LockerLurk
LockerLurk
About
- Username
- LockerLurk
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Billy is okay as 4.6.
I agree Pig and Ghostface could use some sort of buff but Pig already got her ambush buffed, it's genuinely OK now. I'm more concerned about her M1 potential in general, she's OK overall. Ghostface certainly wouldn't be worse off without a basekit Dropleg on Mark, but he really needs more important changes first - most notably, his glitchiness, his Lean issues, and how finicky Reveal is.Fire Up has already been buffed, it's fine now.
Skull Merchant needs different changes as a stealth/info Killer, not stronger drones. Her drones in general ARE the problem with her, the rest of her needs buffing instead. -
Oh finally someone else says it. :(
-
Pinhead could use some actual changes to his power, specifically the chains being breakable when he walks through them. He can phase through objects like vaults yet he snaps his own chains? Makes no sense. He's a map pressure and chasedown Killer with weak chase tools, which isn't really fair especially because he's a rare pick. And, he is about to become even rarer with his removal from the game. :(
Consider adjusting his power a bit even after he leaves, please, the chains are the best thing about him. -
I just would rather the Xeno's tail be less picky and more accurate, it's not as fun for me to go for tail hits when I know it can miss the target easily. Why play Xeno for that when Nemesis is right here, and doesn't lose his whip's power when he's stunned the way Xeno does its Runner Mode?
-
Old Knockout, even from a Killer Main like me, is a bad perk that promotes bad game design and unfun choices. I play enough Survivor too to know this isn't fun, and personally I am not a fan of slugging everyone and wandering the map as Killer while they bleed. There's no need for it, it's not fun, I don't get points that way, I want to hook people.
This perk change is way healthier, helps M1 Killers around tiles against predroppers, synergizes way better with certain perks, punishes Survivors who try to make loops into "let's run the Killer for five gens by dropping the pallet because I know the Killer can't get me here", and makes the game way fairer for everyone involved. It has no use on some Killers but helps scads on others, it adds more value to the game for M1s, it makes M1s more viable, it gives some Killers protection from excessive stuns, and it removes an unfun, sweaty, over the top tactic as viable that very much sorely needed to leave the game.
This is a great change. I'm sorry your primary goal is to slug everyone and then let them bleed, but most Killers - the vast majority of us - are normal people who just want to play a game and only slug for a few short seconds to get pressure, and who do not need to run perks to slug better, but would really love a perk that helps those weaker Killers in our roster become more fun in chase. -
Finisher Mori is not the problem I'm afraid, it's the slugging for it that is. The problem is it's hard to distinguish between a genuine example of that, and just normal Killer play when you find two Survivors in a bad spot. I do agree that we need to be able to let the Survivor surrender without penalty if this happens, leaving a bot in place if so. I think it's a sensible change but the issue is 100% not the fact Finisher Mori exists, it's how some Killers try to get the Finisher Mori.
-
I like this concept for the perk and think it will really help M1s in chase, I really appreciate using Hindered and Haste as these are more dynamic effects.
However I want to suggest a change in that this activates with a cooldown ANY TIME a Survivor lingers around a pallet at all for more than 6 seconds, not after stunning. Stunning is really enough as a tool of deterrence and it does require a little bit of skill to pull off smartly, and should be rewarded. But the issue is some Survivors will try to specifically set up stuns or will hover around strong pallets or God pallets against weaker Killers, which doesn't have a lot of counterplay for these Killers.
Changing it to a Hinder effect while near a pallet for too long will better punish excessive pallet save setups, blinds after a stun (overkill and not needed, we all know you're just doing it for points or to be annoying), certain techs some Killers cannot otherwise counter, people who hover around a strong tile against M1s because they know the Killer can't get there, etc. Tiles should not be safe spots or get out of down free spots, you're supposed to run them not sit at them for stun/save points because you know the Killer cannot get there. Predropping isn't as much a frustration issue for M1s as these other things are but this will also help against predrops.
