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BunnyTheHutt

BunnyTheHutt

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BunnyTheHutt
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  • @NullEXE said:

    Hag.

    Freddy is Balanced

    Nurse is Balanced

    Spirit is Balanced

    Hillbilly why are people even talking about him is Balanced

    The only reason that people are not tearing Hag apart is because not enough people play her that she dodges statistic's, but I know of the godly builds you can do on her that ensures the 4k every game - no matter the skill of the survivors.

    Hag is overrated IMO. She's good but cordinated teams will just pop all your traps when you are hooking someone, or they bring/find a flashlight and your power is completely useless. Strongest killer is hands down Spirit, even after her nerfs. Nurse is just too cluncky too play and has way too high a skill cap from what she use too. There's a reason everyone runs Iron Will at red ranks lol.

  • They both are equal IMO, it just depends on your playstyle. Billy requires a lot more skill and get's a good early game with his chainsaw, but his maneuverability is garbo, where Oni is weaker early on because he needs too charge his power, but has great maneuverability and could potentially end the game with one blood fury with how well he snowballs.

    Neither one is better then the other IMO, they just play differently too different playstyles. Personally I like Oni more for his cosmetics and snowballing.

  • Dedicated servers, that's not even a hitbox thing that's just you or the killer having bad connection too the server.

  • @smartemarte said:

    You shouldn't have to travel the entire map to stock up on your traps and lose 2 gens in the process.

    the traps are too easy to spot and counter, probably the easiest killer perk to counter in the game.

    If you're not playing against new players you can pretty much guarantee you're not going to get any kills.

    unless you spawn well in an area you can trap quickly you might as well quit the game against good players as again, by the time you move to a good area to trap/collect your traps you will be 2 gens down.

    trap bags, I don't think there is any other killer in the game that completely depend on an item like the trapper bag, maybe he could start with 2 traps ?.

    before the biased comes in, there is a reason that he's one of the lowest used killers at high level with one of the lowest kills per game.

    his kit by itself is fine, i enjoy how he plays with his traps as he's more of a defensive killer. What he needs is a buff too his base kit. personally I want him too have all his traps. Other trap based killers like Hag and Freddy already do, so I don't understand why he still hasn't gotten this as well.

  • @Calisto_667 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242508#Comment_1242508

    Im gonna tell you what you killers like to tell survivors "Git Gud" or bring slowing gen perks and stop complaining. Youve got Tana, Dying light... You are obviously a bad killer. I bring slowing gen perks and at least get a 2k the least. Most of the time at least a 3k so STOP complaining. No one cares and gens wont get nerfed even more. By nerfing loops now survivors are gonna gen rush even more. That is the counter to all this map nerfs

    So you clearly didn't read anything, I'm not wasting my time here lol. Either make a valid argument or go away, ty.

  • @Calisto_667 said:

    Dude. You are just a bad killer. I knew killers would still complain even with the heavy decisions done on maps to benefit killers. Just uninstall the game and go play something else

    Map changes don't mean anything if the game lasts 5 minutes my dude, Infinites were a problem, but the changes are irrelevant if killers can make one mistake and loose the entire game. Saying "your just bad" when people like Noob3, tru3talent, and Monto all have said gen rushing is a major issue. Some killer mains have simply given up and switched too survivor or play a different game because of how bad gens have gotten.

  • @xenofon13 said:

    Nerf survivors/maps more!! Make the exit gates area expose for survivors!! (That's a new suggestion for nerfing survivors just a little bit more btw) So stupid.

    So asking for gen rushing too be nerfed is the same as saying that survivors should have no chance at all? because that simply isn't true. I'm not saying survivors should be broken 24/7, but making more objectives or increasing gen time would stop gen rushing, which is the biggest problem for killers.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242110#Comment_1242110

    Actually, you should have to sweat your balls off to get 2 kills at high ranks. That's exactly how the game is designed, 2 kills/2 escapes. In all honesty, weak killers shouldn't be getting 2 kills/2 escapes at high ranks because they are weak. Not every killer is Nurse/Billy and shouldn't be Nurse. Some Killers are easier but should be skilled capped at certain levels because they are easy.

