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truegod_10

truegod_10

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  • @VicThor said:

    i think lately something changed about the pallet stuns, even if I step back as a killer they can easily stun me which is annoying. Anyone experienced the same?

    Pallets are definitely stunning from farther away, makes playing killers like huntress harder. My favorite is getting stunned from so far away you cant even kick it without getting closer lol.

  • 1 rift pass, which I have used the rift pass auric cells for all other rifts.

    Considering buying 2 of the demo sets since they are sale and will not be available soon, but I have never been one to spend much if anything on cosmetics.

  • And I do not plan get him.

    Might get the demo skins, but not the survivor ones.

  • I go both ways. I enjoy map offerings and do not use them often unless I am running a specific fun build, but they can be very annoying sometimes.

    I would prefer they stick around, but it would be helpful if the game had different modes. Maybe map offerings could be a thing in one mode, but in a more competitive mode they would not be allowed.

  • @Phasmamain said:

    Tbf the only thing that’s completely lost is Hawkins and that’s a good change

    The main problem is everything is lost to new players. If dbd starts losing licenses, then the game will essentially be two different games based on what content and killers are available for people with these characters and people who cannot get them.

  • @Beckzfeehan7 said:

    I know this is going to sound dramatic and we as players have no idea what happened but I think DBD losing the Stranger Things License is the absolute worst thing that’s happened to this game.

    As the game keeps bringing in IPs now we know at any stage any of them could just end up the same and with the amount of new players joining us with every DLC for them not to be able to get the full experience it’s going to cause players to just leave or become annoyed that they can’t play as characters others can ?

    Id like to hear people’s opinions on this. I personally think this is a MASSIVE hit to the game and just before a new DLC reveal…… it’s gonna kick the hype out of some people I think.

    I agree for the most part, especially with new players being annoyed about never being able to access old content they still have to play against. Honestly, imo they should just pull at least demo, since he is different then other killers while survivors are just skins, and refund everyone for him and any cosmetics they have. It will be a much more serious pain now, but not one that remains for years and years like it will be the other way.

    I will say of they do leave him in, it will be fun to play him in like 2 years when almost no new players have any idea how to play against/as him.

    I do not think this is rock bottom though. Dbd is still in a relatively good place (at least in terms of everything hut optimization) there is still a lot lower it can go.

  • It will be really funny in like 2/3 years if this game is still around and demo is still exclusive to play him against mostly newer people who likely have never or barely ever seen him and have no idea what he is like to play against.

    Will be like playing him on a ptb again.

  • They would make a lot, but if that was the plan only the characters would be on sale and not the cosmetics.

    Also companies generally don't want to confirm negative announcements like this unless they have to.

  • @Nos37 said:

    As survivor, if I find the hatch first, but the killer has time to look for it after hooking the only other remaining survivor, then the hatch goes to the killer despite them NOT finding it first.

    Let whoever finds the hatch first be able to bury it in leaves/debris. It becomes invisible to the opponent(s) until it springs open.

    With this, change keys. Make breakable walls breakable doors. Survivors with keys can open the doors and close them behind themselves, making the killer choose to break it or go another route.

    Now, Windows of Opportunity has a reason to show survivors the auras of breakable walls.

    ----

    Solved three problems... You're welcome! 😁

    This is unfair because their are 4 survivors and 1 killer and in a swf survivors have 2-4 times as much info. Killer gets priority on hatch for a reason. It is a secondary option for survivors who failed not a primarily one or one that should just go to them every game.

    Also, how would you feel in a scenario where you are one of 2 or 3 survivors remaining and another survivor you cant communicate with hides the hatch. This removes it as an option for you so they are encouraged not to help and hide while you die, and if they die then it is still hidden. This would break hatch for swfs and make it toxic in solos.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2431143#Comment_2431143

    I have missed the hatch and still escaped by employing 1 of these 2 methods:

    1. Min/Max
      1. Open the gate and stop just before the 1st light comes on
      2. Move away and hide
      3. Wait for the killer to come check and leave
      4. Finish opening the gate
    2. False Positive
      1. Get 1 light on the switch at Exit A
      2. Sneak away and run over to Exit B
      3. Fully open Exit B while the killer thoroughly searches Exit A

    Both of these fall apart as soon as gate regression is implemented. Precious progress is lost and any stealthy play goes out the window if the killer sees sparks flying off the switch from regression because they'll know you're close

    Both of these are currently valid methods, as is the rushing the second the hatch is closed/fully attempting as soon as the killer leaves. However, again survivors do not need a host of options in this situation; this is a last hail mary option (even more so then the hatch) not a primary one.

