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A quick reminder that getting tunneled off the hook is still a very big issue and common in most of my games. So is trashtalk (at least we have a solution to that by simply ignore or deactive the chat)
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@Zokenay said:
Trust me, you arent alone on this, i think they overdid it with the buffs to the perk.
@Iron_Cutlass said:
I really just dont like going against the new Background Player, but it feels like anytime I play against it I just constantly get Pallet Saved from some player half way across the map that I couldnt possible predict being there due to distance combined with line of sight blockers.
Im not trying to be super negative of course, this perk can allow for some fun plays for the Survivor, but there are just many situations as Killer where I feel kind of powerless or that I have to focus a certain Survivor just to have a chance of getting hooks.
Often I just have to slug the person I downed if they are under a pallet and just leave them there since there is no realistic way for me to hook them, and often Im just forced to tunnel the player with Background Player out, not because I want to, but because they just actively hinder my ability to play the game otherwise.
I understand the point of Background Player, it is a perk that helps with getting saves on teammates, but it just feels a bit too much at the moment, at least in my opinion.
What would you rather have: People running with a flashlight and their memeish variety perks like Background player OR tryhard meta builds?
Because if you want perks like these nerfed, you might regret it since people will go back to their sweat builds in no time. Be happy that those perks exist, they are not nearly as strong as some others. .
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@JPLongstreet said:
Those curving homing smart hatchets Hunt launches that hit are more likely due to latency and ping.
As for Ghostie, it's always been a pain to reveal him. You have to center the camera on like his throat or sumthin then hold it. And apparently the head of your surv can somehow get in the way, even though you're in third person. Pure jank. I agree it works poorly af.
Standing still. Has nothing to do with latency. Feel free to try it out at any random corner.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584058#Comment_3584058
Every shack is a ridiculous loop. You can waste minutes with just one pallet and a window.
Minutes?
Hours!
...
Please be realistic. If you cant catch a survivor in less then a minute at shack, its time to watch a guide.
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@Huxy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584235#Comment_3584235
GoJ. Eyrie. All 5 Badhams.
GoJ is getting already nerfed.
Eyrie. Filled with deadzones. Strong palets are on top of main and in shack. Rest is either filler or rng based Gyms. 13 palets on average with the vast maroity being mediocre is not exactly a lot. Far from littered.
Badham has 2 in main, 1 in shack and 2 in houses. I would not call this "littered" aswell.
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@Huxy said:
Maps having certain Pallets that the Killer simply has to break is fine imo, as long as there aren’t too many, which is the bigger issue imo. Some Maps are simply littered with really strong Pallets, and that needs chanigng
Name 1 map besides The Game.
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@CatnipLove said:
I think the reason the game has much jank, is that even though there are ridiculous loops and resources for survivors, somehow survivors seem to end up dead more often than they escape. God pallets kind of suck for killer, but it can be a life saver for a survivor with less than optimal pathing. I can't imagine how most survivors would do if every loop needed a stun to be safe. I'd imagine kill rates would soar.
All of the variables that survivor players experience as a result of being a team, seems to be enough to keep kill rates where BHVR wants them. It's hard to balance things when one side is both the strongest role in the game, whilst also being the weakest.
"ridiculous loops"
where?
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583941#Comment_3583941
Then why am I safe 99% of the time at those tiles as survivor? You listed half the roster, which still leaves the other half of killers who can do absolutely nothing at that tile. Why can’t most pallets be a 50/50? What’s so wrong with the survivors actually having to mindgame instead of being guaranteed safety?
I win the vast majority of my killer matches. When I lose, the formula is pretty much the same: they hear me coming, they get a huge head start, and even if I’m able to start the chase, instant safe pallet drop. All pallets should have a mind game.
What you are talking here are regular jungle gyms?!
