gibblywibblywoo
gibblywibblywoo
About
- Username
- gibblywibblywoo
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I was always disappointed that things like Billy's saw or Oni's kanobo don't change with an outfit.
-
@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2256406#Comment_2256406
When you fought the 1999 Nemesis, dude was a bullet sponge withstanding massive amounts of damage even with a grenade launcher in hand, the new Nemesis goes down with one grenade but, I'm guessing that's just a normal difficulty thing .
He does not feel like Nemesis I haven't played the ptb, but from the videos, I've seen it's pretty sad to watch he doesn't feel invincible pallets shouldn't be a thing to him and when he kicks a generator survivors shouldn't be able to work on them for a few seconds, maybe like 20 secs ,he should be able to just punch out breakable walls.I don't care about him having the rocket launcher that's not a big deal
If they we're to add it it should spawn or drop in next to you ,when all generator's are done.
It's just himself is the problem after getting an original Silent Hill chapter, do you think fans want a remake Re3 chapter ,no but Bhvr wanted to do this for there community and ,I get it but like ,I said they should have held out to get and actual Re Nemesis chapter.
I cannot make this anymore clearer because it would just be rinse and repeat, but we wanted The Purser not a Nemesis
I played a bunch of the PTB and felt powerful playing him. The sound effect of his huge boots stomping and injuring survivors with just a punch felt great, breaking a gen with one big kick is another example or breaking a wall with one slow punch.
And that's not really true about him being that strong.
You could beat him at the front of the RPD in RE3 just dodging his punches and blasting him with a pistol or shotgun. In the remake you can down him with just a pistol. And Jill could usually tank a pretty large amount of hits from him too.
They aren't going to just make Nemesis immune to all stuns or something. He already practically invalidates pallets with his power anyway.
-
Feels like Nemesis to me.
What's the problem? Nemesis was always scarier when you were fighting him 1 to 1 in a closed area, not when he was stumbling around with a stupidly large rocket launcher.
@TheStabbiNAngeL said:
The problem lies with the Nemesis not being the original version,of himself. If it we're Nemesis from 1999 the character would be able to break into small sprints and punch
Personally they should have waited with this chapter, if Capcom didn't want to give them the original they could have declined,but with the 25th anniversary, they probably we're in a time crunch
Capcom really screwed us over and alot of fan's but the introduction of the remake Nemesis, and never released a statement as to why the design had changed.Given the recent flak the recieving, I would guess the design was from someone else and that can't use it ,but I don't understand why the moveset changed also they could have kept that at least the same,but all of this literally will still fall back on Capcom,because you know Bhvr wanted OG Nemesis, I said I would buy the chapter but I don't think, I will because I am also a Resident Evil fan and this isn't what Resident Evil chapter should be, with the survivor perks being a middle finger to all killer mains there's nothing in this chapter, I want.
Overall Bhvr could have done better with Nemesis given how short his legs look he looks terrible
And it doesn't make sense to buy a Chapter for something that I can't even play,because of all the latency issues.
I agree on the remake design being trash. Hope we get a legendary for old Nem or something.
-
@ManWithALemon said:
https://forum.deadbydaylight.com/en/discussion/comment/2255766#Comment_2255766
If it's a special attack, then why aren't bear traps? Or zombies? Or RBTs?
Charlotte is not making an attack. Coding-wise, "the Killer" is not making an attack. The Killer isn't doing anything when Victor pounces. As a matter of fact, not only is the Killer not doing anything when Victor pounces, but you physically have to STOP USING the Killer to use a Victor pounce.
It's rather silly that the Killer needing to surrender control to a different entity that isn't regarded as the Killer to use this attack is still regarded as the Killer's special attack, don't you think?
The 3 things you listed aren't things the killer directly controls when a survivor interacts with it.
-
@MadLordJack said:
I've said it before and I'll say it again, if I want an easy win I'll take a 5000 hour group of solo's over a 200 hour swf any day.
Solo's have weaker perks by necessity, they can't trust their teammates, they don't know how each other plays, they have near-zero realistic co-ordination, they have to make wild guesses and assumptions that can and will lose entire trials, they regularly trip over each others feet, they take inherently longer doing gens and totems because they have to search what's already been searched...
4 amazing solo players randomly loading into a trial are relying on pure luck to win. 4 amazing survivors, that have played together and know each other, even without comms, can at least trust each other.
I'm at the point where I don't even want to play solo anymore. I mainly stick to killer.
Still waiting on those solo "buffs" that are supposed to level the playing field to make killer balance easier...
