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KingOfDoom55

KingOfDoom55

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KingOfDoom55
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  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461527/hottake-plague-needs-a-nerf

    I agree that Plague needs a nerf but not for her basekit power. Her real problematic part are her iridecent addons: The iridecent seal gives you power for 40 seconds everytime the survivors finish a generator. This completely removes her actual couterplay of "staying injured". In addition, it also reduces her skill ceiling in an unhealthy way because the player will never learn smart fountain/red puke use. The other one, Black Incense, gives you free aura reading on fully infected survivors at least every 15 seconds (a survivor can puke between 5 and 15 seconds again). I generally hate strong and free stuff on both sides because this type of stuff reduces the skill ceiling while also removing healthy interactions.

    However, besides these two addons, she is fine. Yes, at some point she will infect survivors but after that, she becomes a normal M1 killer that easy to loop. Then, she has to use her red puke in the right moments or will waste in. In addition, cleansing or not opens fair counterplay on the survivor side since either you stay injured or you decide to overcleanse her. Another thing we have to keep in mind is that since you don't need to heal against her, you spend more time on generators, which increases the basic pressure in a different way - a part of Plague not many players are aware of. Lastly, if you need to cleanse, to it far away from her: She has no great mobility and if you cleanse on the other side of the map where no unfinished generator is left, you are completely fine and if she goes for this fountain, she will waste so much time.

    can go up to 20-30 meters

    max range is 13 meters basekit and it is a slow projectile, which means you can react to it.

    if angled correctly, can go up to 20-30 meters I believe and able to swiped left to right extremely fast to almost always guarantee hit, and in rare instances, she can 2 tap someone to down them with the same vile stream if their at full health, combine this with gen lock dow

    No. Visual-wise, her puke looks like a large fat hitbox but the actual hitbox is a mix smart hitboxes - Think of it like many little Trickster's Knife. That means even when you hit a survivor visual-wise you can still not infect/damage the survivors because the actual damage hitbox missed the survivors. If a survivor gets hit by red puke, they have for 3 - 5 seconds i-frames which means they are immun against her red puke during this time. So it is impossible to double tap a survivor with red puke. If this happened to you, it has to be a bug and needs to be reported.

    People complained about day 1 wesker being op with 8% hindered with hit infection staying at its current progress even on hook (or increases while on hook, idk if that was a thing, but I think it was, correct me if I'm wrong) and bc of it, his infection doesn't do anything other than passive slowdown which doesn't really do anything aside from giving him a insta carry when they are infected and injured (or insta carry when healthy and fully infected which almosy NEVER happens)

    The main issue with 8% hindered and half infection off hook was that it made tunnelling so much easier since it was more difficult to loop Wesker. The main difference is that against Plague, you don't suffer from a hindered status and her green puke does nothing against you once you are infected - unlike Wesker who is able to instadown you when fully infected or to use his power to catch up or outplay loops. He is also a rather quite and small killer, which makes mindgames easier for him. Plague is also not so loud but every tall, which makes M1 mindgames more difficult.

    Overall, her iridecent addons are problematic but otherwise, she is a fair killer because she leaves the opportunity for different counterplay that forces you, as the Plague-player, to adapt to it. She is also not an easy to play killer due to all of the little things you have to keep in mind. Sure, getting the infection is on an easy level but everything after that (red puke management, knowing how to use it on tall loops, doing the basic M1 gameplay, reacting to survivors plays, or taking information from infected objects) is on a rather higher skill ceiling and this is something that balance her out.

    I see your point that you wer3 talking about in your previous comment, and I completely agree, I'll change my posy so every one that comes in will see that it can be ignored since I see that I am in the wrong for suggesting a nerf

  • This comment was made on accident, please ignore this one specifically

  • @SoGo said:

    The main thing you have to do against her is coordinate.

    Everyone has to be on a same page.

    If you decide to cleanse, ideally do it all at the same time, and with some luck, you can overfill the fountains and give her 1 use of power instead of 4.