Just break the pallet. Many maps come with 3-4 jungle gyms + shack, and the chance of getting a safe gym (Long wall & short wall) is very low. More often then not you get 4 lan walls (unsafe), TLs (unsafe), Ormond Tile (unsafe with not amazing ping), Maze tile (i am not even talking about that), or other crap like double window tile.
So many maps come with a really low amount of palets or loops in general. I have counted on multible diferent maps an average of 9.5 palets. And those had really bad filler in it and almost no decent window beside those on specific gyms.
Last but not least. Look at the killer roster. Many simply counter any kind of loop. They have strong anti loop powers.
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Somebody may show me those god loops. They hide from me so well, i cant find them since 2021.
Almost every single map is full of 50/50s and very bad filler palets. Complaining as a killer that palets/windows/loops are safe nowadays is a little bit absurd. I would argue that we need more safe pallets at this point.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583160#Comment_3583160
Tunneling and camping regardless of when in the game is not toxic.
Many of the receiving end share the opinion that it is toxic. Should not be very hard to understand that people can feel diferent. Like i said, it may not be toxic or bad sportsmanship for you, but for others it is. Stating your opinion twice wont change anything to that fact.
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@Crowman said:
Nothing you have mentioned is being toxic.
From your point of few maybe.
I for example feel and see it a bit different. When a killer is tunneling and camping from the beginning on, it is clearly toxic aditude. The killer simply should have enough empaty to realise that this creates an extremly aweful experience for the other side. Same can be said about Survivors with overall annoying gameplay. It might be fun to bully a killer for them (if they are imature) but the killer usually has a bad time.
We should stop calling toxic way of play (this goes both ways of course, not only killer!!) "strategy" and face the reality that it is a problem that needs to be adressed.
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@CircusClowns said:
Why can't they just you know move? Making them idly look at you for a second won't do anything. Why can't survivors have a odd screen effect with Doctors appearing and disappearing in thin air?
An effect like this might add the ilusion that the doctor is actually chasing the survivor, which would lead to a problem. Solo Survivors would be effected, but not SWF (they can just communitcate).
So the gap between SWF and Solo would become even bigger.
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@Mr_K said:
If it's your 10th pallet you may want to consider it.
Many maps come with 10 palets of even less. If he ate 10 pallets, he should definitly go for the survivor he is chasing, since the whole map is dead.
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P100 means not a lot, but i get what you are saying here.
If you face a team that is way more experienced then you , take the oportunity and try to improve. Think for a bit after the match and reflect where you failed and what you have done wrong. If you do this seriously after every match and not instantly think "They just had a great map / 10.000 hours, its impossible to win anyway, the killer i am playing is just bad ect" you will actually realise a few things. And you will learn from those reflections. Soon you will be able to beat better players.
Always keep in mind: Everyone does mistakes. You could have done much better, but you are not there quite yet. But if you think about your own gameplay, you will eventually catch up.
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I never understood why survivor bm by flashligh clicky and tbaging like a bunch of little kids, especially those type of killer players who are wild enough to play weaker killer in a non tunneling and fair way.
Those killer are not that strong in a chase and me as a survivor absolutly LOVE when they take a serious chase against me. BMing is the last thing i would ever considere doing to them.
They give survivors a decent chase time, so why would they tbag at the exit gate or during chase? And then even trashtalk. What the heck? Do they really like to get smacked by Nurse every single game? Apperently so.
EDIT: Said that, i can unfortunatly confirm this. This wont make me play any different of course, but it is true that they are more bm towards weaker killer. I almost never see them BMing me when i play Nurse and swipe the floor with them at 5 gens. Its usually pretty quiet in the afterchat.
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Ruin is still a decent perk, but i would not hate it, if they slightly buff it.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581735#Comment_3581735
There is in fact no non-hackable way 3 gens can pop in 1-2 minutes while a killer chases one survivor. So no it doesn’t go both ways.
OP claims he got 3 people within 2 minutes and still 3 gens poped.. Sorry but its either hack or nonsense.