    I disagree with this completely. No matter who someone play's they should always have the chance for a 4k, and if the only way too do that as Legion or bubba is too stay at rank 10 then that's a major problem. Also the argument of "you should have too sweat your balls off to get 2 kills" is incredibly weak and flawed. Why should I try my best for mediocre results no matter who I play or what skills I have? by your argument killers will never win and turn them off from playing the game. The game isn't designed for 2 kills/2 escapes, that's just not the case.

    The game should let all players have a chance at a 4k at any rank regardless of who they play because only playing Nurse, Spirit, or billy gets incredibly boring after a while. And some people like me don't even enjoy playing these killers, so your argument screws those players over.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242103#Comment_1242103

    *More gen time would allow these weaker killer players too apply pressure more then just camping.

    fixed that for you.

    ah yes, the "get good because I don't have an argument" argument, classic. As I've said, no matter how good you are, some games simply can't be won because the survivors do nothing but hold M1. Even the best players get gen rushed and it's completely out of their hands, that's unfair IMO. If i loose a game it should be based on skill, not survivors holding M1 for 5 mins.

  • @PodgeNotRodge said:

    It's funny. Cause now not only people are complaining that gen rush is an issue because the update 'Didnt nerf' it. When it was never said to. Not only that but they're now complaining saying 'Oh, survivors are just working on gens solo now' 🤣🤣🤣 like ######### is the argument here?

    To me, doing gens is a survivors job. Hell gen rush isnt even a thing in my opinion. It's a survivors job to get gens done as quickly as possible. The only issue that made it as bad as it was is the map design... which they tackled.

    Update has only been out a day. Next thing you know, the argument will be 'Oh, they should n ok t be able to do gens until 3 minutes has passed'. Like guys, I play killer, I play mostly killer. But this is just pathetic.

    if you don't think gen rushing is even a thing then you're pretty dense. Killers have been saying it for months that gens are done too fast, and I'm not arguing that solo gen using is the problem. It takes 80 seconds without skillchecks or toolboxes too complete one gen, that's literally the length of most chases. Then you add toolboxes and perks and it's just impossible some games too win no matter how good you do. You simply can't win a game that lasts 5-6 mins.

  • @kateguitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242083#Comment_1242083

    How do u think gens need to be harder?

    Gens longer? No.

    More objectives? Time for a history lesson.... remember back in 2018... in october? in the hallowed blight? remember when survivors had to do those weirds plants? remember how much time that gave to the killer? and it wasn't that long to do.. so if they ever add a secondary objective it should be extremely easy to use.

    The plants in the Hollowed Blight were poorly designed, but that doesn't mean a second objective can't exist. And I've never seen how adding 20 extra seconds too a gen would be a big deal. It's one Pop Goes, and survivors can easily revert what pop does, especially with toolboxes. And if gens too take longer too finish there's a good discussion too be made where perks like Pop Goes get nerfed too more balance the increased gen timer. End of the day something's gotta happen too give killers more time too pressure gens when their power doesn't let them.

  • @kateguitar said:

    Do you want every map to be 8x8 then?

    Damn, I guess people will find anything to complain about...

    No, I want too play weak killers without having too sweat my balls off too try and get 2 kills at high ranks. Every game always starts with a gen being done and the killer getting a hook, that's a horrible trade and since these gen nerfs were suppose too stop this, it clearly isn't working. Gens need harder nerfs IMO, call it what you want but there's a problem and I want too talk about it.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1240972#Comment_1240972

    one gen popped sure, but you’ve also got a hook to apply pressure. You should be using that as an opportunity to snowball and pull the people from gens to save their friends. If you’re not doing this. You. Do. Not. Have. Game. Sense.

    That's not even close too how that works lol. One hook is not even close too being worth one gen in the long run. Killers like Legion and Bubba can't just snowball because one person got hooked, its not how there kit is designed unless Bubba face camps. Even if Legion gets a 4 man Feral Frenzy, by the time it ends more then likely 2 survivors have already stopped mending, and some don't even heal and just rush gens with Resilience. More gen time would allow these weaker killers too apply pressure more then just camping.

  • Make gens harder too complete. either make gens take longer or add more objectives too increase game length. Then start fixing problems survivors have, like the constant dead zones with the new update and how horribly inconsistent dead hard is.

    End of the day no one likes a game that goes by in 5 mins. There needs too be something major done too gens too make the game more enjoyable for both sides.

