SabunoHakia
SabunoHakia
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@Zombieslayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2529920#Comment_2529920
well at least fix the Hexplay and the downing Survivor's halfway though the window that's BS is all I'm saying i can give a list right now what need's to be fix but wait they wont because all they care about is MONEY MONEY MONEY!!! this game has become a ######### joke its not good like it used to be.
I literally was downed a whole game by a Ash I grade using victor again my SWF, I found it absolutely hilarious oddly enough it seemed like he knew me from a previous match and was uber P-D off which was hilarious as he focused me down only one escaped but our group had a huge laugh. Theu didn't even use knock out not that I think it works with victor, if you have issues with the windows I do think once your on the other side or through the window enough you should get hit unless it's a huge weapon like Pyramid head.
Hex play is actually Obsolete and Broke, for the windows try spamming the jump button as your running towards the window as their is a delay the Moment you click when you arrive so trying to time it always got me hit spamming it on the way reduced it substantially, as for the Totem situation run small game or detective's hunch and equip a map right at the last second so the killer has no time to prep a counter to it. Trust me you will find hexes are a laughing joke.
Not sure they actually care about money the "AAA" killers bring that in on it's own however they constantly nerf and beat the killers with a stick and favour a lower rank of player style as if to catering to the players that stink at the game and instead of incentivizing them to learn and play better with perk synergies and practice against killers they rather nerf killers, buff survivor's then after wards they being up both or bring down a slight margin in survivor's or killers going up slightly calling it balance but a nerf and buff is still a nerf. I don't understand their actions when the game is centered around the killer and it's not as if the game is too hard for survivor's but a casual player wouldn't be on enough for the level of practice that this game.
It would be easy to maintain a REALLY FAIR balance in the survivor's favor while not completely sticking it to the killers which the devs keep pushing away from the game with more survivor's than killers they need them more than the survivor's but as I said they could maintain the balance while still making it fun to mix and match perks based off synergies which isn't really available on both ends hence the survivor's "meta" and killers, which kind of is sad really but when so many who just start and can't completely dominate the other end it's nerf, delete, get rid of, or outright I am so done and gone. But I do understand that feeling you have.
Sorry it's long winded and I may have repeated my self by mistake a bit.
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4 dc from Survivor's whom already get handouts and the Survivor's said they did it because they hate playing against my killer. So no challenge complete, when did people hate the clown who is a actually joke? Honk honk~
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@Nayru said:
not by a lot but hear me out
this hex is bad
it's bad because when it's triggered everyone either goes turbo-immersed or holds w away from your last known location and pre-drops harder than the hardest jawbreaker, and you only have up to 60 seconds to work with
assuming you weren't preoccupied anyway and lose a lot of that time to [things]
devour hope isn't bad (if it's not sniped instantly anyway COUGH @ no mither kate doing it right next to me silently)
devour hope is like haunted ground with some effort that's permanent and also leads into mass moris
but you know what makes devour hope actually good
you don't get any warning about it until someone becomes a victim of it
or someone does the unhook just as you lunge for an injured person
it happens
my larger point is given it just sponges up totem slots while only being a singular chance to trip it (if it literally spawned two haunted ground totems and it became a mad dash to find another hex perk and punt it to try to overlap the durations while threatened by instadown then fair enough, sounds actually fun) it's not really got that much going for it and is heavily overshadowed by more reliable instadown perks like make your choice and devour, its totem slot eating gimmick won't carry it either come boonpocalypse because it's just very 'safe' design for a perk
'safe' is boring, and they've been buffing 'safe' killer perks, so here's hoping haunted gets that too in stealth/true 2-totem form
Haunted ground has it's own unique totem spots one blatant as heck screaming I am HG heck and one not as blatant as if to be crazy hidden, I is all most always triggered and need to run iron maiden to prevent hiding but it is effective but could use 1 minute 30 seconds so 30 seconds more to be honest is fair.
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@latinfla4 said:
Seriously there is no reason not to play survivor...instant queues and less stress.