    @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2424991#Comment_2424991

    The devs actually tested exit gate regression. It hurt solo survivors more than SWF, who were able to coordinate around it. The devs are trying to lessen the power gap between solo and SWF, not widen it.

    https://forum.deadbydaylight.com/en/discussion/comment/1014144/#Comment_1014144

    https://forum.deadbydaylight.com/en/discussion/comment/999246/#Comment_999246

    The presence of no door regression doesn't balance or bring solo closer to swf, except by overcoming some of the natural lack of communication solo's has. However, this is a bad mechanic in general, similar to 99% gens, and there are plenty of ways to make this change and make it not impact solo's more.

    For instance, implementing any kind of basic communication for solos or even base kit kindred. Gen regression is also worse for solo survivors, but without gen regression 99% gens was a bad mechanic. You do not leave in bad mechanics to kinda fix another issue, instead you fix the mechanic and the other issue as well.

    If the logic we want to use is removing everything that is harder on solo's, then let's also remove all forms of gen regression and perks like knock out and third seal.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2424991#Comment_2424991

    Automatic exit gate regression would completely screw over the last remaining survivor

    Thats what the hatch is for. Survivors dont need endless chances.

    Plus, most people wait at the gate and immediately start once the killer closes hatch trying to get enough time. Regressing doors, whether immediate or with a small delay, would not impact these situations at all.

  • Its already a pretty awesome perk especially when combined with ds. Super strong late game and good loopers can use it to stall the killer for a really long time in the later stages of a game when their team is on the last 1 or 2 gens; i used to do all the time in a two man swf (I would essentially unhook myself as the killer tried to leave and loop again/hop in locker, then by more time with ds until the gen was done).

    Due to how strong it already potentially is, it does not need a buff. Simply high/moderate (depending on the time of match) reward with moderate risk.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425806#Comment_2425806

    Survivors are rarely intelligent, however. Blood Warden is the most underrated perk despite the way survivors play making it a guaranteed 3k, at least. The only way you miss someone is some rng nonsense like a 4% or hatch. Which is what face camping Bubba should be running over gen regression. Rofl.

    You are not wrong. I love blood warden, especially when it was bugged so you couldnt see it till you got close. So many tea-baggers that then ran straight into a wall.

  • @Top_Secret_117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425850#Comment_2425850

    Hey truegod im glad someone else agrees there needs to be something in place for dying state. I really like your idea about 30 seconds before garunteed impermanence, so lets set that as a norm, i agree its less abuseable.

    Now lets say that at 30 seconds, you get an on screen effect around the boarders of your screen, either like a pulsing bloody effect or like a hopeful golden aura like a second chance. While this effect is up, you have 5 seconds to activate it or you lose your resolve and have to wait another 30 seconds.

    To answer your question about what happens if you go downed while afflicted with impermanence, see my original post " You have 80 seconds before you die, even if you go down again" the timer keeps going with no remorse, this is the risk you take.

    Keep the idea coming guys theres no bad ideas lets get something balanced and fun here for both sides

    Sorry I missed that part in the original post.

    I like the change as well.

  • Wraith or Freddy. I am a ######### nurse and spirit or else it would be them. Especially if I have on my meta builds, the games usually are stressful but I can usually pull it out with enough optimal plays.

  • I actually like the idea, but I think it is still kinda abusable and would need to be refined. For instance, if the killer slugs repeatedly for the 4k at 3+ gens left then the survivors can keep getting up but eventually they will enter impermanence and die anyway, so this does not really resolve most of these situations. It also does not fix the issue of waiting to bleed out cause it is unclear if this would really be that much quicker than just bleeding out if you had more then 1 health state left.

