Neaxolotl
Neaxolotl
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- Neaxolotl
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758871#Comment_3758871
you have compare the amount of time that survivor spends
- walking to each chest
- opening chest
If say survivor spends 12 second to go to a chest and 10 second to open a chest. it is -22 seconds on doing gens for chests. his number do align if the perk was meant to be + in time.
If you need open 2 chests, it is -44 seconds of not doing gens. I don't think the perk should fully negate time wasted for chest open but a buff from like 4→8 would be -24 charges. their buff doesn't fix low reward of the perk.
Reduced maximum charge is notably stronger than normal charges though
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It will still hurts anyone else, it shouldn't cost a hook stage at all
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Uh, I mean, that doesn't seems very professional to me
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758584#Comment_3758584
Completely irrelevant to 99.9% of players.
Balancing around comp is an extremely dumb move. "Ah yes, let's balance around 200 players whilst screwing over the other 59,999,800 players, surely that will go well"
That's cool, because she is bad for 59,999,800 players and still bad for 200 players, buffs will be justified
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knight dead, singularity cool
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They made the knight which is eh killer, of course they will make yet another eh killer
@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/419990/knights-feedback-got-ignored
Maybe because at least half of the feedback on him was just whining that you can't do zero brain starts anymore, thank goodness it was ignored honestly
even if I ignore the fact you are blatantly biased and being extremely aggressive for no real reasons, that just means other 45% of feedbacks are also ignored alongside that 50%
Basically, feedbacks are still ignored, and all you have proven here is that you love strawman fallacy
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0.8 is ridiculously long for what he does
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758461#Comment_3758461
No. That would be the end of DBD.
Imagine your town get a power outage. And then you are having a penalty of 1 hour. That is a big no.
I believe because bots are better to play with instead of nobody. They do gens, have great chases, they heal you.
Why do you care about 1 hour penalty when you don't even know if power will be back in 1 hour, and how often do you think that will happen
Definitely not a "big no", not even "small no" imho
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758322#Comment_3758322
Then they can basically ban the whole community😂🤣😂
Well if that's the case, let it burn
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@drsoontm said:
Maybe play a few matches so you get out of the baby sandbox.
Go up in the MMR until you go against decent players.
Cry.
Instructions clear, but game still ends in two minutes
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Why do you think bot has anything to do with allowing DC
If anything, we should introduce rejoin feature and make DC penalty harsher, like it'll ban you for 1 hour every time until 10 times and then increments or something like that
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@nihilst said:
my internet isn’t bad it just read only turns off for a split second mid game and on dbd there no rejoin option like other games
It's stupid for sure, but since it works like that you can't play the game right now
However, you could keep posting rejoin suggestion every month or more in feedback section, and I'll upvote it every time I see one
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@Rawrbot5k said:
This! "Just pick up the item" If you can remember exactly where it was dropped if it was even you who dropped it. "You get notified when they see your aura" Wonderful now i get to hunt for the item that SOMEONE dropped SOMEWHERE in the area. Not to mention smaller indoor maps like lerys/hawkins make this combo exponentially stronger especially vs stealth or 0 terror radius killers/add ons/perks. I've seen "flashlights OP" as a counter point. One perk counters all flashlight/bang/firecracker saves. Give survivors a perk to counter franklins. One for one and if the killer isn't running franklins bam wasted perk slot. Checks and Balances. There hasn't been a balance to franklins since it's inception. "Drop your item" Ok if you want to play the let's handicap ourselves game, give survivors something to drop a killers addon. Seriously Suvivor perk Crotch Punch causes Killer to drop one add on. Bam checks and balances. Ridiculous? I agree.
Since range is so small, finding it is never difficult in any way
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758408#Comment_3758408
For me it's being left on hook, or my team mates being left. I'll be across the map from the hooked person and the only one on a gen, and since I can see on the HUD the other two survivors aren't doing anything ill assume one of them is going for an unhook but nope. Person goes to second stage until I get there to unhook them. Then it's the same for me. The killer will be chasing another survivor and the other two survivors will just be standing around. No one comes until I hit second stage. If it's matchmaking or what, I don't know. Too many Killer mains think people are letting go because of them but I promise it's because of their team mates most of the time.
