • I'd rather people just accept that stupid people say stupid things, especially when they're upset for one reason or another. Or no reason at all. It's not really toxic to do any of those things mentioned because it's part of the game and a strategy, for better or for worse. No killer who does those 3 things is doing it to be toxic, or for you to take it personally. Now, hitting on the hook, teabagging, or slugging and letting people bleed for an entire timer and others are.

  • Ah yes, the classic non-argument. The ole "I can only compare things to other things, while proceeding to make no relevant argument" argument.

    Did you guys know that NOED isn't COH? Crazy right?

  • You realize most people don't use forums unless they have something complain about, right? There's a reason you mainly see complaints about tunneling/camping, and less individual killers and perks these days. Because there's not a whole lot less to complain about, whereas killers have... quite a lot more to have to deal with.

  • A free heal for all 4 survivors and the extra 4 seconds it takes, along with the time to light the Boon, even constantly, does not outweigh the benefits. This is taking a problem and nerfing the part that isn't the problem.

  • @Smuk said:

    It is like the hockey.

    If killer has a lot of shots (hooks) it doesnt mean that he is skilled. Only goals (kills count).

    On the other side, if you as a survivor sit and warm a bench, and your team opens you exit gates and you manage to go out. You are equally skilled as them, just more as a observing ninja

    What the hell did I just read? Hockey has a ton of statistics that track individual performance every game, regardless of if you win or lose. Hockey is also a balanced game with equal players that have the same goals. DBD is an asymmetrical game with two sides that have vastly different goals.

    Even the example they used to try to explain it shows how they don't understand skill in their own video game. And they had time to think of an answer to this pre-determined question.. then oof.

  • They're not wasting their time they're wasting yours obviously!

  • @Sonzaishinai said:

    The nerf barelly even does anything.

    it's like 0.05 seconds less charge time. How often is that going to matter?

    It's so pointless of a nerf that i really wonder why they bothered.

    If it's so irrelevant then why do it in the first place?

  • It's really such a BHVR thing to say "It's an exploit but we won't ban for it" That's the kind of inaction I really expect from them with regards to any exploit or hacker.

    I don't think anyone can debate that it's called an exploit, that it gives an unfair advantage and isn't intended, and then go on to try to justify it when it's the definition of an exploit and should be bannable. Just scummy players trying to get an advantage in a game like DBD attempting to pretend it's not a big deal. Shocking.

  • The problem is people think that the time it takes to find a totem/put down a Boon, even it's multiple times, justifies the pressure the killer loses from it existing. Spoiler alert: It doesn't, and that's why people say it's too strong. If you can't understand a thing that plenty of high level killer players have stated and explained, whether in streams or on Youtube, then it seems you simply don't want to admit to something.

  • They tried to do this for 2 years, but after countless failed attempts they did exactly what they admitted doesn't work and is a bad system: they went with kills/deaths. The amount of times you hook people is far more relevant to your skill as a killer than kills. It might even reduce camping/tunneling if you did it correctly and even benefit survivors, too.

  • I didn't realize 1.5x BP meant people were going to change how they play the game. That's kind of on you for expecting it, especially from this community

  • @Mr_K said:

    I sus any survivor who dead hards perfectly to a quick hit when I'd waited years before swinging.

    I had someone do it to me after I was on their back for about 5 seconds. Ran into them again, followed them for 10 seconds, nowhere near anything they could vault or any pallets, perfect DH use.

    They used it in a way that it almost felt like my input was being read. Definitely a subtle cheat that people use along with others.

  • BT is far, far too strong of a meta perk to be basekit. You could even make the same argument for Pop.

    Absolutely terrible idea.

  • It's a perk that really hurts M1 killers, which is a lot of killers. It can put a lot of killers into power fatigue as well, strong killers like Nurse/Blight for example. Pretty bad feeling to use 5 perfect bounces as a Blight, only to have a DH counter it and you lose your entire power and enter a fatigue. I'd call it broken personally. I don't think a perk that rewards greed or mistakes should have such a low CD, especially when it already resets once placed on a hook.

  • Nurse isn't as mobile as she used to be so she struggles with survivors who spread out on gens. The amount of large maps and maps that are quite unfavorable to her are also quite large. She has huge snowball potential and if you group up against her then you will pay the price, but he same can be said about plenty of killers. If you spread out and did gens and broke LoS while maintaining distance, you could Shift W even a good Nurse and beat her with gen efficiency.

    The biggest issue is that most survivors are garbage at this game, and even moreso against a killer like Nurse. So you have all these bad players thinking every Nurse they play is "godlike" when the reality is it's their own lack of skill that causes them to perceive it as OP.

  • BHVR has the same problem, say WoW had. They knew they had zero competition so they did the bare minimum and rarely ever listened to feedback from their playerbase or stuff from their betas. It wasn't til people started abandoning the game that they started taking those things seriously, even though the content they put out was still quite good. Their WoW team kept getting "bigger than ever" yet the content they produced was still the same year by year. One of WoW's biggest strengths was their marketing as well.

    Does this sound familiar?