Depending on your sbmm, gens can be rushed very quickly and leaves time to go loop the killer. I average almost as much as a sweaty killer 2k match🤣🤣🤣🤣
I am going to see if not playing killer at all will lower sbmm (getting stomped isnt doing anything).
How are your experiences converting? ☺
I may just bounce off to overwatch again or another horror game with less stress on one end my Survivor's side always is lacking and regaining my silver I is become stupid annoying. I'll just become super toxic build and playstyle along with aggressively hooking and if I feel bad mayne one will see the hatch IF THEY don't wiggle.
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@nicnc82 said:
Leave the new perks alone for a month or 2 before nerfing? I get it many killers mains are crying about this. But undying got to have almost a year before being changed. How about let console players also try them out for a while before deciding if they need nerfing? I played the ptb earlier and yeay they can be strong but I got many 4ks because the survivors were more worried about the totems over gens. Plus you get a notification when they bless the totem. I am not a survivor main either. I love many if the new perks killers have gotten. Some pretty good ones. So let survivors have something good.
Permanent rekindling of a perk compared to undying. Fine keep it for a year endure the camping and tunneling the likes of which have never been seen before as a oddly beautiful counter-play seeing as their is none.
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Got it nerf everything and everyone, don't worry they already are your job is now easier, enjoy some coco as the winter is coming and killers shall only suffer this holiday season.
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@smappdooda said:
https://forum.deadbydaylight.com/en/discussion/comment/2526147#Comment_2526147
Why have a toolbox when Prove Thyself exists which is a toolbox that never ends.
Because time to double UP! 1UP!
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My only solution to totems being obsolete and the recent OP stuff called boons Survivor's will have, remove the glowing effect entirely all totem are dull and you have to find and cleanse them all anyway for boons now so let's take away that specific totem light so you have a totem perk in the game for more than 10 second when spawned in as a friend lost ruin in 8 seconds the moment he loaded in. No light all dull makes you have to actually work and cleanse but let's be honest that is probs not happening because it would slightly curb gen rushing.
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@R1ch4rd_N1x0n said:
Maybe try not tunneling then you won't gotta worry about it.
You're right he shouldn't tunnel let's beat the DS user to the punch, Knockout and sit on the ground your in timeout! I'll be back for you when a full minute has passed, Amazon device set timer 1 minute. Device: One Minute Started. Enjoy your bathroom break, your very welcome I am a nice killer. Hope they don't dc.
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@Pyrulen said:
This is a 2 part request/suggestion.
First I want to inform the playerbase that flashlight clicking is more than a toxic mindgame, it is a serious risk for users or spectators who are sensitive to flashing lights, potentially causing seizures leading to harm or worse. Consider what kind of harm you could be causing to real life, and disable those clicking macros.
The second part of this is a call to action for BHVR to implement a 0.5 second cooldown in between flashlight clicks in order to meet safety requirements for photosensitive epilepsy:
Photosensitive epilepsy triggers:
– Any sequence of flashing* images that lasts for more than 5 seconds
– More than three flashes* in a single second, covering 25%+ of the screen
– Moving** repeated patterns*** or uniform text****, covering 25%+ of the screen
– Static repeated patterns*** or uniform text****, covering 40%+ of the screen
I would also like to point out that Dead by Daylight does not present a warning for Photosensitive Epilepsy on launch or in the EULA, which creates a risk of legal liability when posts like this are made public and met with inaction. Please add a warning, along with the functional cooldown of flashlights mentioned above, as these are very real health risks to many players/spectators.
This isn't a demand, or a threat, this is a genuine plead for assistance in helping to minimize the health risk for players and spectators of the game.
I don't recall any official statement being made regarding Flashlight rapid click macro use by the dev team, but the problem is still very present in the latest PTB from today.
Thanks,
I have very sensitive eyes to bright lights not seizures but I have had them in the past, not due to light but that could have easily been a mistake by my doctor, I am fully behind you on this as the safety of the community should be a thing every video game company wishes for their players.
