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kimukipi

kimukipi

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kimukipi
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  • Nice and yeah, bridging the gap between solo and swf would be the best thing to happen balance wise. That way, developers can balance the game without worrying about how it would affect solo survivors or killer. This needs to happen.

  • IMO, SWF should be a separate mode. Both solo and swf mode will be ranked tho with the difference being that killers would get x2 the blood points/Experience/Shards etc as an incentive when playing in SWF mode. Reason is, balancing around SWF (or) solo in the current system isn't possible without breaking either side.

  • Life of a solo queue. Most of my games follow the patterns below.
    1. 1 DC before loading. Another DC in game after seeing the other guy DC.
    2. I decide to do gens, play stealthy etc. Others run straight, get downed in seconds and initiate a snowball.
    3. I decide to carry the team by running the killer. Gens get done but killer decides to tunnel/camp. I end up with a black pip and the least blood points of all.

    Truly sucks.

  • Also considering the move to dedicated servers, I don't think BHVR has the muscle to make it f2p. So I guess keeping the current business model would be a wise choice.

  • @fcc2014 I'm surprised at this perk too. Like, what kind of #########*y thought process went behind designing this perk? I'm kinda okay with the other new survivor perks and changes despite them being a moderate nerf to killers but 'Breakdown' is just plain annoying. Get 4 survivors in lobby with a build like you mentioned and good luck, you are gonna need that. Really looking forward to hearing their reasoning behind this.

    PS; even if its just 3 mins like sabo, thats effing huge.

  • @ColonGlock @The_Crusader Yup. The sad thing is killers don't have the luxury of wasting two perk slots (HT, Agitation) just for the sake of countering 1 perk, at least in purple/red ranks. While the other two new survivor perks have in one way or another affect meta killer perks, I can still live with that since they are more like a hindrance and doesn't impact my objectives directly (hooking a downed survivor). But breakdown is simply going to be a bully perk which could add extreme annoyance factor to killer gameplay. Is this what dev's idea of making this a fun game? As someone who tries to play killer as fair as possible without tunnel, camp, these changes just demotivate me to play that way and playing killer as a whole. Hope the devs can explain the reasoning behind these changes.

  • Devs need to bring in a "Safe Space" into dbd where survivors and killers can just hang out without hurting each other's feelings. No kills, No names, No face, No color. Just NPCs. Seriously guys, this PC BS gotta stop. While I'm totally against racism, seeing racism where there isn't one smells racism. And as of others here that are simply parroting the OP, get your head outta your ass. Your virtue signalling ain't fooling anyone.

  • @ConsoleNurse

    @Radiant said:
    Nobody respects camper even when they are visible.
    Invisible camping is even more noobish.
    It is understandable if you just started playing, but you should stop as soon as you get better at the game.
    You will find out is not even the best way to get kills.

    Hugs

    As much as I disagree with @Radiant 's other posts, I gotta ditto on this. Its totally fine if you are new to the game but once you sink in a few hundred hours and maybe play some survivor side too, you would find it for yourself that it isn't an enjoyable experience for either side. Adding further, the game balance right now is in a much better shape than how horrible it was for the killers before and so I don't see a reason to go all hardcore camp, tunnel unless you are against a 4 man toxic squad with flashlights, DS and stuff. To answer your question (since you are concerned), in the end its your game and you can play it however you want BUT don't expect a "GG" either after all you did was down one person, stay around the hook, bait the solos, rinse and repeat. Good luck!

  • @GhostrickSpecter I can totally agree on Hag being top tier (since her buff) and could only assume that people laughing at her in here either don't play her much or never got her play style right. I main nurse, billy at rank 1 and gave hag a chance last season (never played her before) and I gotta tell you, she is STRONG. The trap setting time, teleport range buff really helped her and can be used to apply insane pressure. Funny thing is I haven't used a single add-on on her yet and could still perform really well against competent survivors. Also I enjoy her relaxed play style unlike nurse where you need to have ultra sharp focus all the time. Overall, I really enjoy playing as Hag and going against a good hag. IMO, your tier list is spot on.

  • The best solution I heard yet was that survivors will start trial with -25% decreased action speed and every positive action like completing a gen, breaking a totem, hiding in terror radius, breaking chase etc would grant a +5% action speed increase to all the survivors and it has no limits. Meaning survivors potentially can gain action speed of 120 or 130% etc towards the end of the game. So the game would start slow giving killers some head start and would pick up pace eventually.