  • Most exhaustion perks are OP, to be honest. DH rewards you for making a mistake, playing greedy, or getting outplayed. The amount of time it can extended a chase for if pretty gross, and it can get you out of some situations you normally couldn't, like DH so the unhooked survivor eats the BT hit, out of basement, counters some strong killer powers like Nurse, Blight.

    SB lets you turn any unsafe area into a safe one by letting you sit on a gen and be as greedy as possible, with zero fear of the killer, because you know you can just immediately get away. You could care less about proper positioning or anything. And maybe that's the point of these perks, but when they can be used multiple times by multiple survivors, maybe you can start to realize just how strong they are by virtue of just how long they can extend a chase

    At least some Exhaust perks have pre-reqs, like Balanced Landing, Head On, Lithe, and they're pretty fair

  • Huh. Even when this community was smaller and far less toxic, especially at higher ranks where you ran into the same people often, 3-4 years ago, the devs never really listened. They did make the odd change to something massive that really was broken at times, like vacuum pallets, infinites, DS after countless years and whining (rightfully so) But those are things that also took far too long, with a ton of community backlash, that were also quite clear and made sense to change too. I would say that, the past year or two has been the least they really listened to this community in the history of the game.

  • We need perks to only have one rank or the overall amount of BP gained in-game to be increased, then have BP offerings removed to compensate, preferably a few months prior to use them up.

    Honestly it's amazing to me that the more money you spend on this game to own killers and survivors, the more you are actively punished for purchasing the newest survivor/killer when you try to get the perks you want.

  • No. It's time they balance COH and not band-aid it with other perk buffs.

  • People are generally using it for themselves or their friends, not the killer. I'd imagine if you alter how you play then the killer might not, but they also still might camp/tunnel, so..

  • Removing masks isn't going to stop those people from doing what they did, or prevent racists from being racist in game. What does is a functional report system, actual customer service, and putting out bans. But at the end of the day.. I don't care about Bubba or his masks anyway.

    Same argument people made for those wearing LGBTQ+ flags. Didn't matter if they were or were not going out of their way to "target" them, it was just an excuse they used, the same as tunneling or being a toxic survivor.

  • @Sluzzy said:

    Killer mains should be defending boons. They are a time waster and an indirect buff to killers.

    You have to waste a lot of time looking for a totem, then bless it. If it is a hex, it takes light years in DBD time to bless it. Then, all the killer has to do is hear it from a mile away and know exactly where it is to snuff.

    If a survivor is healing, they are not doing their objective. I actually feel like I do better without using them because you can do a gen in the time it takes to find a totem, bless it, and watching the killer come snuff it out instantly is really a disappointment. 14 seconds is a long time in DBD and if the healing is not better than Self-Care speed, then there is actually no point in using it.

    The problem is you're not taking the entire match into consideration. Does the amount of time one survivor placing down a boon, even if they do it repeatedly, justify the amount of healing your teammates may get from it? The pressure a killer loses because of it? You are equally wasting your time as a killer, maybe even moreso than a survivor wasting theirs in placing it. You have a lot more time to work with as a survivor as opposed to a killer.

    You toss a boon in a deadzone, where there is no gen, but is opposite to your current gen you're doing? You take a hit, run down there. Someone else on the other side could do the same. At that point it's just a game of attrition. You can talk all you want about x seconds to self-heal, y seconds off a gen, but if you're going to completely ignore what is required of the other side, then you don't have much of an argument.

  • It's one reason on a relatively decently sized list of why I haven't played this game in months. It eliminates far too much pressure the killer can put out and the amount of time it takes to place it, even multiple times, does not change that. Giving survivors a 5th perk, which allows every survivor to heal faster than a perk that's literally designed for healing (SC) is what we call a lack of understanding in your own video game

  • Nerfing something because it's overused is a bad reason to nerf something. Nerfing something because it's imbalanced is an actual good reason. All Exhaustion perks that don't have a specific requirement, Balanced Landing, Lithe, Head On, are all, in my opinion, completely broken and should not exist, though that's mainly speaking in tune to DH/SB.

  • How about we just change the name from decisive to stunning strike, rather than balance a perk around a name? Lmao. "I think we should make it OP and decisive."

  • There's 4 survivors, 1 killer. The developers looked at their overall kill % statistics, counted the amount of survivors, and picked the easiest path to balance the game, statistically, on paper.

    The reality is if, as a killer, you only walk away with a 2k, the likelyhood that it was a really, really difficult and stressful game, and for the survivors a more relaxed one, is very high. Because 4 equally skilled survivors will not feel the pressure from an equally skilled killer, at decent MMR levels, due to the balance of the game as a whole. You might see it complained about more if 95% of this playerbase didn't fall under the below average skill levels.

    Personally I think it's hilarious that escape rates are even as high as they are in a 1v4 asymmetrical game where there's a killer who should be killing everyone and escaping should be a large benefit. But of course my idea of balance is different than a lot of peoples and doesn't align with the current SOTG

  • I think people have a right to know what MMR they are playing at, though. The fact its hidden has many implications, and most gaming companies that have hidden it have had outcry from their communities and so they always end up showing it. Of course, BHVR doesn't care about their community, least not those who would want to see their MMR, and so it doesn't really come up as something worth doing.

