Whoudini
Whoudini
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3235103#Comment_3235103
I had that happen to me once. Let's just say I got humbled. I got 2 Hooks and they ended my streak on Doctor. I still get nightmares from this.
Oof I feel for you bro.
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@CoDismylife said:
People think I'm capping with my 99% winrate.
So challenge me then. You can Live stream the games and I can show bhvr how strong killers can be. Apparently this is something impossible but that's what I'm doing for months in pub lobbys
Invite henz and his deathsquad. *smile*
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@johnlikesguns2 said:
I recently came up with that question, for me. I think it can be a tough map sometimes. Specially for killers. But overall i find it a pretty good map with some issues. What do you all think and if you guys can point out some of the major issues in the map. I will be reading. Thanks.
A map with annoying gen spread, bad blight collision and a chain of tiles together. There are worse maps for sure, like its main building is nowhere near the strength of the asylum main building, but still a map which like many others could use some tweaking.
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@CoDismylife said:
Wesker is way to rewarding for minimum skill and effort. His chasing is very strong, he has very good mobility, he has side objectives for Survivors which slow them down on gens or chase (lose/lose).
He just has to much going for him. That's why he has the highest Killrate. And also the highest pickrate (25% that's crazy)
The skill to reward ratio is really off on this killer and needs to be addressed.
New killer, so course the pickrate will be high. The high winrate is because people don't know how to counter him that well yet and he has passive slowdown.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3231039#Comment_3231039
If you nerf medkits you won't see Franklin's nearly as much, I'd guess.
But medkits are the strongest surv item, imo. Especially now that they're cheap you're seeing more and more. I know I don't cling as tightly to my ranger and green medkits now that they're cheaper to replace; I don't feel in any danger of running out of them. I have 3-4 survs I rotate, and have anywhere from 20-50 green kits on each.
Sometimes I'll run a purple or green kit with additional chard/speed add ons and Built to Last, and waste tons of the killers time, even though I am not a great looper. Lose sight of a surv running one of those kits for even a few seconds, and they'll heal.
As a killer, that feels almost oppressive (which is why it might get you targeted as well).
I agree, tbh medkits are basically objectively the strongest item. As you said even if your not good in chase being able to be anywhere and healing yourself in 16 seconds does huge damage to the killer's pressure. Only killers not really effected by it are plague or some other killer with huge snowball like a starstruck nurse.
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@StarLost said:
Freddy.
Pig's doing okay now, Onryo is coasting on a gimmick that will almost certainly get nerfed (rendering her bottom tier), Dredge and Wesker have some insane addons, Plague is a monster at high MMRs, Cenobite can snowball, Oni is great with a massive skill cap etc.
Freddy though...
This guy is insane versus solos and solid at high MMRs and I don't get why.
He's one of my 'easy' killers to go up against, his traversal has a forever cooldown and is highly telegraphed, his addons are craptacular and his anti loop is laughable.
Why is he doing so well?
Freddy has historically had a high kill rate, its probably because he is one of the easiest killers to learn and his dream world means he can sneak up on noobs quite easily.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231039#Comment_3231039
Franklin's? I mean.... Franklin's? Last perk I can think of that needs a nerf.
I was partly memeing, but man I replied to would not have accepted just a medkit nerf so I met halfway (:
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@ViperTheCharon said:
https://forum.deadbydaylight.com/en/discussion/comment/3233725#Comment_3233725
I think you are joking...
nah man thats not possible
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@ViperTheCharon said:
Maybe looking at the title could create a bit of controversy over nurse defenders and others, but to point it out:
Nurse is not the hardest killer anymore. (Hillbilly is IMO)
Only counterplay to her is when she makes a mistake.
Blink Attacks counting as Basic Attacks is BS. (because of perks that apply exposed and other things, for example: "Jolt" "Sloppy Butcher")
She is still S-tier for past 6 years. (I actually don't bother that)
I don't know if it's true but she's the second most picked killer in the game. (behind huntress)
If BHVR could take a notice at this (probably won't), maybe she would be balanced out, if there were some proper suggestions for her changes.
What are your thoughts?
Nah bro, nurse sucks she is the only killer that moves slower than survs cmon. We have seen this thread a million times and she is not getting nerfed in all seriousness.
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@Opossum_Supremacy said:
I've recently begun playing DBD again after a year long hiatus. One of the first new killers I jumped on was Dredge, who I've been playing nonstop and have been enjoying a ton.