  • How about keep sabo as it is but bring in a new non-perk counter mechanism for killers. Say for every 2 or 3 hooks destroyed within your terror radius while carrying a survivor, gain a token which would allow you to mori a survivor. I know its kinda band aid fix but again whats the equivalent of sabo for killers? Make a generator un-repairable for 3 minutes? lmao

  • Lets face it. Thanatophobia is a joke. Sloppy butcher helps a bit but again becomes obsolete if survivors are carrying med-kits. Clown's anti-healing perk is situational and doesn't benefit every killer play style. So yeah, while it is indeed a good and welcome change, doesn't solve the core problem which is lack of secondary objectives for survivors. Pressing a key for some progress bar to complete is seriously dull. Its really about time for the game to bring a core change to sort out gen rush and also make surviving a bit of a challenge and worthwhile.

  • @Tsulan You didn't. Read my reply once again. I just meant there is no farming without WGLF and its going to be nerfed for unsafe unhooks while BT lets you ignore all those penalties. If I'm not wrong BT was meant to be an anti-camper perk so why not make it work that way.

  • @Tsulan said:
    It could be worse. David could farm you without BT.

    I'm not a survivor main but I'm sure you don't "farm" without WGLF. That perk is going to be penalized for unsafe unhooks just like emblems while BT lets you ignore that which is my point. And this could also help killers who doesn't camp (32 m terror radius is quite large to camp) but get fu*d over by BT once exits are done.

  • @steezo_de There is emblem penalty for farming and WGLF is gonna be changed too from what I heard. i.e. gonna work same way as emblems. But BT negates that and rewards toxic play. And regarding "try and escape", its great if exits are done. I'm talking about when there is 3 gens left and killer is right there. Even if you can loop him a bit, the dying state count down kicks in. Anyway, if you think BT in its current form is fine, we will leave it at that. Would like to know what others think as well.

  • @steezo_de said:
    I think BT is fine. It's not BT that's [BAD WORD] you over, it's the player.

    Even if it is the player, a proper mechanism in game allows him to be that way which isn't healthy.

  • people asking for lobby dodge penalties make me laugh. Unlike DC, lobby dodge can be for multiple reasons. Personally, I dodge lobbies if there is an a-hole with 400 ping refusing to leave or there is 2+ toolboxes (as if games don't go fast enough already). Anything beyond that, I don't give a damn. So, you got dodged? Just move on and deal with it.

  • @KillJiggy said:

    @Freudentrauma said:
    Na I kinda disagree. The reason why you do well as a mediocore Nurse player is mostly because there are many survivors out there, that can't handle her well or just aren't so good in general. I mean I do many mistake against a nurse by myself. But still i can avoid her hits or trick some Nurse players into a pallet stun, while others on red Rank fall like flies. And I would say I'm not super good survivor in general.
    The only questionable thing might be Nurse with certain AddOn-Combos. I've barely tried to play with them. Prefer other killers like LF or Wraith tbh. So I can't say how it is to play her on a regular Basis. I can only tell it's a lot about thinking where a Survivor will be etc. And that requires experience.
    On the other hand. There is a good skill or game understanding which all the other killers require in comparison to the Nurse. Mostly because she ignores Elements like vaults and palletes.
    While with other killers you kinda have to learn how to handle with them, when survivors use them. What's mindgamable. What's safe. When can I throw as huntress, chainsaw as Billy etc.
    Stuff that a Nurse only player never learns. Because they don't need to learn them. Still she is a killer you need to get into. And even after you learned how to blink, then there is much more to learn in sense of game knowledge and usability, while other killers might rely more on survivor mistakes than her.
    So I would say that she requires skill. There is more besides learning to master her ability. Maybe people overestimate the gap a little bit. But it requires skill for a Nurse to stand a chance against good survivors.

    Im a good survivor, and a very good killer. Nurse is probably my 4th favorite killer to play and my main is huntress. I disagree with you. A half decent nurse can absolutely tear apart a group of good survivors. Especially when you throw on an extra blink or two.

    That's the thing though. I main nurse at rank 1 without add-on or ruin and I can only say this. She as in her base kit i.e. 2 blinks and limited range is well balanced. Its the 2+ blinks and omega blinks which can make even a semi decent nurse look god like. IMHO, 2+ blinks should be very rare as it basically lowers the skill cap needed for nurse and range add-on shouldn't be stack-able. That's all the nerf/rework she needs (if she needs any). Nurse is strong, super strong but not OP.

