HazardlyGaming
HazardlyGaming
About
- Username
- HazardlyGaming
- Joined
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Comments
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@adsads123123123123 said:
Your build is trash. If you want a ggez, run this build.
Perks:
Infectious Freight
NOED
Deathbound
I'm All Ears (optional perk)
Addons: double range
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@LemeTheMeme said:
Why do console players run the most absurd builds, then dc after first down. EVERY match I've played today at least one or two people dc. Never the PC players though, always the console. This cross-play stuff is getting old since I can't even disable it in settings!
Really? I played console (PS4), and survivors I go against didn't DC, I've only had survivors DC against me once Cross Play came out. I figured it was always the PC players who were constantly DCing
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ENTITYPLEASED (no space, I think it needs to be all caps), and ENTITYDISPLEASED are the only codes, as far as I know. The first one gives 150K, and the second one, well, you'll see
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@NoShinyPony said:
Crossplay only between consoles with pc left outside would make sense, yes.
But take a look at it from the devs' perspective: If they would do that, they would acknowledge that such an option is necessary because performance on console is on an unacceptable level. That's not going to happen.
Not necessarily. It's not the devs fault that the fps is higher on PC then Console
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@mcNuggets said:
None of the M1 killers are good.
Ghostface is an M1 killer, and he's amazing
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@danielmaster87 said:
I was looking forward to the MMR system because currently bad survivors can win without even playing well. But the more I think about it, the less enthusiastic I am because I know it's gonna be the same old DBD. Gen rush will still exist and so will hatch. So really good killers will lose MMR while average survivors rise to the top with ease. All it takes is a hatch eacape to secure your win, and it spawns no matter what. Even with 0 gens done, it spawns to give the last survivor a pity escape, which they abuse and rub it in the killer's face as they claim it was skillful. And keys will still exist, which is a literal short cut since gens can be left and you still escape. All 4 survivors can escape through it btw, as long as you do those quick 5 gens. Keys are uncounterable. Unless you get lucky and down the key holder or hardcore slug, they're gonna use it and get their free escape. Closing the hatch also does not save you, even when nobody brought a key, because that for some reason powers the exits. Exits which, if far enough apart, give the survivor yet another chance to escape. Hatch grabbing was also removed since, according to to eye witnesses, killers abused this to hold the game hostage every single game. /s
Now that endgame collapse is a thing, hatch is no longer needed. As soon as there's 1 survivor left egc should start and maybe power the gates. Hatch and keys suck and reward immersed gen rushers, and also whoever happens to be the last survivor. They will surely skew the results of the mmr system, and it will be all for nothing.
Here's another reason I feel like dbd MMR won't work. The main way to be good as killer, is not just no know his ability, and use it well, but being able to predict survivors! If a new person starts on this MMR rating, it will take forever for him to be a good killer! A new killer will do bad at first. It happens, killer is based on prediction,band knowing how to use an ability, which a newbie will barely know. Because the killer is going to be bad, so will his survivors. Now, eventually he will be good at predicting and using an ability, but then you put him against better People, and they do completely different stuff! Now he'll lose 9 times out of 10, dropping him to a lower skill, and that loop could take a while to break. It's like a shooter game, if you drop me in a game with people who have played for years, yes, I'll do bad, but I'll start going good before other people who are also playing with ######### players, because I'll be used to having to fight good people, while the other people are used to fighting People there skill.
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@fabeck said:
Both of these Killers are op, you literally don't need brain power to play with them. The Doctor just spams M2 and Myer's absurd small terror radius with a power like Evil Within just makes them unfair. Especially on small maps. Please nerf them.
If you're saying nerf Michael, I take it you never played him, and have played against one good Michael. Michael does NOT need a nerf
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@Boss said:
Saw the usual "genrush" comments & discussions pass by, and i thought it'd be a good idea to ask.
The short version: How mandatory is it to equip one or multiple slowdown Perk(s) on your Killer?
The long(er) version: It happens quite regularly on here for people to share how fast matches can go.
