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Volcz

Volcz

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Volcz
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  • Most things are taken as toxic by lots of killers, lol. Even when completely unintentional or innocent.

    Hell, some killers will chase you for 3-4 gens, essentially losing the match for some diehard reason to tunnel you. They get you, put you on hook & proceed to facecamp, hit you on hook, nod at you, etc. And you did nothing to do them besides ..try your best to survive in chase. Some people will ignore all the emoting, teabagging, nodding, etc because they just want to focus on winning the match & don't care for that stuff. Really just depends on the person.

  • One thing I've learned about introducing people to this game:

    Don't hype it up. Because in my experience w/ the friends I've tried to get into this game, they've all gotten overwhelmed or completely dunked on repeatedly, to the point they just want to play something else. This game isn't friendly at all to new players which is why I tell everyone new, to just stay away now.

    Over 230 perks, 33+ killers all with different powers, a garbage bloodweb system that is just tedious & requires grinding, a matchmaking system that is overly flawed w/ 'MMR', etc. Its not a surprise new player retention is very low.

  • If you find yourself at end-game playing for hatch/gate, this build basically ensures victory - as long as gate RNG isn't horrible. Prio gates & let the killer get hatch.

    1. Adrenaline - No brainer, heals you to full if needed as soon as that hatch is closed, gives you a sprint boost & lets you take 2 hits which could be the difference when you get hit while about to 100% a gate.
    2. Wake Up! - Faster gate open.
    3. Sole Survivor - The bread & butter to this build. More gate open speed.
    4. Fixated - This can be up to you but Fixated was my personal pick as it helped me stay hidden safely, a lot of times killers patrol or check areas you're right next to & Fixated lets you move around and get to spots that killers don't expect you to have the time to get to.

    Had a high success rate too, over a span of 20+ matches where I was forced into that very situation, I escaped majority of the times, I think I only died 2 times in that situation if I remember correctly. Still try to win with the team but this basically prepares you if you are the last one left & gives you a real chance of escaping out the gates.

  • This game isn't survivor sided. How could you even think that w/ common sense, when the matches require 4 teammates to play well together & a killer just relies on themself? When have you ever gone on a survivor winstreak by yourself in PUGs? Have you seen any actual winstreaks by anyone not running coordinated SWFs like streamers? The craziest winstreaks ALL come from the killer side. Why is that? If they have such a hard time winning, you'd think people hitting 1000+, let alone 300+ winstreaks wouldn't be a thing.

    I genuinely don't understand how anyone can objectively say this is survivor sided. Reminds me of Pre-nerf Eruption & some of the killer mains trying to defend the 25second incap on a 30second CD.

  • Compound 33. Having your turning rate increased by 33% per rush is insane, to the point people don't even have to play Blight anymore and everyone can just J-Flick now no problem. Not to mention people are comboing it with Iri Tag so they can just endlessly rush.

    That should not go through.

    My only big gripe honestly.

  • The thing is, there's no punishment for it.

    The 3 seconds is a slap on the wrist and 4-5 seconds won't change that at all. The scratch marks are still there and its almost like you never even lost the chase with them in the first place. It either needs to be a substantial increase like 7+ seconds or there needs to be huge penalties to the killer for tunneling someone whose running DS. Hindered, incap & BP penalties. People tunnel b/c making it a 1v3 as soon as possible helps out a ton. Gotta start giving out actual in-match penalties that make it more difficult to win for killer, not easier.

    • 7 second stun minimum. Absolutely no less. 3 seconds is a joke & 5 seconds did very little before as well
    • Effects like Hindered, Incap & BP penalties that are severe enough for the killer
    • Efffects like Haste, no scratchmarks or blood, no grunts, etc that give the survivor an actual chance of getting away


  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632130#Comment_3632130

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632291#Comment_3632291

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632232#Comment_3632232

    My thing is if you don’t save them or they don’t save themselves now it’s at best a 3v1. So you still lose in the end. What lesson did they learn exactly? It seems more harmful to the survivor team than that individual player to abort the save b/c they’re gambling hook states with a 4%.