During my hiatus, I kept up with content creators such as Otzdarva who have said Dredge is pretty upper mid/B tier. However, I've been seeing comments in my games lately from survivors saying Dredge is overpowered or just incredibly strong (Yes I know a lot of it is probably just salt but none the less it's made me curious enough to start this thread.)
I was particularly surprised to see that his killrate is higher than both Nurse and Blight even at top MMR. The recent kill data released only seems to confirm that he's stronger than what I've heard previously.
I'm curious what others thoughts are. Is he in a good spot? I need of buffs or nerfs? I'm particularly interested in the opinions of long time and high MMR players.
The dredge is not a great killer. He is not bad, but not great either, the stats do not mean anything. His counter play is to have two loops chained together and you just go between them when he tries to use his anti loop.
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@Dem34888 said:
No matter how rare your medkit will be, if a killer brings Franklin - you lost it
And maybe it's my luck, but I'm getting green / purple medkits in my bloodweb like green - 1/5 and purple 1/20, so i need to spend a lot of bloodpoints just to get good charged medkit with good heal speed, that might be taken by a killer just in one click
I'm prefer to use CoH, at least it has no charges and counterplays Franklin, it saved me a lot much more times that medkits
P.S It's okay that killers are using something like bloody butcher or addons to slow down heal speed, but impov lost hard gotten medkits in seconds just by one click is pain that you never should feel
Nerfing medkits and then nerfing franklins is the perfect solution to this.
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@Iron_Cutlass said:
game design issues
I feel as if this applies to both sides, but you see time and time again that people saying to make perks basekit, and while I feel as if some things are justified, it would be better to point out how some game and perk design aspects conflict with having things become basekit. I would like to just point out some basekit perk ideas that Ive seen that work and do not work (cont. Community Basekit Suggestions).
And furthermore, I do think we know how such changes affect the game as a whole. Typically with games, whenever something gets changed, it can conflict with existing things and cause various bugs and glitches. For all we know something cannot be applied basekit because the game itself is not designed properly to support it, thus breaking everything.
community issues
Fairness is something thrown around the community. "If ____ gets ____ then I should get ____" is not something uncommon to see with perk basekit suggestions. I feel as if this mindset really needs to be dropped by the community because this is one of the most conflicting things with basekit perks. No one will be satisfied. Group A will ask for more. Group B will ask to get something equal to Group A. Rinse and repeat.
community basekit suggestions (my opinions on them /// Bias warning)
Deerstalker
This perk being basekit would completely make Tenacity's reducing of grunts of pain while in the dying state pointless. And even if you decrease the range for it significantly, the range would have to be so low that having it as a basekit perk would be pointless.
This is one I really wanted to highlight specifically this perk since it conflicts with Game Design Issues previously mentioned.
Kindred
I personally would love Kindred to be basekit but the issue is that, well, what are they going to do to Kindred to make it better. But not having it basekit is also an issue since it is healthy for the game.
Ive seen people state that the killer's aura being show by Kindred should increase survivor repair speeds, and that does seem like a good idea, but I feel like it would also just punish people going to kick gens or snuff boons near a hooked survivor, so Idk how to feel about it really.
BBQ&C
This one kind of falls under Kindred, the perk itself is healthy for the game, but there is not really much you can do with the perk itself once you make it basekit.
Also it is a licensed perk so we do not really know how much can be changed about it form BHVR's end of things.
so where does this lead us?
As much as I hate to say it, we are not going really anywhere.
The community and game design really do conflict with changes. Nothing is really as cut and dry as people make it out to be since BHVR, at the end of the day, are the ones pulling the strings and making the decisions regardless as to where we stand as a community, together and divided.
With the new unbreakable change tenacity is way worse, so deerstalker could be basekit which would be nice since pain sounds on the ground are bugged anyway.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3228733#Comment_3228733
No it wouldnt, what happens with voicechat when you have 4 people in the same team and nobody speaks the same language? A chinese, a korean, a japanese and a far east russian for example or a citizen of USA, a mexican and an haitian. Not everyone speaks the same language.
Pings are ok for certain games like MOBAs because they are just a "put your camera here" signal then you get the info yourself by directly observing wathever is going on but in a game like DBD what does a ping mean? Im going to get downed? I saw the Killer here? a gen is going to pop? People cant even set for what hook dancing is imagine random pings around the map.