  • Killers in this game don't really feel like killers. I mean look at the core gameplay mechanic; you're playing hide and seek and running in circles. Do you feel powerful when you play killer, like the survivors are afraid of you? I'd imagine not. That's a design philosophy in general, though. In my mind, if I think of a 1v4 asymmetrical horror game, I think the killer should be scary, overwhelming and escaping should be something that rarely happens. But that has never really been their design, and their focus on MMR in a 'survivor party game' shows that.

    And that's all totally fine, it's just that their overall new killer design philosophy, their refusal to address issues like map design or perks, both useless and too strong, or creating a large emphasis lately on totems as a whole is simply a bad direction to take. The thing is there's this idea that, even if all 4 survivors escape, so long as you're playing an anti-loop killer and you don't really get outplayed in chases but can end them quickly due to being anti-loop, you get a sense of "I still played well"

  • Just a reminder that you don't have to be good at this game to have an opinion, or make a post about it. So when you see people say things like this, it's not bad to ask yourself "Is this person clueless, or do they have a point? Am I clueless? Oh no."

  • Not just that but they really need to consider telling whoevers baby breakable walls are that enough is enough.

    When you place a breakable wall that slightly makes something better, even though you don't necessarily have to break it, it's one thing. But when you purposefully put one at a window that is 100% a god window unless you break it, then you *DO NOT* understand game design or map design *at all* You can talk about the size of maps all you want, but people severely overlook the time waste a few breakable walls have. It's a chase delayed, pressure delayed, it all adds up. Small things, they all further make something like large maps a problem, too. Dont forget it.

    These massive maps with pallets that give no interactions between survivor/killer aren't a good thing. Just like not fixing your games issues and band-aiding them with anti-loop killers isn't fixing it.

  • She's boring to play as and against. Just devolves into holding W simulator for both sides. Rather than addressing the clear issue this game is currently experiencing with new release killers being heavily anti-loop and enforcing that playstyle they just make it worse and worse.

    The new map also feels like old Ormund, but worse. Massive map. Pallets that all run into one another and are incredibly safe. A center building that's ridiculously strong with a god pallet, that will loop into said outside loops. Absolutely horrible game design as a whole.

  • This isn't as strong as you think it is. Besides, Pop requires you to actually get hooks on multiple people for maximum efficiency. Basing what amounts to your entire gen regression around one perk that is supported by 3 others isn't exactly the best idea.

  • It makes killers tunnel and camp because 4 equally skilled survivors should always defeat an equally skilled killer, thus ruining the experience, bloodpoints, and overall enjoyment of everyone involved. They created this system and said "We know that basing it off of Escapes/Kills is terrible, so we have this poggers system" then proceeded to spend two years on a system that amounts to exactly what they said doesn't really work.

    It's just made the game unfun for me on both sides of the fence.

  • You can't label a game a 'survivor party game' then have one ranked mode, then add MMR (which was never in the equation in terms of game balance) and then proceed to not balance the game where balance matters most. The reason games balance from the top down is because the things with the biggest impact really only effect those at the top, and the ones at the bottom won't really "feel" the nerfs because a bad player using DH is vastly different than a good one if DH was nerfed, for example.

    But when 95% of your playerbase is in the casual/new player category, then it doesn't really matter about those at the top, even if you could balance the game, why go through all that effort if you don't have to? So long as your target audience is still flowing.

  • Survivors have more time to work with than the killer, therefore adding another objective for the side that doesn't need it is most definitely not a good thing. Just like breakable wall are not a good thing because it never "feels good" that something that shouldn't be there, is there, and forces you to drop a chase that may have already been going on a while to break.

    If the killers had more time and could dictate matches then I'd agree, but as it currently stands that's simply not the case and Boon totems are one of the more recent additions to the reasons behind people simply not wanting to play killer. Just a free 5th perk for everyone that removes the pressure a killer can apply, then someone comes along and thinks it's a good thing because it benefits them.

  • All Exhaustion perks are stupid. They reward greed, being outplayed and being out of position. With four survivors that can use them multiple times.

  • I don't think perks that mess with fundamental game design should exist tbh. Deliverance unhooking yourself and not a teammate, being able to heal yourself with a medkit, Unbreakable, removal of scratch marks, Iron Will as a whole. I guess I would throw in second chance perks like Exhaustion perks. Of course my philosophy on the games design and balance are obviously quite far from the developers.

  • Yes. Difficult to get where you want to go, difficult to know where you're going, difficult to know what pallets are where. Massive map, multiple levels, indoor map. One of the lessons you figured they learned with a map like The Game would be that if you make a multi-layered map you keep each level relatively the same size as a regular split in two. Nope.

  • With MMR there's no reason they shouldn't be. A killer who requires skill to play, but with the ability for someone who is really good to do really well with them. Probably a difficult thing to create.

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