So i'd like for you to imagine your favorite Killer to play as, and then tell us if you use slowdown Perks, how many you use if any, and tell us which those are if any.
Also, if you don't use them on your favorite Killer, please do tell us why.
Older players might remember how good Brutal Strength was back in the day on Killers who weren't Nurse.
While it wasn't mandatory, it was unusual to see a Killer not use it due to the sheer time you scrape from breaking Pallets.
If you currently feel that way about a slowdown Perk, that's when you should mention it here.
Pop is almost mandatory. 20 seconds may not sound like a lot on paper, but when you're a survivor (I play Survivor, to be able to predict them more. Overall, I'm a killer) and you have to work 29 seconds, just to get back to the repair progress you were at, it sucks. What sucks even more, is if he pops it, and then chases the person that was working on it with you. You get back on it, and he pops it again, when you've only been on it for 5 seconds. That's 35 seconds regression on one gen. (Sorry if I'm wording this weird) overall, PGTW is very necessary. Btw, for me and my friend's (think everyone), Pop Goes The Weasel is in the shrine of secrets for everyone.
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@D_Orien said:
Still to this day, there's no survivor perks that try and counter slugging and face camping. So I've created my own.
PERK: LAST CHANCE
Description: If a killer after hooking you stays within 5 metres of you for 10/8/6 seconds and not in a chase, this perk activates.
You can unhook yourself or be unhooked and are fully healed with a sprint burst to boot. Your second hook will instead count as your first hook. So it takes 4 hooks to sacrifice you.
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PERK: ALL TOGETHER (Anti-Slug)
When you and two other survivors are downed, this perk activates.
You can instantly heal yourself to the injured the state and this action applies to the other survivors (so when you heal yourself, they too are healed).
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Now, Decisive Strike is the anti-tunnelling perk but it needs a huge buff, because stunning the killer for 3 seconds doesn't matter when you'll still quickly be downed afterwards. It's buff should be that after using perk, the killer is stunned for 6/8/10 seconds and is blinded for the duration. The timer to use it should pause when in a chase and when downed so a killer can't just wait for it to end.
10 seconds? Thats OP. That's way too long. If you don't run, the 3 second stun is enough (don't run so killer can't track you). 10 seconds, along with the time it takes you to get to a generator, is waaay to long. Also, you basically just described unbreakable, and made it better. This isn't necessarily op, but honestly, sometimes Slugging is necessary. The first one is also basically Deliverance. I do feel as if Deliverance should give a speed buff though
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@BaroneMaximus said:
I mean let's talk about what survivors really do in a game: M1 on gen, hold shift and spacebar here and there.
Let's talk now about what a killer have to go through: He has to learn how to use properly is power, he has to learn addon and study them to properly to make his power better and to synergize with perks, he has to practice with said power and when to properly use it. The best killers in the game are actually a 1k hour practice character and a character that totally relies on hears and mindgames: cat hears =yes, no cat hears = NO (I'm deaf and i can't play her AT ALL)
So, i'm really hoping that at some point they will be introducing something that actually make survivors difficult and unique, otherwise this game seriously will never make sense
Here's the thing. While yes, killers do need to learn how to play certain killers first, before they become skilled with them. As a killer main, I can confirm that. But once you get decently skilled, you can learn to apply constant pressure, and not allowing survivors to work on gens. Once you become skilled with a killer, it's already hard enough for a survivor to win, as a good killer knows how to stop survivors from looping, and knows how to make sure they stop generators. With perks like Discordance, you can see SWF, and with perks like Pop the Weasel, you can set them back a while on the generator. Just those alone can allow you to get survivors off gens, and with Nurses calling, once you find someone and hit them, you can know where they are. All you need now is a hex Devour Hope, Play with your food, Hex The Third Seal, or Plagues perk that transfers the terror radius, and makes you undetectable, and you can sneak up on, or apply constant pressure on survivors, as 3rd seal blinds them, Devour Hope can make them 1 shot, Play With Your Food can make you fast af, and Plagues perk makes every survivor near the obsession confused, and looking for the killer, while you sneak up on someone's half way across the map.