Think of vhs and the pings would work like that, also who the hell is in the uk region playing with someone who only speaks Chinese? that's not how the regioning works in this game you would have to be using a VPN. If you are well then thats on you for going to a region whos language you cant speak.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3228733#Comment_3228733
No it's not, but it's one of the things that makes solo queue miserable, particularly because it's a meta perk and is seen a lot.
You don't seem to realise how much of an effect having a meta has on the game. They wouldn't even need to functionally change Eruption, they could just flat nerf it so that it's no longer meta, and it would improve solo queue.
Voice chat is not the answer because not everyone will want to use it, or want to feel pressured to use it. There are a myriad of other options to provide information to survivors that is superfluous to voice chat, and therefore will aid solo survivors without enhancing SWFs.
All of this boils down to, solo q needs way more changes than nerfing one perk.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3228722#Comment_3228722
Eruption is a problem for solo queue. It's a non-problem for SWF. Eruption is one of the things that makes SWF more powerful than solo queue, therefore in order to balance solo queue, you need to change Eruption.
If you could add a voice chat or a ping system the problem would go away immediately. One perk is not what makes solo q miserable.
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@itsPina said:
It definitely seems like you all overreacted. You know what is actually killing the game? 1/4 teammates completely sandbagging *every time*. The game should be balanced around all 4 survivors playing together but since most solo queue teammates either DC, die on first hook, or just troll the the entire game killer feels "OP"
Bridge the gap for solo q, easy.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3225554#Comment_3225554
This is why I bring Sloppy Butcher on most M1 killers, sometimes Dark Devotion and Coulrophobia, sometimes Forced Penance, reducing the effectiveness of healing entirely, or outright preventing it, can be a powerful tool when used right. Also you have the added utility of having effects that extend beyond just items.
Franklins counters items, but since it only counters items, it's kind of bad, it has one job that it does extremely well but it's limited application is a huge turnoff for me. If anything it is just a minor inconvenience for survivors and that it is really.
If you have 4 medkits with a mix of greens and purples, franklins basically turns that off and its extremely powerful for that. I agree if you slap it on for just like 2 items or less its a waste. If you see 4 medkits though and your a weaker killer, you actually need it since 4 decent medkits on even a less favourable map for you is basically unwinnable.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3226038#Comment_3226038
I think this is a new autohaven only tile. I might be wrong tho
Oh ok, to be honest only autohaven map this should go on is like gas haven since its super big and can benefit from some weaker tiles, this tile on asarov's though, ouch.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3224206#Comment_3224206
What has this got to do with SWF? lmfao
Eruption is not the problem, solo q is.
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@Vampwire said:
For a long time people have wanted a killer who teleports through lockers. Dredge delivered that and more. They feel like an actual monster, has really cool and creative skins, but it seems nobody really cares about them. I say this because I rarely see any streamers or content creators play them and rarely see them around as survivor.
Are they just really underwhelming? Is it an aesthetics thing?
I don't have them unlocked atm, but I really like them from what I've seen.
Very map dependant, his anti loop gets countered by a lot of maps having connected tiles. He is loud so any kind of stealth or nightfall stealth is useless and he can be heard quite clearly in most loops. He is not a bad killer, but if you queue into a half decent team with bad map rng its going to feel rough.
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@ReverseVelocity said:
https://us.v-cdn.net/6030815/uploads/6TAGUZEMC9GT/image.png
What are you even meant to do with this? The pallet and window are super unsafe. It's essentially like they moved a Z-Wall (honestly Z-Walls might be safer than that window lol) into the map and gave it the world's unsafest pallet to go with it.
If you connected the Window and Pallet tiles together, I think that could be a pretty balanced tile (like a weird variation on a Pallet Gym with an unsafe window once the pallet is broken).
As it stands though, this just takes up a Maze Tile spawn and a pallet without providing anything to work with. This one needs to go back to the drawing board.
Depending on maps this goes on a weaker tile might help to balance some maps. Only issue is if shelter woods was to get this tile that would be rough.
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@MeanieDeeny said:
I don’t understand why most people can’t see the correlation between gen rushing and face camping?
SWF’s load up with perks to bust out gens, bring map offerings and coordinate everything. It’s 4 v. 1. You’re not winning (if you win) because you’re skilled, you’re winning because you’re in constant communication w each other.