I don't think killer mains aren't capable of differentiate suicide and left on hook, most killer players will always check when a survivor has been rescued, there is far too much difference in immediately trying to self unhook and left to second stage without anything they can do
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Has decent chase power and has teleport, definitely not a bad killer
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@nihilst said:
My internet dced like once every 5 games n the timer just never goes down
You can play like 1 games every 2 weeks and it would go down
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72 hours only happens with repeated disconnection, your internet is not capable of playing games like this at all
Play coop games without penalty or singleplayer games, whether it's internet or pulling off lan cable, end results is same for everyone else
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756679#Comment_3756679
Either slow moving killers need a speed buff or fast moving a speed nerf (including nurse, she should have a full rework tbh.)
The gap between slow and fast killers are too big.
Then slow moving killer need a speed buff, since most slow killers having much lower than "intended" rates
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Fixing DC is easy anyway, make the penalty different, like first 3 DCs results in one hour ban, then incrementing it up afterwards
At least not 5 minutes, I guess
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To help negating abysmal BP gain
It's not like you can burn those offering as a killer anyway
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@Mr_K said:
Auto mori? No, you actively have to use it. You only mori when tapping M1 while breathing down the survivor's neck. Lunging doesn't trigger it.
Yes, survivors are dumb and will act like bugs to a bug zapper. Even in this case the addons only saved you having to hook one. It could of easily been 4 slugs with how foolish they played.
Still would make 2 minutes match a 3 minutes match, that's a 50% increase in game duration
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@IronKnight55 said:
It’s really bad right now. The devs need to take a look at why so many survivor players are upset and work on fixing it.
Even better, start banning those who "upset" and somehow tries to make other survivors miserable, basically they should ban griefers who is hurting the game
It's not like acting against the game rule will be allowed when they are mad or upset, quite opposite
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757841#Comment_3757841
Playing actively, it is piece of cake doing that tbh. Not much to stress about.
It depends on the way you play and time you can have, definitely not "piece of cake" for sure
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758020#Comment_3758020
Nope, we should get rid of reasons why people want their game to end.
- I don't want to face billy, blight and SM all the time, there should be restrictions about facing same killers, even if queue would be longer
- Get stricter matchmaking skill-gap, so people who don't progress on gens don't get into lobbys with good killers - so we could avoid 2nd person to be downed before 1st got unhooked
- Get rid of miserable killers mechanics - getting downed within 10 second of starting the trial against billy or nurse sucks
- make better looping tiles, get rid of deadzones so people actually have resources to loop the killer
- insta downing without specific perks should never be a thing
These are some reasons why people don't want to play matches. We fix some of them and we will have a lot less surviviors to suicide.
Also, people don't want to DC because they wanna keep playing without penalities that make them wait for next game.
Also, why killers feel so entitled? You play plague with thana and 3 other regression perks? Of course people will not want to play against it.
Make the game be better for everyone and get rid of broken stuff and we all will have much better time playing.
And none of that does matter, if we fix that those people will just make up yet another reason they don't like and ends up throwing the game again, again and again, until eventually they get bored or game is dead
Changing the game only to please the extremely harmful griefers who deserves to be banned is stupidest suggestion of all
It's exactly same as "killers will stop camping/tunneling when game is easier for them" only except those killers are not against the rule unlike hook suiciders, literally this is not the way how things work
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757914#Comment_3757914
Why do people keep insisting that removing the 4% is going to do anything at all?
If someone doesn't want to play the game, they can't be forced into playing. Instead of hook suicide, they will stand afk, point at a hook, follow the killer, throw every pallet on the map, make noise notifications incessantly, or just sit on a gen and miss every skill check.