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@Laurie268 said:
I really hope the devs ignore all the ridiculous things killer mains are saying on the forums. People who have never played survivor
People who have never played killer seen to always be listened too so why shouldn't we make insane unreasonable requests?
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@ClumsyTrapper said:
The time it takes to get in the locker wait 12 seconds then exit the locker negates the time saved by the tool box. And that's without factoring in travel time from a gen to a locker and back to a gen.
I actually think current built to last is better for tool boxes and genrushing but nobody does it bc it's not worth the perk slot. It's a meme perk that will be memeier now for more flashlight or super fast healing medkit builds
I didn't mean to use it more than once on a same generator but I usually do duck in to a locker a few seconds after the gens been done because it's relatively safe and easier to get the killer away if the killer wishes to check every single locker they waste more than enough time to get more gens done and once I am off the hook and healed up, I can put it to use again. Now will it always be beneficial? No but that's only for the people who you can actually find before they use it, if you have a SWF each person takes a corner of the map and works inwards the problem is the travel time of the killer which gives a huge benefit to the Survivor's ability to use it, that and some new boon perks add in a safer means to stay healed and unseen from the sounds of this it was entirely designed together in combination with the synergy between the two in mind.
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@slendermansmoom said:
yep genrush and prepare for overcharge unnerving overwhelmimg and distressing on my doctor :D it's ganna be a never ending game full of fun. just had a 50 minute game on the ptb against a game full of gen rushers (all dced) so it's not overpowered against all builds
Are the new boons worth sticking around for? Because I am literally looking at a new horror game today and the new boons have made me sad and annoyed with the obsolete hexes but perfect boons.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/282944/the-deathslinger-nerfs-are-a-disaster
Something to help all Slingers, Snap-shots or "Quick Scope" best for absolute accuracy and minimized slower speed and high chance of vengeance 😎
Oops I jumped the gun they took it away, Shocker!
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2524214#Comment_2524214
No, that's not his whole point. That's just how people decided to play him.
Stop pissing your pants just because you actually have to aim now. Not like its something every other ranged killer has to deal with.
Yes but all other killers didn't have to reload while chasing slowing down further, do you even play killer?
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Clearly not your fault.
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@Nicholas said:
The Clown needs a passive ability: farting. Periodically The Clown will fart (with sound effects) and leave behind a green mist in the air; Survivors are afflicted with a status effect if they remain in the gas for too long.
Killers aren't permitted to have a buff with out a "balance" he must first be nerfed twice then he is allowed a buff, we can having the Survivor's cry and complain can we?
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@FellowKillerMain said:
Just make them give the survivors a notification that they are using their power.
While you're at it, remove the damn tiger sound from the pig. Make it footsteps or something.
Please... anything. I know these boon totems are going to be hell.
Yes it's one of the many things we must now juggle in our strive to become god. But don't worry the dev's keep our ego low and the tea bagging strong!! Wonder if a blessed totem over rides our hexes bet it does!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2524056#Comment_2524056
If you would consider the time it takes to fully aim down sights to be quick, then yes, nothing's changing there.
https://forum.deadbydaylight.com/en/discussion/comment/2524068#Comment_2524068
That remains unchanged. The warning sound is meant to alert the Survivor that they're in danger. The same happens with The Huntress, where you can hear a clear grunt when she raises a hatchet. The point is to give clear feedback to the Survivor so they're able to react and attempt to dodge the shot. You can, of course, still hit them even though they have time to react, but that bit comes down to how good your aim is.
Seeing as the Dev team doesn't play deathslinger or any killer obviously, may we slingers have a brown common auto aim addon seeing as hand holding is a thing and a game becomes less skillful on one end and you know maybe auto aim will get less tea-bagging and more positive results for the otherside for a change? I mean anything is possible considering the Survivor's whom complain SEEM TO NEVER PLAY KILLER, but a game based around Survivor's seems fun Survivor Island the lonesome island were killers have left and flocked to a new title?