    If you don't cleanse at all, prerun, loop normally. She is just an M1 killer then.

    Also, hide when you hear the TR while she has red puke.

    Thanks for tips, and after reading everyone's comments, and after 1 more match of playing against her, I can Definitely admit that I am in the wrong

  • @Crowman said:

    So people complained about Wesker infection since it was attached to Hindered, but who (besides you) has been complaining about Plague infection causing broken off hook?

    You're inventing a problem that has never existed.

    Krasue used the have the same thing and ppl complained about it, literally the entire reason why she doesn't have it anymore is bc of tunneling reasons, which is the same problem Plague has because of it, and just bc their cleansing is different doesn't mean 1 is or isnt more problematic than the other, I just hate how they get rid of something from 1 character but doesn't do it for the other characters that have similar affects or processes

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461497/anyone-else-think-that-ghoul-is-terrible-to-play-as-rn

    The token lose is a fair trade off since he has an insane mobility that also has a rather short cooldown and can put survivors in Deep Wound for free. Without the token lose, survivors would be in a lose-lose situation since they cannot reach a new loop - against Ghoul you loop and cannot hold W like you would do against other killers. There is also the inconsistency that you don't lose token when your power is on cooldown, which is a bit weird. Loosing two tokens is also just an 8 seconds cooldown on a 4.6 killer.

    Some maps like Nostromo have bad colision and this should be fixed since it also affects other killers and is just annoying to face. So, the issue is rather a map problem than a killer problem. It is also difficult to judge when we have no video. If possible, can you record these moments to better see what happened?

    The devs already said that Ghoul will get some big changes and maybe this also includes his sliding too(?).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035155#Comment_4035155

    Many people - myself included - just dislike Ghoul because the gameplay against him is just boring and miserable due to the free Deep Wound and other cheep things he can do to get easy advantages/pressure. However, some people take it even further and any Ghoul topic they see that is not a hate/nerf post, is just asking for trouble even when it's a fair question/suggestion. Just try to ignore it, I highly doubt a discussion with these people is healthy.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035157#Comment_4035157

    I guess the devs don't know that the QoL update is supposed to happen now (source: recent patch).

    I agree and Fair tbh, I've come to realize that, and with your last point, that happens with any killer they genuinely hate, which is unfortunate bc the whole purpose of these forms is to give feedback to make both sides balanced and fun and fair, which, it feels like some people don't like for some reason, so I try not to engage with much a-s tier killers much unless there is a good reason for it

    And yes I'll make sure to record when moments like the ones I'm referring to comes up, next time it happens I'll post the clip in a comment if possible but most likely in a post edit

  • Again, downvoting while not sharing your thoughts doesn't help, and besides this is mainly for hitboxes when using leaps around loops and corners to be fixed so idk why this would be getting downvoted when that's technically all it is but whatever floats ya boat ig

  • While I do like these ideas, Deer lung seems useless, decreasing the range of shred by 1.5m for a measly 10% speed increase during shred attack is... honestly bad, unless it was like 15-25% speed increase then that'll be a decent trade off but it doesn't see worth it tbh, Viscous Webbing is very interesting, but if it was 30s I think that'll be better (that's just my personal opinion, and it's a good idea ad well bc it prevents Survivors from breaking portals when not in use so it saves time but it also has a trade off by not allowing killer instinct to go off since it'll be deactivated again until reactivating the portal again via tp)

  • While I do agree that the amount of gens needed to do is stupid, and increasing it to 10 would be nice, but I think that's the only thing that needs to be done tbh, and aside from decreasing the amount of gens left when 1 is left to do bc I dont think Survivors should have 6/7ish gens to choose frome to do but that last part is my opinion but I Definitely agree on the 10 gens needed for exit gates instead of 8, bc 1 Survivor can work on 1 gen each and boom, their free to go once the exit gates are open