-
Totem spawns on most maps are fine. Maps just... aren't very big. And experienced survivors know where they tend to spawn..
It's not hard to remember most of the totem spawns for a whole map. I do it.
-
@MeltingPenguins said:
I know, I know, hitboxes in this game are all over the place anyway, but since the minor buff/alteration to trickster's hitbox the ranged hitboxes for plague and deathslinger are just utterly screwed.
They already had tiny hitdots by all means, but since the trickster buff the hits just don't register anymore. As in:
the hitanimation plays, even the gasp sound plays, but nothing happens. No infection, no spearing the survivor.
Meanwhile Trickster's knives connect even though they hit an obstacle the survivor's clearly behind.
I regularly get hit by Plague's vomit, do the animation and screan and don't get infected or take damage. It's weird.
-
I've noticed in recent months its relatively common to get a skeleton key from a chest without any boosts. I know they buffed base chances a while back but it feels super common now.
-
Usually five or six. Funnily enough I find long range hits so much easier then point blank range.
-
@PureDoctorMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2253333#Comment_2253333
I went and watched the video to understand the post a bit more and you've made me go on a binge on this type of stuff. So while I'm thankful that I have something to do I completely forgot what I was doing and I feel like thats your fault.
They do make good content to binge. I suck at fighters but love the community stuff like this
-
@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2235779#Comment_2235779
Well then, in my opinion Nemesis is exceedingly meh.
His power seems kind of boring and like a rehashed version of Plague+Pyramid Head, and strength wise he's like a mid tier.
I kinda agree. I had a ton of fun playing the PTB and its the first PTB I spent more than a day playing (5 days) but I think its a Freddy situation where I'm not enjoying him because of his power, but because I'm Nemesis. If that makes sense.
Funnily enough this is the most excited I've been for a chapter since maybe they announced the Nightmare chapter.
-
@DarkAster said:
A friend of mine who plays from PC tried the ptb and says that the Nemesis is an unfun killer when he goes to tier 3, I play from playstation so I can not say anything but from what I saw it did not seem so OP. how do you think he is?
Considering the only difference between level 2 and 3 is a 1 METER difference in range (no difference in start up or cooldown speed) I don't think your friend knows what he's talking about.
-
The problem with old BT is that it worked even with full HP. So even an insta down would do nothing to a full health or injured player. It also lasted something like 25 seconds before bleed out.
It had absolutely zero counters in endgame situations and was an instant win.
Current BT is fine and anyone who complains about it from a killer perspective is a complete baby.
-
@SoapNSpook said:
This perk is so annoying, every killer who can't play properly brings it to make survivors loose time doing nothing interesting. Someone will be found quickly since everyone would move towards the killer, that prevents any sort of stealth or ability from survivors to have any chance to escape
The perk does too much for a killer and it requires zero skill, it should be toned down and have less seconds. Too many killers bring it, it should ring a bell
It isn't. It's decent but not overly strong.
-
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2253333#Comment_2253333
So, i watched your video. Did you?
Quote: Attacks on status are permited as long as: the target is not of far lesser skill.
But for DBD, the opposite is true, because peopel do it when they feel save, because they are of higher skill.
You dont see survivors teabagging the killer that just slugged 2 players and is in chase with the 3rd, they do it at the exit gate when they escape with few to no losses.
You're implying that people only teabag someone when winning. It is used in pretty much any situation when you want to tilt the killer. The same reason a survivor who is injured will begin clicking a flashlight when they have nothing nearby to use.
If it were still up I'd point you toward the old DBD survivor page on their website that outright encouraged things like teabagging as a legitimate strategy to bait a killer into chases or focusing you while your teammates do gens.
-
@[Deleted User] said:
I want to like him as a RE fan but his power seems like a watered down version of other killers. The only fun thing about his power are the zombie downs which are super RNG dependant. He's okay strength-wise, probably B tier, but I don't see me playing him much.
He's very dependant on mutation rate addons as well. It's Ghostface level of bad.
I disagree with all the people saying he's dependant on Marvins blood or zombie heart.
2 Infections can get you to level 2 and at that point 3 is a negligible bonus.
-
I'm not looking forward to unlocking Jill and Leons perk along with Nemesis. Perk levels should have been removed 2 years ago but all thats happened in that time is the devs giving us less and less double BP.
-
Should just be an FOV slider. It's 2021.
-
Outside of a good Nurse or Oni with that one Plague perk its near impossible for a full team to get slugged.
You have to go out of your way to play stupidly.