    I like to focus on winning/efficiency. What you should be doing, what you are doing, what you aren't doing. Gambling a 4% vs a 96% not only shows me you are incredibly selfish but you aren't someone who cares about winning or efficiency. Its principle really. If I'm running over to you to save you, the last thing you should do is spit in my face and try that 4%. And the audacity to expect a heal afterwards, sheesh.

    We may lose from them dying on hook, but in the end they shouldn't have tried that 4%. There's been plenty of matches where someone's died early at 3-4 gens and we still make it to end-game or we get out. Its not a loss automatically. The lesson they learn isn't mine to teach. I just don't care about saving players that play like that. Like I said, if you want to try your fancy 4% in a teammate's face, go right ahead. Just don't be mad or surprised when they decide not to save you.

    & don't get me wrong. I still play the match out and try to my best extent. Its not like 'oh he's dead now, we lose. Lets just run at the killer and get put on hooks'.

  • Because they want to be selfish. Nothing more to it than that. If they fail the 4%, they say oh well I'm about to be saved.If they successfully unhook themselves, they get more points & you have just ran there for no reason.

    You do that in my face and I will immediately turn around and go back to a gen, I don't care. "Because its fun" is complete BS. People do it because they feel safe to do so, knowing they'll be off the hook either way.

    If you really think its because its fun, well keep doing it. But don't be mad or surprised if a teammate changes their mind in saving you.

  • Genuinely don't have a problem with it.

    Never once have I died to a Tombstone Myers and thought 'wow this shouldnt be in the game'. There is counterplay to it & thats what makes it fun (after you know its in play). I do think there should be more of a 'tell' in identifying it because most often, the first person who has to deal with it usually dies..because they didn't know it was a Tombstone Myers. Sure you can be slugged if the Myers is stubborn but that is literally true to every killer. That isn't anything new to Myers.

    Tombstone and SM are his best variations, take that away and he's got nothing that really incentivizes anyone to play him.

  • Short version; its strong & can feel 'cheap' on the survivor side for many. It can turn a match around, secure an otherwise lost kill, keep players in a match longer, etc.

    Its just overall a good 'comeback' / look what I have up my sleeve type perk.

  • Meh, don't really care to be honest. He grunts super loudly when injured & his perks are nothing special.

    The flashlight one will be the most used & the one that shows gens across the map will see some play in solo que I suppose but nothing that will change up the meta.

  • Super looking forward to Billy!

    Happy with the Blight addon changes.

    Curious to see how Onyro feels to play as and against. She's been getting a lot of attention recently.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623793#Comment_3623793

    I mean if the killer is right next to you to the point where you can't get 5% on a gen (4.5s) then maybe you shouldn't be doing the gen???????

    The whole point is to break the 3-gen strategy that killers like to use. If a killer is hovering back and forth between 2 gens, its because they're important and/or got progress put into them. If they're pushing me off of the gen w/o me hitting the 5%, the gen will just continue to regress till 0 and we'll be right back to the beginning. The problem wasn't the gen tapping, it was how close some gen spawns are to each other and how some killers basically negate the distance travel time.

    I don't see this as a huge problem with coordinated SWFs b/c they can turn the 3-gen strat against the killers now but I do think solo que will suffer with this change the most.

  • He will still be very strong, especially by any of the Blight mains that mastered him already.

    The add-on dependency may be going away but that experience/skill will still go a long way on that killer.

  • The gen tapping change is probably the only thing I have a gripe with.

    5% is a lot just for one person to stop it from regressing. Whats to stop the killer from pushing you off that gen before the 5% is repaired? The killer avoids having to kick it again/add to his regression count & the gen continues to regress.

    Is there going to be an indicator of how much 5% is? Sort of like BNP's indicator on the progress bar? I would assume lots of people will get off the gen at 3-4% repaired, thinking they've hit the 5% mark.

    I think w/ the gen-tapping change, you've just made 3 gen strategies stronger and solo que notably weaker & more painful (could have just kept it 2.5, there was absolutely no reason for the increase, or at least it hasn't been stated). Will see on PTB though.

  • Because there are often punishments in place to deter that type of behavior in those games. League will hit you with a 14 day suspension just to start (if it hasn't changed), which is basically the 'warning'.