Just Leave the damn pallet and run the damn tile, that's what everyone here finds fun, not trying to help you get your stun challenge done, Meg. -
This is correct about Wesker. Personally, I am just glad they listened to feedback about TR in general. It literally never made any sense that really fast Killers got essentially free stealth on top of speed with their 32m TR, but actual Stealth Killers got hindered by their 32m TR since they need to be… you know… stealthy to get their kills. Like why is Pig being punished with a normal TR when she's intended to be sneaky, but Billy gets to be there in 0.6 seconds with his Overcharge and you can't react due to his normal TR? Why does Huntress get a lullaby when in range of her hatchets (just as dangerous) but Blight does not when his M2 literally can break through pallets?
I think BHVR also really should consider Sadako being given permanent invisibility while demanifested, or at the least removing her lullaby and giving her a smaller TR. She could also benefit from heightened stealth as she's intended to be a bit of a jumpscare/stealthy Killer just like Wraith, Ghostface, or Pig are. Also it's weird we're making this adjustment to Pig and Ghostie but not Wraith, since he has several tells already, why does he need the extra TR distance? -
I am back bumping this because once again, I don't think his changes are enough.
They are giving him a 24 m TR, which is a nice buff the same as Pig's. But it still doesn't help when his Reveal is so finicky.
Serious help like Legion is getting. Serious help like Pig got. Serious buffs like Freddy got. Please just do this for this one specific well-loved Killer so he doesn't have to play like a jerk every single round if the Survivors are halfway attentive. -
Why is allowing people to ignore others who like a character and want to play them ever a reasonable choice? Why should I be punished for needing to do a daily as Skull Merchant with long queue times? That's absolutely unreasonable, yes.
Listen, I never want to play against a Slinger. I do not enjoy Slinger. I have never had good experiences playing against Slinger. That doesn't mean I think people who enjoy Slinger should be punished with queue issues because they're playing Slinger.
What if it was your Killer or Survivor Main that got hit? -
As other changes have shown, slugging tunnelling and camping are not issues.
Excessive tunnelling, slugging, and camping are. That's what these changes should aim to address. Otherwise, it risks punishing normal Killer basekit tactics that are MEANT to be part of the strategy of the game, while also hitting the actual problem which is people who just wanna grief. -
As an occasional Pig enjoyer, I support this idea.
-
I'm actually so happy to see Pig and Ghostface given lower TRs, but Billy and Blight given bigger ones. This is how you SHOULD do TRs, if they're really fast and hard to pin down, they need a bigger one but if they're meant to be stealthy, they need a smaller one.
It literally never made any sense that stealth Killers and the fastest Killers got the same as everyone else. Like, ever.
I am mostly happy with the perk changes. knockout especially needed a change badly. Mostly happy with the Killer buffs. Mostly happy with the Surrender option but there needs to be some looking at how certain perks or how hiding might impact this give up option.
I would also like to see a Surrender option for Killers when they see all gens done in under 5 minutes before they can get at least 4 hooks. It seems like thre's a lot here for Survs wanting to surrender but seriously, I don't want to play with Survivors who I have to force out of the gate while they teabag, please consider adding that for the Killer. Griefing should not be a thing that is rewardable with a "win" for Survivors, but is punished for Killers only. And yes, teabagging at the gate is griefing, and I am tired of pretending it isn't. We all know it is.
We do not need a "more navigable" Eyrie of Crows, we need a less Survivor sided Eyrie of Crows. These changes make it MORE Survivor sided, not less. It's not okay to expect M1s to play on maps that massively outclass them while M2s can handle these no issues. -
These changes will benefit M1 Killers around pallets, discourage early pallet drops/pallet wastes, and do nothing to smart Survivors. It also benefits Survivors as it no longer is a slugging perk.
This is a good, win win change overall with good counterplay. I'm all for this change and it will make me use Knockout on Killers like Pig, Ghostface, or Legion - who struggle around some pallets - more. -
@Mandy, please.
This is absurd, there are Ghostface Mains on this site and many others that have given you guys ideas for how to fix this stuff. I'm not even a Ghostface Main and I have ideas right here.Please just give him a solid working on. Please just at least fix his issues, I know it takes a while, but we'd like to know he's at least under review for a big fix the way Myers, Pig, Freddy, and others who struggled are.