  • @Vampirox said:

    Lets address the Elephant in the room, they gave killers time to prepare during the game but you guys suck at Gen pressure "The End"

    So judging by this comment you've never played killer at red ranks before. Simply put it's rare a game goes by where you hook the first survivor and 5 gens are still up. Then the game lasts 5-6 minutes because no matter how good you are the survivors held M1 and all 4 escape unless you tunnel and slug everyone. Saying "apply pressure" is an incredibly weak argument since not every killer can, they just aren't built too.

  • @MetroSlayer_DC said:

    I think it should be removed completely. If people are gonna bring in looping don't bloodlust just defeats the purpose of looping. The killer is fast enough already why keep bloodlust.

    I really need a good example why to keep it in.

    Im sure at some point in the future DBD could live without Bloodlust, but right now where maps still have massive infinites even after a lot were removed and survivors having so many second chance perks, it would be way too unfair for killers too not have something to catch up too survivors.

  • @McLightning said:

    I would normally agree with this, but if you know the history of this game, and the situation with *every single update* they release, you have to forgive people for just being fed up with updates being half-assed like this. You would have a point if they didn't release half-assed updates so freaking always. Plain and simple.

    Agreed. I started playing constantly around Clowns release, and I've never seen an update come out that didn't have one major bug in it.

  • I'd play survivor more but it takes 3 games with survivors who just hide in lockers and never touch gens or save from hooks that I go back too killer. If solo que had more reliable teammates I'd play survivor more.

  • @Exiled1990 said:

    As most people would say, you can get rid of NOED once you get rid of keys, and alter the requirements of a few other things that survivors can very easily cheese and manipulate in their favour. The fact is that calling out what you are doing is kind of (arguably and subjectively) against the feel of the game more than NOED alone is. For better and worse SWF is here to stay, keys are likely to be here to stay, and therefore NOED is here to stay.

    Map RNG, map offerings, keys, moris, OoO, NOED, camping, second chance perks yadda yadda yadda yadda are all in one way or another subjects of frustration, for either being too strong, having the potential to cuck certain killers, or making survivors lives hell. NOED, whilst deflating when you do well and you know deep down the killer didn't have the skillset to support the kills they may get is still far less a problem than some other parts of this game, and can be countered.

    This.

  • @NoEdIsBad said:

    Time and time again i’ll be playing with friends, doing great. Gens done, great teamwork, healing, callouts, looping killers. And then it happens. You get the last gen done and see that glimmer of hope. The Exit Gates. But right as you reach it..*DUN DUN* NoEd proctors and all that progress, time, and teamwork is flushed down the drain by the easiest crutch perk in the game. NoEd isn’t a perk that needs to exist. It’s horrible. It proves that you can try as hard as possible and still have all that mean nothing because a killer can get his easy kills on you and your teammates. OtzDarva has proven this multiple times and has even gone out of his way to have streams dedicated to the fact that it’s unfair and unbalanced. Remove NoEd from the game. Make us all happy. Show us that you are infact. Doing a pretty good job so far.

    I say this every time: If you/your team, especially in a SWF, can't do 5 totems that spawn in pre-set locations, you only have yourself too blame for NOED. Every game you should assume he has NOED, so it's you and your teams choice too either rush gens or take the time too do totems too avoid NOED. It's an incredibly easy too counter perk that leaves the killer running 3 perks for most of the game, or all of it if totems are done.

  • @Androuruguayo99 said:

    I confirmed what I always believed. They do not know how to update without errors. I was already expecting what new bugs this update would bring. This time it's billy. The animation of the saw is horrible, I don't know if it is a bug or a nerf but it is simply bad. When you finish using the saw it occupies half of the screen along with your own arm

    Also, when you crash into something billy freezes after performing the animation.

    Have any updates ever worked well?

    In short, they once again confirmed incompetence. Ohh sorry, I must be nice because they try hard and they do it for free my apologies

    Could be Patch 3.0.0 where Wake Up was able too effect literally everything anytime (still not sure how that happened) along with almost 20 perks that were bugged/broken in some way. These devs do nothing but rush content instead of taking the time needed too make it stable.

  • @BigBrainMegMain said:

    It wasn't meant to keep survivors off gens. It at least gives you some preparation.

    But it doesnt do this. Survivors usually spawn across the map from you, usually near a gen, and by the time you get there as Legion or Deathslinger the gen is done. My point still stands that the nerfs aren't good enough.