    R6S is literally creating a 'reputation system' to deter toxicity, so the better you behave/positive matches you have, the better your rewards you'll get, bonuses, etc. And if you decide to continue being toxic, you get point penalties, exp penalties, and can be suspended from the more serious playmodes (standard, ranked).

    This game has nothing to punish that behavior so people will always feel free to say whatever they want. I mean, even the report system is a complete joke.

    I bet you, if this game had something like League's punishment system or R6S's, things would change fast & more people would bite their tongue.

  • The backpacks really need to stop. I don't want some extra piece of gear on my character that just takes up screen space, makes the character seems bulky & may even affect hit box size (not 100% on the last one).

    They should ALWAYS be an option, not a mandatory part of a cosmetic. So many cosmetics look awesome until you turn the character around.

  • Happy new year everyone :)

    *grabs the champagne*

  • No, not really - if the killer wants to tunnel someone, they will. You can make it 7-10 seconds, it'll change nothing besides potentially give the teammates more time to do objectives. That person being tunneled though, is still going to die 9/10 times, especially in solo que.

    Pretty crazy looking back when the nerf came and so many people justified the 5->3 second stun duration. So many people in this community are blatantly disingenuous and it sucks. Reminds me of Eruption.

  • This game overall is very unfriendly to new players. I would definitely not recommend this to anyone, even though I have thousands of hours logged.

    Not even the matchmaking. Just simply how much of everything there is & how much grinding you have to do. If you haven't been playing it for some time now, I'd just stay away. Until they improve the new player experience at the very least. Which could take years b/c it doesn't seem to be something they are particularly interested in improving.

  • If they're on a gen and its one time, no big deal. It can happen.

    If it happens 2 or more times, I either stop working on gen and stare at them OR I immediately leave and go find another gen by myself (this in 99% of those situations).

  • This game has lost the horror element a long time ago. The closest thing to it is like you mentioned - the killers who can jump scare you w/ stealth. And even those moments can be rare. Besides that, the horror element is nearly gone.

    & its even more clear that BHVR is moving away from the true horror, just based on decisions they've made.

    Lighting up/washing out colors on maps, less fog, etc.

    Killers and certain survivors who now have voice lines like Chucky & Nicholas Cage. Sure, its cool but its takes the horror element away completely. When I can hear a Chucky approaching me, ONLY b/c of his voice line, that shouldn't even be a thing. Same for Nicholas Cage. It adds comedy and in a game like this, I don't care for comedy. I don't want some survivor whose been taking to a realm by the Entity, to be cracking jokes. Its just weird. And ruins the whole feel.

    So yea, horror has been at all time low/non-existent for awhile now. & I do think its intentional that they're moving more and more away from that genre/atmosphere.

  • Fixated. Not b/c you can walk everywhere w/o scratch marks but b/c it allows you to stay on gens and still get to relative safety/good hiding spot before the killer can get to that gen. They hit gen or check surrounding areas, can't find me & then leave. I get back on gen right after. Pairing it with SB is good synergy but I use it by itself and still get tons of value from it.

    I wouldn't say its a bad perk, just underrated/not as used. The 20% faster walking is very helpful in a lot of situations.

  • I genuinely don't find Onyro boring. I actually like playing against her for the most part. She isn't in the category of DM, Knight or The Artist for me, I find those killers much worse to go against since its just 'hold W'.

    The only thing I dislike, which was mentioned already...is when you go to turn in the tape and she pops out of it right as you're about to. Feels like it happens quite often lol.

  • That perk isn't solely responsible for that type of playstyle. People play like that w/o WoO either way. Not exclusive to the perk.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614294#Comment_3614294

    Whether or not Q times goes up or not we can keep guessing all day, but again it doesn't really change anything (or atleast anything positive that we see). Why put the work into it when you could put it into something else? "Casuals" will still get people playing like their lives depends on it while "ranked" will have EVERYONE like that. Then again no one knows, maybe you'll get people who will play till the end, or maybe you'll get the same quitters as always.

    Why isn't it enough? They game is ment for entertainment in the way the devs want, not catering to everyone. We maybe a bit different than everyone but we just don't CARE about winning or losing, we want an exciting hunt as killer and an exciting match as survivor. No more no less. Nothing we can do about people quitting like children when someone goes down before a gen pops. When you win we gotta ask "why isn't this satisfying?". It's it the way you won? The survivors giving up? Making separate Qs won't really change how you feel on wins and losses.