Removing ways to speed up hook stages is just treating a symptom. It doesn't actually solve anything, because the core reasons people want out are still there.
The only way to fix it is to look at why people want out. Are some of those reasons petty or trivial? Yeah, you can't fix all of them. But let's at least look at why the game is no longer fun, or worth playing for a lot more people than it used to be.
Maybe it's not worth getting 5k BP for a ton of people to the first one found in a lot of games. Increasing BP gains is a completely harmless and non game balancing way that could have an impact, without nerfing anything at all.
Those who don't want to play should be banned/restricted for the game health and hook suicide will make banning them harder
This is exactly why DC penalty exists and it helps the game without doubt, please stop being dishonest and pretend it doesn't work, no amount of wall of texts can deny a pure fact
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757813#Comment_3757813
8 vigil+Sprint burst = 10 second sprint burst cooldown.
A killer strategy that might be common is 1 killer camping hook/hooking, 1 killer chasing. Given that only first 5 killers are available, you'll see Billy get played every match+Huntress who proxy camps and face-camps hooks. Machine guns anyone who tries to save.
When they allow you to use all killers, you'll probably see Legion+Oni every game Or Mori killers like Sadako+Myer's.
Isn't billy better for camping than huntress, especially when there can be like 5 survivors swarming a hook
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757889#Comment_3757889
I did read what you said. You missed my argument that games with a DC are probably not "outliers". They are regular games in so much as they are regular occurrences. But since they don't share the data on DC games or all games played, it gives the impression (fair or otherwise) that they don't take these games into account when making changes to the game (maybe it's just perception on my part). But there must be a data set at BHVR giving an accurate and full account of the escape and Kill rates for all games played. It's not enough to say Survivors escape 40% of the time (but only if we ignore x% of games). Because we as players experience the games that are missing in the reported data and can see that it doesn't match up to our own experiences.
If players DC a lot, that would suggest problems with the game that go way beyond players just getting "tilted at the slightest thing" (I'd look to the match making system and a lack of reward for team play as the likeliest probable causes). I think things that lead up to a DC are cumulative in nature, which is why I don't get too annoyed when they happen because I know that player's probably had 3 or more very bad trials in a row.
DC rate doesn't tell anything beside that one game with higher DC rates having simply bad community, nothing more
Everything else is a mental gymnastics to bend the fact in favor of someone's own narrative
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@GolbezGarlandGabrant said:
The biggest fix would be better matchmaking but it seems people value instant queues more.
And to be honest, stricter matchmaking will make lower MMR hell even more of a hell
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I mean, you are playing the killer with not much of playtime, and took the strongest addon combo, you've tried little "too hard" for where you are at
You should've farmed bunch of 4ks without tombstone piece first, I think
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Honestly, hag is best kind of rotting husk because she is almost not gross at this much of rots, kinda seems like a charcoal doll or something
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I don't even know if it's about aim assist or auto aim, I mean they've stated weird text of "increased EMP radius to 10 meters" when in fact it has always been 10meters
What's happening in singularity team even, it's so… inconsistent, I think
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Basically guarantees one additional kills in any of the matches, statistically strongest perk ever
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I think next biggest fix would be removal of hook suicide, and probably UI changes to show perks of other survivors
I don't see any other things they could do, radio chat maybe, but then it can be used for toxicity
Hell, I don't even think free bond/kindred will break the game, SWF does that as is
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757892#Comment_3757892
If survivor's unhook speed is very fast (say 100%) it makes the killer look like no threat at all. Survivors will dare to unhook in front of the killer's eyes without fear, at most get hit once, the second hit from the killer will be blocked by the survivor being saved (unless the killer uses Save The Best for Last).
3 Desperate Measure tokens or No One Left Behind can already do this in many situations.
I mean, I don't even think not being a threat to the unhooker really is a problem to be honest
If they really really want to go full on rescue that much let them do so, it wouldn't be that problematic, it's not like sabotage or flashbang where you can't hook the survivor, a hook has been already confirmed
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757883#Comment_3757883
Yeah i agree, but perk that requires a certain situation to be active (or strong) is good for this game, at least I think so, don't want to see a perk like Made for This or Ultimate Weapon.