I am a Trapper main (and honestly I do quite well, but I constantly face tough SWF teams), yesterday I had a team bring me to Ormond. Okay I’ll make the best of it…game starts, I set down a trap..walk a short distance, put down another trap..a gen pops ALREADY. Start first chase, gen pops, down survivor, gen pops…hook survivor, gen pops…I don’t know how it’s possible..but that’s 4 gens in mere minutes. There’s 1 gen left…the game just started, why am I not going to camp the person I just hooked? 1 gen left. Game is already over. I ended up w a 3k, but it’s irrelevant. Still lost a pip. Had zero fun.
At 5 gens, camping and tunneling is completely ridiculous. Yes. But being gen rushed and camping/tunneling go hand in hand. Expecting to gen rush and have the killer give everyone their three hooks each, is highly unrealistic.
What else are the survivors going to do, sit and wait for you to setup? Also you are playing a D tier killer who requires setup time, without a perk like corrupt on a big map this is just going to happen.
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@twin187211 said:
I just went against a camping pig at start of match 5 Gens face camping I asked him why he said we shouldn't bring flashlights in the lobby I then looked at his build he had light born on Franklin's starstruck the killer should not be able to change perks when in the lobby with the survivors that's unfair
If the pig wants to waste 2 perk slots to counter the literal worst item in the game survivors can bring then let her.
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@Jungles23 said:
How is this balanced? Not only do you drop your item in a chase, but it depletes super ######### fast. There is no way in hell you will get back to it in time to save it. That's also assuming it's not a dark ass map with tall grass and you can find it again, and also assuming that one of your teammates doesn't pick it up. I mean ######### this game is becoming so unfun to play it's insane. How is forcing the survivor to drop an item and then DRAINING THE ITEM while it's on the ground justified? I understand that it's supposed to counter troll squads with flashlight but ######### it's not like the majority of the game flashlight trolls, or even has a big enough squad to flashlight troll. I mean I had a medkit with me but had to loop the killer for a bit to get him off me and then unhook my teammate before he got to struggle hook, and by the time I got back to my fully stacked medkit it was ######### empty. So what am I supposed to do? Let my teammate get to struggle hook? And it's not like this is an uncommon scenario, at least 70% of the games I'm in that has a killer that runs this perk happens almost exactly like this. Or I just get tunneled and lose my item charge anyways. This is a stupid ######### perk and is wayyyy too OP. Items are ######### necessary to make up for slow gen and healing times, especially when you're solo queue and the killer is perked tf out with addons. At the very least don't make the item lose its charge, just have them drop it so they cant use it in a chase, there is no way you can justify emptying the item #########
Until medkits get nerfed franklins is literally the killers best tool against it.
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@Sharpefern said:
Why do people seem to fix onto hyperfocus as this super gen perk. Like your first great skill check, no difference and then its only and additional .3 for the second, .6 for the third, .9 for the 4th. Like stake out gives an additional 1% flat per great skill check which takes hyperfocus. To get an average of that increase with hyperfocus alone you need to hit 8 great skill checks IN A ROW. Which if you're able to sit on a gen from start to finish is about all the skill checks you can get, you will get more with a toolbox but that also is a one time uses as you cant choose to stop working with the toolbox without losing all your stacks. This just seems like a lot of hype for something that saved an additional 7.2 seconds when you are able to sit on a full gen. I mean this is the same amount that Overzealous gives on a dull totem and less than resilience gives when injured and both of these allow for you to leave if needbe. Like I really don't get why this perk is getting so much attention and hype.
Zubat finished a gen in like 50 seconds with it.
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@Garboface said:
https://forum.deadbydaylight.com/en/discussion/comment/3224826#Comment_3224826
people keep saying this but he said it fairly early in this thread.
The killer he is playing regardless of his skill with that killer is still a pretty significant factor. If I am winning 99% of my games as even the best clown then that's surprising. If OP is winning this with nurse then its to be expected if he is good, the killer he is playing good or not is a pretty huge factor.
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@Chocolate_Cosmos said:
Here is my quess:
Hag
- You have to rely on her traps. You can't chase at all. You have to camp and patrol idealy an area or hooks to be effective. Running around the map and placing traps without any chains together isn't effective, so you have to camp.