    Not entirely sure what you mean in this paragraph so we'd like clarification before we eat our own feet.

    The game gets stale when playing a long time (surprised we haven't burnt out yet).

    B/c again, its been nearly 8 years and there's nothing new besides killers/survivors (which are exciting for like the first few matches and then its back to the same old) and the occasional map. If other developers can do it for other games, whats holding back BHVR? Its not like they're the same small company they started out as in 2016.

    We have over 240 perks, 34 killers & 39 survivors. I think were good on that front, lol.

    As for balance/QoL, everyone knows BHVR is incredibly slow when it comes to that sort of stuff, or in other words, not as important to them as other things are.

    Well no, in ranked there should definitely be a bigger punishment if you d/c or give up prematurely. Just like any ranked system in any other game w/ it. Not a slap on the wrist timeout for 1-5m. People would be incentivized to play a match out rather than leave b/c 1) their rank is on the line & 2) knowing there's a 0 tolerance to that sort of stuff and punishments will be much more severe. I'm sure some people will still leave or give up, it happens in other games too, but it'd be a lot less in comparison to quick play.

    Its not enough b/c your rationale can be applied to literally every PvP game on the market today. Every game is meant to be 'entertainment'. So what makes BHVR so different from all these other game companies that do it? They all give you rewards for your time played or for earning a certain benchmark/goal/rank. Whose 'we'? I care about losing and winning. I want to win. I'm playing a PvP "horror" game. It doesn't feel good to lose and it doesn't feel satisfying to win. Some people just want what you mentioned, a good chase, back and forth, etc. I get it. But that can be for the 'casuals' and quick play enjoyers if thats all they really care about.

    Winning isn't satisfying = its a whole list of things and different scenarios & situations that occur in a match. It could be as simple as a survivor giving up and griefing his entire team while I play killer. Or you doing 4 gens for your team and being the only 1 who makes it out by the end b/c your teammates just wanted to get altruism points and engage in chases. Making separate ques would enhance wins and would make losses probably a lot more manageable, considering you'd be playing with people who all WANT TO WIN. So the matches would hypothetically be a lot closer, people would have better map/situation awareness & urgency. For ex, if I climb a ranked system and I can get to the top MMR, its safe to say your quality of teammates and opponents will be better too b/c it won't be matching you against new players, casuals who want to meme, or people who just want a 'good chase'. Decision making will be a lot better, people would run the very good perks rather than sub-par or just straight up garbage ones. I disagree that a separate que would not change how I feel on losses/wins. I think it would.

    If the game gets stale for the people who play a long time, what do you say to the people who find it stale after only a few matches and want to already close the game? The game hasn't evolved or gone in any other direction besides 'hey lets add some killers, maps, cosmetics and survivors'. As for burning out, I think most of us do & just end up taking breaks. We never fully quit.

    Spice this game up. Nearly 8 years. Bring on those new game modes at least. Some lil chaotic fun.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614275#Comment_3614275

    It does however split the amount of players in a Q. It may make the wait times longer, maybe not, but now you've got 2 Qs the devs had to put work into that ultimately wouldn't change anything. We don't particularly care about separate Qs but since it wouldn't do anything, we'd rather the devs do something more meaningful.

    The que times could go up,down or not change very much. I genuinely think a lot of people would play ranked. There are many 'competitive players' that have a good mentality, don't give up on first hook, don't d/c b/c of a certain killer. People who didn't join *competitive dbd teams* to play in the DbDLeague but want to test themselves. I think there are a lot of players who fit in to that category. People who are good at the game but don't have a team to practice with or against.

    This game's been out, coming up on 8 years. This whole 'the reward is you booted the game up and enjoyed yourself' is not enough. Not in a game like this where its as frustrating to have a bad match or you were set up to lose in as compared to when you win a match and you still don't feel like its anything special. Sure some outlier matches, but for the most part - winning doesn't feel as good as it should and losing feels just as bad as it always does, especially when you had no chance or someone decides to throw the match when it could have been won.