  • @LetsPlayTogether said:

    Just another one - yeah if you had read the forum properly today this Was already explained - who shows of his lack of game sense and skill. Well done dude. LOL

    Game sense isnt the issue dude, dont be toxic lol. If every game the first hook also means a gen is done every game, that's a problem. And I don't personally care if it wasn't the main focus, the nerfs didnt do enough and need too be harder.

  • I don't think you know how too balance the game. Freddy's slowdown addons needed nerfs, but the numbers they gave him made them a waste of bloodpoints, just like Z block. They should revert the numbers and just make them unstackable.

    As for Plague, have you ever played as Plague at red ranks? she's super weak if the survivors never cleanse, since she's just an M1 killer at that point. The buff they are giving her will make her a strong killer but not an OP one, and will let her have freedom with her addons.

    The rest of the post I agree are problems, but I don't think you understand how little the things you said "needed too be nerf" are in terms of strength.

  • @Todgeweiht said:

    Freddy slowdown addons were nerfed but they are still too strong

    5% slowdown is too strong?

    Agreed. Freddy's slowdown addons weren't even that strong when you brought 1, a better nerf too still make them viable would be too just make then unstacable.

  • @UkilledLegion said:

    why was add silver line?for what? for example CS GO terrorists plant bomb and it will explosive after 40 sec. but where u see if will 1 counter terrorist then bomb will explosive after 80 sec because CT now alone??? I think EGC time must be only 1 only golden line.Golden line its 2 min...2 min survivors can run 3 times around map.Especially survivors not like run after open gate and they have time to unhook teammate.If will golden line only survivors will play careful...

    Ur thought?

    The broken english makes it hard too understand you, but I think your point is too remove the timer delay when someone is downed and hooked.

    If this is the case then hell no. Survivors need that delayed time too save people, plus If the killer has Bloodwarden he could just camp on the survivor till 1 minute then hook them and get a guaranteed 4k. It's not fair for survivors. If you want EGC too end faster then open the exit gates yourself. If the light on a gate is already at 3, then just open it too force pressure on survivors.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138092#Comment_1138092

    I’m curious as to how hopping into a locker to make a DS play is abusive since it’s not forcing the killer to do anything

    That's a lie and we all know it lol. I shouldn't be DS stunned when I play killer after I already hooked 1 or 2 people. That's not a "DS play" that's an abusive scenario where the killer has too loose.

  • @toxicmegg said:

    "i want to tunnel without getting punished in any ways at all so please make the perk useless"

    yea thats not even the issue my dude. The issue is that DS isn't an anti tunneling perk, it's a free getaway perk and you know it lol. I once hooked someone, once they were off the hook I hooked 2 other people, found him in a locker and he still DS'd me. That's not fair in any form, DS needs too go away once the killer hooks someone else so it can actually be an anti tunneling perk.

  • I've accepted that the devs are gonna kill this game with there BS, so I'm just waiting around for the desperation moves. Otherwise I'm playing Last Year.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126582#Comment_1126582

    That is not the only reasoning at all. He didn't have to be born evil to become evil. In fact all evidence suggests he wasn't born evil. Until that Halloween night in 1963 he was as far as we know a normal child. When you look at the opening scene in the movie, when we are at Michael's point of view, and he's moving through the house you see things like his little toy truck in the living room. Its gives you an eerie feeling thinking that he was probably playing with that like a normal kid earlier that day. Plus he was dressed in a Halloween costume and had probably been out trick or treating early that evening like a normal kid.

    https://us.v-cdn.net/6030815/uploads/996/6P4IVX5PK73C.jpg

    It all paints the picture that Michael was a normal kid doing normal things, but one day something changed in him. He picked up that knife, and he's never wanted to put it down since. That's what's scary because we have no idea what made him become pure evil. Its creepy as hell.

    Just because there are toys in the house doesn't mean he played with them, or was normal in any form. I find that too be a bit of a stretch, and Lumis says multiple times throughout the series that he is evil incarnate and was born that way.

  • @GhostofYharnam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125419#Comment_1125419

    I rather like his backstory. One day at 6 years old he just goes upstairs and murders his older sister for no reason. Myers is pretty creepy in his own right. His reasons and motives are unknown to all.

    But that's also why I don't like it. Not knowing can be scarier then knowing but for Myers it's too mysterious. The only reasoning is that he was born evil, that's pretty boring IMO compared too Plague.