I may take a career up in gaming management after all as it's not being done well. Very nice company all great intentions, all bad final calls.
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@Leachy_Jr said:
Wow, just erm wow. Immigrating console slinger main here who should I main next?
My thoughts were Twins, nemesis or trickster.
If anyone wants to give me advice help me out because oh my ######### god they absolutely slaughtered him.
It was a good run until the devs caved into people who didn't know how to press d for half a second.
Rip.
Play Nurse if they nerf her anymore their trolling us!
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@Baneslayer said:
As a new player playing survivor these are my thoughts. Survivor is hard but not in a good way, it feels cheap. You see this game requires no skill. The game holds the killers hand the instant we spawn in. Survivors need generators? well here they are highlighted for you. Oh this one is slightly running and making noise? Survivor must be nearby, oh yup there he is, free hook. Teammate comes to get me, whew I'm free. Nope killer was just waiting for me to get unhooked back up I go and now camping me.
It's not fun nor enjoyable. These mechanics are just plain bad. Why can't every survivor dodge with their own player reaction times? Why can't killers feint attacks to bait dodges? Why do some killers not even have startup attack animations? Why are lockers the only thing we can hide in and not any other objects on the map that logically make sense?
Clearly you can't hide, play Claudette, stop thinking your side has it hard, until you play killer and reach Silver I don't complain about it. You know nothing of a killers struggle.
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@Baneslayer said:
As a new player playing survivor these are my thoughts. Survivor is hard but not in a good way, it feels cheap. You see this game requires no skill. The game holds the killers hand the instant we spawn in. Survivors need generators? well here they are highlighted for you. Oh this one is slightly running and making noise? Survivor must be nearby, oh yup there he is, free hook. Teammate comes to get me, whew I'm free. Nope killer was just waiting for me to get unhooked back up I go and now camping me.
It's not fun nor enjoyable. These mechanics are just plain bad. Why can't every survivor dodge with their own player reaction times? Why can't killers feint attacks to bait dodges? Why do some killers not even have startup attack animations? Why are lockers the only thing we can hide in and not any other objects on the map that logically make sense?
You clearly HAVEN'T played killer, give it a try yeah we get our hand held If that was the case god my hands would be so damn sore and me feel good about 50 people not disconnecting because they "hate the killer I play"
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@Lochnload_exe said:
Sorry Slinger mains but he was extremely unfun and oppressive as a killer and killer designs shouldn't keep being that. This change was a healthy one and in the right direction.
The problem with this change is the fact that he was EXTREMELY 1v1 oppressive, but EXTREMELY weak in the 1v4, like lots of the killers they keep making. They made his 1v1 much better to face, but now he is still weak in the 1v4. I hope he gets some sort of buff to help compensate for that now. This new change was for sure a good one, but his weakness is going to shine brighter now. I don't have an idea for it now, but hopefully the devs are thinking of something nice.
Have you ever even played him? If not you can't claim to anything but he's not fun to go against. Sad truly sad. Another happy Survivor Devs!
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2526240#Comment_2526240
Well that was very kind and mature of you . . . ❤️ Thank you.
If you'd like to answer why you have the opinion you do about "grabs," I'm all ears. If you're having a bad day and don't think you can explain yourself well right now, understood.
I hope you have a good rest of your day.
I will gladly follow up later on to why they are needed but not when falling from a dirt mounds which I have managed to oddly pull off.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2526207#Comment_2526207
I am sorry I am being notified that my job has become more tedious and more tasks I must make sure of are done against Survivor's. So when I saw this I damn near lost it thinking that they didn't already have enough of a easier job?
I was rude it wasn't becoming of me and for that I apologize.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2526183#Comment_2526183
First of all, lose the attitude. It's a question (worded very politely), meaning there's supposed to be a conversation about it, where you can share your opinion in a rational and thoughtful way. You are welcome and supposed to explain why you feel a way so that perspectives can be understood. I like to hear other people discuss why they hold an opinion, because I like to learn and listen. Doesn't mean I'lll agree, but I'll at least give enough respect to listen.