  • This would be interesting but also confusing to make bc of lore reasons

    Kate Denson rift and deep rift outfit when

  • I personally don't like the idea of danganronpa being added as a chapter, but I think cosmetics would work better tbh

  • @Blacktail272 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461037/man-i-hate-this-game

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032060#Comment_4032060

    Cool idc time to play another game don't even know why I came back like u guy's are complaining really? U literally have wall hacks speed all that like is that not enough whatever enjoy what's left

    You misunderstood, I wasn't complaining, just pointing out the obvious, that you clearly didn't see, sorry m8

  • Wasn't furtive chase the perk that grants haste and undetectable after hooking the obsession before it was changed to a TR perk? If so, they need to revert it, the perk was way better as it was

  • @Royval said:

    Nerfing overpowered pallets and making them more fair to killer means you all “quit” and or is taking a break from the game. I would love to see the kill rates for every single killer on the roster after the pallet density update. Like usual everything a killer gets is blown out of proportion and gets crapped on.

    Ik, and people like you and me get downvoted when discussing it bc survivors can't handle the truth that their toys are too strong or unfair to killers and complain about killers being too unfair & "broken" bc of 1 perk, addon or 1 particular killers, when its survivors side, EVERYONE can use whatever is broken or powerful unlike killers where it's usually tied to 1 specific addon or killer

  • @KingOfDoom55 said:

    While it is a shame that the addon is going away, but you have to admit that it was broken that it got rid of exhaustion a lot, also, the pallet density was WAY too Survivor sided, idk how it looks now, but that's 1 thing they shouldn't have touched at all bc it was fine the way it was, also, for the best perks, yeah they gonna unfortunately get nerfed or adjusted, it's something that's always been done regardless of which side has been affected

    The fact that im getting downvoted makes it seem like survivor mains hate when they get any new or great toys taken away but praise when killers get screwed, idk if that's how it really is, but this just shows the it isn't just the devs so disconnected with the fan base, but also the fan base themselves so disconnected with themselves, always blaming 1 side or another regardless, first is was ghoul being too op, then the pallet density change, and when survivors got massively favored by the games own dev team, survivors love it while killers hate it and when it gets balanced out, suddenly the entire survivors (or some of it) gets toxic about it, like, WHY!? Don't you want the game to be balanced and fair for ALL sides?

  • @Starlesque said:

    https://us.v-cdn.net/6030815/uploads/82I2CQ87GWLT/image.png

    As an Artist main, it’s getting to the point where matches don’t feel skill-based anymore - they feel like I’m fighting my own power more than the survivors.

    There are entire areas on some maps where her crows just won’t spawn, even with nothing blocking them - it’s frustrating.

    On top of that, there are long-standing issues that make her kit feel inconsistent:

    • Limited vertical aiming –Trying to hit survivors on higher or lower floors with her crows is frustratingly unreliable, since they mostly only travel straight forward.
    • Crows disappearing on map objects – Invisible walls, props, pallets, and terrain often make crows vanish mid-flight, ruining precision shots.
    • Hits and feedback not registering properly – Crows sometimes fly through survivors or hit them with a delay, making timing unpredictable.
    • Power refusing to activate – As mentioned above, on maps, her crows simply won’t spawn in certain spots. Free escape for the survivor.

    Artist ability depends entirely on consistency and precision, and right now her kit feels unreliable and janky. At this point, she needs more than small bug fixes — she needs a proper rework or a serious pass on her crow mechanics.

    Demogorgon needs help as well, his teleportation cooldown is was too long to be considered reliable anymore compared to many others and his split second delay before being able to use shred immediately after fully charging the abyss ruins perfect moments for demo to get a shred in, but I do agree, artist needs adjustments and possibly a rework as well as demo

  • @dramafinesseXD said:

    you guys shouldn’t touch anything again I’ve play tested every map absolute garbage fillers but only a max of 8 of them ? Like bro REVERT THIS REVERT ALL OF PALLET DENSITY JUST REVERT IT

    Honestly, they should just revert the pallet density back to what it was before they increased it, the density then was perfectly fine

