coldflame
coldflame
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assumptions we make for our discussion: -we don't bring specific perks to enable counter sabo. the expectation that the killer brings a specific perk every single game is not reasonable. -we do not play a killer that has power that reduces the effectiveness of sabo. for obvious reasons, this is immaterial to the balance of sabotaging -the survivors do not make any errors in play. this is immat11 comments 261 views last activity
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chainsaw killers should not be able to be matched onto maps where level geometry doesnt match hitboxi'm not sure why bhvr makes this design decision for certain maps but it makes chainsaw killers functionally unplayable without memorising the invisible hitboxes by rote. its healthier for the game for the killers to simply not be on these maps2 comments 41 views last activity
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main queue should be wired connection only and 50 ping limit19 comments 211 views last activity
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the recent map design, density updates, gen speeds, and perk changes/additions seem to just be emphasising a playstyle where pallets are not a finite resource and chases are just an exercise in playing around them. even if you play a chainsaw killer and do nothing but destroy pallets whilst following a survivor who w keys and predrops them, they never actually run out. this is not an interesti4 comments 91 views last activity
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intentionally 12 hook, never chase people off unhook, play a b tier, never slug even when theyre camping with flashlights they still teabag and stand at gate and flashlight click anyway? why should i even bother following their made up rules if theyre just going to act like toxic babies anyway? surv players are terrible losers and even worse winners46 comments 871 views last activity
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having gen grabs be a ping check that survivors can become immune to frame 1 by releasing the gen makes the feature inconsistent and pointless against competent players whilst overly punishing bad ones either gen grabs should be a consistent punishment for letting the killer get in range on gen and have a ~0.5s window after leaving gen where theyre available or they shouldnt exist at all4 comments 61 views last activity
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demands skill to get hatch escape rather than just luck/an offering, still realistically achievable2 comments 21 views last activity
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so many maps are auto-dodge for certain killers at this point that the penalty seems superflous, you dont get enough dodges to avoid the penalty so you end up having to wait either killer needs to get more dodges (maybe killer dependent?) or the dodge penalty just needs to disappear entirely. having to wait for a while isnt going to stop anyone from dodging, its just an annoyance4 comments 101 views last activity
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TUNNEL VISION - when you bite down on your prey, you don't give up disables the endurance effect when survivors are unhooked grants aura on unhooked survivors for 8/9/10 seconds RELENTLESS DEVOTION- you will ensure the entity recieves your sacrifice, no matter what it takes disables the ability of survivors in your terror radius to unhook themselves survivors within 6/8/10 meters of a5 comments 81 views last activity
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this season we get: a new survivor a new survivor perk thats a straight upgrade to the highest pickrate perk in the game (why?) one of the most survivor favoured maps ever released (very stiff competition in this category but i think trickster's delusion might be top 3) a new keyword system for perks that appears to serve the sole purpose of nerfing pretty much any niche or off-meta killer6 comments 121 views last activity
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its a substantial gameplay modifier that radically alters the game just like 2v8 is, people often want to opt out, theres no reason for one to be permanent if the other isnt4 comments 51 views last activity
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below a certain elo survivors cannot enter lockers because they cant be trusted1 comments 41 views last activity
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the fact that people no longer run the perk to find pallets because they are so omnipresent should be an indication of a problem3 comments 151 views last activity
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i'm confused about how pallets are supposed to work, i keep getting hit by pallets i'm parallel to (i.e inside a door frame im not inside of) are they supposed to hit around corner? is it some kind of exploit? am i doing something wrong?3 comments 41 views last activity
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given the number of dodges youre allowed the number of maps that youre forced to dodge is getting too high, especially after the pallet spam update right now if you want to play something like pig there's probably like a 1/5 chance you just have to dodge because you get an unplayable map, and you run out of dodges too fast either the number of maps that are balanced to be high-tier only nee3 comments 71 views last activity
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the amount of time this would take is not that great in the grand scheme of things some of the balancing changes genuinely give the impression that they come from people completely alien to how public queue matches tend to play out or how the game feels to play. this is probably worsened by the infamous incident where the devs did actually play a public match on stream and fairly radical gamep9 comments 211 views last activity