-
@danielmaster87 said:
Do you ever feel that your teammates, your friends, could have played better? Do you ever feel that you have to carry them? I've felt that way on many occasions and especially tonight. I realize it was a 3-genning Doctor, but he was rank 14 and left his 3-gen for way too long and still none of them got done. I felt that my teammates had thrown the match. How do you respond to situations like this?
How I responded to this was rather brash, turning off my PS4 and not saying a word to my friends. But after cooling off, I decided to apply the wise mentality of a sports player who I can't remember the name of. It was in response to an interviewer's venomous question, something along the lines of "Does your team perform better when he's on the bench or when he's off it?" In response the player pretty much said, "You're just trying to get a shocking statement out of me. We're a team. When we win we win, and when we lose we lose. Stop trying to pit us against each other." And that made me think also of "Your team is only as strong as its weakest member." Perhaps my anger was the shock-baiting interviewer. Perhaps I'm not blameless when my team fails. Maybe it was my responsibility to teach the less experienced how to play efficiently, and I failed them in that. So the next time you experience the anger and disappointment that I felt towards my friends, keep your spirits high, learn and improve, and hope to do better next time.
Haven't played SWF in a while. But me and my friends never really cared.
Sure, we liked winning, who doesn't? But even after we got pretty decent and made it to red ranks we were still just playing for fun and messing around.
-
@akanadi said:
so i played a round of bubba there was a felix that got farmed and i was bubba so i took advantage over that i downed the felix and picked him up because he's dead on hook so before i kill him he dc's and complained in end game chat because "i play to win"
It's not your fault that his team screwed him but there's no reason why you couldn't have slugged him and chased the other person for a more fun match.
You're just rewarding the idiot who made the stupid play and punishing the player who did nothing wrong.
-
I'll keep posting this as long as people are still somehow upset by an animation
https://www.youtube.com/watch?v=PElmAFZFoqQ -
This is weird. I feel like I never see lf camp anymore. Probably because hes got an actually useable, decently strong power now.
-
Rework=/= nerf
nah, I just actually want to have fun plsying as/against her
Shes too easy to play and very boring to play against
-
Yeah kicking Victor only for him to return 8 seconds later is some thrilling gameplay.
-
@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2247890#Comment_2247890
Another argument is that matchmaking is to blame for letting bad survivors rank up too easily
This is true for both sides for sure. I can't count the amount of killers. I see go in to full blown panic mode the second ruin gets cleansed and just hard commit to tunneling one player and completely foregoing any form of pressure spreading.
Then you have red rank survivors hiding on the edge of the map doing nothing while the killer chases someone 60 meters away
At this point I should know better than to assume someone is skilled because of rank, because we all know its based on playte and not skill.
-
I like Plague and have been playing her a lot recently but this one just seems like dumb luck. Maybe at exit gates it'd be possible
-
I bought my PC to play games at top settings and recently Re8 and Control looked incredible.
Can't say the same for dbd as I have to play on low settings to see anything on Badham, Yamaoka, Azarovs, etc.
Really bizarre decision by the art team considering they spent a yesr or two making every other map blindingly bright
-
@ALostPuppy said:
Once upon a time, movement in this game got more jank and harder to read the lower your framerate was, but I don't think that's the case anymore. It's probably terrible optimisation and resolution on the Switch that makes it look like killers are catching up faster.
https://forum.deadbydaylight.com/en/discussion/comment/2251035#Comment_2251035
Tbh it's not unfair, console players just weren't used to seeing good Huntress or Deathslinger players. Survivors get a very minimal advantage with Mouse and Keyboard over a controller.
I was on Xbox for 3 years and just having 60 fps and extremely comfortable camera control alone made me way stronger at tiles and with tracking the killer in a chase. On console its awkward to even look behind you in a chase.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2250997#Comment_2250997
Its no coincidence, that killers use 2+ gen slowdown perks. They just struggle with the current gen speed. All of them.
In conclusion: all killers should be buffed to nurse and spirit level, instead of changing something about then gen speed.
But the problem with that is that Nurse and Spirit are only that strong because they override entire game mechanics and basically take a survivors chase skill out of the equation.
Thats why I among others hate Spirit tbh. Nurse I can forgive because of the steep learning curve but it takes 2 hours to learn Spirit.
To buff every other killer to that threat level while keeping their powers gimmick intact would be next to impossible.