I feel it'd be more akin to botany, as unhooking and just unhooking is rather situational as is, not like it can be used in every match or situation
It could have small activation condition like rescue, heal, generator or totems, but I feel even that is not exactly necessary if all the perk does is something like 200% unhooking speed and nothing else
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@MikeStev said:
Desperate Measures : +14% Unhook speed for each survivor
No One Left Behind : +50% Unhook speed
Resilience : +9% Unhook speed
Leader : +25% Unhook speed
Most of those are a little too situational to be honest
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757857#Comment_3757857
When you mention that buffing Huntress hatchet count by two probably doesn't take much time, I think about how much less time it could take in buffing killers that actually needed some love, some simple number changes could really make a difference for those who need them.
In certain scenarios I do agree that lockers can be quite annoying for killers to deal with like Head On, but to be fair for at least in my case I don't encounter many survivors using it anyways.
I will say this, I do understand why you think it was punishing before the buffs, but I think instead of giving her more hatchets, I think that this add-on should be made basekit, let me know what you think, I saw someone else mention the same idea and I honestly thought it was an interesting idea.
https://us.v-cdn.net/6030815/uploads/YSZJZF02OXM0/image.png
Like I said with the locker changes, more lockers is in fact a buff, because reloading obviously takes time, but the extra hatchet change is a band-aid fix itself because reloading takes a little while. If they make the add-on I listed above basekit, along with the extra lockers, it can make Huntress a lot better, and smooth.
And honestly that's true, just as buffing huntress wouldn't really takes much effort, buffing any other killers would be same, and thus, "why did they buffed this" is kinda pointless because it's so random anyway, and it's not like we can do every single "small changes" all at once
I'm not saying lockers are strong or anything, but rather, it's fundamentally a survivor mechanics, it's a hiding place for survivor, it's an activator for bunch of perks (such as flashbang or built to last, that one healing perk), just that some killers will utilize it
making that basekit doesn't seems bad, but I'd say adding hatchet counts helps more for newer players as in, they will get more chances to practice hitting the hatchet, they could get more wins by being M1 killers with this addon, doesn't really make them better at huntress herself, I think that'd probably be better for veteran players in term of strength though
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757853#Comment_3757853
Good point, but the problem is that it "wasn't needed". The thing is that you are right that it won't break the game, but why do they prioritize buffing killers that didn't need any changes besides QOL changes for stuff like lockers, over killers that are in need of help like Trapper or Freddy, the issue is that they go for the wrong things over bigger problems that could've been fixed a while ago, that right there is the issue.
Maps have always been a key factor, a simple change is to add more in certain areas, maps can either be too big, or too small, simply add more lockers ONLY for Dredge or Huntress automatically.
"why did they changed this instead of xxx" is honestly pointless, we really don't know how their internals works, and I highly doubt cranking up hatchet counts by 2 takes any time or anything, not to mention the fact she kinda needed the buff when we think about not a 10k hour huntress mains also plays her, it was too punishing for the today's dbd standards
lockers are, in fact, survivor sided mechanics, there is countless amount of survivor perks and even basekit mechanics for them, I won't opposed to adding more of it in any way but calling that a "huntress dredge buff" is honestly strange
Oh, also reverting it would just takes as much effort as buffing her, so if we think about killers who really needs help, we shouldn't waste time reverting her
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757850#Comment_3757850
She became stronger in aspects that weren't needed, all she needed were more Lockers to reload from, not more hatchets. Reducing usage rates shouldn't be the goal, they should fix the main problems so she can be a lot more smooth and better in general to play as, they buffed her in the wrong way.