  • While it is a shame that the addon is going away, but you have to admit that it was broken that it got rid of exhaustion a lot, also, the pallet density was WAY too Survivor sided, idk how it looks now, but that's 1 thing they shouldn't have touched at all bc it was fine the way it was, also, for the best perks, yeah they gonna unfortunately get nerfed or adjusted, it's something that's always been done regardless of which side has been affected

  • Some of the loops at the top of the list are literally still the same, I don't see the change in those at all, but the rest I understand, pallet density was terrible already bc it made chases pointless on killers end but regardless, they should revert it back to how it was BEFORE they even messed with it, bc it was perfectly fine, except for a few maps with too many double pallets

  • @MashedBroccoli said:

    killers are whiny entitled brats who get their way about everything

    Fog vials dead

    Anti tunnel dead

    Anti slug dead

    Looping dead

    Bruh no way you said that when the SURVIVORS get their way most of the time and killers are the ones getting unfair treatment, while yes, both sides get favored from time to time, but recently, this game has been moving onto a heavily Survivor sided, and this is coming from a Survivor main btw, who's played this game for a very VERY long time

    While yes, the veils were overnerfed and should have kept some opacity and kept them chargless bc the cooldown was already a compensation to it but not revert it back to how it was at first, like similar to dbd 2016 fog, where it wasn't too thin but not too thick, just enough to see but not too much where you can't see to far or too much where you can't see anything that's close

  • Trapper is already getting a rework and that's not releasing til 2026, that's all we know rn, but these ideas would be cool

  • Techs are meant for more skill ceiling and learning curve, for dracula and blight, their dashes are different than weskers, blight has more dashes and can break pallets naturally, and dracula gets free location identification via scent orbs, so weskers dash would only be a dash that infects and throws/slams people which is already more difficult to use than the other 2 killers dashes bc they aren't that restricted around corners to a very punishing degree like weskers are, and the tech is NOT easy to pull off and takes time to learn, even more so to master, so keeping it in will add more skill ceiling to his power in order to keep up with everyone else but with a cost or messing up and being badly punished or at a cost of learning how to do it and mastering it which would probably take a lot of map knowledge and experience to pull these off

  • With the changes to Survivors, I do agree that it is Survivor sided, however, nurse and blight need to be dropped down from their s tier rank, bc they have been there for FAR too long, I believe ghoul is more A tier now, but the auto aim is till an issue that could be nerfed a bit but decrease the pallet token cooldown to compensate for it, and making it not possible to grab attack ppl that are behind corners or walls that shouldn't allow it at all, then ghoul would be a solid A tier with ways to counter it, unlike blight (who basically had the kaneki situation the entire time, being able break pallets and stuns and hook and immediately get back into another chance, and nurse who can do all this and not be burdened by pallets or corners)

  • The free grab attack has been nerfed already, what you experiencing rn is the result of that, when I played ghoul after a long time, I noticed the grab nerf immediately, and I'd say it's in a balanced spot rn, and removing the pallet vault ability would be a significant nerf, as it makes playing around pallets more difficult for the ghoul

    Counter argument: I'd say ghoul is in a good spot rn, however, Decrease his pallet token cooldown since the there are so many pallets and it just guts ghoul bc of it, bc it is way too punishing with the current pallet density

  • He literally has an addon that reverts him back to his old power system

  • @UndeddJester said:

    I tried Demogorgon again recently, and I hit an old issue that has always plagued me when playing him...

    When I am holding charge on my shred, if I'm too early on the attack input, it will cancel the shred and go for an m1 instead. This is very easy to do when you're desperate to fire it in time to hit before the pallet comes down, but failing to do so not only means you miss the hit, but now you also slap the pallet like a complete dope and don't shred the pallet, losing so much distance that it feels incredibly rotten (pallet update yay!)

    Pig and Clown recently got input buffers for their abilities… is this something that Demo could get as well to alleviate this annoyance?