I still believe the only major imbalance left is map and tile design. For example, a good killer on a really fair map like coal tower could probably run no slowdown on most non set up killers and be a genuine threat. But on a map like Hawkins or Blood Lodge/Ormond they'd have their ######### slapped somply due to how spread out everything is, even against a really average team of randoms. Then theres maps like Hawkins or RPD that straight up neuter half the roster and turn them into man with machete.
-
It's a bit unfair for all console players once you realise how abundant insta shot crosshair using Deathslingers exist on PC. Or just really, really good huntress players.
Though there aren't any movement speed differences no. You're probably confusing frame rate with movement speed.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2250824#Comment_2250824
Good point. Do you think the current gen speed will retain killers? Because survivors already complain about long queues, while doing everything to keep the matches as short as possible.
Devs need to do something in that regard. Undying helped with the situation. Survivors have more then plenty of tools to deal with totems. Yet, they refused to.
As someone closing in on 5 years played gens speeds have never really bothered me.
In the past we had old Ruin to slow down the early game, and nowadays we have a ton of slowdown/regression perks. Some better than others. It's relatively rare to get a 4 man toolbox squad but even when you do you can just spread pressure properly unless you get a ginormous map or you're playing someone like Micheal.
I got a god looper 4 bnp team on ormond not too long ago as Doc, they were calling my bluff at near every red stain mindgame but with smart gameplay and herding I managed to eek out 2 kills and 9 hooks. And that's above the average that BHVr intend for close skill level matches like that anyway, with all the advantages they had. Personally I was exhilirated. I can't stand getting 4K after 4K. I find it boring.
Any team more ogranised then that just isn't common enough to make sweeping survivor nerfs that would screw the 98% of survivors who just play casually or at a mid skill level. As a killer I certianly wouldn't want that. Even teams like that, I play on EU at peak times (everyone says EU is sweatier then NA apparently) and it's incredibly rare to play against them.
I think the main problem is map design and certain killers just not having any antiloop/mobility. Micheal and Legion, for example, have nothing they can use against a good team. Clown has OK anti-loop but jack all else, Trickster is just a significantly worse version of an already strong yet heavily map dependant killer.
That isn't a gen speed problem its a power design problem. Look at Spirit and Nurse. No one could look at those killers and in their right mind say that they prove gen speeds are too fast. With most chases for those killers lasting about 20 seconds for 2 health states.
-
@QwQw said:
Yeah, it should in my opinion.
Through my own personal experience, I can't comprehend how Ruin+Undying could ever be considered "broken". Playing as killer, the totems would still get cleansed fairly early into the match. Playing as survivor, the totems would still get cleansed fairly early into the match. It was good, don't get me wrong, but nowhere near overpowered.
Plus, now that we're getting Counterforce as well as Small Game being buffed, I agree with Space Coconut that if Undying was never nerfed, we could have gotten a full on meta-shift in this game.
A meta shift? So killers just using ruin/undying every game and every survivor (that isn't swf because obviously) just subbing out IW for small game?
That's literally all it would have been. At least the one or two other usable hex perks now function with Undying, which is nice. And allows more build variety than old Undying did.
Personally I felt that undying was carrying very bad killers. Though that sentiment applys to a lot of survivor perks too so w/e.
I found going up against R/U every game was incredibly dull and made me have to play the same way every game as a solo player. It was bad enough solo that it drove me away completely and back to killer, as a bad team going down once before ruin was gone or at least undying was almost universally a loss.
I don't really get bothered by survivors running the same builds as killer, but as survivor the same build every game (ruin/undying/Tinkerer or sloppy/BBQ) got incredibly dull incredibly quickly.
-
@selflessnea said:
You must first ask yourself are you actually being tunneled? Most survivors don't have enough game awareness to understand when they are actually being tunneled.
Secondly, why should you be allowed to dictate how others play the game? We have all paid for this game and agreed to the TOS. If something is allowed within the game then you are allowed to do it.
This is true, I never double hook and I've been called a tunneler because a healthy player led me back to an injured player on the edge of the map searching a chest or something.
At that point it isn't tunneling it's making the smarter of the two plays.
-
@Vyne456 said:
Are we tired of how Bubbas, and other killers trying to face camp other survivors? This is my idea of how the "killers" begins to be face camping you.
Sacrifice Progress Stops The Timer
I know this sounds like a stupid idea but what if the killer like a bubba chainsaws you and they begin to hook you? There should be a mechanic that if the killer camps during the duration of time for the 1 hook state the time will stop until the survivor unhooks you.
Deliverance should have a buff with endurance come in play
If the 1st one is bad enough why not we buff deliverance with endurance if the killer face camps you. if they use insidious it will still work like borrowed time and you still will have the endurance effect.
