HeyWillson
HeyWillson
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- HeyWillson
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Mmm … tasty vitriol … still yeeting with the luck-sacs, always fun - almost as much as killers leaving their slugged trash about to bleed out, making slugging a huge, unaddressed issue.
I still say that the animation of attempting to self-unhook as well as the ability, should be removed. Half the time there is a survivor on hook flapping their arms like a stuck goose. So charming. -
@Fix_Killers said:
The top BS problem that is happening all the time in matches is killers slugging, which is why survivors are giving up on hook and trying to free themselves from that state to at least move on to another match
Oh please. Every time I find someone before 3 gens pop; they give up on the hook.
Slugging, tunneling, and camping are just excuses Survivors use to blame everything and everyone except their own poor sportsmanship.I, for one, was 100% done with Survivors hook-DCing just because:
- They were found too fast
- They were found first
- I was using a Killer they don't like
- I was using a perk or perks they don't like
- They got a map they don't like
Etc. Etc.
Claiming hook-DCing is the Killer's fault is pure copium.lolballs …. Speaking of "poor sportsmanship" that is exactly what slugging, tunneling, and camping actions are by killer players.
One other commentor here pointed out another aspect of "poor sportsmanship" of survivors who pallet stun killers and blind them, sometimes repeatedly in my experience, or do the same at dropped pallets when the killer goes for the break.
The concept of poor sportsmanship is rife on both sides and you are very clearly missing the point - when a survivor clearly sees they will be left hanging for the remainder of their time in the match, it is better to leave sooner than later. This mechanic change just forces those hooked survivors to have to endure essentially doing nothing for some or most of the game.
Self-unhooking is an exlicit game mechanic or it would not be an in-game function. It is a risk-reward part of the game and Behaviour has effectively nerfed it for whatever reason. Maybe the louder voices here made their case that it was happening too much.
imo slugging, tunneling, and camping happen too muvh and these are NOT game mechanics, they are player choices that just happen by interating with the other players. There inlies the difference.
Is "we" don't want the self yeet, remove it completely and let the stages flow as they may. The overall Luck mechanic is incredibly weak as it is, so why bother sustaining it? It's like keys which, since the change to hatch spawning, are all but useless. In fact, you actually have to work harder and blow more perk slots to even try to open a hatch with a key lol
Love and earworms! -
Why does The Animatronic feel like the Artist, Huntress, Singularity and Xenomorph mashed together?
Right now it is quite OP, not uncommon for new killers.
A decent nerf would be the axe grab being removed from the power set and reducing the duration of the undetectable after exiting the security office doors.
Just some thoughts. -
Favourite survivor list:
Irrelevant, all survivors are, in my humble opinion, identical and wholly uninteresting. Until Behaviour addresses this by taking one of each survivor's perks and making it as part of the base kit of that unique survivor like the following:
Meg - Sprint Burst
Feng - Windows of Opportunity
Bill - Unbreakable
Kate - Boil Over
David - Dead Hard
Laurie - Decisive Strike
etc.
Yes, make some of the more popular perks, but those most relevant to the character backstory and make them base for the character. That would give each one flavour and texture and push players to make meaningful decisions about who they play rather than which skin they buy to put over the framework of the survivor-role remote controlled robot.
The logical question then becomes: Do survivors then get only three perk slots, or four? It would really depend on how balanced or unblanaced the gameplay becomes as a result. As it is, killers arguably already start with effectively a fifth perk as their Power, so … who knows?And before anyone becomes too sweaty, Brhaviour is not going to listen to someone like me, don't be ridiculous, darling.
And you don't have to like the suggestion, but it woul dmake gameplay more interesting.
Favourite killer list:
Legion, Huntress, Deathslinger, Clown, Shape, Pig, Doctor. But mostly Legion. -
Oooo fun!
Killers I do not play, even on losing a bet or in some other mental state of bad decision-making:
Hillbilly
Nurse
Cannibal
Spirit
Oni
Blight
Artist
Onryo
Good Guy
Lich
Houndmaster
GhoulI simply find the above utterly unplayable and I do not enjoy their mechanics. That said, absent using their powers, they are all killers and can be equipped with perks that can make a clean sweep of the map and all survivors.