    PS; I lol'd at your mentioning of Billy in the main post. Don't get me wrong, I main Billy too but honestly he isn't hard to learn. Yes, the sprint takes some learning and the chainsaws too but its nowhere close to learning nurse, huntress or hag. Devs labeling him as 'easy' holds good in my opinion.

  • Self care is kinda a double edged sword. Yes it is slow and going to be even slower in upcoming patch but still a good perk considering how often you get bad team mates. SC is great especially if you can loop well and break chases efficiently. It makes you a bit independent and can help you carry your team. Another minor advantage is that you can strategize usage of other perks like Resilience, Dead Hard i.e deciding when to completely heal yourself etc which wouldn't be easier if you try to get healed by your team.

  • Reworking the maps i.e. fixing horrible window loops, closely spawned pallet towns etc would fix most of the balance issues in my opinion. Oh, and nerf DS to hell. That is all the buffs the killer needs. Rest of the mechanics is fine as it is and nerfing them could create huge imbalance between high and low ranks making the game a horrible experience for new/casual survivors.

  • @Mycroft said:
    Keep crying.

    Lmao, that pic is epic!

  • step 1 : killer profile pic
    step 2 : "PS; I play both survivor killer equally"
    step 3 : create BS killer nerf thread
    step 4 : profit?

    On a serious note, nurse as in her base kit is fine and balanced. Her add-on(s) need a rework tho. 2+ blinks shouldn't be in game or atleast not as common as it is today. Period.

  • I play nurse a lot and I can agree. 2+ blinks shouldn't be in game or at least not as common as it is now. It removes almost all the skill necessary to play her since you got more blinks to correct yourself. That is all the change she needs. Nurse with her base kit is pretty balanced IMO. She is strong(est) but isn't OP as some claims her to be.

  • @Nightmare247 Not to be rude but I assume you are in low ranks (17 - 20) from your arguments. I remember seeing you defend DS in another thread saying it is fine as is. No sane player with at least a few hundred hours in game would say that. DS in its current state is broken, period. Also, gen rush is real. It ain't survivor's fault in anyway after all it is their objective. It is just bad game design especially considering SWFs in Comm, second chance perks and awful maps with pallets every 20 feet away which makes non-billy, nurse killers almost obsolete in high ranks without being heavily dependent on add-ons.

    @Kuroyu I guess a really rewarding side objective (optional) would be the best option which would make it fair and fun for both sides. Also it could solve the long standing complaint of survivors not able to get enough bloodpoints compared to killers.

  • @Anzi130 said:
    Ps: looping Can be countered by Breaking pallets. I always do that (play both killer and survivor equally)

    oh my sweet summer child

  • They are fine. If you try to play greedy and wait till the last second to drop the pallet, you are gonna have a bad time. In short, git gud.

  • @SovererignKing Yup, Dead Hard is brutal against 2 blink nurse but you can still bait to a good extent, atleast against non rank 1 survivors. Also, a mix of shadowborn and blink movement speed add-ons really helps to tackle that, at least for me.

  • @SovererignKing said:
    Truthfully I would find it a bit annoying if it was just a base mechanic. Explosions every time one of my hex’s get touched get annoying when I’m trying to listen for Survivors moaning in pain or breathing. Plus, it’s kind of a dead perk slot. 9/10 times you’re too far away anyway and it’s only useful on high mobility Killers like Billy or Nurse. 

    Thats just my personal opinion though.

    I agree it can get little annoying if you are running multiple hex perks. Point is, there should be some added difficulty for cleansing a hex perk without the use of another perk. Clearing a perk slot of the killer by pressing m1 for a few seconds is pretty ridiculous don't you think?

  • @Irisora Yup, that is what I'm asking for as well. Hex totems should take some x seconds more to cleanse compared to a dull totem or atleast have some difficult skill checks while doing so. For such a powerful thing to be cleared by merely pressing m1 is just laughable IMO.

  • All three are balanced IMO. In fact, they are how even other killers should be i.e. terrifying. However I do think 3, 4 blink nurse is not balanced and extremely OP. Anything beyond the 2 blinks shouldn't be possible or at least have severe side effects to compensate that. Problem is you can't juke a 3, 4 blink nurse and even new nurses can play well with 2+ blinks since you have 2 blinks for correction. This is coming from a nurse main btw. The other nurse add-ons are fine but the 2+ blinks just need to go.

  • I don't think its worth it to P3 EVERY single character in game unless you are a full time streamer etc. I prefer to P3 just my mains (billy, nurse, claudette).