    Disclaimer: I am not a Demo main, can imagine that maybe Demo mains see this as a skill factor to the character, and I'd happily hear the argument... however the cost of mistiming it is so heavy for a character who is already struggling to keep up with the changing landscape of the game, I can't see it as being anything but annoying personally and just further discourage people from playing him.

    You've already got to time the charge and aim correctly not to get snagged on the irregularities of many loops, with circular terrain especially making your life pretty darned hard... having this on top just rubs salt in the wound and makes him very irritating to play.

    This is what I've been saying in like 3 posts that I made about demo, bc that buffer b4 getting control really screws ppl over, glad I'm not the only one who realizes the issue it causes and no, if anyone says it's a skill factor, they are wrong and don't see the real issue bc that buffer can really screw ppl over but demos map traversal needs a buff as well, with modern killers getting better map mobility in some way, demo is at the bottom in this category (not including killers like pyramid head or skull merchant, that doesn't have built in map mobility in general)

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025756#Comment_4025756

    Yeah I think his cooldown after m2 is just a bit too long for 2v8. Change that and give him an extra buff after Caging a survivor with his power and I think he would be alright.

    II'd Say increase his trail segment limit, it's still 100 which is a massive problem for ph in 2v8, I think it should be 200 since all maps are like, tripled in size

  • This would be dope but I'd also (personally) add 4.3 for rites of judgement speed and 4.0 of starting it and after using punishment of the damned (m2) and maybe a way to make punishment of the damned easier to hit or having less punishment after missing the m2 attack but that's just me

  • I mentioned the same thing in my post about 2v8 killers that are lacking, and nemesis used to have 3 but was nerfed to 2 and for 2v8, I think 4 would be more suitable due to how massive the maps are

  • I like all these ideas, however, for thr bloodpoint store to sell addons, offerings and items should only give back 50% of the bloodpoints used to get them, just so players can't abuse it too much, and the 2v10 dress to impress sounds interesting but it's gonna be odd with how it could work, as for maps, they take just as long as ptbs/chapters take so that won't work very well unless BHVR gets a massive wave of new employees, as for 2v8 for every 2 months, I agree. But I thought, why not just make it a permanent game mode now instead of later and add the rest of the killers as they go on?

    As for the 8 perk killer vs 6 4 perk Survivors, I think that'll be more Survivor sided than anything if I'm being honest... but if they'd release a 2v8 perk mode, that'll be somewhat the same, like how certain perks, like pop or pain res can activate on both simultaneously and individually but can stack while, if a killer havd the same hex totem perk or a fully totem build and the other killer has totem perks, it wouldn't work bc the max amount of totems would be in use and making it a wasted perk, so there's a lot of ideas that could be brought into that but it would take ALOT of balancing and coding and ALOT more time than ptbs/chapters or 2v8 game modes to be released

  • While this would be nice, 7.5% can easily and fastly reverted, haste is nice but maybe 10-14% gen pop might be more reasonable but that's just me

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027542#Comment_4027542

    I think we not gonna see killers with props like singu or xeno for really long time

    I mean, the vaccine chests that Nemesis and wesker brings in are already killer props or tied into a killers kit but not exactly so, it probably won't be that far out but I do see why you'd see that

  • Only characters I hope they don't screw up is xenomorph, demogorgon and singularity (kaneki is gonna be a pain depending on how they tune him up for 2v8)

  • Yeah, DS, Nemesis, Ghostface, trapper and PH need buffs bc their tune ups for 2v8 don't do anything and are lacking big time

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027519#Comment_4027519

    Is she? I didn't play her in 2vs8 and barely checked… Just remember my friend complained on her speed lol.