Regarding the specifics you mentioned, I won't repeat myself out of redundancy, but I addressed that in a different response.
Lastly, referring to me as a "precious survivor" wanting my day to be made easier is a straw man argument. And quite simply, you are wrong. I like strong Killers. I like the challenge facing them poses. My favorite Killer to face is a PC Nurse for that reason. Do not equate having a conversation about balance with being a "precious survivor" needing their day to be made easier. You're taking your negative experiences with others out on me. That's uncalled for. If you want to calmly explain why you feel a way, I'm all ears. If not, then don't.
I am sorry I am being notified that my job has become more tedious and more tasks I must make sure of are done against Survivor's. So when I saw this I damn near lost it thinking that they didn't already have enough of a easier job?
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@FellowKillerMain said:
You keep nerfing and changing killers so that synergies between addons and perks don't function very well, if at all. Granted, you're increasing synergies this patch with some hex perks, which I'm happy for. But, so many killer perks are bound up with too many conditions to allow for many synergies.
Agreed we get nothing, but we sure as heck should be given the killers for FREE because nothing is fun with the perks, no synergy, another new task for killers Boon totems so time to endure this one.
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@AshInTheTallGrass said:
Grabbing a Survivor is an insta-down. Is that balanced, or should it be reworked (or removed)?
Don't sit on the generator until you get grabbed, don't stand near me when your at a window or pallet. How can a killer main make your day any easier my precious Survivor?.
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@[Deleted User] said:
This will be way better on medkits and flashlights tbh. Toolboxes are the worst survivor item now imo.
So main lightborn because I am not dealing with anniversary lights with a sacrifice, med kits I ACTUALLY think is a good thing but I have seen so much gen rushing it drives me mad, 5 minutes is so annoying I literally go B to the wall on every killer to enjoy a rush.
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@MrCalac123 said:
I'd rather they run that than Decisive/Borrowed/Unbreakable/Dead Hard so... by all means buff away
Yes but on any map if they are SWF they all divide up on the map in four directions you wil lose a HUGE amount of time and chances to get anyone, that isn't including the fact they can find items on the map as well only way to counter this is iron maiden and I will obviously have to become crazy toxic in play style and perks to deal with this lol.
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@vacaman said:
Someone in the forums explained a good idea to compensate for the nerf would be to give him more mobility by making him able to grapple himself into stuff and pulll himself faster so he has more map pressure.
They will have to compensate the nerf with something because he wasn't an op killer, just unfun to play against according to many people and this nerf by itself seems unfair.
This nerf is simply because blood warden and NoED and lack of Survivor's desire to cleanse totems has occurred and people whine a sure lot with a task so easy when 4 people contribute to the side task.
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@ShakeyGames said:
Making a 4.4m/s killer have a 32m terror radius?
Making him mediocre at the only thing he was good at, chases?
Making his terror radius bigger because of a perk that has nothing to do with him whatsoever?
Making the smallest, most forgettable compensation buffs that do literally nothing?
There are three things a killer must excel at to be considered good:
- Map Pressure
- Chases
- Finding survivors
Deathslinger already has terrible map pressure, due to his slow speed. Let's give him a -1 score for that.
For chases, a Deathslinger with decent aim is a beast. But now, after his nerfs, he would be OK at best. Not terrible, but OK. Let's give him a score of 0 in the category.
Deathslinger has nothing built into his basekit for finding survivors so he gets a -1 score.
A total score of -2. It's not looking good for him.
I really hope I boot up the PTB when it's open and see that the Deathslinger nerfs are minimal and only make him a little more difficult, instead of making him completely useless against survivors with at least a few brain cells.
Something to help all Slingers, Snap-shots or "Quick Scope" best for absolute accuracy and minimized slower speed and high chance of vengeance 😎
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All I make of this is Survivor's sure have a easy time 😓 some of you do killer then lets scream nerf the Survivor's 👌
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@Libervita said:
Despite the previous feedback, I collected a lot of information and gave many opinions.