    I feel like what would happen is survivors would 99% their get up bar or just choose not to get up until their teammate was caught, thus forcing the killer to wait until someone gets up or let both bleed out since picking up and hooking one would give the other a chance at the hatch. If it was not a choice, but instead something that automatically happened after like 30 seconds then it would be less abusable by groups and could be fun.

    Also, what happens if the killer slugs someone in the impermanence mode? Do they die instantly? Do they resume bleeding out (which really would not serve as a time saver then)? Do they finish dying after 80 seconds?

    Idea for a knockout buff would be to add removing the get up by yourself option this creates as a secondary ability of it.

  • @Gendiin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2425730#Comment_2425730

    on paper that's great but realistically it doesn't work that way unless its a SWF. 3 people with no info from each other or if the killer is camping means people go for the save. Even if all 3 are smart and see the bubba and turn around go back to their gens you're still wasting a butt ton of precious time to now try to gen rush the bubba. 60 seconds for 1 hook state 80 seconds for a gen(not including run time and not accounting killer gen based perks like ruin). If they want to add some kind of emote system for solos then sure It's 100% the survivors fault but with 3 other people who are deaf to each other it's not possible to coordinate.

    I have no issue with camping itself just the fact that this tactic punishes solo's way harder than SWF.

    Even in this scenario, a camping Bubba should never get more than a 2k if the survivors are at all intelligent, and assuming the first person hooked did not go down in 5 seconds right at the start of the match. Bubba also cant take advantage of ruin/other gen regression and face camp unless you are doing a gen right next to the hook.

    The only exception is if the people on hook kill themselves, which is usually what happens when I play solo unfortunately. Survivors do this rewarding the killer with more kills, and usually salt, so they keep doing it. Simple behavioral psych. If people want to get rid of 95% of camping Bubbas then the community needs to stop rewarding them for doing it. (Even attempting once at the end of stage 1 can save the killer a lot of time and help them out when they are face camping, due to how much of your bar it eats).

  • 1. People do not want to play competitively all the time and since the system does not seem to take into account external elements, like perks, the game will place you by how you usually play not by your skill.

    For instance, if you usually run meme builds you will get lower skilled teammates/killers or survivors cause any higher and you would get stomped. Thus if you decide to play competitively/meta, you will be at a much better advantage. Reverse would happen for people who usually sweat/play the meta, thus removing the ability for them to play off-meta without getting stomped.

    This would also be the case if you usually play swf or solo since this is another external element the system does not account for. When playing solo it will still treat you like you are in your swf team you usually play in or vice versa.

    2. The lack of an additional competitive or quick play style game mode makes the game a poor choice for MMR due to reasons I listed above as well as the fact that constantly stressing in every single game is not fun. I love competition and probably crave close games more then your average player, cause I get bored with to many easy matches, but even I don't want to stress every game.

    If the devs added a quickplay mode without perks or where certain perks were banned to allow for more balanced gameplay then this could solve the issue of having to stress through every match. They could even make this mode more balanced by rotating out certain killers and banning swfs that are larger then duos.

    3. (This is more a reason why their current implementation is poor instead of against MMR all together). The lack of visual confirmation of the system, MMR being invisible means you cannot tell if it is working properly or not. You have to go by the feel of the match, which can be heavily impacted by rng and again external factors, like the map. At least making it visible would allow people to say "well I guess that was fair I just played poorly or got a bad map", rather then blaming the system as a whole.

    Also, with an invisible system you cannot tell how the system is placing groups; for instance, if I swf with my friend who never plays will we get easy games based on their MMR, very rough one's based on mine, or an average game where if I run the killer we win but if they run them we will lose. Making it visible could allow for people to see how this works. (Personally I would prefer the middle option so people cannot play the system and rank up their MMR by getting used to playing in a swf with someone who can carry them.)