I don't know, she is still smoother than past, it wasn't needed but it's not like getting it will break the game
Don't see the problem as much
Also locker spawn is not related to huntress in any way, it's just map issue
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She became stronger but it's not like mechanics is unhealthy or overperforming any other killers, I don't see any point in nerfing her beside reducing usage rates
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Since emblems matter too, you must also fix the 4k requirement for emblems
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@sizzlingmario4 said:
She's not supposed to be good at chase. That's her main weakness.
I'd have no problem with making trap setting a little bit faster, but she should not ever be 115.
It's not that she will be good with 115, just less terrible
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@Nightram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756808#Comment_3756808
That is insane tbh. But I see how dbd can't really do anything about that.
Could those AC's be turned into a huge amount of Irisident coins on the expiration date instead?
But 6 months is a long time. And people don't just by AC's just to have it. It is usually for a character or battle pass, or cosmetics.
But knowing they have 6 months on them to buy something. It isn't really a problem?
But does this effect when you complete the battlepass, and get the ac's back?
It does affect in a way where you have to at least complete a battlepass every 6 months, which really sucks for an effort it takes
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757554#Comment_3757554
It's not 60% tho. Many have come to the forums to complain about their 30% survival rate.
They gave killer base buffs that surivor can't just circumvent like killer can with tunneling or camping.
2 Stacks of stbfl baeskit? Surivor can't do anything.
Anti camp basekit? Killer just moves slightly out of the way.
Killer is way better to play then soloq rn. Is that healthy long term?
And many killers complain about their 10% kill rates, your point is not about game balance, but personal experience of not exactly good survivors
Basekit BT, basekit AFC, basekit icons, much less obnoxious slowdowns, multiple killer nerfs against top tier killers, I don't know what to say if you can't accept the fact it's the best time solo q ever has been
"slightly out of the way" is exactly most of the survivors want to, too
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757562#Comment_3757562
survivor can't pick up items on the ground if they're holding a tape.
Oh, that's strong
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757523#Comment_3757523
You lost my by saying boons are not loud enough, that is the biggest lie I ever heard. You don‘t even have to look for it because you hear it from a mile away. Current boons are far too weak for this huge negative effect. Killers only have to go there for a second and snuff it and the survivor waist’s another 14s (and it‘s not only the bless time, you already wasted time searching for it) or up to much more, because you have to find another totem.
I've played several times against boons and sound que never worked, maybe because I'm trying to protect my ears from stupidly large explosion sounds or whatever, but it's extremely quiet
Survivor's 14 seconds are pretty much equivalent of 3.5 seconds from killers, it's net negative, stop acting like there is only one survivors
not to mention the fact you don't need to find another of anything when you can literally place the totems at anywhere
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I suspect it's just that chuky not having a power to compete without event power, to be honest
Rewatch function would be really really fun tho
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@MikeStev said:
Have you ever facing againts Sadako who uses Franklin + Weave combo? Not OP but Broken
~ My only problem with WeaveIs there any strength about it, getting hit with her is just as difficult and it's not like we have tvs in the corner
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755148#Comment_3755148
Kllers don't need to only bring 4 slow downs if one compo is nerfed. 2 slow downs has been always more than enough for me. There are other decent perks as well.
At least any of those things are stronger than this useless combo, luckily
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@Paternalpark said:
Asymmetrical means competitive play against a role that is different to the other.
No Asymmetrical game boasts what side wins and is more fun to play when they advertise to markets. They boast what each role can accomplish in their own respective form.
If they did that then everyone would play the power role and not the underdog. That's human nature.
BhVR deciding 60% killrate nearly what 4 years into their game is absurd. Choosing to make one side inherently stronger to chase a horror theme is shortsighted.
TLDR: Power Role is just a moniker/title. It's not an excuse to give bad players easy wins.
60% kill rates never give bad players easy wins, you'll only win like 20% more times than game with 50% kill rates, which is barely noticeable to bad players because their absolute number of winning games are already abysmal as is
If they can win 10 games out of 100 games, now they can win 12 games out of 100 games, that's not a big difference