Twins
- Clunky, slow and destroyed by any anti-slug and healing items/builds. You have to Split damage and sometimes chain slug and hope you will not get punished for it to be effective. Too slow at normal chases and hooking. You need to slug + camping is good for them. Also Victor has no skins and people call them "ugly".
Because these killers are all or nothing. If you encounter groups who counter you with team play and certain perks it can be very rough even if your good.
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@CoDismylife said:
https://forum.deadbydaylight.com/en/discussion/comment/3224670#Comment_3224670
Im not here to impress you
Your on here bragging you have a 99% wr and your not prepared to back this the tiniest bit by saying which killer you have been playing?
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@kizuati said:
I've just been thinking recently and...why did Nurse get so,oh so many buffs,be direct or indirect with a minor nerf to the range addons that made them go from extremely OP to just extremely strong.
5.3.0 - 3 Blinks are back and still present. Makes it impossible to outplay even a below average Nurse as she can correct any mistake.
5.5.0 - Nurse is significantly easier to play now - you no longer have to swing at a good timing post-blink and can just do an M1 immediately. She ignores pallet stuns in fatigue now,making using pallets against her,which used to be a rare occasion but significantly punished her into nothing. Additionally her lunge seems to be weirder now,with far more questionable hits. Edit: She also got a major buff to her recharge. Previously a 99% recharged blink progress would be lost if you blinked,but now it restarts at that 99% completed recharged. Why.
6.1.0 - Major Nurse Buff but indirectly. Survivors take longer to do generators. Survivors make substantially less distance on hit and she has less of a cooldown on her attacks. You now make practically no real distance against her,even to already pitiful distance you had against her before. Tunneling on her is now way better with DS being dead and DH being dead whenever you are being tunneled. Range addons have been back to omega blink since 5.5.0.
6.2.0 - Finally,Range addons no longer increase your blink speed anymore. First Nurse nerf in forever,still doesnt even do much.
So uhhh... why exactly has BHVR made Year 6 and the start of Year 7 into a net buff for the strongest killer in the game? She is an active hindrance to many perk designs like Starstruck,AA,etc... Still the biggest limiter to this game's balance after the terrible map design,but received pretty much nothing but buffs lately.
Only caveat to your rant here is when nurse does a blink attack she does not have decreased attack cooldown (hence why save the best for last does not effect this). So the attack cooldown buff did nothing in this regard only the reduced speed boost.
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So, which killer? If you could legitimately prove you are winning like 100 games in a row with clown no catches then I am impressed.
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@CoDismylife said:
Since months I'm not losing at all. I win 99% of the games I play. The 1% losses are when I have a really bad day or play a killer I have no experience with.
Are survivors just all bad now or is the game unbalanced?
What killer, omega blink nurse with a strong build?
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/3224207#Comment_3224207
For some reason, bathing suit trapper came to mind....
Briefly flexing and then sprinting out with perfect racing form, eyes fixed on the survivor ahead....
Maybe too strong of a buff
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@mrhexed said:
I just don’t understand why some people feel so entitled as to flat-out bully killers.
I’m never going to complain about ‘gen rushing’ because I know that’s the survivor’s objective and like… what else are they supposed to do?
But I constantly get put into games where I’m t-bagged, looped and spun around 24/7. And I’m not an experienced player in ANY sense, I don’t know how to counter them.
Even with Bamboozle and Unbreakable to deal with loops I always miss my hits because of their 10000% sensitivity that allows them to spin around like ######### tornadoes.
I know I sound a little pathetic, I’m not even really asking for anything, I just wish I could enjoy killers more.
Only one way to deal with it, practice.
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@Chaos999 said:
https://forum.deadbydaylight.com/en/discussion/comment/3217662#Comment_3217662
Essentially wraith without the stealth?
Can wraith move faster then?
The idea is you would press a button to put away your weapon to move like 10% faster, not wraith speeds. It could give every killer in the game (those who need it) some map pressure which quite a few killers really need. It could be like 20% provided the cooldown is long enough.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3219548#Comment_3219548
There is nothing you can do to solo queue to make losing progress on a generator + being locked from doing any game progressing objective more enjoyable.
Well by that logic its the exact same for swf lol
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@Audiophile said:
BHVR and Killer consider it totally sportsmanlike and fair. Game isn’t broken at all.