  • The game pretty much has hooks in a way that guarantees you can make it to one no matter where you are, unless one gets destroyed. Reducing this or spreading them out more with the fact they are perma-destroyed if someone dies on it/saboing is still a thing means you could rather easily create deadzones where the killer can't ever reach a hook.

    Carrying survivors seems like more of a task to waste killers time and give the survivors a break without immediate pressure, which you can see whenever a person immediately starts chasing someone else after downing someone. Survivors should only rarely get out by wiggling/getting assistance since killers have to put in so much work for a down already (since it is a 4v1 scenario)

    Your idea would create a lot of issues like forcing people to run hook based perks as killer, and being easily abusable by teams of survivors. Also, many maps likely would have natural deadzones if you dont have those perks even if the survivors do nothing.

    In the end, it seems like a bad idea that already existed at one time and was removed due to being poorly balanced. Also, do you like being slugged for 4 minutes when the killer cant reach a hook, cause that is just going to make that the killers only option in some cases.

  • @Nos37 said:

    What's stopping them from 99%'ing the last remaining gen until they know everyone is safe or is in a spot to make it 'til the end?

    This was an issue, or at least 99ing gens in general was, that's why they introduced the kick mechanic. Same with hooks when they reworked sabotaging.

    I don't think egc should start on the completion of the last gen, due to perks like "no way out", but I do think they should add some kind of automatic regression to doors.

  • Windows and vaults are your friend. Try to use them as much as possible and only use pallets when necessary to save resources. When you are not chased slam gens cause he has no map pressure.

    Don't greed pallets. Even people who are great against leatherface cant exactly guess how far he will make it without knowing his add-ons. You can also force an M1 to gain a speed boost which you should always use to make it to another loop.

    He is very similar to other killers with strong chase powers in that they will eventually get you. His power allows him to eat through resources and to instant down preventing the speed boost survivors get after a hit. Nullify these two aspects as much as possible, while also abusing weakness (lack of map pressure) for easier wins.

    Finally, if someone is being face camped or even closely proxy camped just do gens and get out. Do not waste time trying to save. Also, if you are the one being camped do not #########. You are just rewarding the killer for their camping.

  • @Michi said:

    When devs changed undying they let you keep all token if a hex perk of yours is getting cleansed to make this perk work better with hexes that are not ruin.

    It takes a few months for me to be in a game with undying being used but no ruin. What is your experience?

    (to clarify, it is also okay if the killer is using undying + ruin + a 3rd hex perk but it would be better if ruin is not there to be 100% sure that undying was used for the other hex)

    I have seen a few killers do it to protect lullaby and devour, but I never use it with other perks when running these other hex perks.

    The fact that undying reveals itself if someone steps near a dull totem gets survivors amped to look for totems before they would usually be revealed. In my experience running undying with devour for instance gets both destroyed way quicker then devour by itself (a lot of the time at least). If they got rid of that dumb part of undying revealing itself, I would likely run it a lot more with token based totems.

  • @BioX said:

    where did you get the information that nobody wants it?

    I am looking forward to fully stepping over to the MMR system.

    The only problem is the claimed rewards for ranks, because I think they showed earlier that rewards would be based literally per rank.

    so rank 2 would give you significantly less then rank 1, and that would just be very frustrating to the point where I think some will just stop playing once they reached rank 1 for fear of losing it (it now having actually consequences).

    So I think they should do it per rank colour category, x points for brown, x points for green, purple and red.

    They should reward you based on the highest rank you reach, i.e. if you hit 1 you get rewarded for 1 even if you drop lower for whatever reason.

  • @Snowbawlzzz said:

    This doesn't say anything about the MMR system

    Maybe the MMR got him matched with you, maybe it didn't. We can't know because a cheater is pretty much able to set their own MMR with the tools at hand.

    How would they do this since MMR is invisible and we do not even know how it is calculated?

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423600#Comment_2423600

    In my experience with plenty of competitive, mmr will never save you from garbage teammates. They usually "balance" matches by putting a carry with deadweight. So it becomes a game of whose carry is better, or which deadweight throws less. Rofl.

    If this ends up being the case then the killers job will largely become identifying the deadweight quickly and getting them out of the game since gens take no skill really but chasing does.