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queue times are completely ruined and the matchmaking is scuffed because players are split in a lopsided way between the mode, normals are basically unplayable for the entire duration of the event if you want to constantly run this event it should be a seperate game rather than being bolted onto this one and making the normal game basically unplayable3 comments 91 views last activity
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Pallet numbers have been going up a lot over the last couple of years, and now it's finally been punctuated with the big update. People have plenty of thoughts in either direction, which isn't what this thread is about. What's almost undeniably true, though, is that dealing with what feels like an infinite number of pallets as a killer feels bad, especially as ones who don't really have an answe5 comments 71 views last activity
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the game being decided within the first 50 seconds is incredibly boring3 comments 71 views last activity
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as it stands it's just a third health state gated behind having good enough internet and a sufficient reaction time. having a perk being so heavily ping dependent and also testing a skill that's completely different from the normal skills tested in chase isnt very healthy for the game and feels awful to use at times you can press dead hard after the killer has already commited to the swing wit1 comments 41 views last activity
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seems very strange that you're allowed to be rude but other people aren't allowed to comment on it0 comments 21 views last activity
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having a game state where downing someone is a misplay because you know you have no reasonable possibility of picking them up afterwards is insanely toxic and oppressive2 comments 71 views last activity
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nobody has any interest in doing gens so the only remotely viable pathway to victory is to spend the entire game sat on them to the detriment of doing anything vaguely interesting if you actually get to get chased and run the killer then its a guaranteed loss because nobody on your team will be doing gens whilst you run18 comments 591 views last activity
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it isnt complicated, killer is miserable to be on either side of because the core mechanic simply fails to work more than a quarter of a time0 comments 1 views last activity
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against killers without anti pallet or mobility, it is reaching the point on many maps where if survivors simply w key pallet>pallet and predrop them all they will not run out before 5 gens are done this is not interesting for either side and just pushes people to play high tier killers, i dont get how this is okay13 comments 401 views last activity
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i don't get all these constant changes to make the game snowball immensely hard in eiher direction from the outcome of the first chase with these new changes, having a really bad first chase will just be truly unrecoverable for the killer, whilst a strong earlygame gives them extra momentum from chaining unique hooks i truly dont understand what this constant design direciton is12 comments 231 views last activity
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basekit exponential means that the boon can't be snuffed any more.32 comments 713 views last activity
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at this point there's no reason to keep it in the game, any time a viable playstyle exists it just gets nerfed to absolute crap1 comments 31 views last activity
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the game was in an obviously unstable state with numerous issues that both existed during the public test and would have been impossible to miss during internal deployment and QA nobody expects the game to be perfect, but the sheer number of issues, including very major ones, all at once is unbelievable this update should have been delayed until it was in a far more stable state. it's under5 comments 111 views last activity
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This will prevent confusion in future4 comments 61 views last activity
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when i open the survey i get in game it's clearly written for survivor players so i must have the wrong one, where is the satisfaction survey for killer players?7 comments 161 views last activity
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after 90 seconds, hatch is revealed to both players when the hatch is shut, after 20 seconds, killer gets permanent aura on the survivor should guarantee that endgame can wrap up within 2-3 minutes instead of sometimes going on for silly amounts of time like it currently can. i don't think the aura being 'unfair' here is a problem, since the survivor has already lost the game and missed the1 comments 41 views last activity
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there's legit 0 counterplay here6 comments 71 views last activity
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this isnt a commentary on sabotage being annoying, overpowered, toxic, or anything along those lines, it's simply just the case that sabotage is unhealthy for the game and probably ought to just be removed as a mechanic like the original incarnation of hatch was what are the issues with sabotage? well, there's quite a lot: entirely reliant on map and hook rng: this one is a freebie, but the2 comments 31 views last activity