-
I really don't think so.
-
@Z0mbiv0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882683#Comment_3882683
Completely disagree. Sometimes survivor is funnier than killer. Sometimes it is the other way around. While on average killer does provide me with more fun, survivor can be extremely fun in a different way. It is true that its fun is destroyed by killers more often than killer's fun destroyed by survivors, but when it happens (and it happens) it is a worse feeling than that of a survivor.
I think it's more common that in general, your fun is destroyed either side by people who want to troll and be jerks in general, it's not a Killer thing. It's a crappy player thing.
And I would also argue that as Survivor you expect to be the underdog, so like you said it feels HORRIBLE as Killer but merely annoying as Survivor. -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882670#Comment_3882670
There's a difference between feeling entitled to a win and not enjoying losing by design. To me, the game is at an inflection point in year 9. Players are increasingly frustrated with losing by design in the survivor role due to external factors like matchmaking. The game has to evolve.
What works for the first 500 hours doesn't necessarily work for the next 1000. There has to be some expectation that improvement leads to better results. That's not the case with solo survivor. You win exactly the same number of games at 5000 hours that you did at 200 hours. You have more players every year with a high number of hours who aren't seeing results despite their best efforts.
I think you're overall right.
The game has got to move past pipping, tiers, rewarding wins over everything, telling Killers they ONLY win if they 3-4k and Survivors they ONLY win if they escape through a gate, and reward improvement rather than punishing it with harder and harder opponents then a handful of babies who don't know how to play in the broken matchmaking system. This doesn't work, BHVR. It's not the case with Solo Surv, and it's NOT the case with Solo Killer either. -
@MissiCiv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882683#Comment_3882683
if 500% BP gain wouldn't worked then just increased to 700 or 800 till it works
and they could add a new class, a Witch Class to be more specific that can Boon the totems and give some sort of Buffs
I don't even think that would work. We do need more classes both sides though.
-
@Japp said:
Everyone saying lights out was bad… I don't understand why.
I wish DBD was like the lights out modifier but with lights on. What I mean is I would like to play DBD without terror radius, red stains, auras or scratch marks. Call me crazy.
I think DBD would really be a horror game if it was like that.
I unironically want this. But I'd need certain Killers to be changed/buffed to make it so.
-
@justadreampallet said:
you see people wanting these killers but people don’t want to take the initiative to play them.
And I think we need more Vecna, pyramid head, and ghostface players.
I played some Ghostface the other day just for you, dreampallet. :)
I won both rounds but my god is it HARD to play rounds as him these days. You really have to sweat if they're any kind of coordinated.
This is a problem, which BHVR is gonna need to fix sooner rather than later for this popular and loved Killer. -
I want more Ghostface, Dredge, Pig, and oddly enough more Vecna. I haven't seen ANY of them lately. Where did they all go?
-
Well considering the political state in the US right now, and the fact that a lot of NA servers share space between the US and Canada, have you ever considered that people in the US are too distracted and scared by said political mess, protesting, etc. to want to play DBD right now? It's hard to focus on a game when you feel as though your country is dying after all.
-
The problem is, they previously tried all this and it didn't work, except pipping for grades which for the life of me I don't understand WHY NOT, it can't be that hard to implement.
The issue isn't bots, though they don't help. The issue is, nobody wants to play Survivor when the 2 part of 2v8 is and always has been the big draw.
The bigger issue is that Killer has simply always and always will be the much more fun mode. You never played Survivor "for fun". You played it to hang with friends.
-
Same here. I think pallets may be glitched; I was playing a Ghostface round the other day and not only was I NOWHERE NEAR the pallet when I lunged, I actually desynch glitched into the pallet and got stunned while they got hit. I was decently far, I had to lunge to catch the Survivor.
Also multiple times, desynch when I am running as Survivor. Usually after I throw a pallet.
-
Everything everyone is saying in here is why.
