bunnyfengenthusiast
bunnyfengenthusiast
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What would it be? For me, it's pretty simple: 1) Stop hovering around the hook if I'm camped. Go do gens and come trade before stage 2. If you stay crouched next to me for 45s and still let me go to stage 2, I'm probably cussing you out very loudly 2) Stop doing gens with me, go across the map and find your own gen. ESPECIALLY if neither of us has Prove, and we're on 4-5 gens left. 3) If you h13 comments 271 views last activity
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Especially now that gen reg is getting gutted, BNPs still stand as one of the dumbest, strongest, least earned item in the game that cuts down the time spent in a trial dramatically. It seems like it's impossible for me to play more than two games in a row without seeing 2+ BNPs. Something needs to be done about this addon. Toolboxes in general are broken, and survivors know it, but abusing BNPs+37 comments 1,072 views last activity
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Those patch notes for the mid-chapter actually look exceptional. Huge breath of fresh air after the disasters that were Forged in Fog and Tools of Torment. Genkick meta is officially dead, COH/DH/Medkit meta is dead. This is very exciting, I can't wait to see how this affect the game. I also like the Pain Res changes; incentivizes spreading hooks instead of tunneling. Only thing I'm worried about0 comments 11 views last activity
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The map STILL has a million ultra safe fillers, it STILL has a million jungle gyms tying into each other, and it STILL has a god window on main. Is it really fixed?4 comments 151 views last activity
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Everyone in post-chat likes to complain if/when they get tunneled, and treat you like the worst human being on earth. Here's a question that should hopefully challenge your conceptions about the game: why is it wrong to tunnel? Tunneling is objectively the most optimal way to play the game, because the pressure is split amongst 3 people instead of 4, and it makes a 1 or 2 gen remaining scenario71 comments 2,382 views last activity
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I just played three games of SM. While chasing a survivor, I made them vault a pallet while they had an active claw trap. Pallet doesn't break. Maybe they need to do so inside an active drone? So I drop a drone and make them vault the pallet again, it doesn't break. Am I missing something or is this bugged?5 comments 71 views last activity
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I'm wondering what you guys think is the biggest current issue with COH/medkits. Is it the fact that they allow you to heal up so much quicker when combined (or individually on altruistic heals)? Is it the fact they allow you to reset solo? In my opinion, I see two different problems with them. For medkits, the issue is that, at worst, it's more efficient to heal up alone with a medkit than it i21 comments 611 views last activity
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For a long time now, BHVR has shown complete disconnect with what the game needs vs what they've been implementing. Skull Merchant may just be the worst killer ever put in this game. Her entire kit revolves around the mechanics and playstyles most hated by the community. If this killer doesn't get a major nerf to her 3-gen ability very soon, I suspect I won't be the only one that'll play this ga14 comments 371 views last activity
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The visual "uplift" for this map is the worst thing I think I've ever seen introduced in DBD. It's like the devs looked at the map and thought "hey, maybe we should follow the AAA trend of making pretty graphics but with atrocious level design and inconsistent collisions. Let's look at the individual things that contribute to making this map trash. First off, the performance on this map is much6 comments 111 views last activity
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The initial HUD changes were fantastic for solo Q, and did wonders to bring solo Q closer to the level of SWF. However, there are a few more changes that need to happen in order for these two groups to get closer in terms of performance. Specifically, there are a lot of perks that are absolute beasts in SWF that are almost worthless in solo Q. Deliverance, Reassurance, Unbreakable, Kinship, Power11 comments 101 views last activity
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It's miserable playing against the killer currently. Doesn't help that every player that plays her uses MDR/Amulet and sweats their ass off. Audio is the single biggest indicator to countering her power, and it's completely broken currently. It is literally impossible to tell where she is, even when she is out in the open. Why can this killer still be played?29 comments 972 views last activity
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Doesn't eat a token half the time, and only grants extra distance half the time when it eats a token. There's a 50/50 on whether you will get a token when a gen completes. This perk needs to be killswitched until fixed.2 comments 41 views last activity
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Why can Demo drop his portals basically on top of totems with Lifeguard Whistle and have constant info on when someone is on his totem? This build is actually impossible to beat without being on SWF comms and coordinating perfectly to pressure the totem every time someone leaves. Out of all the builds that are terrible to play against, this one ranks one of the highest.23 comments 671 views last activity
