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just_one_player

just_one_player

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just_one_player
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  • The justification is that it was to combat facecamp, but facecamp was always so inefficient that it didn't need an exclusive mechanic (you can argue that Bubba and some other killers needed to be stopped, but that doesn't justify a global mechanic). The impression I have (especially playing as a killer) is that the anti-camp mechanic greatly encourages soft camp, as it is very practical to patrol
    8 comments 211 views last activity
  • It seems that unfortunately the devs keep releasing/reworking more and more perks that completely shake up negatively the game. CoH removed all pressure to hit survivors, Eruption made SoloQ a living hell, CoB and Overcharge encouraged gen protection without any commitment to chases, and MFT decreased the relative speed between killers (4.6 m/s) and survivors by 20%. I really wish there was a li
    2 comments 91 views last activity
  • With the nerfs that Alien and CHhucky receive on cooldown after missing a hit, I strongly believe that this will be an aspect that will be nerfed in the Huntress. I'm not saying this change is necessary (I don't believe it is), but it's more likely to leave all killers underleveled and punished for missing a hit with M2.
    32 comments 642 views last activity
  • The power description in the PTB presented a value (20 s) while in the match tests the duration was shorter (14 s). I thought a information would be released after the PTB changes. Would it be possible to share an official information on how long Hidey-Ho will last in Chucky's lauch? If this has already been answered, could someone share this information?
    1 comments 111 views last activity
  • Title. It's a very common action, but is it really efficient? I don't have an solid opinion on the issue, but I believe that it can be useful in specific situations. As a killer, do you feel any difference? And as a survivor?
    18 comments 431 views last activity
  • Chucky's PTB seems to be pleasing most of the public, except the alarmists who are already desperately asking for buffs or nerfs, but these people will never be satisfied regardless of the content that is released. The point is that Chucky is very likely to be a popular killer, given his positive reception. This made me reflect that most popular killers have low complexity. What I call complexit
    41 comments 1,121 views last activity
  • 34 comments 1,161 views last activity
  • Before 2021, Decisive Strike was one of the most unhealthy perk in this game. It granted 1 minute of immortality to survivors, who abused it to rush gen, heal allies and perform hook saves without the punishment of being hooked. The nerf released in January 2021 completely resolved this problem, there was no plausible reason for them to have nerfed the perk again (in this case, I'm referring to
    24 comments 701 views last activity
  • I tested Myers T3 in a custom match under the conditions: i) no perk that increases vault speed; ii) with bamboozle; iii) with bamboozle and superior anatomy. While I wasn't able to calculate the vault speed differences, I saw a visual difference in the three conditions. I believe that the information that these perks are not working on Myers T3 is incorrect. It would be interesting if the devs c
    2 comments 132 views last activity
  • Title. I'm loving to play with this perk, but I'm afraid it will be nerfed to the ground by the devs in upcoming patches, because it forces stealth survivors to reveal themselves and at least half of players enjoy this gameplay.
    38 comments 1,091 views last activity
  • When I'm alone with him, he says that seven minutes is all he has for me. I try to make these the best seven minutes of our lives. I get more and more tense, its tentacle is very strong and I don't know if I'll be able to escape. I don't want to give a poor performance to Dad Wesker, he deserves better than that. Every loop is a tension, I think he wants me on his shoulder at all costs, I don't k
    15 comments 361 views last activity
  • I know this topic has already been discussed in other posts, but I want to address this discussion again so that it becomes increasingly clear to devs that this perk is unbalanced and that no mechanic should have a counterplay exclusively available for SWF. If they nerfed Wraith, Stridor, Balanced Landing, Blast Mine and so many other things for a lot less complaints, I'm hoping they can send thi
    22 comments 391 views last activity
  • Thoughts about some extremely frustrating matches (they didn't happen in a row, but they were all on the same day) because of terrible teammates. There are always those who say "you're not as good as you look, if you're being matched with bad players it's because you are too". In fact, I don't consider myself a high-level player like the guys who spend their days training for community championsh
    24 comments 891 views last activity
  • The tentacle's cooldown is 2.5 s, while breaking a pallet by default will take 2.34 s. Some might argue that he can move while breaking the pallet, but the speed is so slow that it hardly changes anything. If I want to devour pallets it will be much more reliable to use brutal strength, where it will take 1.87 s
    5 comments 251 views last activity
  • Today there were 9 matches in which I escaped only 2. I don't have big problems against killers, but the teammates, by God, they can be annoying to a hellish level. There is always at least one person who kill the other three. Things like that happen: - Survivor commits suicide on the first hook less than a minute - Survivor purifies all totems, opens all chests, roams the map but doesn't repai
    27 comments 671 views last activity
  • Did her nerf make her so weak? It's been months since I've played against a really good Spirit, now I rarely play against, and when I play she has a default skin and perks and gets lost during phasing. One year ago I faced at least 2/3 per day, seeing that they were players with full meta builds, skins and that they didn't miss phase (even without stridor and me with iron will). For me this is
    30 comments 401 views last activity
  • This is my suggestion, after blessing a totem, CoH starts with 3 tokens. After that, allows self-healing at 75% and increases co-op healing speed by 75%. When the equivalent of one health state is regained (16 charges), a token is consumed. After all tokens being consumed, the perk is disabled for the rest of the match.