    Fair point, but overall, the suggestions for the pallet breaking addons were only suggested bc of said pallet density problem, but knowing behavior, they rarely make the suggested decisions for characters or mechanics unless the entire community is talking about it, so I don't think PH, Nemie, or trapper or ghostie will get tuned/buffed for 2v8 at all

  • @tes said:

    i don’t know what to think about obsidian goblet base kit. Same with low pro for Billy. Regards pallet I’ll rather prefer more unsafe loops or less of them

    Huntress. Her main issue is speed. I think it’s fine allowing her being 4.6 without hatchets

    Wesker… Lab photo might be fine, but only if chests amount would be slightly increased. I also feel Wesker don’t really need 3 bounces, as well as Dracula, it’s making them braindead

    But uh, the whole mode feels kinda braindead…

    I mean, this proposals are kinda interesting, but I doubt people will pay attention to this… unfortunately. Don’t even remember devs asking about 2vs8 feedback last iterations

    Regarding Obsidian goblet and lo pro chains, those were suggested bc of the pallet problem, and since pyramid head is difficult to land m2 hits, allowing it to break pallets will still provide some benefit instead of harshly punishing them, as for weskers dashes, there's really nothing to fine tune on him other than 3 dash tokens, unless they want the infection to hard carry or the power to recharge absurdly fast, so adding a 3rd dash to his power was probably the smartest move possible, as for draculas wolf, I was expecting it to have better pounce recovery from orbs and better reveal and duration of orbs and maybe the addon that reveals all Survivors of the orbs that were collected before pounce was fully recharged, but the BIGGEST issue with wesker is the environment and his bound dashes hit boxes being all over the place and being inconsistent with its collisions

    However, I was thinking about letting punishment of the damned to torment Survivors wheb hit for 2v8 since the segments are way to small for the 2v8 maps, also, I thought huntress had 4.6m/s when out of hatchets in 2v8 already?

  • @tes said:

    This PHead buffs are actually decent, I love it

    However, I noticed Borgo and Lerry causing bug that simply cancel his power on middle or hitbox are actually shorter than it looks. It should be fixed asap…

    I made a new post with additions and changes if you'd like to take a look!

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026254#Comment_4026254

    Anyone that has played Singularity knows that Pick Rate does not correlate with strength.

    The reality is that Krasue lacked depth. You approached every chase the same, and won it the same way too. The most popular killers - Blight especially - typically highlight that killer players value killers with a high skill ceiling - they want to have a lot to learn.

    She still lacks depth - you still want to win every chase the same way - but now she's worse so you have to actually be somewhat alright at pathing around bodyblocks to win, and that isn't enough to convince people to commit to her as a main.

    Understandable, but when people say it's just about skill, it's not, bc if people were to have the best skill learning abilities and pull things off perfectly, sometimes it isn't enough, and since this is a pvp game, skill is the majority of it, but some killers cant keep up with others due to lack of buffs and adjustments, like demogorgon for example, xenomorph is better in almost every way due to demo having a long map traversal cooldown and it being able to be countered without a way to get there to stop it other than basic mobility and his shred attack is great but requires a great skill ceiling to get the hang of, the only down side, is when you fully charge the abyss, there is a split moment (like half to a full second) of action input delay before you can use it and when you try to use it right away, it'll just do a basic attack instead which ruins moments to use shred when the moment is perfect, stuff like that requires adjustments and not really a skill ceiling to attune to

  • @tes said:

    This PHead buffs are actually decent, I love it

    However, I noticed Borgo and Lerry causing bug that simply cancel his power on middle or hitbox are actually shorter than it looks. It should be fixed asap…

    Agreed, I've noticed that too, thanks for the feedback btw! Appreciate it!

  • Also increase the amount of gens from 8 to 10 and increase the time to do them, bc gens pop WAY too much and should at least be 10 gens to do instead of 8 but this is just my personal opinion

    Edit: I'm getting tired of people who down vote and don't even explain why, like, cmon,, however, if these changes aren't good or would benefit these characters enough, then I'll suggest a few addons that could be added as basekit for these 3 in a new post

  • On top of the PH buffs, have his power gauge deplete slower and increase the amount of time that the trails last for, bc for the amount of time it takes to set up in one area to another, is unbearable, bc by the time your done with the 2nd or 3rd area, the first area Is already with no one tormented

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026353#Comment_4026353

    the basic power is pretty much the same, a long trail that goes through pallets. a major advantage to pyramid head is that if a survivor drops a pallet they can be hit by the trail. this can also be applied to dracula, except he also has 2 other powers aswell.