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Can we talk about her hip sway when she walks? What's going on at BHVR?10 comments 241 views last activity
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Whether you're a killer main or survivor main, the truth is always the same; people suck and will be toxic whether they win or lose. If they lose, they'll complain about your perks, your playstyle, your killer, your/their teammates, the map, the tiles, the game's code not being functional, or anything in between. If they win, they will belittle you, humiliate you as much as they can, all to strok20 comments 411 views last activity
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You are part of the problem. Both are incredibly problematic. Complaining that the killer is using Eruption when you're running full meta perks with DH as your selected exhaustion perk is incredibly hypocritical.113 comments 2,641 views last activity
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There is absolutely nothing engaging about playing against this killer. His most effective playstyle consists of playing against Artist except more dumbed down and more simplified, along with camping every single objective possible with the most braindead power to use anyone's ever seen. I have no idea how this killer ever made it past play testing in the current state he's in.19 comments 692 views last activity
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It is unreal the amount of bugs relating to Blight (outside of the "techs" that he can use). These all occur on PC quite frequently, but I'm sure out console Blight main brethren experience the same. Sometimes, a rush will cancel instantly if holding W while rushing, and will immediately go into fatigue, consuming a token and losing a lot of distance Sometimes, after breaking a pallet with C330 comments 22 views last activity
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https://youtube.com/watch?v=orkzXTuIzwU Bullet points: Only 5% of the player base is above 1600 MMR. MMR splits the playerbase between sub-1600 and above 1600 in most cases, unless extreme wait times. Even above 1600, MMR system continues to try matching similar MMR killers to similar MMR groups of survivors. MMR gain is slowed at 1000, then slowed to a crawl at 190030 comments 2,493 views last activity
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There is a mathematical problem in DBD. Gen times are simply too quick, even excluding genrush perks, items, or addons. It takes an aggregate of 450 seconds of gen work to pop all gens, or 112.5s per survivor. Even assuming perfect conditions for the killer, a survivor team that splits up on gens against a killer that tries to 12-hook then, even with 20 second chases every time, the math still fa72 comments 3,751 views last activity
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18 comments 191 views last activity
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Shack when played properly against most killers becomes an arbitrary waste of time with very little counterplay. It's even safer than a lot of main buildings. Should the tile be altered in any way? Should they all have a breakable wall a la Dead Dawg?28 comments 451 views last activity
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So I've read a lot of the current thought on what is currently wrong with DH. I'm not of the same opinion on why it currently overshadows a lot of other meta perks. However, I do think it is problematic for one reason: it provides passive oppression until the killer sees a different exhaustion perk; in the same way that Unbreakable is passive oppression against slugging. But whereas Unbreakable p4 comments 41 views last activity
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Picture me: a high MMR Blight just trying to have fun. I have a meme build on with no perks and some bad addons, I'm just trying to chill. I get a lobby of p0-5s with no items. I think to myself "Alright, this should be fun enough". Last second 4 man swap to flashlights p100 survivors. Cranking out gens and teabagging at every chance. I get a 1k, still without tunneling or camping anyone out, and30 comments 671 views last activity
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Let's examine the current issues on each side. On survivor side, survivors have to deal with killers hard camping a 3-gen with quadruple slowdown perks and half committing to chases in an attempt to win a battle of attrition; when a down inevitably happens, they get hooked and camped in the 3-gen, and either traded or tunneled to death. Killers have to deal with gens flying very early on in the g1 comments 41 views last activity
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I think even old Ruin Undying was nowhere near as bad. Every past OP perk I can think of on either side had some form of counterplay. Original Ruin needed you to hit all skill checks. Old Ruin could be cleansed. Eruption has no counterplay whatsoever. It triples as a slowdown, regression, and info perk. It's a stronger slowdown perk than dedicated slowdown perks. It's a stronger regression perk129 comments 3,281 views last activity
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Title. I don't think I need to say more.19 comments 321 views last activity
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This 3-perk combo is the single most busted setup in the game currently. Let's talk about each perk individually, which ones are problematic, which aspects are problematic, and why the combo itself amplifies the problems with each perk significantly. Let's start with COB. Possibly the least problematic perk in the stack. For 60 seconds after kicking ANY gen, it will regress a gen at 200% speed (13 comments 592 views last activity