    11 comments 121 views last activity
  • Well, how to be afraid of being hitted by killer if there is infinite healing? The map structure was definitely not designed to commit all chases, any main killer knows that. It's really sad to think that this perk will likely go the same way as DS, years and years to be balanced. Even sadder is to think that the devs must probably be working on something totally off meta (useless perks) and lea
    39 comments 572 views last activity
  • 5 comments 81 views last activity
  • I'm really excited for the changes to Ghostface, in terms of fun for me it's tier S, but unfortunately against good survivors he doesn't work well. These are the changes I would like to see: - Shroud of Night: Cooldown changed to 15s - Time reduction addons have been changed to 1/2/3 seconds and are no longer cumulative - Survivors no longer receive notification that they are exposed Note:
    6 comments 113 views last activity
  • If anyone still thought it would be 4 s delay for self-healing, this video demonstrates that it's only 2.29 s (16 to 18.29). For co-op healing it's only 1.14 s (8 to 9.14) after nerf. https://www.youtube.com/watch?v=OfNVU3O1g7A Mikaela must be selling really well, so we'll have to wait more months for (maybe) a solid nerf.
    7 comments 201 views last activity
  • Well, I noticed that when a zombie is close to a hook, nemesis can bodyblock it and try to direct it to the hook. While it's fun, I don't want to do anything that would be considered exploit. BHVR have an opinion on this?
    0 comments 51 views last activity
  • I've seen a lot of comments mentioning that the nerf would increase self-healing time by 4s and (and I thought it would too), It seems to be not so simple the way the perk works for self-healing. CoH allows self-healing at 50% of standard speed and increases all healing speeds by 100%. So we have self-healing at 50% + 100% of 50%, totaling the 100% speed of a standard heal. After the nerf we wi
    2 comments 141 views last activity
  • I've been thinking about this since the nerf announcement, what do you guys think about it?
    9 comments 111 views last activity
  • First of all, I want to make it clear that I'm main killer, my previous posts prove it. But that's not why I'm going to defend unbalanced perks, like this new version of Dead Man Switch. On M1 killers overall this buff seems to be pretty decent, but on high mobility killers like Nurse, Blight, Hillbilly and Oni, they might kick out survs from gens again and again. The Artist also has this ability
    7 comments 921 views last activity
  • By pressing the E button, the killer does a dash forward, allowing him to reach the survivor in situations where it would not be possible. Whenever a survivor is able to reach a window or pallet, the killer reaches the survivor using this perk. That's how Dead Hard works, but in reverse. It's the only exhausting perk that doesn't require any management or activation conditions, just pressing a bu
    33 comments 1,362 views last activity
  • Introduction: In this new game 6v1 mode, mechanics like generators and exit gates don't exist, and the killer doesn't need to hook survivors. Each survivor must invest in their individual escape. Survivors Gameplay The match starts with 6 hatches spread across the map, each locked with 3 different types of padlocks (silver, gold and platinum). On the map, there are 18 chests, which survivor
    0 comments 31 views last activity
  • It's a totally wrong comparison. DH benefits survivors while they are injuried, and remains active any time when survivor is injured, just press E to reach a vault or window. SB requires exhastion management, and it's not always during the match that the survivor will have 99% exhaustion recovered. Survivors are forced to use SB several times even if they don't need to, and there's a chance they'
    56 comments 1,001 views last activity
  • No matter how many times you take damage a survivor, there will always be a damn boon that provides quick healing. The Dev who created this perk should take the game a little more seriously, since PTB was already clear how unbalanced it would be in a scenario with 3-4 players using it.
    5 comments 71 views last activity
  • After seeing some players complaining that The Artist doesn’t have a counteplay, I am convinced that these people have started playing DbD recently or they never evolved their survival skills. The Old Spirit with Stridor, Pyramid Head at his release, these were killers without any counterplay... Carmina is far from this status. Playing with her and against her, I noticed some interesting things
    57 comments 3,681 views last activity
  • I don't know if the problem is only happening on the SA server, but in the last week, every time I played on this map I had terrible problems. My character simply teleports every time I enter the main build, survivor or killer. I'm sure it's not a problem with my internet, as it only happens on this map and I've seen other players reporting the same problem.
    0 comments 21 views last activity
  • I don't know if the problem is only happening on the SA server, but in the last week, every time I played on this map I had terrible problems. My character simply teleports every time I enter the main build, survivor or killer. I'm sure it's not a problem with my internet, as it only happens on this map and I've seen other players reporting the same problem.
    Mod
    1 comments 111 views last activity
  • The strongest counterplay against the Hag is to intentionally step into her traps and run in the opposite direction immediatly, as even though she teleports instantly, her lunge attack doesn't reach the survivor. So, if this trap's range were shortened so that the lunge attack reached the survivor, would that be a fair buff or would it make it too overwhelming? Please, answer only if you really
    4 comments 61 views last activity
  • Well, there's a killer that I was main, it's The Twins. But I haven't played with this killer since May. I decided to play with them again this weekend, and the MMR is still at maximum, I played against three consecutive tournament teams. I think it's reasonable if a killer isn't played for months, his MMR should decrease. Victor is a complex character and hit with his pounce is not easy, if you
    10 comments 321 views last activity
  • Hello everyone. I'm killer main, and during my 2900 hours, I managed to understand that the game will always be in favor of the survivors, but I honestly don't care, because I like challenges. I don't mind facing SWF with meta builds and strong items like purple med kits or toolboxes with bran new party (only the key is really problematic, but that's for another discussion). The only thing I rea
    8 comments 151 views last activity
  • The Cenobite is a killer with high potential, but at the moment he clearly needs some changes. Here are some suggestions, that will not make he OP: Chains now take 1.5 seconds to break; Breaking a chain with environment will cause a passive chain to chase the survivor until its manually released (this alredy happens, but if the chain fails, it simply disapears); The cooldown to start a chain
    3 comments 101 views last activity