This is why tierlists are dumb: they never account for how fun the Killer is to play in practice. Yes Xeno is strong in the right hands, but why would I waste time playing Xeno which has all these issues and is less fun than playing the weaker Nemesis, who has a similar whip secondary attack, no turrets to worry about, and just WORKS?
It's the same argument for other Killers: Why would I play Myers, who is technically stronger after his buffs but whose gameplay loop is less fun, than the more nuanced and silly and slightly more engaging Ghostface who has to worry about getting caught and is generally thought to be weaker? Why would I play Chucky who is strong but has all these new nerfs and bump logic issues and is 110%, when I can just play the more fun and engaging Pig and get the same dash with BETTER STEALTH FOR LONGER, free slowdown, and movement at 115% speed?
Strength means absolutely nothing unless all you want to do is winstreak the game all the time, and we all know how cringe winstreaks are. Nobody likes the Winstreaker Blights period. It's time to discard tierlists from our community entirely - they don't do anything useful in a game where the goal is so clearly fun over wins.
-
Survivors are finding more and more reasons not to play, sad state of affairs.
How about you all instead Killers included, learn to accept that this game is not about winning and does not owe you a win? -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882501#Comment_3882501
Wouldn't just nerfing toolboxes be a much easier and less dramatic way of taking care of those builds?
You could go another step and adjust survivor spawns so they all spawn together by default, if you wanted. That's a more direct response to the problem there that won't have any nasty collateral damage.
Frankly this.
Needs doing, needed done yesterday. Only certain toolboxes though. -
It's been proven already that basekit unbreakable is abusable. Period.
If they do this they'll need to buff certain Killers more. Many Killers have been buffed enough, some languish. There are cases where you HAVE to leave someone downed, it's unfortunately just part of the game.
Faster bleedout is way more preferable, plus encouraging Survivors to go pick their friends up. That means encouraging teamwork. Some of this is on Survivors too. -
@Inosennatoki said:
Needing 3 hits to down a survivor makes Nemesis terrible in the 2v8 mode.
Nemesis' tentacle should be able to take down a survivor with 2 hits.
So mix and match tools. Don't just go for whip hits.
-
We still have Killers with game breaking bugs, for them. We still have Killers that have mechanics that simply aren't fun to play against or with. We still have nothing new for Survivor.
I love this game but I'm seriously tired of them never addressing the real issues. -
This achievement is luck based, like how Evil Incarnate is also luck based.
Very bad game design. -
@AetherBytes said:
Honestly I just want eruption's events to not count as regression events. Pop does more damage and costs 1 event, overcharge only costs 1 event to apply and it triggering does not count as a second event. Call of brine applies on a single kick, only eruption needs 2 events to work.
This is where I am. Surge, Eruption, and Pain Res - and perks like them - shouldn't count here period. It's not fair to Killers who may rely on perks like Surge.
-
- Knockout Rework
- Bugfix, Reveal rework, and addon pass for Ghostface
- Bugfix on Dredge (VFX mostly)
- Badham, Swamp, and Garden of Joy reworks to not be so Survivor sided
- Similarly, some fixes to SOME Coldwind maps and a slight size increase on Haddonfield so they aren't so Killer sided
- No more stacking generator perks on anyone - Cap it at 25% progression/regression per person. No more stacking gen perks with items. No more stacking gen hold. No more.
- Toolbox rework, but only on certain toolboxes
- Making hexes and boons more viable
- Treacherous Crows rework
-
I'm sorry but I genuinely just don't much like 2v8. Either side.
It's boring as Survivor, with all the same woes of 1v4 for me as Surv.
It's kinda mid to me as Killer because all you do is wait 30+ minutes for a 5 minute game, and if you didn't bring the right combo of classes and Killers you pretty much just lose if the team has any sort of coordination or even remotely tries.
It just… has very little value to me. Very little. I tried so hard to enjoy it both times, and I just… I can't. I just can't. It's just not fun to me. They're apparently supposed to add a Killer I actually play, and I still have no interest in playing because I just… they don't do anything new and it's still the same DBD but more and faster. The game is built for 1v4, period. This mode needs to be a spinoff.