But this time it may be a bit simpler and clearer, because many opinions have been mentioned earlier.
Slightly reduce the upper limit of the main target and escape score, and add it to the score for helping teammates interact with the killer.
Make survivors more willing to participate in the game, and willing to help teammates.
Instead of just completing the main goal quickly, and then completely not interacting with teammates.
Save your teammates, and then reward survivors who interact with the killer.
Playing as a killer, seeing a person who interacts with the killer and protects his teammates is abandoned by his teammates. This is really sad.
I don’t have camping or tunneling, but I still see this phenomenon.
The survivor who guarded his teammates scored only one-third of his teammates, or even less.
What happened.Why can't the survivors realize that they are a whole, a whole that can effectively defeat the killer.
Why the survivors can’t know how strong they are, precisely because altruism is not enough,And need to be aware of how to effectively use the advantages of the environment, such as the use of windows and Pallets.
I can From a killer perspective,From the perspective of a survivor.
At the same time, explain this to the survivors who want to make themselves stronger.
If you want to defeat the killer, don't think about making the killer weaker. All you need to do is the following three things.
1. Save your teammates
2. Help your teammates
3. Use the advantages of the environment
The last piece of advice, and the most important one, when your teammate needs help, don’t fix the generator all the time and help him. The survivor is a whole, not alone.
When the survivors realize that they are a whole, you will be able to defeat all powerful killers.
Agree with all of this, but at the same time being in a chase longer as a killer needs to give a bit more points as sometimes you literally have to or move on and wasted time is then not added to the concept and hunting should be a big part of the points, but I ACTUALLY Love all of this.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2521570#Comment_2521570
https://forum.deadbydaylight.com/en/discussion/comment/2521583#Comment_2521583
https://forum.deadbydaylight.com/en/discussion/comment/2521605#Comment_2521605
You guys are biased Resident Evil fans if you actually like that map. It's beautiful but horrible for gameplay. I disconnect on that map.
I am not even a resident evil fan I barely have even played them. But I still like the challenge of learning.
I hardly ever get that map and WOULD lile to play it more I always get that new coldwind farm crap it's okay But I would prefer the previous
I never have had issues staying connected to the map.
I ACTUALLY bring my self there as killers to get better at it for both a survivor and killer aspect and how to learn to avoid all types of killers by watching the usual reds I get. Funny stuff sometimes happens.
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@Nayru said:
i have a thread for a noed change whenever that gets approved, would make it a fair bit more interesting
probably
I'll check it out when I can link it for me? In a PM?
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@Nayru said:
dc before hook can also take a barbecue stack away from you, it's pretty sad and probably something that should be looked at (just run it through points/perk stack wise as if they were hooked to death, would probably be quite an incentive to not feed the killer like that)
Worse on anything that requires stacks dying light a obsession leaves and so do all my hard earned stacks to slow the game down to give me time.
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@Nayru said:
rpd kills my soul because i often get it on killers that need some open space to work well and survs that want the game to end asap so stick on gens like glue
Lately I get complaints about NoED but I ask why they didn't do totems and then they said I am toxic and simply shouldn't run a perk that makes them do more work. My god.
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@SexyMoney said:
I recently played a game on rpd where the survivors used an exploit on the map to make it so they physically couldn't be hooked. first they had a guy with no miter, then him and a few other survivors would run to the top of the library when chased and once they were at the top where there was no dropdowns, they'd let themselves be downed. because they were so high and they brought an offering to spread out hooks, if I picked them up to bring them to a hook I physically couldn't ever make it in time before they wiggled off and went right back up. so I thought ok ill slug them and kill them that way. Nope because of no miter they could sit up there forever and heal themselves and repeat the process. This held the game captive and made it so there was no physical way to beat them. Please fix this, I thought rpd was supposed to finally be playable but I can see that was a mistake.
This is the wrong forum.