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@mca240 said:
Per title. It is no secret that the most overpowered thing in this game is a premade on comms with every meta perk and stacked item possible. It is all you face after playing the game for a while and the main reason people lobby dodge.
What are they supposed to do? Playing with friends is the main reason why many play this game.
If they add some sort of penalty, or god forbid comepletley remove SWF, less people would be interested in this game and eventally playerbase would drop.
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Naming an intentionaly weak meme perk next to a decent killer so he appears weak. Nice try.
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@Z0mbiv0r said:
For real, I've been having some trials in which I am putting a lot of pressure, like, 2 minutes into the match I've already hook 3 different survivors, and still 3 gens pop like magic. No, I don't have proof. I don't know how to record matches and I'm not sure I'm interested in recording them anyway, but yeah. Yesterday specifically I had a match in which they were being downed one after the other and still gens were being repaired nonstop.
It sounds like you ran into one or multible cheaters. Other then that, those numbers wont match up by simple math.
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@CircusClowns said:
Survivors do enjoy abusing a overpowered perk for their personal amusement and you wonder why BP incentive is 100% on killer. They really make me turn my stomach. Don't complain if your queue times are long.
BP incentive is like almost all the time on Survivor with 100%, at least in my region.
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Extremly close Final :)
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Between 2018 and 2021. It was the perfect middle ground and the state we need back. Not only in ballance but also on how the game looked and felt.
Before 2018 DBD was a mess. Maps were completly unballanced, way to many safe pallets. Certaint addons and items were broken. No entity blocker, infinites, Killer pick up and vaulting time took very long. The game was overall very survivor sided and major changes were needed. Other things like Mori (insta kill) and BNP (insta Gen) were completly overpowered. On the positive side, the maps looked way darker and way more moody. The game had atmosphere.
Now in 2022-23 the game is finally where it started in terms of ballancing, but on the other spectrum. Maps became more and more killer sided, survivor items and perks are nerfed into the ground. Many killer come with anti loop mechanics that lead to palet insta drop meta and an overall extremly boring if even existing interaction between survivor and killer. Palet count has been cut on average by about 30% and safe pallets are basically gone. A great example is Hawkins. It used to be the most killer sided map, now it is right in the middle. Even worse, maps are extremly flashy compared to the old days. The mood of the old maps is completly gone. Last but not least, the new animations look absolutly trash. I would pay 20$ just to get the old injured animations back, no joke.
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Mastermind takes the lead.
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@OrangeBear said:
I really want FNAF but i would be excited for chucky as well. I haven't watched those films but i know he is very popular in horror and i think he could be a very interesting killer.
Why would anybody love to see chucky?
Isnt one Victor enough? 😑
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@Chocolate_Cosmos said:
Just had 2 Trapper games on Hawkins map back to back.
The First game I tunneled and camped, got 3K and nobody tbagged and nobody rly said anything other than something about tunneling.
The Second game, I didn't tunnel anyone, I didn't camp even at end game, I went on purpose for the rescuer every time even tho I had chance to go for easy unhooked person and down them again. I got tbagged from all Survivors at gates , got 0K and felt like a clown.
So this is what you get when you play nice hm? I know not every team will do this, but this isn't uncommon for Survivors to look at you down when you giving them a favor. Overall, it's not worth to play nice when you just get yourself less points, less wins and Survivors will just clown with you anyway.
So keep that in mind when you ask killer why he tunnels/camps etc from the start.
So, the survivors in your last game behaved like a bunch of immature aholes and made you a bad time?
Time for you to act the same in your next game!
The irony.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/396216/new-teaser
Hold up I don't think this is teasing a new killer I think it's teasing a Myers rework
Clowns knife got a rework
Legion knife got a rework
Trickster is about to get his rework
Good catch!
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@XshyguyX said:
Now you have to use it with other perks for it to activate or... be lucky going against a killer that puts you in deep wound for it to activate.
The perk has become situational in order for it to be used. Tell me how often you get put in deep wound? Is it common? Nope. Not really.