    Most people that have been playing this game for years or sometime now, have a love/hate relationship w/ DbD. I'd love a change. It doesn't need to be ranked per say, I just want something to do that actually means something in this game. There's no value of experience. The closest thing to 'oh wow look at that player!' is a P100 badge that just means you play a lot & load BP offerings every match.

    Game's just really stale. Glad they're at least looking into other game modes, so thats a start I suppose.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614108#Comment_3614108

    How could they stop competitive players from wanting to stomp in casual instead of being in a ranked queue? This is my only concern.


    This happens in almost every game w/ a ranked que. A good recent example is THE FINALS, which just released & is super popular.

    The sweats unlock ranked but even Shroud (omega FPS god) has gone on record saying that a lot more sweating happens in the quick plays, especially b/c people are teaming up with their friends verus others who are solo, not as experienced, etc.

    It happened in OW, OW2, R6, etc. It happens. Not a reason not to implement. Ranked players who are competitive, sometimes want to just relax and not worry about MMR/their position.To you, they might be sweating in a QP match, but to them, they're just playing the match out like they usually do. Everyone deserves to have a break when they feel like it & not be blamed for ruining QP just cause they're a competitive player.

    And this already happens in DbD so it'd change nothing.

  • Doesn't even feel like a rework so until they actually change that layout w/ the window, its still very bad.

  • Completely agree. Stale game - could use innovation which is why they're finally considering other game modes. I'm in the same boat as you, actual in-game rewards you earn like a extremely unique cosmetic or adding a cool lil effect around the prestige borders. Its doesn't have to be something crazy. But give something to work towards.

    "its a party game, not a competitive game". Yea, while you can say its more lax than a competitive shooter, its definitely got competition since ya know, its PvP. IMO a party game is like Fall Guys or Party Animals. Its chill, relaxed fun. How many times have you seen just on this forum alone, how many people are burnt out or not enjoying DbD anymore? People want to win, not meme around and joke, ruin a match, etc. Not only that, but its already been stated that solo que is actually the majority of the playerbase.

    I'd love a ranked mode, just add some requirements to que it like a minimum prestige level much like other games do. I'd actually be willing to bet money players who have taken a break or quit, will come back at the very least to check out Ranked.

    But yea, all we get are bloodpoints. Which is just tedious to constantly spend. Give something for people to climb to or work towards. P100 means absolutely nothing besides you play the game a lot. It doesn't indicate anything else. Thats why there's plenty of P100s that play like they're P1s and vice versa.

  • BHVR when it comes to stuff like this, works at a snails pace. :/

    But don't worry, they'll continue pumping out new cosmetics every 2 weeks.

  • Yea...not impressive to me. I mean, props to the people who stayed consistent and kept going. But I never liked how a killer can go on a 500+ winstreak while survivors struggle to even get 10 wins a row in an SWF. Let alone 3 wins in a row as a solo que. There's just so much more that can go wrong on the survivor side, that the odds are incredibly stacked against you in terms of making it out alive.

    Survivor winstreaks aren't impressive b/c you need a sweat-fest SWF like Eternal to pull it off consistently. Having even 1 sub-par or bad player on your team lowers your chances of winning so much.

    Killer winstreaks aren't impressive b/c of playstyle, less things that can go wrong, can dictate the pace and set the pressure, etc.

    You rarely ever see survivor winstreaks, where as you hear and see killer winstreaks quite often. Again, props to the ones who went on the streaks but this is just my opinion on em. They aren't equal.

  • As survivor:

    If 3 or more get out (and I'm one of them), then its a team win. If I die, its a loss.

    If everyone on my team dies and I get out by random hatch or mercy by killer - I still lose but w/o losing 'mmr'.

    If everyone on my team dies but I get out by exit gates, its a personal win for me. But my whole team died so technically its still a W for the killer as well.

    As killer:

    3/4k = win.

    2k = tie.

    0-1k = loss.

  • My comp turned off mid-reply last night and I didn't think it went through so I posted again. My bad.

    But yea, don't see him quitting DbD anytime soon. Its been the focus for so long, it'd be shocking to see him turn to more variety (even though it'd be great mentally for him).

  • I'd take Mandy's explanation over Peanits's. Mandy's explanation fits a lot better IMO.