    Good killers already do this, but if there is an obvious deadweight that will definitely be the new winning strategy.

  • It is pretty pointless. Throw it in the pile with monstrous shrine and predator and just never use until it buffed or you get it while running random builds.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423403#Comment_2423403

    I don't care what the devs said, I told you the truth I witnessed myself. I played Blight for the first time today and in the first game was matched against a 4-man SWF who were really good at the game. Like genrushing pallet faking bodyblocking full meta kind of good. These were by no means rank 20s. Either MMR doesn't work as it should at all, or the devs didn't tell the truth.

    Could be the devs lied, could be the system failed, could be they had super high MMR and were waiting forever so the system expanded who they could get paired with to get them a game.

    I'm assuming if you are saying the devs lied then your general killer MMR must be high and you must be a god-tier nurse or spirit main to get paired with a death squad. If not your assumption based on 1 game is likely faulty and the system just failed you (i bet it wont be the only time).

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2422623#Comment_2422623

    This is complete BS, good sir. I have never played Blight in my life, just tried playing him for the first time and I was matched against a 4-man sweat squad who genrushed me in matters of minutes. Please, stop misinformation: there is only one MMR score for all killers as it was with ranks.

    This is not true at least by the statements the devs have made. The whole reason the devs locked killers after the initial load screen is because they said each killer would have their own MMR score.

    If you could change killers and they had their own MMR scores, killers could ready as a killer they are bad at, get paired against bad survivors, and change to their main once they found a lobby. Therefore, the devs specifically locked this to give each killer their own MMR score. Survivors on the hand all share one MMR regardless of whether you switch from who you usually play.

    What you experienced is likely a case of the system not working.

  • I tend to prefer a lot of their older licenses like Myers and old Freddy. As a huge RE fan, Nemesis is fun, but he still doesn't really feel like Nemesis. It seems like a lot of the creativity has died or they are unsure how to incorporate new concepts into the game without making it broken or incredibly weak (like old Freddy even though he was fun); the game is also so poorly optimized that there is a good chance that if they do try new mechanics, like the zombies for Nemesis, they have to very bare-bones or risk breaking the game as a whole.

    For these reasons as well as the fact that you could get them with shards, I agree I would prefer an original chapter that likely would get a little more creativity thrown behind it.

  • @Lord_Tony said:

    pretty much you only want to play nurse or spirit.

    so it's based on skill per killer so say you're really good with spirit you get really good survivors.

    but you're really bad with trapper you get really bad survivors.

    but now say you eventually got good with trapper. you're now getting really good survivors who will absolutely destroy trapper

    it all comes down to the fact only 2 killers out of 24 are viable against good players

    Ideally, trapper players, even ones like otz, will hit a peak MMR where they physically can't go higher (likely playing survivors of above average skill, but not amazing) due to thes limitations. The people who really get screwed are the great survivors cause their MMR is shared on all characters and there only 2-3 killers, as you mentioned, that can play them so they will have to play these killers 90% of the time.

    However, this is if it works perfectly which knowing behavior it probably is not. It also assumes that the SBMM will not violate its own rules by putting a god-tier swf or a god-tier nurse who have been waiting a long time for a match against a lower-skilled team just to lower que times.

  • I say this as someone who plays about 60% killer this is a bad idea. Yes, swf is annoying, but queue times would be ridiculous for swf's.

    The only way this could work is if people were opted-in by default and had to turn it off, since most newer or casual people wouldnt bother. However, this would still likely raise queues and lead to experienced players opting out while newer players, who do not know better, get paired with swfs who are way above their level.

    However, it would be nice to guarantee instant ques as killer by opting-in at anytime of day though.

    The devs need to balance the game properly and make solo more equal to swf and buff killers accordingly, or provide some kind of nerf to swfs, either via gameplay penalties like reduced gen speed or perk limitations. I would personally prefer the former.

  • I think you answered why with your last statement.

    Having it invisible is an awful idea in my opinion cause even if it works great you will have a lot of people saying it isn't without a way to verify.