It happens against specific killers. That's about it. Maybe some addons. The perk has been gutted compared to what it was.
I dont run Mft so i am not sure, but cant it be paired with DH? That would make it still a decent perk. A nerf nevertheless.
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Not at the start of the match, but overall. Tunneling became, at least in my games, almost mandatory. In more games then not, someone in my game gets tunneled of the hook.
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Getting stabed. Burned by a flamethrower. Falling into lava. Eating alive by a gigantic tarantula
All fine and understandable.
But wishing someone to step on a lego brick?! You sadistic manaic!
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It looks like a clear win for Billy. The outcome of the other Semifinal is very close, so i leave it open a bit longer until we start with the grand final.
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Damogorgon took the lead and i am not suprised. Very close matchup. The 2 final polls will be created very soon.
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@elderwitcher96 said:
While survivors are identical and just skins for the most part, with female characters having a slightly easier time hiding because they are shorter, there is one thing that devs seemingly mentioned would be fixed over a year ago, but hasn't been yet and that's survivor audio.
Some survivors are pretty quiet when injured even without iron will (Ada, Ace) and quite a few are just a bit too loud even if injured (Jill, we get it, you've been hit but just a bit less drama please). Some are louder than others while healthy as well (Ash for example).
When can we expect their audio to be equalized, as well how much of a pause they make between each pained sound (some do it more frequently than others)
I hope the devs can comment on this.
I honestly hope it stays the way it is. We dont need to ballance every single aspect of this anti-competetive game. Lets have some diversity instead.
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@Krazzik said:
I mean most people don't like tunnelling being a thing, killers included, so I'm sure many people would be open to the idea of BHVR making tunnelling impossible, but they would need to give killers something big to make up for it.
1) They could drastically slow down gens, adding 20+ seconds to them to give killers the time needed to actually chase and hook different people with 4 survivors in the game for longer. However, survivors don't like spending ages on gens so I'm not sure this would be a popular fix.
2) They could give some hefty buffs to killers' chase ability so they can end chases much quicker and make it much, much harder for even good survivors to last that long in chase. However, I doubt many good survivors would like this either as chases are one of the funner aspects for them and drastically reducing their length wouldn't feel good.
3) Basically the same as 2, they could reduce the number of pallets on maps, the size of maps and make more windows less safe so killers can end chases quicker but this has the same downsdes as 2.
It's clear most survivors don't want tunnelling in the game and I can see why, it feels awful to be on the receiving end. However, I don't think they'd be all too happy about the balance changes that would need to be done to make up for removing it.
I dont think there is a good solution to tunneling other then the old DS (or DS right now but basekit) but i am not sure why killer would need something for compensation. Its a perk slot and it is only relevant if the killer is tunneling. We should not pretend that the only way to win as killer is to use faul methods.
There are already on most maps such a low amount of pallets, removing those would just make the game even more miseriable for survivors, especially for those who play solo and/or just for "fun".
Ballancing the game around 60% winrate for killer did nothing good so far. Same can be said about the MMR.
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People pre-drop pallets because your killer can simply deny looping pallets. 115% and still range attack.
MFT is nerfed soon.
Those survivors you played against are just a combined 35 year old sad bunch of sadness running the best stuff and then still having a big mouth.
Blight and Nurse both need some serious nerfs.
Last but not least: The point of playing a killer that is not op is to have fun? Or to challange yourself? I dont know. When i play Clown, Trapper or Pig, i most of the time 4K. Is it fun? Maybe 3-4 games, then i usually switch to survivor because it gets boring really fast.
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Very very close for me. I took Blight, assuming he is not running broken addons.
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Billy all the way.
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@[Deleted User] said:
So 5-10 seconds to find a cabinet, 5-10 seconds to do the minigame and then another 5-10 to go back to a gen… I'll just spend those possible 30 seconds on a gen.