Killers I play extremely rarely, usually for a challenge:
Trapper
Hag
Nightmare
Plague
Demogorgon
Twins
Trickster
Nemesis
Cenobite
Skull Merchant
Singularity
Unknown
Dark Lord
For my choice of gameplay, these killers have powers that are either uninteresting to use or simply take to long to use well in the game.
In all the above cases I am not going into a blow by blow of what I dislike about these killer characters, it's just me and I do not enjoy playing them. I have niche builds for some killers like Doctor or Dredge, the effectiveness of which are … hit or miss and sometimes just for giggles. All the giggles. -
My two cents is that there should be no abandon or disconnect penalty. Since the Abandon option was added to the gameplay, the rate of incidents of disconnects by survivors and killers in matches I have played has soared dramatically.
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No Mither uses the Broken state rather than Exposed because as a survivor perk it is quite powerful to allow a survivor to recover from the Dying state. The negative aspect is being in the Broken state, having diminished Grunts of Pain and leaving a blood trail as part of the combined disadvantages to using the perk.
If the survivor were only disadvantaged with the Exposed state, the added disadvantages of Grunts of Pain and blood trail would not be present as the survivor could be healed to the Healthy state.
No Mither has some nasty stacking effects with killer perks and powers such as Thanatophobia and the Oni Blood Orbs.
I have found that there are builds that can take advantage of No Mither, after a fashion, including either of the Incantations and Injured state perks like Blood Pact, Dead Hard, Deadline, Mettle of Man, Resilience and This is not Happening.
Unfortunately, No Mither mucks up perks like Adrenaline, Dramaturgy, For the People, Moment of Glory, Overcome, Plot Twist, Reactive Healing, Second Wind and Solidarity.
Of course, killers love seeing a survivor start in the Broken state, but have to take care to not leave that survivor slugged for too long lest they recover or have the Flip-Flop/Boil Over/Power Struggle build with perhaps a spicy bit of Tenacity on the side <g>.
It is a whole risk/reward perk. With the number of times killers slug in this game, it may play out well. In the end, it is up to each player to determine if they want to use the perk.
Cheers! -
2v8 is complete garbage and amplifies the worst of survivor and killer behaviour in game.
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Thoughts: Vaguely interesting. Don't really like the classes or killer structures, it takes away the variability of actual perks, items and add-ons. No rank advancement. Really it becomes a different game, an idiot Dead by Daylight if you will. Worst still is the actions of survivors contributes to the wiping out wholesale of other survivors - no cage rescues, sandbagging, clashing attempting to pass through the same narrow space. And like the PTB environment when a new release is being tested, it is nearly impossible to play killer as match times take far, far, far, far too long. In sum, it's a disaster.🤢🤮
Update: It seems killers have found a way to make this mode even worse by engaging in the typical killer player actions that are deeply toxic in normal gameplay anyway - slugging, tunneling and camping. Working together, there have been multiple games where the two killers tag team survivors off hook. The latest other play is when there are three survivors left to just slug them with one killer riding herd on the slugs while the other hunts and downs the active survivors. This is apparently being done to ensure “that the dead weight doesn’t win” by escaping via hatch.
the only thing that might make this vaguely to,enable would be to greatly increase the speed of both dying recovery and self healing while adding endurance for 30 seconds when the slugged survivor recovers from the dying state. Yes, I said it.I am done with this mode of the game. Maybe it is for the adrenaline monkeys out there, but it cannot come to an end soon enough.
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Knight or No Where To Hide news?
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@AcelynnBen said:
Just....make it duo/solo queue
seriously its not that hard, why not just make so only 2 people can be in a party like every darn game , it would balance out the whole problem of SWF
And sure you might get duo in a duo but it would still give a chance, because they won't be as useful as a 4 stack with comms, sure they might have a bit of team work, but it won't be the same as a 4 stack
The only way i could think of them getting 4 stacks with this duo system is if the matchmaking decided to put them together which is gonna be extremely rare
This will make both soloQ players and killers have a better chance, because let's be honest if u are in a soloQ while there are 3 SWF that clearly have no intent of playing with u, it tends to get frustrating and obviously if you try and talk it out with them after the game they will just gang on you (not that it happened to me before but i've seen it many times while playing killer )
and for killers i don't have to say the obvious, its mentally frustrating to deal with 4 people ruining every killer's day because WHY NOT
Why not just eliminate the ability to invite anyone and force all games to be 100% solo queue if sad makes killers so miserable? It’s not like the killer doesn’t already hold most of the cards in the game already, right?