  • @dnj510 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421641#Comment_2421641

    I beg to differ. I usually don't get matched again with people I've blocked.

    This is purely due to how many people play the game. I rarely if ever play the same person again and I never block anyone. The devs/mods have said it does nothing to prevent you from getting them again. You are just experiencing a placebo effect.

  • @TicTac said:

    I see some people say that if there would be MMR they would only play against S-rank killer. But doesnt that mean that the survivor is good enough that other killer cannot win against them? So whats the point? Isnt it boring to win when you know the other player has a disadvantage?

    It eventually gets boring for some people, but people generally still like to win cause it makes them feel good. Most people will not care if every game is easy, especially if they are having fun with friends.

    I love competition, but I have much more fun playing duos with a friend then playing solo just due to the frustrations of all random teammates. Eventually, escaping almost every game gets boring and I switch back to killer, but not everyone is like that or ones to be competitive the majority of the time.

  • SBMM is a system that only really works well in competitive games like overwatch or games that have multiple game modes, also like overwatch. It can also work if it is a loose system like what COD does for Warzone, but this system will falter a lot of the time, which is very similar to the ranked system that DBD currently uses.

    Therefore, the game is going to either have a loose system that does nothing more then their old system or a more strict one that will place you in lobbies based on how you usually play/perform (i.e. if you usually bring meta perks then you will go against meta perks or higher skill individuals on the other side; if you usually bring fun perks and mess around you will likely get individuals on the other side that do the same or who are generally lower skill).

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421162#Comment_2421162

    I started this game in December, so post launch twins. So far, both Trickster and Nemesis launches have utterly wrecked console performance, and have been utter train wrecks. Trickster release was such a ######### time. I'd like to be optimistic but it's hard.

    I've been playing since it was free on Ps4 like 2 Novembers ago and it has constantly gotten worse (for the most part) with each update/new mechanic. They really need to go in and fix/optimize the base code of the game cause it is likely just going to continue to get worse.

  • @BioX said:

    Oh FFS HOW IS THIS SBMM SYSTEM BEYOND YOUR UNDERSTANDING, HOW??!!!

    you DONT have to run ANYTHING.

    You get matched up with players of equal skill, take away your crutch perks and you apperently do poorly? WELL GUESS WHAT?

    That means you will be matched up in the future with survivors who also do poorly aka you get your balanced (fun) matches without having to force yourself to run anything you dont want to.

    honestly people, this forum sometimes is just embarrassing.

    This is an issue though because the game is so dependent on other factors like perks, maps, offerings, solo vs. swf etc...

    If the system cannot account at least somewhat for a killer playing with fun perks vs. Meta or a survivor who sometimes plays solo and other times plays in a swf then it is going to be just as bad as the current matchmaking system if not worse.

    Not everyone plays exactly the same way all the time, and the games matchmaking needs to account partially for this by looking at perks, teammates, etc...

  • Well I am currently on a break, but it sucks that this back cause I am on Ps4. Guess I will continue to stay on break.

    As you said, a new killer is coming soon, so hopefully it gets better. No matter who it is though no console person should be buying it before they verify the game is actually working properly.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417668#Comment_2417668

    So to my other half of that, what if white ward would also extend to this because that is an offering to protect my item if the game goes south. I just don't understand why any person feels the need to effect players in entirely different games.

    Again it really doesn't effect you in other games as I pointed out above.

    And yes the white ward should apply to dropped items same as all other items. The problem with that is that survivors can change their items out, so the devs would probably struggle to program it so that you keep either both items (if you pick up a new one) or only keep the new one you pick up.

  • @InsatiableMop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417154#Comment_2417154

    That can still just be throwing, way I see it fine you don't want me to use items this game to the extent you brought a perk for it. Shouldn't effect follow on games.

    You should have other copies of that item. If you dont you risked losing your last one anyway if you died.

    If you need items buy them or get plunders/ace in the hole and go hunting (both one time purchases that can be used to get infinite good items out of matches btw).