    Pyramid heads second power is useless in 2v 8 (send people to cages). that has little to no benefit at all because of the hook system in 2 v 8. i would rather swap that pointless ability for something useful, something that can get me around the map faster…..like draculas bat form. i compare pyramid head to dracula because both killers are new to this 2 v 8. it doesnt make sense to introduce dracula and a lesser version.

    Ahhh, I see, thanks for verifying and yeah you got a point tbh

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026389#Comment_4026389

    its been like that since the first iteration so blaming "1v4 ptb changes" or "1v4 is too hard o killer" is just blantly wrong when it was the same after kaneki came out and dms was still 50s

    You misunderstood, I NEVER said that I never knew about the q times for 2v8, it's just a given fact, and for 1v4 ptb changes? THOSE MATTER bc you CANNOT deny that survivors are getting massively favored this patch and yes, im aware that it was like this for killers when kanaki came out but that was 1 KILLER not the entire killer side/experience, so your wrong for comparing the entire side of how overly hand held and powerful survivors will be compared to the 1 killer that was overpowered by itself, so don't come at me with that bc I already what's true and what isnt,, comparing the entire situation of one side to another when it's just 1 part of it, is obnoxiously ridiculous to present in an argument

  • @Philscooper said:

    i just wish they added more variety for survivors, but whatever, guess killers like long queues, its what the feedback/stats suggests, sad.

    Killers don't like q times, they have it bc so many ppl want to play killer in 2v8 compared to 1v4 where everyone prefers Survivor due to the ptb changes that'll be coming out

  • @runningguy said:

    like usual, PH is just a worse version of dracula. drac has the hell fire attack similar to pyramid heads attack but he can also fly across the map and can use wolf form. pyramid head is lacking big time in 2 v 8 especially when compared to other killers.

    Your comparing a killer with a vastly different power kit to one that functions very different to literally all the others, the only difference is that draculas hellfire can't go through everything but doesn't have that preview trail and has higher Mobility

  • @ShanoaLegendaryPlz said:

    Well when it comes to licenses, capcom doesnt want wesker mixing outfits or any of their characters. Hense every cosmetic re has is a set, except the sweaters.

    Unless the license says its okay to mix up their cosmetics, bhvr cant do it. People have been begging for cheryl(heather) to be able to wear the jeans with regular shirts etc but im guessing konomi wont let them. Notice how original characters mostly have unlinked sets while licenses are always linked, with the exception of the pig / tapp as they gave the ok to mix cosmetics

    Never looked at it that way, I see your point

  • @Colt45m said:

    So sad that when a killer requires skill to play they are picked less.

    Even with skill, that's not enough to keep up, it's like telling a noob killer to use SM and beat a veteran lobby swf, which is impossible, it's not always about skill in this game when it comes to characters and powers they have, it's about how good/balanced they are, even if someone who's a god at being a killer, can be trashed by an average team if the killer character itself is lacking way too much that makes it impossible to play as, regardless of your skill level, if you play 10 killer matches, 5 as a the lowest picked killer and 5 as an average picked killer, you'd bc playing alot better as the average killer bc they are more balanced and not too powerful or weak, but, when using the low picked killer, you'd most definitely get 0-1 kills and struggle the entire game, bc this game isn't just about skill, it's about balancing between the ongoing roster of characters that get introduced, which leads to power creep

  • @The_singularity said:

    as the ONLY pyramid head main u guys are mean >:(

    Ik PH is a good killer but in 2v8, his core issues are significantly worse

  • @The_singularity said:

    as a pyramidhead main im generally offended he is not that bad i have played him for 156 trails im offended

    Don't you mean not that good?

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