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Gen perks are so insanely boring, obviously optimal, and mandatory on low tiers3 comments 71 views last activity
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there is no universe where ths community would tolerate it if killer attack hitreg was half as bad as pallet hitreg, but killer players aren't people i guess1 comments 41 views last activity
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you can always be stunned, and the length of the animation means that survivors dont even have to be particularly close to be able to do so if you step away from the survivor for even a second they are instantly revived using a perk that gives them endurance and haste no perk for killer offers any option to this scenario what are you actually supposed to do?2 comments 81 views last activity
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TUNNEL VISION - when you bite down on your prey, you don't give up disables the endurance effect when survivors are unhooked grants aura on unhooked survivors for 8/9/10 seconds RELENTLESS DEVOTION- you will ensure the entity recieves your sacrifice, no matter what it takes disables the ability of survivors in your terror radius to unhook themselves survivors within 6/8/10 meters of a ho20 comments 212 views last activity
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the mode is flat out boring for survivors and loses any interest factor after a couple games of it as killer what it does do, however, is empty the queue for normals of casual survs who want their instant queues and 5x bloodpoints, meaning killer queues in normals takes forever and you are constantly up against juiced SWFs. the game is actively worse when this event is live12 comments 251 views last activity
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SUMMARY OF THE ISSUE: Legion, who's power and 2v8 utility relies specifically on inflicting injuries to enable their partner, can be matchmade with killers who's power is an instadown PLATFORM: all STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: queue into 2v8, get matchmade into game where you and your partner have actively conflicting powers1 comments 41 views last activity
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what i learned confirmed a suspicion i already had from being the killer pov. the reason survivors in solo queue suffer is not because of a communication issue, or tunneling, or camping, or anything else along those lines. people in solo q games do not do gens consistently enough. this is a pure issue with player quality, and nerfing killer/buffing survivor isn't going to mitigate it in an49 comments 942 views last activity
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even in its nerfed state, it's simply a toxic perk for the game that's utterly miserable to play against and doesn't offer any meaningful skill expression on either side it should never be a misplay to hit someone in chase, and the EV on baiting for it is so insanely negative that it isn't a realistic counterplay unless the survivor is being ridiculously obvious7 comments 101 views last activity
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being able to abandon is good but it needs to apply to more situations killer: -you have been denied a pick up 3 or more times -the exit gates are powered -you have spawned on a map with more than 20 pallets and are playing an m1 killer such as pig survivor: -you have been hooked twice and nobody else has been hooked -two survivors are dead and three gens remain -the anti camp meter fills0 comments 11 views last activity
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ive recently started playing this game and many of the killers havev ranged abilities with travel time or charges where im confused is how this aligns with how movement works in this game. survivors can instantly change directions and accelerate to pretty much full speed without intertia. whilst theres undeniably an element of skill in predicting the movement of survivor players and catchi1 comments 41 views last activity
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regardless of where a survivor is downed or what map it is, if a survivor is picked up with an empty wiggle bar there should always, without any exceptions, be at least two hooks that can be reached by standard killer movement when uncontested by bodyblocks or perk interactions deadzones or single hooks that can freely be saboed force degenerate slugging playstyles and eliminate decision makin0 comments 22 views last activity
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i want to assess how well i did in comparison to the number of pallets the survs had, providing this information on the endgame screen lets me determine how well i did :)5 comments 51 views last activity
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make it so u cant reveal him through solid objects lol4 comments 51 views last activity
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SUMMARY OF THE ISSUE: When 'Left click - Kill' indicator' is displayed, pressing left click does not always kill and sometimes swings PLATFORM: PC STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: -Play myers with tombstone addon -get near survivor -press 'left mouse' when directly indicated to by the game -swing, downing survivor instead of killing0 comments 11 views last activity
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unhook endurance forces killers to facecamp during egc to not just give away kills for free, abusing endurance creates degenerate metas around anti-tunnel perks, and theres often a perverse incentive to slug instead of hook depending on the game state endurance should be used as a defensive tool, not a flashlight on steroids that lacks any of the counterplay flashlights have10 comments 181 views last activity