I hope two of these things would be a great suggestion, if the killer begins to face camp you on hook. I hope this suggestion will help new players and other players out. 😉
*nerd voice* Nyactually facecamping refers to before multi direction unhooking where a killer could physically block an unhook prompt.
-
Some maps like Yamaoka and Badham have some incredibly good ones. Same with Lerys and the other indoors maps. Some have bad ones.
Part of the risk/reward aspect. I've had ones that spawn on a corner gen and don't get found for 5 or more minutes.
-
@Kirkylad said:
Because sadly in today's meta where gens fly it's the most efficient way to secure a chance at victory.
Same way if a SWF splits up and is super efficient on gens, not fun to play against at all but it's still the most efficient way to try and get everyone to escape.
"It's more effecient to sit by a hook while someone goes 'he's camping do gens' then chase 1 guy, have 1 guy save and only 1 other on gens". I do not understand this sentiment at all. And that can't be fun. If that's so common for you that you call it "meta" then why even play killer at this point?
I don't think I ever need to camp as killer unless I massively misplay early game and waste a ton of time making bad plays in my first chase. And I would say that while there's a huge skill disparity in red ranks, 1 in every 50 games maybe ends in more than 2 escapes, if that. Even against good survivors or swfs.
I literally never see an actually good killer camp unless a survivor is blatantly baiting near the hook, and they do well enough as do I.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2250651#Comment_2250651
Then you would agree that gens speed need to be increased? Because gen speeds are out of control and everything the devs tried so far, either didn´t work (like the increased healing time) or survivors refused it completely until it got nerfed (like undying).
So there isn´t exactly much left to slow the game down, is there? I mean, apart from tunneling and camping.
I still think the Gen speed idea is terrible. And will actively drive more and more players either away from survivor altogether or swf only. It's by far the most boring aspect of dbd.
The main problem to me is linked map tiles, getting two jungle gyms within sprinting distance, both with safe pallets and a shack nearby (sometimes with its window pointing at a long wall window). They made changes but they made the wrong ones imo, great now we have random rocks in the center or corner of the map, whoop te doo. Or just straight up broken, instant loss tiles like the god bus.
There are some maps where its so bad that a complete moron could insta drop every safe pallet in chase 1 and the game would be half over by the time they're down if its a low tier killer.
-
Relatively decent. He does seem like another "pallet = free hit" killer which is becoming a worrying trend but unlike Slinger or PP I actually really enjoy playing him. He can also use his whip out in the open without major punishment on miss/hit which is nice.
The zombies are fun, I hope they don't make significant nerfs to them.
People say add on dependant but Level 2 is the most important part of your power, 3 is negligible. Focus on 2, if you NEED 3 use Marvin's blood as 4 infections will get you to 3.
-
Things I try to avoid as killer
Double hooking the same survivor (doesn't mean I won't slug if you try to exploit this kindness)
Camping when there's no reason or logic to even if already losing
Tryharding in games with an early DC/Suicide. That's not really fun for anyone. I usually just double hook everyone and go afk.
@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/2250608#Comment_2250608
Just a question here then. Why is T Bagging and Flashlight clicking unsportsmanlike and toxic then. They're apart of the game too, but the community considers them toxic, when that could be a strategy to get into the killers head and make them mad, so they play bad.
It's usually used to rightfully try to bait and distract a killer. A lot of survivors also use it as a sort of victory taunt (which has been a thing in games for decades). Some killers with fragile egos can't handle it.
-
@Pulsar said:
Pls, revert the change.
Do not oversimplify the DBD logo, I liked the old one :(
EDIT: this is what I'm talking about
Thanks to @PureDoctorMain
https://us.v-cdn.net/6030815/uploads/1D6HP2S84NQK/screen-shot-2021-06-07-at-7-56-00-am.png
https://us.v-cdn.net/6030815/uploads/196E22CJKBPR/screen-shot-2021-06-07-at-7-55-53-am.png
It reminds me of Dunkin' Donuts.
-
@Gaffy said:
It pretty much killed the ruin combo and any kind of perk shakeup that killers could give themselves as they did not need to sweat their butts off to just beat gen speeds. And with the recent changes to Small Game and Counter Force coming up as a perk, totems are going to be even easier to find and destroy. This isn't even mentioning the existence of Detectives Hunch to find them even EASIER. But no finding totems was to hard for people and they didn't want to lose their 5 meta perks every game to you know, shake up the survivor meta that has been stagnant for 4 years and actually have different gameplay.