  • @nutmilk420 said:

    Just hear me out, I use 100% sensitivity so being 360'd is not an issue with joysticks you get this magical ability to move in between the WASD keys walking in weird angles nobody expects. So I argue since this game is focused more on movement then perssision aim controller players are actually givin the advantage contrary to popular belief. (Exept with some ranged killers)

    Console has some slight advantages, but I disagree due to issues like optimization/performance, input lag, etc...

    Pc has options for filters, increased brightness, stretched res, etc...

    And obviously console is generally always worse for ranged killers, especially trickster.

  • They probably should be rarer, but lets not make the grind worse.

  • @MeltingPenguins said:

    This is a genuine question, cause I see people say on a regular base they'll automatically tunnel someone with a key out of the game.

    And i'm sitting here wondering -why-

    cause, people, you are giving the survivors an advantage:

    1. If they are a swf, not only have you now given them a place to store the key, you also gave them the means to navigate the other players of the swf to the key and the hatch once it spawns. which now is a gen earlier.
    2. even if they are not a swf you have now given them the hatch a gen early as well as a definite place to pick up the key.

    It'd be better, tactically, to play without any tunneling and corral the survivors away from the hatch.

    1. At some point the person has to die unless you are going to slug all 4 people.

    2. You cant keep them away from the hatch once it spawns. By tunneling, you get someone out early and try to ensure at least a 3k by killing 3 people before the hatch spawns.

    If I see a key, I am not always going to tunnel but sometimes I will; it doesn't necessarily have to be the key person either cause again it is about securing kills before hatch spawns. If you last second change to a key, I am tunneling and playing as hard as I can.

  • Definitely a bug/nerf

  • As the person above me said trickster is a very unbalanced killer with a lot of weaknesses, but also really strong strengths. He is not better than nurse or spirit like some people claim but he can be excellent on the right map with the right person playing him.

    However, good survivors who spread out will always destroy him. He has no mobility and still can be slow to down people on any tall loops. But out in the open he will quickly down/injure someone

  • Watch where the hag sets traps once you know there are silent ones. Assume every gen and hook, with a survivor on it, is trapped and crouch to all of them. If you see her set a trap run to the edge and set it off forcing her to waste it or teleport to reset; you do this properly and learn the distance and she can't hit you.

  • Agreed. I would like to see it to compare as well as to make sure it is actually working. Also to compare my "skill" with different kinds of killers.

  • I think this is by design since certain status effects still apply when you are on hook. It isnt really a big deal though as you are injured when you get unhooked anyway.

    The only time I could see this mattering is if you got an end-game adrenaline unhook play.

  • @PsychoTron said:

    Silent Bell isn't the problem because 'Bone Clapper' (can't discern the Bell's distance or direction) addon is a perfectly suitable substitution.

    The Aura Read of survivors while cloaked for 12 meters is just a bit too much IMO. I think it should be outright removed or at the very least nerfed to 8 meters instead.

    I went against these 2 addons a few times, and played these 2 addons twice so far, and.. ... just get rid of the aura read.

    50/50 survivor/killer btw.

    Honestly that is a lot of bp to spend for one game so the Killer should be strong. Its like a two man swf bringing two brand new parts.

    The add-ons are fine and actually mean he can be countered easier because he does not have extra unclock speed or faster movement/action speed. Just be aware of your surroundings and dont try to hide once you realize they likely have the aura reading.

  • @Purgatorian said:

    Well it seems a waste of time getting a feel for it in a test when the next test could feel differently. I don't like tests or betas and alphas. I prefer a finished product. It's like when a game crashes on me twice I normally put it aside for quite a while, looking at you arkham city. I just prefer things in working order.

    I understand what your saying though and I do thank you for a polite response, I have had quite a few people on this forum having a go for having a difference of opinion. I may give it a go over the next few days. Got to kill some time before tales of arise releases lol.

    As someone who has played in every mmr test you arent missing anything. It is usually awful with rainbows everyone and some of the easiest games ever and then calms down after like 10 games on each killer.

    If you play a lot of different ones like me it can be very easy lol.

    And to the original posts question yeah I have been since the resident evil chapter came out. I have played a few days during the event but honestly feeling burnt out

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