I'd rather see an improved Chaos Shuffle or any other new mode TBH. -
@BlackRose89 said:
I only really like Chaos Shuffer honestly…I have never liked 2v8. Unlike most killers on this forum, I find 2v8 miserable to play. 2v8 is unfun for me for two reasons, long 15 to 30min queues that leads to me not being able to play much at all since with those waiting times I can only get few matches in before I have to call it a night. Two, I HATE having a random teammate as killer, Im sorry but I don't want some useless deadweight as my teammate as killer. It only leads to unfun matches where survivors will gen rush and stomp both of us.
I do want more fun modes tho. Just not 2v8…I wouldnt mind never seeing that ass mode again.
I thought I as the only one. I just don't really enjoy 2v8.
The exception is I kinda like Lights Out, I genuinely like DBD hardcore. But even I admit my baby Dredge shouldn't be allowed in that mode.This isn't bait. I would genuinely rather a month of Lights Out versus 2v8 ever again.
-
I honestly don't think I like 2v8 much, it really feels like the same DBD but MORE of it, everyone's OP, and you wait ages for it. I've heard rumors about more additions to the mode for the Survivors but not really for Killers, again, supposedly to fix the queue times. I got really bored after one week the first time, and played for three days the second time - didn't even finish the tome. It's just not worth it to wait for a 5 minute game, that's barely a game - and for what? Either both Killers stomp and sweat, or the Survs all just win, as was my experience? Not impressed.
Now there's bots in queues, so what incentive is there for me to play it? Is DBD Lite really worth it if nothing different is added and they just keep trying to bribe one side with boosts more than the other?Lights Out has its own issues. I like it, but it clearly is not popular enough to sustain like 2v8 is. Then you have Chaos Shuffle which people try to sweat in anyway.
Could BHVR please just find a way to remove those elements in the modes and events, or mitigate them? Nobody likes playing with sweats. -
Frankly there may not be too much more big that needs to be done anymore…
-
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874365#Comment_3874365
Customers have a right to complain. This forum is one of the means for that. And to be honest, I find it better to just let the forums fill with this, and maybe the point will finally be taken seriously one day. But probably not lol. Ah well.
And airport would be a fun map lol
I would love to play in an airport I bet all the Stealth Killers would be fun on it. It would be weird and liminal and creepy too.
And there would probably be so many lockers for Dredge, people always need spots to put their luggage in airports right? -
@tyantlmumagjiaonuha said:
A bug has been fixed that caused the distance between the survivor and the window to be less than expected when the survivor jumped over the window, making it more difficult to hit through the window than in the past.
Oh is that why? I guess it's good that BHVR is fixing their code then. My guess is issues with the pallets have been fixed recently too, because I have noticed that I have to be like, at the Pallet and the Killer can't be on my ass and swinging at me if I want to stun them with it. Like I actually have to try to set the stun up, I can't just run to the pallet blindly and drop it and get a hit easily anymore.
Good! I am glad pallets and vaults are no longer certain safety due to bugs and ping issues like those. That was really unfair and needed to be fixed long ago. And I'm glad that perks like Finesse exist for people who wish to have the same feeling as that bug, but on a more fair playing field. In other words, we can rest easy knowing that hits through windows and pallet stuns are intended to be this way, intended to take some effort to use properly, and are NOT a ping issue.
-
… Then… don't play?
Friend this is not an airport you are allowed to quietly leave the game you don't need to announce that you're quitting.
-
Is this why people are angry about ping hits on Killer?
… Well then this just seems like an issue with specific Killers, not all of them. Just fix those KIllers.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874359#Comment_3874359
Thats what I'm saying, it gives an option but doesnt remove the tactic, it's as simple as that lol
I guess now I am just scared: what will be the next thing people complain about after Slugging is handled, what is the next "bridge too far", insurmountable problem for Survivors after slugging is handled? Will Killers I like get nerfed because the Survivors hate some minor niggle of their play? Will maps be worsened because now Killers don't have as much ability to pressure by downing people this way? That learned behavior of blaming the other side won't go away once ingrained. And we have had 8 years to ingrain it.