  • @BloodyNights said:

    Myers, he see u....he kill

    Disagree, he may of been the first, but his backstory is very boring lol.

    My fav is Plague. Her story of tragedy into madness is very well written that works with her power and design. Very uncommon in DBD.

  • @Peanits said:

    We do not plan to show people their exact skill ratings. The idea is to give people fairer matches, not to try to raise that number as high as you can. Showing it puts an emphasis on it, and naturally people want to make that number as high as possible. You'll know it's working if you're having relatively easy matches (win about half of them, lose about half of them).

    The emblem system will remain as the way to gain pips. What will happen to emblems and the old ranking system later on has yet to be determined.

    As for an estimate, it's already being tested behind the scenes, but it has not yet started to be used for matchmaking purposes. We'll be sure to let everyone know when that does happen.

    Define a win and a loss please, because everyone has their own view on what a win or loss is. Plus why even have a ranking system if you aren't going too show the MMR? May as well remove it entirely.

  • @Carlosylu said:

    Just look what you can do if you know how to quick shot... AMAZING KILLER, THANKS DEVS! Go to 01:40 and keep watching

    https://www.youtube.com/watch?v=ar2PpBt8zRc

    Even with the video, the dude is still a worst huntress. The fact that when you shoot someone it doesn't immideiatly do damage makes him a worse Huntress. Plus Huntress doesn't need too reload as often and can keep the chase up faster. If he had faster reloading with 115% he'd be good, but until then he's already bad.

  • @Peanits said:

    It's not being ignored. It never has been, even. We mentioned right away that we'll be watching how the changes affect the game and make adjustments as needed. The first part of this are the toolbox changes. Whether or not it'll need further changes beyond that remains to be seen.

    If gen speeds were never ignored why has it taken 3 years for anything too be done about it? Even with Old Ruin gens were being done way too fast and everyone said this. Why has it taken so long for gens too be even touched?

  • Why make excuses? Why not address the mans actual point and give us the real numbers for DS use?

  • @Ghoste said:

    Am I the only one that feels the devs are scared to make strong perks now? I think the Mettle of Man debacle has caused future perks to be too weak. Many new perks have long cooldowns, multiple conditions to activate, etc. They're just too niche to have real power.

    I'm not excited for Chapter 15 for this reason, and the same could be said about the Oni and Stranger Things DLCs as well. There seems to be 1 decent perk in the bunch and then the rest are straight-up filler to clog my bloodwebs.

    I just find the new content underwhelming. Anyone agree with me?

    Personally, I think MoM was intentionally made too be OP too sell more DLC. Literally no way in hell did the devs test it and genuinely thought it wouldn't be broken.

    I agree that the perks are never game changers, but that's because the game hasn't changed in 3 years. The biggest change since I've played (around clowns release) was EGC, which doesn't even effect the meta. Until the core gameplay changes too be more then just do gens, the same meta perks will always be the go to, and any other perk that doesn't fit the Gen Rush Meta will always be bad.

  • Quentin. His perks don't have any synergy and barely work as intended. At least David has Dead Hard.

  • @[Deleted User] said:

    Well, they can have fun sitting with a soft ban penalty. And if they do it too much, that penalty will quickly become progressively worse.

    Which is very likely with how often this game likes to break.

    This.

  • @ProfessorDunwich said:

    Sorry, Killer fun level is not a priority, as evidenced by massively buffing sabo on top of the Ruin nerf.

    and buffing toolboxes as well. New purple toolbox lets a gen be done in 45ish seconds. The devs are so survivor sided they are gonna kill the game.

  • @Rexis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1122117#Comment_1122117

    the only major issue buddy is the camping and tunneling and slugging, allowing no other players to farm points

    a player start the game and what he gets? slugged off the hook to avoid DS if he have it, left there bleeding while he was in the game to be chased, fix gens, unhook others

    nah but the killer can slug everyone at 4 gens up and thats okay, can you stop whining?

    how dare they survivors loop killers or god forbid they have 1 perk that can be used 1 time to balance the game instead of the game finishing at 4 gens up with each of them farming 4k points barely while the killer easily got 20k

    yeah lets fix the game, start the trial with all survivors injured, what a punch of crying whining players who want to "WIN" the game when its all about points at the end

    when Otz decided to slug off everyone he stopped survivors from playing the game and doing their objective of unhooking, chasing and fixing gens

    K few things.