Nope, it was simply too strong.
I do wish they had kept the dull totem effect in some form though. It's a shame they're back to being completely ignored again.
-
@Mineguy said:
Like #########, there are 5 totems on the map and there for a few killer perks.
We have maps, detectives hunch, Counterforce and Small Game like it's enough now....
It's already worse enough with the destroy totems missions in the Archiv, we don't need even more stuff against the few hex perks.
Who cares? There's literally no reason to cleanse dull totems anymore. And with over half the maps being outside its usually very easy to find them.
Totem location perks are a win for the killer in the same way franklins or lightborn being used is a win for the survivor.
-
@ItzPixelYT said:
funny that people don't call this an exploit...you can't do this on console either, it's straight up just a cheesy PC exploit. Blights actually really fun to play against when they're on console, yet everyone playing PC Blight wants to sweat & exploit like they're in a MLG tournament.
People will come up with any excuse for exploiting around a characters clearly designed limitations and counters if its something they enjoy or it makes them feel strong.
-
@YuisPinkBob said:
Dead by Daylight is a asymmetrical game where the killer is the power role. That's how it's designed to work. Obviously try-hard 4-man SWFs can take the power role at times but the power will always lie with the killer in every other situation.
This, if you think that outside of absolute top level play (which is simply not a thing in pubs), or the rare 1/50 matches (maybe rarer) 4 man toolbox/prove thyself gang that survivors hold the advantage you're probably just very bad at killer or got screwed by the RNG that goes both ways.
Before people jump down my throat I DO agree that at top level the game is absurdly busted in one sides favour, but that problem can't be fixed easily, its a fundamental problem with how the game is designed and the lack of ranked/unranked tuning, and not enough players actively play at that level for the devs to consider it to be a problem. Though that is because the game was never designed to be as competitive as players treat it.
Killer is meant to be harder, when survivors work together. That's a tentpole of Asym game design.
-
I've been randomly matched into lobbies I've had friends in before. It's possible.
-
@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2248348#Comment_2248348
The thing is with lethal pursuer you can see if someone spawned outside of the corrupted area and go for them right away while the others are still searching for gens. It also counters corrupt campers
Did this a few times with Nem in the PTB. If they spawn in the side of the RPD, for example, where all the gens are corrupted you can get a hook before they even have 20% on one gen.
-
@Carlosylu said:
https://www.youtube.com/watch?v=rjxkOPAxQdc
Love doing this, share any clip you have to let us enjoy it. It's an old clip btw.
I remember being able to see more than 5 feet in front of me. That was nice.
also why are there still 5 versions of this map
-
@Northener1907 said:
I am not playing low tier killers, specially if they have not map mobility. Only Legion sometimes. Anyway my question to low tier killer mains. Pig, Trapper, Trickster, Clown etc mains.
I stopped play as Trickster after i get adept, he was joke. I wanted play with different killers. And i can not just stop generators. They are so fast. When i get someone down, going to gen takes time. I have not same problem as Freddy or Blight. But even i get them down, i am losing gens. And half of them escaped. How you are dealing with them? What is your tactics? And how long time takes your chases?
Stacking slowdown on most weaker killers will usually increase your chances of winning against decent teams. If its 4 players that are genuinly good at looping and spreading hooks you'll be boned outside of a lucky snowball.
-
@MeltingPenguins said:
When designing any given killer in a game like DbD there's ought to be an element that allows survivors to counter (NOT completely negate) their strengths:
In some games it's talking quietly, in others it's not running, etc.
If you look at the DbD killer's powers on paper, these counters are there. The issue is that there are perks that completely negate the weakness, thus taking away the possible counter.
Spirit's on paper weakness is that she can't see survivors while phasing, only scratchmarks, moving grass etc. This makes the on paper counter to be quiet around her.
But Stridor negates this. (Also a lot of survivors simply refuse to change their loud, rushing playstyle, but that's a different topic)
Bubba is pretty loud and remotely clunky, which should give people the time to scatter and hide... Insidious takes this counter away.
Deathslinger and Myers are killers where you ought to break the LoS as soon as you hear their TR... hard to do when they're running M&A.
These are the four biggest examples.
Thus: Should killers be barred from using perks that completely negate their on-paper weakness?
No.
I think once you start compromising on things like that it'll lead to lazier and lazier design changes. And inevitably people would start wanting it to apply to survivors too. I can already see the "please make it so dead hard and BT can't be ran together" or "please remove stbfl or M&A on Slinger" posts.