  • no, it doesn't. As someone mentioned above, its a 4 vs 1 i.e. 16 perks vs 4 perks. If you really need the BP, play more altruistic for the stacks. As a team, you lose 1 out of 16 perk slots for a BP gain while its not the same for the killer. They both are not in the same league to be compared.

  • dribbling is same as gen tapping a ruin :) At least, dribbling is highly situational and isn't guaranteed to work every single time while the same doesn't apply for gen tapping.

  • My thoughts too. One character should be possible but more than one is just explicit cheating. Sad that current EAC is nothing but a joke.

  • I'm totally fine with the final survivor getting a last chance, provided he finds it first and uses before the killer could find him. However, the current hatch mechanic is laughable that even if killer reaches in time, there is absolutely nothing he could do. Hit the survivor, he gets off, down the survivor and he still gets off. IMO, the killer should be able to close the hatch provided he finds it first and to balance it, maybe provide the final survivor some temporary buff like increased repair speed, reading killers aura (like OoO) but without notifying the killer etc. It needs a rework in such a way it is competitive and not a get outta jail free card.

  • Tunneling is a really bad experience for the survivor that gets tunneled. I didn't realize this until I started playing both survivor and killer almost equally. Its a legit strategy for the killer i.e. to remove one opponent at a time but man how un-fun it can be for that survivor. You see the pig crouching and moving just far enough for you to get unhooked and then follows you around to put you down again. For the added salt, the pig has "Make your Choice" equipped (facepalm). Its especially brutal against solo survivors. After multiple first hand experience, I decided not to tunnel on the first hook when I play killer. I either go after the rescuer or completely ignore them and go after the bbq stack based on the situation. However I don't hesitate to tunnel on their second hook if the survivors are competitive and gens are getting done promptly.

    Camping is debatable and has its own pros and cons if done properly which have been discussed in plenty already so I won't get into that.

  • And funny thing is it has been proven again and again that survivors don't even need perks to play optimally. Its widely accepted that if 4 survivors decide to just do the gens and get out, there is absolutely nothing the killer can do no matter whatsoever. While the same cannot be said for killers and yet we have threads asking "how bbq is fair", "wglf needs a buff", "ds is fine","remove nurse from game". lmao.

  • Actually I kinda like the swarm maps and I'm a killer main too. I like bright maps in general.

  • @sumurtugu said:
    There are no infinites if you know how to counter/outplay them. As for looping in general, survivors can't do anything else there is no other way to escape. As for fast gens, THAT IS THE SURVIVORS OBJECTIVE they will obviously want to do it fast, just as killers can get all 4 survivors in a minute or two. 

    I used to have the same opinion as well about infinite until recently. Faced ONE ridiculously skilled survivor with top notch mind game and map knowledge who kinda looped me around the frigging killer shack even without god pallet for a few minutes. I didn't break the chase since I already sacrificed 2 others and so I just wanted to go along with it and see how it ends. Finally, I had to break the chase and I went against the other survivor. I got all of them in the end but thing is infinite do exist if the survivor has basically memorized the vault timings, killer movement speed and etc. This was in iron works i guess and had another similar episode in that corner house from haddon field where you have that generator in the cellar and two exit stairs right next to each other. Now before saying it was just a bad play from me (maybe it was), remember I have only faced this twice in my ~320 hrs and I'm pretty decent with mind games and being killer in general. In these two cases, I could do nothing but react to what they were doing rather than me affecting their game.

  • Patrol camping works and is ideal if the survivors are being too altruistic. Otherwise its just a poor strategy which doesn't give you a lot of points or a win against experienced survivors. Personally, I prefer slugging over hook camping.

    in Camping Comment by kimukipi
  • I'm all for this. Reduce pallets by half but induce more LOS breakers so mind games can play a big hand instead of just running in circles. This way, when I lose to a survivor, I can genuinely feel happy for being outplayed instead of getting frustrated about the broken mechanics. Also, its due time for a core change in DBD to keep the gameplay refreshing.

  • LOL, are you for real? Clearly that was just bad play from you guys. You gen rushed but forgot to spread out the gens across the map and you blame killer for guarding the last gen? aka his objective? Next time, try not to do gens right next to each other but spread them out so you wouldn't give the killer an easy 3 gen strategy. Killer did nothing wrong. Survivor entitlement never ceases to amaze me.

  • @weirdkid5 said:
    This video right here is the reason Killers hate you all so much. Excuse the language, especially at the end of the video:

    Worst Game In A Long Time

    For those not willing to watch the clip, I ended up winning this one. I made a few mistakes here and there as Killer as it has been a minute, but I just wanted this to be here to show how hypocritical Survivor mains really are. Keep in mind I AM A SURVIVOR MAIN.