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@Nayru said:
well there's like a selection of anti-spirit 'activists' i guess you could call them that flood this forum + others with negative sentiments about the killer, i don't think it matters which one it was if enough people kept being cacophonously cringe for enough time something would probably get done
if it goes through, the best one can hope for is that the reverts or significant buffs happen much sooner than how long it took to come up with.. this
Well the fact is based off their whining RPD will go too which I love that map on both sides and it's sickening how little I get that map without a tribute. Needless to say I hope they don't ruin other characters for me.
300$ dollars headset to hear every single direction now wasted.. Now its the same pattern I use with Pig hardly use the skill unless I need to break a loop.
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@Nayru said:
unfortunately i don't think it goes by hook stages, you need to literally hook an individual 9 times (i.e. dcs/people being left to die on hook/etc screw you out of this i think)
the ranks are based off scoring and to get top score the game has to last a fair bit, while bubba can easily dunk a potato team (i've gotten dcs/moris in 90 seconds from the start of the match with pre-nerf ebony) you get pretty cack score for it just due to how it's set up
on a similar note, camping actively detracts from hunter emblem and generally if you're camping you're not chasing people/getting more hooks/getting hits/bothering gens unless people are being super altruistic or set themselves up for a major proxycamp with a gen nearly done + hook nearby
Well I don't deny they were potatoes and red 3 was AFK the whole game but based off what you said I'll give it another shot, but the fact DC can literally cause it to be a loss is painful on Leatherface.
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@Nayru said:
honestly i'd settle with them just leaving her addons alone, it's probably too much to ask that we don't get ptb spirit yet more
wakizashi saya was really good for non-headphone spirits and a fun addon, clearly not one of the 'underpowered' ones they ganked and nobody is going to double back near a husk after they see you do this, and far less in general once the addon is live
Ironically I hardly ever see spirit I see the blight more than I do her so I don't know what statistic they are using other than possibly streamers and if that is our video game guidelines in the future I may quit the games all together when I see this time of "balance" streamers suck very few are good and it a company doesn't have a form of character play ratio and death to escape ratio then this is a doomed game soon.
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@Nayru said:
is this post supposed to be serious?
for merciless you need pretty much iridescent rank in the four different categories
brutality: lot of hits and breaks (won't get if the game's over in minutes)
hunter: lots of chases, particularly quick ones (won't get if the game's over in minutes)
devious: well maybe something like hag or doctor can get iri devious pretty quick, don't think bubba has it that easy though
sacrifice: LOT of hooks, wasn't it like 9+ or something? (won't get if everyone's just 1-hooked)
I could literally camp until the end of time and get Merciless but that's boring and seriously why can you get it that way but legitimately not the other?
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@Nayru said:
is this post supposed to be serious?
for merciless you need pretty much iridescent rank in the four different categories
brutality: lot of hits and breaks (won't get if the game's over in minutes)
hunter: lots of chases, particularly quick ones (won't get if the game's over in minutes)
devious: well maybe something like hag or doctor can get iri devious pretty quick, don't think bubba has it that easy though
sacrifice: LOT of hooks, wasn't it like 9+ or something? (won't get if everyone's just 1-hooked)
Well considering I won every chase, I hooked all 4 to the death 2 in the basement not sure if it counts for extra, I prevented healing I prevented any unhooks except twice I literally did everything I usually do and I usually get Merciless, so yeah I am pretty serious. Why would I bother otherwise I never change my routine unless I alternate perks, I have constantly preformed to the highest level of a killer I can so for me to have to keep doing Leatherface yeah kinda annoying but so are achievements in there own right.