Your point? If someone dcs at the start I try to end the match as quick as possible to get into a new one. I dont go bragging or anything?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3217666#Comment_3217666
How would buffing Solo Queue even help? You still can't tell when someone is about to go down.
Eruption hurts solo q more, if we bridged the gap then eruption would be less of a solo q issue since solo q overall would be better. If we nerfed eruption, solo q is still going to suck regardless lol.
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3217662#Comment_3217662
This is a really good idea, but then ofc it'd have to be balanced around the killer being able to pull out their weapon for an M1 or the use of their power in the case of someone like Trickster or Huntress. Unless they can like "bodyslam" into the survivor to knock them into an "injured" state or something? could be hilarious.
True, there are many things you could do, the body slam thing would be hilarious a bit like a wesker dash. It would just have to be adjusted according to each killer (blight for example would not even need this so it should not be added for him).
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@Malkraz said:
https://forum.deadbydaylight.com/en/discussion/comment/3217658#Comment_3217658
They've been getting tons of feedback for years, it's pissing in an ocean at this point. BHVR aren't stupid, they know exactly what people are asking for, but they aren't actually going to make good on any of it until the numbers start getting really bad. Focusing their resources on making minor adjustments and frequently releasing paid content in the form of characters and cosmetics is a significant profit incentive for a smaller workload to the point that people continue to allow it. This is the reality of dealing with a business providing you a service like this.
It would take them like 2 weeks at best to even just add icons for solo q players which would make that experience drastically better and bring in more players meaning more cosmetic purchases.
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@Sava18 said:
The most broken thing would be for blight to be able to attack on first rush. There would be nothing you could do, especially combined with c33.
An ultimate addon which allows the blight to attack on first rush O_O. As a blight main, I love this.
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@The_Daydreamer said:
I feel like Eruption is way too strong for Solo Q but too weak for SWF. The point of the perk is to buy the killer more time, but it feels really unfair to play against when you play for yourself. 20 seconds of nothing is huge in that scenario. On the other hand people can just call out "I am going down" so the perk loses all meaning. I feel Eruption need changes in both ways.
Buff solo q, don't nerf eruption its fine.
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@KingFieldShipper said:
How about we shrink maps first and go from there to adjust killer and survivor balance instead of a band aid fix for non mobile killers? Shrink everything to at least wreckers yard - my dream would be personally have everything the size of coal tower.
100% agree with this as well. Why does mother's dwelling have to be so big it takes the typical killer 30-40 seconds to go from one side to the other?
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@dbd900bach said:
I'm more so asking a question because I think it should be brought up. There's certain killers that struggle immensely because they lack any kind of mobility.
The Cannibal
The Trickster
The Clown
The Shape
There's probably a couple I missed. Then again some of these killers also have fairly weak powers which is more than half the issue.
But, I just want to know how they could be given a little bit of mobility to help with map pressure, yet not make them completely overbearing or accidentally make the chase unfair.
I saw a great idea in a forum post which suggested that the trapper can use an ability that lets him put away his weapon to go faster. The idea of this was to allow him to quickly rush to a survivor who stepped in a trap before they could escape. I however think this idea could actually work for all low mobility killers where they put away their weapon to get a move speed boost. It should have a coming out cooldown so it cant be used in loops at all, but it would really help low tier killers especially with getting between gens or on bigger maps.
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@Malkraz said:
And you will do nothing about it because it benefits you when people trick their friends into buying it so they can SWF and not have the time they've already put into it go to waste. Thank you for at least not pretending you have any plans to bridge the gap after 6 years of this nonsense.
You are right that solo q is the worst of the 3. But maybe you are 10 times more likely to be listened to if you actually give some constructive feedback?
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@CornMoss said:
https://us.v-cdn.net/6030815/uploads/BH5Z59I1QL7Q/image.png
Every single good play I made was faltered by a perfectly timed body block, perfectly time final gen being done into adrenaline, someone dedicating themselves to being the box person so they don't do a conspicuous action and get Off the record value.
Seriously man, this is only ever possible to beat if a killer player were to play blight and nurse with their best add ons. These guys also proceed to tell me to stop crying about it that I did good, well if I did good then how come I got zero kills and 3 hooks (I got about 9 downs btw but they were worth nothing due to body blocks, adrenaline and other perks...)
Idk what map you were on, but those 4 strong items in a co-ordinated team with a bad map is rough for sure. But tbh this is more of an item and map problem.