Then you would risk loosing more to regreission progress perks like Jolt or Pop. And you might have a really rough endgame if the killer provides a lot of pressure during early and mid.
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Looks like Blight takes the first Quarter Final.
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Half final incoming.
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Half finals starting soon :)
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Last chance to vote, Half finals incoming.
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@jayoshi said:
Objectives makes this game boring for me. Chases are what's fun and different in every game. I would play less if there were more objectives for my solo teammates to not do.
But look it from that perspective:
The new objective forces people to move around instead of sitting on gens (gen time is the same overall).
This would actually lead to more and longer chases which would eventually lead to more chases per hour.
If a round would be increased from an average lenght of lets say 10 minutes to 15 minutes, the time you are actively playing (incl chase time) would be longer. Less queue time per hour, more playtime per hour. And like i said, the new objective is not something you sit on, its something that might force you into a direct chase very early on.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569592#Comment_3569592
This is not ment to reinvent the wheel, its ment to add an extra layer which adds strategy for both sides plus a longer game time without busting the original game and beeing boring as hell sitting more on gens.I don't think most people want a longer game. I don't, maybe I'm projecting, but I think around 10 minutes is the ideal time, on the under side. I want to feel like I'm in a rush. Strategy games are great, but I got lots of those, DbD is the best game at getting the heart pumping.
From a practical stand point, lengthening the game also creates balance issues. Even if you add a ton of pallets, you'll still have instances whether due to skill imbalance or just luck a survivor gets eliminated early. Now that there are more layers it makes the chance of 3 survivors pulling it off even less likely. Games were people feel like they are stuck in them create dissatisfaction which isn't what people should be going for.
I think this is the best argument so far against the idea. I cant say if it is true or not what you claim but maybe you are right and people dont like to have longer rounds. I respect that objection.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570653#Comment_3570653
Spinechill was made basekit. The perk was also buffed to entirely eliminate stealth killers as a threat. You're notified the killer is near, period. No line of sight needed.
How is Spine Chill basekit? Because of the visual heartbeat? Its exactly the same as the normal heartbeat.
Old spinechill was the only counter against Spirit and Nurse (maybe Iron will also) and on top of extremly effective versus any stealth killer. It even worked against T1 myers.
An experiecend spine chill player could loop a killer effective even without looking or using any form of check spots by simply looking for spine chill at high wall tiles. Spine chill gave you an extrem speed at vaulting which was very big, especially in combo with Resi.
May i ask when you started playing DBD?
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@RpTheHotrod said:
The game is getting more and more survivor favored, more basekit buffs, uncounterable survivor combos (such as ftp + bu), free permanent speed boosts (and don't say being injured is a risk, all survivors do is 99 their heal so they aren't at risk whatsoever), now can run 200% speed for guaranteed pallet saves and guaranteed flashlight saves if survivors don't go down at a wall (which is in THEIR power, mind you), accessibility buffs for survivors only, regression perks oractically being removed from the game, removal of kick gen viability which originally encouraged killers to not chase to tunnel, and survivors being able to completely disable killer powers and turn them into weak m1 killers for the past few killers.
Unless you're playing broken nurse or blight, and especially if you're playing an m1 killer, tunneling is practically mandatory. If you want to know why, just ask BHVR - they are the ones strongly encouraging tunneling.
Are you serious?
The game has constantly became more killer sided since its release. I have not touched the game for over 2 years, and when i came back i was very suprised how extrem they buffed killer. I mean, its not subtle, rather a massiv slam.
Every major strong perk from those days (DS, DH, Irion will, Spinechill just to name a few) are gutted to mediocre or even awful. Healing speed is much slower. Items got nerf so much, its not even comparable anymore.
Every reworked map is so much more killer friendy. Just look at Haddonfield or Thompson House for example.
Maps have MUCH less pallets (dont even try to argue, i reseached and yes, i counted those by hand).
Killer catch up much faster after a hit (duration of sprint after hit got reduced by a lot).