    1: I never said it wasn't ok, because I agree that slugging, being tunneled and camped are boring and just waste everyones time, but that also falls into fixing the game. Killers wouldn't need too slug, camp, and tunnel if killers had more options in a match, because the only objective a survivor has is gens, exit gates, and maybe totems killers have too create pressure. ATM without more time in a match killers really don't have a choice.

    2: It is incredibly ignorant too say that the only problem are problems that effect survivors. Stop being closed mined on issues with the game, because killers have just as many issues as survivors. For every game that has a tunneler, killers have too deal with 4 DS. Every game with a key that lets survivors escape for free, a killer brings a mori and gets kills for free. It's not an open and shut case.

    3: Calm down a little, you don't need too be so aggressive, I'm open for talking lol.

  • @Peanits said:

    I don't know if we just watched the same match, but I just saw Otz 4k (and double pip) with speed limiter bubba and no meta perks.

    You can't avoid the problem forever peantis, stop trying too be lazy and stop making excuses for the major problems in the game and just fix it.

  • @Rex_Huin said:

    We all make mistakes. Its part of life.

    So come on you swallow your pride and bring Ruin back (maybe with a little buff as a way of saying sorry).

    Its not worth trashing your game over.

    All these people saying the same thing on here cant be wrong.

    I know you probably have some other long term solution in mind but lets face it sometimes you can be a bit slow. You can always try changing it again once you actually have something in place?

    I know it was masking a lot of other problems but frankly I preferred them masked than exposed like this.

    Ruin needed changes, the problem was that the devs didn't even touch gen speeds, so killers just got completely bent over and #########. New Ruin is fine, gens are the current problem. They need too take longer.

  • @senki527 said:

    agreed , as i said in other posts already, this dc punishment is a joke. cause innocent people get punished, because the game has so many bugs and connection issues. plus the guilty people will just keep suiciding on first hook, so the whole dc penatly system is for nothing.

    This.

  • If I had SWF too play with then I would drop DS and Adrenalin in a heart beat, but cuz I'm solo I can't rely on my team 80% of the time.

    Killer it's NOED. I get why people run it because the gen rush is pretty much unstoppable besides camping/tunneling, but I enjoy when I get gen rushed and I'm still able too 4k without NOED.

  • @kreeper124 said:

    The only good survivor perk recently has been inner strength. Other than that most of them don't compare to the current meta at all.

    The same could be said about killers for the most part. Nemesis and Blood Echo can be decent on certain killers/builds, all of demos are basically useless, deathslingers perks could be alright. But overall all the recent perks have been lackluster compared to all the others

    Agreed, it's because the devs are pushing way too much content out and are burning themselves out. If we had 2 big content updates a year instead of 4, the perks would actually be good instead of ok at best.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118838#Comment_1118838

    Yeah, but increasing gen time just makes survivor boring

    Doesn't mean it isn't nessecary too make the game balanced. Sometimes too make a game healthier a side has got too eat the bullet.

  • @Alice_pbg said:

    I think killer needs something to help with how fast gens go. But reducing the size of maps should be enough.

    Map size is a problem, but if killers had more time too pressure gens then it wouldn't be that big a deal.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114812#Comment_1114812

    What Peanits said would still come to pass even after adding "jumpscare" because after the first few times you now come to expect it and no longer react. Time and experience dull the senses. In order to keep some semblance of "fear" the amount of constant change needed would consume so much designer time and require the team to constantly come up with new ideas as to not repeat the old.

    Take a look at horror movies that mostly rely on cheap jumpscares that have become so cliche you can predict them 30 minutes in advance. How many creepy crab walking Japanese ghosts are we expected to consider "scary"? Its impossible/unrealistic to maintain such stimuli leading to a feeling of constant fear, especially in a game since the player is sitting in a room perfectly safe.

    Hence why you rely on atmosphere. Course jumpscares get stale after a while, but when done right they have a lasting impact. It also doesn't change how lazy of a response Peantis gave.

  • Gen Rushing. Literally no one gets points in a game that lasts 5 mins and it's such a waste of addons, makes me wish killers got their addons back if a game doesn't last long enough becuase you can't win when a game lasts 4-5 mins.

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