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@squirtinq said:
To level/grade up, you need to unhook teammates for grade points. Did the devs forget what Altruism is? You cannot do that when a killer camps. What's the point of the mechanics of the game then?
The least the devs can do is remove grabbing.
I have a lot of other complaints about this game but camping probably is the most ludicrous of them all when you come to the conclusion that it is "part of the game".
EDIT: Rizzo is watching all of you.
If we are using grade logic, killers actually lose points on their grade for camping so it punishes.
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@scenicpickle said:
the only way this happens is with one person left and hatch is closed your just screwed the killer gets notified and you cant do anything for a minute if stuff like ds and OTR are disabled so should NWO
Disable it in endgame collapse let them have it so the one guy at least has a chance
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@hiken said:
at these remote times we need basekit Kindred for Solo Q, the camping and tunneling is out of the charts... people need some help, ofc this is not fixing tunneling or camping AND NO PERK can do such thing, what some perks used to do was penalizing it GREATLY like DS before nerf by hard punishing it and also was Off the record during PTB penalizing greatly the extreme focus in survivors and then got nerfed and now deactivates if a surv gets hit in the 10 seconds window wich means if said survivor is hit immediately after getting unhook he will barely be able to do anything because off the record is gone (and it shouldnt, but that is another topic)... but Kindred? should be basekit, survivors need information during these times were the game has become harder than ever for solo q, SWF always had it and forever will... this is important so at least survs can make better decisions when they see a face camper and not waste time unnecessarily
We need other communication methods as well to bridge the gap but basekit kindred would be a gr8 start (minus killer aura reading since it could be abused to just see what a killer is doing outside of camping). Also I see your point with peps getting hit immediately and otr going away we could add it back provided that the player loses collision so they could not use their 2 free endurance hits to bodyblock since that is why otr was nerfed in the first place.
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@almofan1001 said:
Why do survivors insist on saying that camping and tunneling is "0 skill" "braindead" "bot"?
As far as I can see, it's infinitely times more skillful than holding M1 on a generator and talking to your Twitch chat in background while checking your monitor every 10-15 seconds for a skill check. You don't even need to watch out for killer most of the time as terror radius gives you an indication when you actually need to start paying attention. Hitting good skill checks can be mastered after 10 minutes of the gameplay time. That's all the attention span and skill it takes to do your objective while the reward is immense.
At least when you tunnel you need to end the chase fast. You take a big risk and if you fail, you get punished heavily by basically losing the game on the spot. A sole survivor literally gets a chance to win a game for their team on their own. A successful tunnel is much more skilful activity than holding a button on a generator.
When you camp, you need to constantly look for other survivors, don't hit the wrong person, time your M1 to grab, avoid body blocks, and make sure to watch all angles so you don't miss anyone coming for rescue. It's at least 5x more actions for a killer to do (successfully) in order to gain benefit from it.
So please, survivors, when you complain about no-skill gameplay, have a bit of self-reflection. Your objective (generators) is literally the lowest risk, lowest skill and highest reward in the game to exist on both sides.
Tunnelling and camping at the correct time does have some skill to it, because if you don't do it at the correct time you are going to lose. Face camping or hard tunnelling resulting in you throwing the match is where it becomes brain dead.
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@ReviloDBD said:
Lets say you actually are not playing Camp or Tunnel Bubba..
You just wanna play him normal, for fun, like any other killer. He has a pretty decent insta-down mechanic, I am not really even that great with him but seem to down Survivors faster than on many other Killers thanks to it..
Is there any specific reason why he's usually considered pretty "mid-tier" on almost any tier lists that I've seen?
Just curious your thoughts, maybe he has a few huge weaknesses that make him unreliable at higher MMR?
I know about the Lockers, Lockers really do hurt on him, I kind of wish the chainsaw would down people inside of Lockers IF you are willing to Tantrum the Locker the Survivor is in.. I feel like that would make sense considering it is a CHAINSAW lol
But other than that, with the right perks I think he has potential, am I missing or overlooking something?
On that note, could anyone who actually enjoys playing Bubba in higher MMR share some of your builds with me? I am curious, I just started playing him again for the first time in a while and I am having fun with him.
I don't camp or tunnel, always just try to go for ending quick chases on whoever is full health that I can see.
Another reason is the gap between being addonless and having addons is huge, plus a map with strong window setups can destroy you.