MostBestPlayer
MostBestPlayer
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Of course this post gets voted down more because the survivor players are always biased towards one side and so are the devs
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You know what i am getting exhausted with? Survivors completing the gens and escaping within 5 minutes
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@hhahahahahaha said:
Sure as long as they remove dc from survivors because of tunneling and slugging.
I wouldnt mind because i dont tunnel
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Why are people downvoting this, its a good idea, it is not the persons fault that the devs are so limitted on what they can add to the game because they don't know how to do their job
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I dont trust devs to decide how much pallets each killer gets.
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@cogsturning said:
Yeah, keep losing.
Yeah, im going to keep slugging and proxy camping and tunneling
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I slugged everyone at 5 gens are you happy?
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I refuse to play: nurse, blight, hillbilly, the twins, the huntress, chucky, ghost face, spirit, leatherface, michael myers, wesker, skull merchant, the legion, DRACULA (100% refusing to play him, didnt even buy him, worst added killer of all time due to the immense amount of power creep)
All of these are either unsatisfyingly strong or just cringe (like chucky and ghost face), or their gameplay is just brainrot
edit: oh and ghoul -
i hate The Underground Complex🤮
everytime i get this map as killer I dc. in any killer i play.
Something about this map. Its either an easy 4k or i cant get a single down until there 2 generators left to complete. -
I think it would be better to start of big and extreme and probably "bad" changes because then they can tweak the numbers and update ptb as they experiment. They are never going to balance dbd if they don't experiment with ptb, it shouldn't of been a delay, it should of been an update to the ptb with some tweaks.
I don't get why people are crashing out over these changes when I am quite happy that they even took this big decision. It actually is something. -
Judge holden from Blood meridian would be cool but it would never ever be in dbd lol
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Hope this helps
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DBD should slow down on making new killers and polish up our current ones. The idea of new killers doesn't excite me as much as it used to.
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It's a perfect reflection of how dbd listens to its community. They ignore every problem and every solution and maybe attempt to solve it years later.
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@AmpersandUnderscore said:
The real question here is what kind of gameplay should the devs be aiming for?
The killer drives the gameplay, period. If the killer is afk or bugged and physically unable to play the game for some reason, then survivor gameplay becomes "do gens and leave". There is no game.
Yet that's nearly the gameplay that hard camping and tunneling (at the start of the game) provide. The killer focuses on one player, to the exclusion of nearly everything else, and for 3 survivors the game becomes "do gens or lose". And if the killer can eliminate that first player quickly enough, which is more often than not by the stats, even "doing gens" will still mean losing.
So, when the killer alone chooses to play this way, the first survivor tunneled out doesn't get to do anything else, gets about 5k BP (punished for not getting to play), and when they added "go next" (which who knows if that's coming back) was literally punished with penalties if they got tunneled too quickly.
For the other 3, the killer basically doesn't exist, so the only real option is to do gens and stare at a progress bar, and maybe have a chance of escape. And even then, it's not only not guaranteed, but you're basically playing PVE and likely to still lose. All because the killer has decided that they want to play this way.
So why is this the "meta" strategy and gameplay loop? Why has it been 9 years where defenses to prevent this have been nerfed on top of core game changes that have actually increased the effectiveness of these strategies?
If we're going to start actively punishing players for standing still too long, why is it "a perfectly acceptable strategy" when the killer, the one player that drives the gameplay, does it camping the first hook of the game, but suddenly it's "punishable by giving free information to the killer with crows" and potentially a DC penalty (if they add it back) when survivors are hiding. Make this make sense, BHVR.
Tunnelling shouldn't be a meta strategy but it's currently how the game is designed, and I am trying to say that if that is meta then you shouldn't feel guilty for tunnelling.
I had a match as knight where I ran into the same survivor three times, all in weak positions. I could have secured the kill, but I hesitated. I dropped them mid-chase to avoid looking like I was tunneling and went after someone else.
At the end the four survivors escaped and teabagged at the gate. I lost because I tried to play “fair.”
I definitely could've played better but the match stuck with me since I realized the game currently rewards playing “dirty,” and punishes killers who hold back. Knight also isn't exactly meta too.
I think BHVR should try to experiment with the core gameplay of dbd to prevent boring gameplay loops like this.
There should be a reason a killer would go for a unique survivor instead of the one who just been hooked, it shouldn't be forced but it should be an active decision a killer makes. I know this already exists with perks like No way out, but having a basekit buff for not tunnelling, and maybe even having tunnelling be punished could work.
Or they could redesign how hooks work.
Tunnelling still works in gameplay in theory that survivors are incentivised to protect the one that is about to get hooked again with saves, or body blocks but that doesn't even work against some killers. I am not saying tunnelling should remain the main gameplay loop of this game. -
Its just game theory
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Slugging shouldn't be "fixed".
Additionally, you are completely wrong from the fact that it is "so easy to kill survivors" since survivors also have nasty things they could do on the killer. They can all have perks like decisive strike, deliverance, unbreakable, lithe and also all carry medkits with syringes and so on. It also depends on what killer you play, some are stronger than others.
Also iridiscent has nothing to do with skill it is just progression/point system.
Ranged killers often have drawbacks or telegraphed attacks allowing you to potentially dodge the projectile. Plus their hitboxes can also be a bad thing too as it can collide with the environment. -
I always have trouble with pinhead on toba landing. The box sometimes DOESN'T HAVE ANY PARTICLE AFFECTS!. With all the foliage in the map and the box blending in you pretty much lose on this map. And that it is so awkward to place the chains at the center where the ship is too.
But yeah i agree they should fix these bugs. -
i feel miserable playing knight because i always feel like i could try something with this killer but it never works and the guards are just weak. He pretty much feels like a killer with no power against 3 survivors, assuming 4th one is always distracted by the guards. I don't even know what is supposed to be satisfying with this killer anymore, i also don't know the direction dbd wants to take with this killer.
Even if he was good it still feels bad to play him because you just know that survivors are having the most boring match of their lives.
Additionally the jankyness of the knight that you can't drop guards down any height is really inconvenient, and lazily done. They could of just cut of the patrol path from the point you dropped but no you have to go back to the ground to summon a guard.
The killer is also too noisy for the amount of nothing it achieves with its power. -
Also the part where the dog didn't vault the window:
https://www.youtube.com/watch?v=GhfTP_Pwifo -
Yeah, although for me the dog decided to run the whole map to get to me. They need to fix it its quite annoying.
I wish the dog was never physically there in the first place but just gets summoned when you use your ability. -
The fact that there is a 1 way window, that looks like it can be vaulted both ways, is really annoying and deceptive. Also that in the building i cannot find 1 good loop.