    W/ Peanits's explanation, its pretty open-ended & just plain wrong IMO. 2 survivors at end-game hiding, is NOT holding the game hostage. It might feel like that to a killer, but getting on a generator in that situation is guaranteed death for the survivor & a free kill for the killer. I'm sorry but I will go hide. B/c at the very least, I might have a chance for hatch or possibly an exit gate if I time it right/got good gate RNG. I'm never going to just roll over and give a killer a kill. I might die regardless hiding, but I'll take my chances since at least I have a CHANCE.

    What Peanits's is saying to do, is give myself 0 chance of living and give the killer his 3/4k w/o any real effort. The game is not being taken hostage, you can go search for anyone hiding & people still have to move around to avoid crows. Same exact thing more or less happens at the start of a match anyways - people don't always immediately jump on gens, they wait for the killer to patrol and pass them, then they hop on the gens. Hiding is part of the match. Finding survivors is part of the match/killer role.

    Length of time doing something like this matters too. If its only been a few minutes of hiding + not touching a gen, IDC. I'll go look for y'all since thats part of my role.

  • He really should, at the very least, leave the FW program. It does nothing. Its just a club for streamers. A glorified cool kids club. They add/contribute almost nothing to the health/development of the game. Even Otz has said this. He's brought so many things to BHVR's attention, only for them to take w/e it is, in another direction. The only benefit FW has is you get promo'd by BHVR from time-to-time & have a more direct line of communication with the team. No impact on game.

    I feel bad for the guy cause he's definitely had the passion over the years and wanted to help. But it seems he's waking up and smelling the coffee, so to speak. It gets to that point for everybody, eventually. BHVR really should not have done that AMA. Just a whole lot of nothing.

  • Billy! Easily. So fun to play against & always a chill player on the other end.

    Bubba (non-facecamp version).

    Demo dodges.

    Oni. Love his power & how strong he is in chase w/ it.

    Scratch Mirror Myers on an indoor map like MP.

  • Yea this would definitely irritate me, lol.

    I was shaking my head at the Laurie while she ran around the hay bale stack & then started internally screaming when I realized she was going to commit to the save. Also love how you had just been hooked, plenty of time to play around it & she rushed for it regardless. You call it different priorities (I get it, you don't want to be rude) but lets be real - they're bad players to have on a team. They're the ones that kill the team & half the time, don't even realize they're the reason for the loss. They are the greedy & selfish ones, the ones who dive bomb, don't touch gens, last 10-20 seconds in chase, constantly want to heal before doing anything else, etc.

    Think most of us relate to this, sadly.

  • Nah, there's really nothing to chase. Bloodpoints and prestige grind don't really matter to me. No real reward system or ranked play so whenever I do take a break, I know I'm not missing out on anything important.

  • Same opinion as Edgar.

    I like efficiency & maximizing it. There's no thought of 'let me make this match as painful as possible for others'. I will ignore events for the most part because they really do make the pubs worse, and more people likely to not play to win. I want to win. I want those close matches where either team can pull out the W. Its just the way I like to play this game. Always been competitive in anything I did, nothing against anybody. Don't get me wrong, I'll check the event out initially but I'm not going to destroy an entire match to meme or joke around.

  • AvenFallen already said it but its pretty much my take as well.

    TOO MANY killer players act like they did nothing wrong in a match. They made 0 mistakes. They'll blame SWF, perks, items, luck..anything really to avoid taking blame. When they are the reason the match went the way it did. There are outliers of course but 90% of the time a killer has called me an SWF (a guy who solo ques) or implied my team was an SWF, was really just the player making excuses for themselves.

    Players like that will either never get better or get better at an incredibly slow pace, compared to if they swallowed their pride and accepted their humbling of ego.

    The chances you go against a full sweat, on comms, coordinated and good SWF are very low. Most people are solo or playing w/ 1-2 friends. So no, they aren't really a problem IMO.

  • I don't think its that strong against good survivors. Its a 20 second duration & you get notified when its on you. Get as much distance on him and try to hover around a safe pallet/tile till it wears off. There's plenty of pallets, windows and tiles around that can buy you enough time. The problem is moreso with people's skill in chase. If your whole team sucks in chases, you get a ton of benefit from the perk. Otherwise not so much IMO.