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Nemesis and Wesker have two of the worst designed elements on a killer in the game (to include Nurse and all the other disliked killers in the roster). I'll start with Nemesis and keep it very short: the zombies. The zombies are absolutely atrocious design, and rely entirely on RNG to either carry a game or throw it entirely. They can either get stuck completely in a corner of the map and do not5 comments 101 views last activity
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DCing from a game is essentially a throw for the entire team, and prevents the trial from ever having a proper resolution. It's near impossible for a 3 man team to win, no matter how well coordinated, against just about any competent killer in the roster. Any player that DCs, especially very early in a match, is openly stating that they feel their time is more valuable than that of the 4 other pl21 comments 772 views last activity
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It's mentally exhausting to depip at Iri 2 every 2/3 games because a teammate didn't like that someone went down so quick, and the grabbed person suicides on hook. The current DC penalties are far too lenient. They need to start at something low (in case of an accidental disconnect) and escalate to much larger numbers much quicker, as well as take longer to reset. If you don't wanna play the game2 comments 41 views last activity
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Watch clips. This survivor went down on the gate, and I was unable to pick them up, even without the Open Gate prompt. https://streamable.com/aqt2ws0 comments 11 views last activity
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I think it may have had something to do with the timing of the pallet being thrown. I didn't try to break it, I simply tried to push through it and spawn my ghost on the other side of it. The power canceled out early as soon as I hit the pallet, and it got stuck. It stayed there for the remainder of the trial. I tried to get stunned out of it, didn't work. I pointed it out to some survivors and a13 comments 361 views last activity
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Title44 comments 741 views last activity
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Picture the following scenario: You're playing Wesker, a survivor drops a god pallet in front of you, you vault it, the survivor clips through you and vaults the same pallet right behind you. End result? You still have to break the pallet, and you're down one charge of your power. There is no reason for survivors to be simply able to walk through him when he has no collision and just vault the1 comments 21 views last activity
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His reveal mechanic is so wonky and frustrating. You're mid chase with him as a survivor, you're staring dead at his soul, and the game refuses to expose. 5 seconds later, you're fully exposed. Worse yet, he's leaning around a corner with his entire body dangling off, you're hiding behind cover trying to reveal him, you get exposed, he doesn't get revealed. There is nothing engaging about going u25 comments 511 views last activity
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Title For survivor, mine are For the People, especially when paired with WGLF. Very solid perk for some funny savior plays, also really solid to prevent someone from being tunneled out too early by giving them an extra health state, forcing the killer to switch aggro. I also really like Deception, gets some mad value if you use it super conspicuously. A lot of killers will assume Head On and wil29 comments 451 views last activity
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Genuine question. If there's any killers here that constantly run S-tier perk setups with S-tier addons on S-tier killers, I'm genuinely curious, are you doing it just for the win or do you actually have fun while playing this way? Specifically, I'm referring to certain setups like Call of Brine Eruption Pain Res Deadlock/DMS/Overcharge, or Starstruck Agitation Infectious on killers like Nurse, B16 comments 461 views last activity
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Okay, I must be one of the few people in the game that play Sadako and actually enjoy her. I play quite a few of the so-called C/D tier killers and am intimately familiar with their kits, but Sadako is one of my top 3 favorite killers. And with that experience comes a knowledge of her design flaws. As it stands, Sadako with addons and certain perk setups can be EXTREMELY oppressive, and Sadako wi7 comments 91 views last activity
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COH is one of the most oppressive perks that a survivor can bring against a killer. A COH boon alone can allow a team to reset independently and alleviate a lot of the pressure that a killer can dish out by injuring people, not to mention it hard counters certain killers like Twins. As long as COH allows people to self-heal with no strings attached and at a very reasonable speed, it is far too st54 comments 721 views last activity
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There is no excuse for this addon to exist. It takes the only downside of Spirit's power and removes it entirely. Spirit's power is very strong but can be mindgamed by walking/crouching/certain perks that makes your grunts disappear/quieter. Cherry Blossom throws all that out of the window and makes her have one of the most powerful chase powers in the game with absolutely no downside. There is a0 comments 21 views last activity