-
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874343#Comment_3874343
And the Killer certainly cannot afford to keep chasing that one Survivor they just can't catch, because that allows the others to work freely on the gens.
It's not that difficult, since you can see the auras of all unrepaired generators, and they're usually in two clusters on the map, with maybe one in the center. When there's only one gen remaining, then there's only three gens left on the map. So you know the Survivors will be in one of those three locations.
Can I, respectfully, ask you something? How many games of Killer have you played with a low mobility Killer before? I'm not insulting you or calling you a Survivor Main by any means, but how often do you play Killer with someone who has to drop chase frequently? How many times has that actually helped you pressure a team where everyone is very good at looping you, very coordinated, and very efficient on gens?
My guess is almost never. Because it's very hard for any Killer to do much when the pressure is pushed to such extremes they have no choice but to take what they can get, which sometimes is the one person who they currently are chasing. It's actually very possible for Survivors to be so coordinated, three gens finish before one chase is over and the Killer still has not hit a reasonable disengage point. The Killer cannot be everywhere, so… what is your solution to this?
What if everyone happens to be that Survivor they "just can't catch" because of an MMR mismatch, is the Killer expected to give up all the chases and sit in the corner then?
I think we'd all love to pick your brain as Killer players if you have some secret that makes disengaging a chase automatically help every single Killer on the roster always figure out where and when they have to be to pressure Survivors off of gens, and it's not just dumb luck, without aura reading perks because apparently some Survivors find those "skillless" and "braindead" to use. Because fact is… most Killers are not that mobile. Most Killers just are not fast enough to disengage like that, go find another Survivor, and chase them before gens get done or any sort of ability to pressure the team is built up.
If in fact you do not play a lot of Killer though, as your post seems to suggest you maybe play Survivor more, or if you don't play a less mobile Killer - maybe you are a Nurse Main, IDK - then I don't think you should really be arguing about how easily the Killer can or cannot just… drop a chase as hopeless, which is a delicate thing and requires knowing "hey this Survivor is possibly wasting my time, I can't catch them even with Bloodlust".
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873614#Comment_3873614
IDK I think 2v8 has all but proven it's version of basekit unbreakable doesn't stop slugging as a tactic, but proves as a solution on a cooldown, it also allows for resetting wiggle bars to stop feeling forced to if a survivor fails an attempt
The issue is, I'm not sure that really matters when even a basekit Unbreakable doesn't help - and no, it's not going to stop slugging if added, just discourage it, the same way the AFC didn't stop returning to the hook (how would you even fully police something that's a gameplay mechanic?). I still saw slugging in 2v8, some Killers don't seem to care about winning or losing but just making sure Survivors they are upset with don't get to play the round as much as possible for whatever reason. The thing is, no matter what the Devs put in to combat this issue, the community will just yell "DO MORE NOT GOOD ENOUGH" despite it being literally what we asked for.
At some point you have to question two things: What sort of power trip fantasy do these Killer players have, and what is the Survivor side doing that is so annoying to warrant this sort of behavior becoming common?
Then there's a third question: are the Devs even looking at these as the real problem to fix, or are they bandaiding something that the community is just going to move the goalposts on and decide "isn't enough" three months down the road from now, like what happened with AFC?
-
@MamiEmeritus said:
No, I'm not new. it has 100% made the game more toxic. yeah, they've made bad decisions in the past (especially to surv perk nerfs and killer perk buffs… i play both sides equally. its much easier now as killer) but this was downright DUMB to do. survs have no basekit abilities. killers have quite a few
That actually isn't true, pardon my saying, that Survivors have no basekit abilities but Killers have tons. it's actually 100% the opposite - Survivors have a lot more basekit things than Killers do.