    This is why Killers camp you. This is why Killers hate you. This is why they all call you a bunch of babies that have to have their hands held. Where is your sense of respect and honor? These guys had the gall to call me a tryhard, but seemed to be a full 4 stack, looped me, teabagged me, taunted me, disrespected me as a Killer at every opportunity, and then quit my game when they get bodied?

    This game is still hugely frustrating. You can see towards the end of the video how my screen is shaking, because I'm so angry my hand cannot stay still. These players continue to make playing Killer a living nightmare. The new pallet changes are good, there are several instances in this video where I manage to land hits I otherwise wouldn't have due to the removal of the vacuum.

    However the problem of looping is still ever so present. As you can see, pallet spawns are still absolutely ridiculous. At what point do you plan to make this game fun for the Killers, BHVR?

    Hey, killer main here. I understand what you are trying to convey but, THIS particular game was far from toxic. I was expecting constant t-bag after every pallet drop, flashlight stuns and etc but nothing except for that Feng t-bagging at you once. I play in Asia and its almost always against a bunch of toxic little sh*ts. Name a BM in game and you get it. Zero remorse. I have made my peace with it since any competitive game is expected to have toxicity to some degree and now I just laugh it off mostly. My advice, don't let it get to you.

  • @Nanis said:

    @ZombieGenesis said:
    My unpopular opinion: If a killer DCs because he's getting destroyed by a toxic SWF group...that's fine. Hopefully he finds it out early enough in the game that the SWF group gets nothing out of it. I find very little as frustrating when I play killer than watching as a SWF group does choreographed acrobatics around me.

    It's honestly a bit surprising how much I read on threads, the amount of hate towards SWF. Personally for me, the most coordination I've had is like taking a map and a key, and obviously talking about unhooking etc. Most of the time my friends and I do our own things, and we "rage" and laugh at each other for getting caught more than trolling or being toxic toward the killer.

    Actually I have played against both kinds of SWF i.e. the "vanilla, non toxic, just having fun with friends" kind and the "flashlight clicking, t-bagging, body blocking, post-game salt" kind where I find the latter to be more prevalent. Hence its no surprise the amount of hate SWF gets from killers. Also you need to understand, killers with just some 50-100 hrs wouldn't even have meta perk load outs while they face against these "3 DS, 2 BT, 4 FL" squads. Its just broken, plain and simple. A proper solution would be not to remove SWF or adding additional perk slots to killers, but to balance the game in general. To mention a few,

    1. Reduce the number of pallets in certain maps (autohaven, macmillan). Also, two loop spots shouldn't spawn really close to each other. Pallets should serve as a last resort in a chase for survivors and not a pallet breaking simulator for the killers. To compensate, can have more LOS blockers which can help survivors to juke more and play mind games.
    2. Body blocking by survivors against killers is laughable. I don't understand why its still possible.
    3. BT should have a cooldown. It punishes non campers pretty hard especially when the exits are open.
    4. Not a surprise but DS needs a complete rework. Either make it usable only by the obsession or make it an ultra rare item. DS as a perk is simply too powerful. Speaking of which, I'm not a fan of the currently suggested changes to DS. It would still be broken and abused by all 4 once the exit is powered.

    As of the post's unpopular opinion, I don't think freddy needs a buff. That would make him even more irritable to play against, especially in low ranks. What he needs is a rework.

  • Yeah, thank you devs. This update is indeed massive and very much worth the hype.

  • @Wolf_Overback021 said:
    Or for a practice level, in both ways, AI could be something really good for people who don't like t-bag or people who camp or just want ez points.

    I would welcome this and has been asking for a long time. Not a ranked mode but a practice ground where I can choose the map, killer of my choice (like KYF) and play against AIs instead. It would help the newbies and even experienced players to learn/master a character without the fear of embarrassment.

  • Pallet looping is fine by me. Its the number of pallets in a game and how close they are spawned to each other is where the problem lies. Pallets and looping should be kinda a last second fighting chance for survivors in a chase and not something like "oh you broke this? lets move on to that pallet which is like 5 meters away.". In its current state, its basically a pallet breaking simulator for the killers which is totally not fun. Please remember, I'm not talking about skill level or countering pallet looping, its just that the number of pallets in some maps is really ridiculous and should be reworked. On a side note, really appreciate the upcoming vacuum changes. Finally.

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