  • No I'm in the same boat. Have been for awhile.

    There's nothing really to climb towards. Rank is hidden. Prestige is being asked to be hidden. MMR is hidden.

    What am I playing towards? More bloodpoints? A currency that ..just gives me items/offerings to use in my matches? That I end up just stockpiling anyways cause you get a ton of them if you are regularly doing bloodwebs? I don't care. This is tedious and not rewarding at all. I was never the type of player to run perks for bloodpoints, I simply don't care about that grind.

    Its just..stale. They can add cosmetics, new killers and survivors. That isn't anything new to me and I more or less, am right back to feeling how I always feel, 2-3 matches after a new killer/survivor comes out.

    Give me a ranked que - add a requirement to unlock it just like many other games do.

    Maybe a different game mode? The closest we get are the seasonal events which are more or less, just side optional projects.

    Add an actual valid report system that doesn't revolve around the player having to use a 3rd party program to catch cheaters, griefers, exploiters, etc.

    We know all the maps, we know the tiles, we know the same 2 doors to exit out of, hatch, etc.

    Its just been the same for so long, its no surprise people aren't satisfied or the games gotten a lot less fun for them.

  • The 3 things I would like addressed:

    • hitbox validation needs work regarding Slice n Dice. Plenty of times, he has 'injured' where on my screen, he'd stab at air. Would think he has a long broadsword and not a lil knife. Very wonky just like Huntress hatchets.
    • Slice n Dice flicks should be removed. Make it more like Demo & Wesker IMO.
    • Some tiles completely hide him when he uses stealth mode in chase, giving him basically a guaranteed free hit.

    Overall I don't really have a huge problem with him but I do think he deserves some changes.

  • For survivors - it has some very strong pallets/tiles. Even in areas you'd normally consider dead zones running from tile to tile, there can be pallet spawns.

    For killers - gen placement should be looked at. There shouldn't be 2-3 gens in the center of the map (2 inside, 1 right outside towards shack).

  • Depends.

    If your stealth is costing the team, ie you're doing very little for the team, haven't been hooked once, barely doing any gens, opening chests and doing dull totems, then yea. I probably will think you're an awfui teammate and its basically a 1v3, not 4.

    However, if you're using the stealth in key moments of the match and still trying to play/get things done as a team, I see no problem with it. There's also more factors to this like:

    • How long are the teammates lasting in chase on average? Are they good in chase or bad?
    • Are your teammates running the killer to generators that are actively being worked on?
    • Are your teammates actually trying to win or are they more interested in point farming ie dive bombing?

    There's a lot of things that happen in a match that aren't the fault of the stealthy player. If I haven't been hooked once or even chased, I'm expected to be on gens for the team or try to force a chase (which can obviously be ignored). However, if your team is basically snowballing the match for the killer; the problem is not on your end but your teammates who are making mistakes or doing dumb things.

    I also don't automatically assume someone is a 'stealthy selfish' player based on perks they bring. I used to run Sole Survivor + Wake Up together and still played my best to win as a team, get as many people out, etc. But you'd assume just based on those 2 perks that I don't care about my team and only want to escape myself. Which isn't true.

    I figure, let people play how they want. It can't really be policed, even though its frustrating at times.

  • I don't know what you're talking about cause that isn't my experience on PC.

    I can't even remember the last time my client crashed. Its been very stable for me.

  • Real sweaty SWFs are like 1% of the playerbase. Most people are just casually playing w/ their friends or completely solo (which is the majority of the playerbase). When a killer immediately blames SWF, its really just their ego that got hurt and consoling themselves. I've been accused of SWF many times and I never SWF. But people assume and throw accusations cause it makes them feel better.

    In terms of balance, its hard to say. Everyone's brought up the same common ideas/options, but w/o punishing the players for playing with their friends, its incredibly difficult to achieve.

  • Honestly, the only people that are surprised by this are new/inexperienced players. & the ones who said MfT would still be strong after the gut nerf, were either incredibly disingenuous or just as bad as the new/inexperienced.

    Hopefully it doesn't stay buried like so many other perks (both surv & killer).

  • Skull Merchant & Artist for obvious reasons. Don't really have an actual third. Maybe Knight but I don't mind him as much as the other 2.

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