Jungle gyms are nerfed (strong gyms are much more rare then weaker gyms).
I could go on and on and on, the list feels almost endless.
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Survivor:
Claudette because back in the days, my friends told me she has the best perk in the game, called Self-Care.
Ace because he is not annoying me with his loud moaning like some other characters do. And also because he always seems to not give a damn about anything.
Ash: Because long time ago, i heared people saying that Ash players are the best. I increased my skill by 150% the second i played him.
Killer:
Every single M1 killer.
I am to lazy to learn any M2 killer besides Nurse properly.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569690#Comment_3569690
I get tunneled (like really tunneled) maybe 1 in every 10 games. It's anecdotal, but I just don't see the mass tunneling some people talk about.
And while you can't advance objectives without losing DS protection, the "conspicuous actions" list isn't comprehensive enough. Remove the ability to interact with the killer at all (remove collision) to the perk, and I'd be all for buffing the hell out of it. Like make it so you're all but guaranteed to get away, but literally nothing else.
Increase the stun duration to 7 seconds, give the surv haste for 10 seconds, with no scratch marks, blood pools, or grunts of pain for like 20-30 seconds. This kind of immunity would be truly unprecedented, and would all but guarantee the end to a tunnel, but would need to pretty much preclude doing anything else as the trade off.
Unfortunatly, this is not the case for me. Sure, you have those games where the killer plays a normal round but i have noticed that those games became much more rare as it used to be.
There are often games where the killer comes back to the hook and at least hits the unhooker first and only then runs for the unhooked person, but even that seems only happen when it gives the killer even a bigger advantage.
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@CorvusCorax86 said:
I love these polls but - if you don't mind my asking - what does "versing" mean in this context?
As a non-native English speaker I only think of music or literature when it comes to verses.
Thank you for your correction. It is ment to mean versus. I will change that in further polls.
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@Aven_Fallen said:
"Default gen time: 120 seconds
2nd Object: 4 more or less randomly placed control cabinets. The survivors can see the auras of those cabinets in white color. Every survivor can see the aura of other survivors who are within 5 meter radius around control cabinets. Survivors activate control cabinets by solving a mini game.
Every activated cabinet reduces gen repair time by 8 seconds across all generators."
This sounds like 90 second-Gens, but with some extra steps. Not really interesting or anything.
"Maps: More pallets and jungle gyms. Better defense options for survivors. More interesting chases."
You can get more interesting chases by adding loads of Pallets, but have only very, very few safe Pallets on the Map and remove Bloodlust. And suddenly every Pallet becomes fair and mindgameable for both sides and the better player wins. And players would also not lose games because someone used too many of the good Pallets.
But adding more safe Pallets will not make chases more interesting.
"Unballanced killer get a significant change: Nurse power get a complete rework. Blights addons become complelty changed and rush regeneration speed minimal reduced. The silly bird lady gets deleted from the game because i dont like her xD. Slight adjustment to Spirit to balance her a little bit (like a very minimal speed reduction while phasing)"
I mean, yeah, Nurse needs to be reworked. And Blights Add Ons need to be nerfed. The one thing I agree here.
But the rest... eh. Not so much.
It IS a 90 sec gen with extra steps. I mean.. what else? This is not ment to reinvent the wheel, its ment to add an extra layer which adds strategy for both sides plus a longer game time without busting the original game and beeing boring as hell sitting more on gens. If this is not interesting, then i am sorry that the core game sucks for you.
More pallets =/= loads of pallets. Many maps come with 9-10 pallets, and of those 9-10 pallets, 3-5 are complelty unsafe. I did a lot of testing and i know the pallet counts of those maps. Adding more unsafe pallets does nothing to the game. Unsafe pallets have absolutly nothing to do with skill or fun. Its rather who wins 50/50 or has good ping. I dont want to start the discussion on that, but mindgames also have not a lot to do with skill, at least after you played the game a long time.