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@DBDBalanceLUL said:
I find it hilarious that gen speed is an issue and instead of giving the survivors more objectives they give the killers them instead. Breakable walls, soon boon totems, all while juggling four different survivors and trying to protect gens at the same time. Pretty clear who the developers favor when it comes to balance and I'll give you a hint, it's not killers. Spirit nerf incoming as well, not only did survivors apparently need to know exactly where she is with directional sounds, but they also needed to see where she exactly is by dust kicking up around her feet. Maybe look back at PTB Spirit and see how good she was then, or do people want to be delusional about that too? Quite funny how "skill" is mentioned in the patch notes, but please explain to me where the skill is for survivors if you can hear exactly where she is and see exactly where she is too? But hey, god pallets, having many multiple chances through perks like dead hard and decisive strike, stretched resolution with filters, that's all perfectly fine for the survivor. If you think this game is killer favored, you're either low MMR where killer dominates only because of newer players, or you're delusional and refuse to admit that survivors have an edge because that's what you main. It's kind of odd how whenever I play the survivor role it's completely chill and no care in the world, while the killer is just a stressful mess with all the things you have the juggle throughout the game. Developers don't care either, probably don't even read any of the feedback they're given. That or they listen to only the survivors because clearly killers keep getting the crappy end of the stick over and over again. I can't wait for VHS to release to either make these developers actually give a damn about balance, or I'll just move on to that game. If the day comes where there is barely any killer players left for survivors to go against, there will be no one to blame but the god awful balancing and the survivor mains who thought it would be a good idea to push for such an imbalanced game. No point in offering suggestions either because positive suggestions for killer? No way. I have no doubt in my mind I'll get some salty survivor mains replying as well, saying the usual idiotic things. I play survivor and killer both equally at high MMR and I can easily say the harder and more stressful role is killer. But survivors will say they play killer at low MMR and don't see an issue, makes no sense at all. Look how long it is taking to get these key changes as well, when moris have been changed. Can't have any good things for killer, just let the survivor mains feel good about "winning" and tbag their way to the exit gates, delusional of the fact that the game is in their favor balance wise, but hey, whatever makes them feel good at something. Make sure to get your survivor rule books out whenever a killer isn't playing to your liking as well, when you're losing in an already imbalanced game.
Agree with all of this nothing I need to add here.
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@BastardKing said:
Ever since the DC penalty was implemented, the next thing people do is just struggle on first hook until they hit second, then miss two checks to die. This needs to be bannable too. The number of people who use this as a way to not fight a killer they don't want to or throw a tantrum and screw their team is too high. It happens in about 50% of my survivor games and 25% of my killer games.
It is LESS defensible than a DC, because a DC can happen due to internet issues or crashes. This can ONLY be done intentionally.
Number of Games today with a DC or one hook suicide: 4/7
I agree with this specifically when I rush to save them and they die before I get them and then I get hit on the hook. Stay on the hook longer so they proxy camp and I can finish gens.
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Survivors whom never touch killer have no right to speak until they come to our side.
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@Ramxenoc445 said:
If i'm killer I can't find people but win because survivors can't find gens and such If I'm survivor I get lost or caught off guard by all these tight corners and thin halls. I've escaped on this map twice and the amount of times everyone was dead before gens were done is astounding. I loathe this map I don't know anything about RE but I assume there had to be at least one other notorious location that could've been used because this map is absolutely terrible for gameplay of this game. It looks good but that's the only thing good about it.
Play on it more, it's actually very friendly to both sides but I hardly ever get this map so people aren't learning it and just want it gone which is a huge issue for me AS I like it and casual playing isn't what I got this game for.
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@ArchAbhor said:
i love this map and think people need to stop complaining and learn it. I've had great experiences on it as both killer and survivor. The issue is that people refuse to learn it.
Agreed.
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@brother_dude said:
Who thought it was a good idea to create a map that is essentially a difficult-to-navigate, multi-level maze? I cannot understand what the designers of this map were thinking, or how it was released in it's current form.
The other multi-level maps are organized in a way where you can figure out how to get to a destination. It's possible to find a flight of stairs or a hole in the floor, and move in the direction of an objective.
In Raccoon City you see auras that appear close, but navigating to them is a convoluted mess. There are multiple dead ends. There are only a few vault locations, making certain perks almost useless. Are we expected to memorize the floor plan to make this map playable? This map feels like an April Fools joke on the players.
I suggest the map be removed completely. At least give us an option to removing it from our personal rotation.
No. I LIKE IT for both sides.