Here is what Survivors have, basekit:
- Increased speed if more than one person is on a gen
- Unhook protection in the form of an endurance hit, a haste boost, and Undetectable so as to have some small form of antitunnel
- 70 seconds per hook stage on the hook to be sacrificed
- A haste boost when they take a hit from healthy
- The ability to unlock chests to find items, sometimes even some pretty good ones (can be buffed with certain perks but it's not hard to just randomly find a medkit or toolbox for some help) - and unlocking was just recently sped up to 8 seconds to help with this
- Three other Survivors with them in the team
- Aura read whenever a Survivor is downed so they know where the Survivor is
- Several HUD icons that help show who is doing what, to help SoloQ coordinate a little better
- Certain maps that just so happen to be a bit more in their favor due to number of resources
- An anti facecamp system to prevent the worst kinds of camping
- An anti 3gen system to prevent games from stalling
- A fairly long bleedout timer (I would even say too long as it is currently a problem when Killers 4-man slug) that allows ample time for another Survivor to help if the Killer slugs them
Survivors are supposedly given all this basekit help to make the game more fair to them, because Killers have powers already. But no such catchup mechanics exist for Killer, period, no second chances exist, nothing even remotely like this exists for Killer. This is because they aren't supposed to need it, but even still in some cases, to this day, having a power for some Killers may not be enough to help them if they're struggling or are a weaker Killer.
In fact it's so the case that Survivors just get more basekit help and catchup stuff than Killers do that the only basekit thing I can think of that Killers really have is gen kicking and hooks respawning now. The basekit kicking was slightly boosted to 5% and an anti-gentap feature was added, which was much needed because gentapping destroyed gen pressure too much. The respawning hooks were added as a response to buffed Sabotage and because sadly, Survivors would go stall games in unhookable areas the Killer was forced to slug in.
The proof is just right there, friend. I'm sorry, but you're wrong unless you believe that all Killer powers/abilities are equal. And they really just are not, because Survivor basekit things unfortunately can be harder for someone like say, Trapper to not have to brute force around than they are for someone like Billy to work with. Oftentimes an M1, especially a low mobility one, may need to force a slug or return to a hook THROUGH these catchup tools meant to protect Survivors from Killers like Nurse tunnelling them right off the hook.
-
@FMG15 said:
It#s a common occurence in this mode. When I play survivor I get sweaty killers, when I play killer I see people bringing stacked items and strong map offerings.
People are overrelying on their perks and in this event it shows. Since add-ons, items and offerings aren't random, people are compensating the lack of perk strength with those instead and play as tryhard as possible. BHVR should make everything random, maybe even the survivors and killers. That would be so much more funYou actually see this in Lights Out too. Players rely so hard on their perks, that if you take EVERYTHING away like in Lights Out, they flounder. Both sides. I have seen Killers and Survivors both get way lost in the dark to the point it was a one sided stomp in that mode, though usually it's Killer-sided in that sense.
-
That is a needlessly strong accusation and nobody should be engaging with such obvious us vs. them bait as this.
-
Funnily enough I feel like I always used to miss hits at windows and now, I actually hit them. I also used to get stunned with pallets from four yards away too, so I guess this is an upside of fixing that.
-
@TwinsMain2004 said:
Only perks that actually irritates me are flashbang and blastmine
Flasbangs because it's actually uncounterable if a survivor has any skill
Blast mine because you are actually just flat out stunned and blinded for 5 seconds without any counterplay besides dont kick the gen for 90 seconds or however long it is
you also can never really tell that its blastmined anyway
I also am not a fan of Blast Mine, simply because it punishes the Killer simply playing as normal, and because there is zero tell. I personally believe, once you get hit with it once as Killer, you should be able to see any subsequent Blast Mines on any gens (including if someone else also brings it) for the rest of the round, so you can determine if this is a Gen you need to kick or if it can wait. Not giving tells for perks that frankly, can be used to annoy other players on purpose and could cause sensory pain for others is not acceptable in 2025.
Blast Mine is the number one reason I prefer gen hold and passive gen pop perks like Thrilling Tremors and Surge. You can't Blast Mine me if I didn't kick the gen, and kicking gens on many Killers is often a waste of time anyway especially when Survivors spread out.