drakonukaris
drakonukaris
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- drakonukaris
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This mode is awesome, nothing beats that feeling when you coordinate a perfect down with your killer buddy, reminds me of The Texas Chainsaw Massacre game, this mode definitely should be worked on and come back permanently for sure.
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@Peanits said:
It is not just you. A lot of people are excited to play Killer with a friend for the first time so there is a disproportionately high number of Killers are not enough Survivors to fill each of their lobbies. We've greatly increased the incentive for player Survivor in the meantime to help balance out the queue a little bit, but it's safe to say that Killer queue times will remain longer in 2v8 for at least a little while.
That makes sense, thanks for the clarification.
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Survivor queue blood point bonus is 400%… Waiting 30 minutes as nurse and can't find a match, I have no idea how other killers get in. This is like my 4th attempt.
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@Ilikechips said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695669#Comment_3695669
They killed Lucifer, Hitler, Death, defeated God, defeated the darkness, killed demons, angels, arch-angels, every kind of monster you can imagine, every kind of demi-God you can imagine plus more that I can't think of.
The Winchesters are arguably the deadliest characters in television history.
Seeing them taken down by some tomahawk wielding lady would be a disservice to the show and characters.
No Winchesters in Dbd.
I still don't see it as an issue, the Dean and Sam added could be potentially from earlier seasons to fit more with the lore. It's more of a disservice that the show got milked for as long as it did and got to such a ridiculous state.
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Oh yes, the brothers that defeated God itself will be taken down and killed by some clown with magic bottles or some angsty emo knife wielding person.
Yeah no, i agree with Ilikechips, they just dont fit in dbd because in reality they would just kill the killers. Same with the AOT skins, like come on, Mikasa and Levi would easily just kill the killer
I don't know why this is an argument honestly, we already have survivors that could probably kill some of the killers. Leon, Jill, Ada Wong, you literally have Rainbow Six Siege operator skins in the game.
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Would love to see it!.
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The amount of effort put into this is embarassing. The offering is disabled and the gameplay mechanics with the zones are about as boring as it could get. Just a sorry excuse of an event to peddle your new limited-time cosmetics.
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An option to turn off chat in the settings would be great, both before game and end-game.
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Matchmaking has felt pretty terrible, even during peak times. You escape 1 game and suddenly you are vs P100 blights and nurses.
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@TheRealConsent said:
As a Singularity main, this video hurt me. Especially considering that GIGACHAD is using a controller to play the hardest killer in the game. I feel bad for him.
But aside from that, -no- to all of these changes except for 1 and 2. Flashlight changes are way too oppressive with Background Player and firecrackers. It's ridiculous how often its starting to happen. To those of you who might say "look at a wall" or "search the area", good luck. There isnt always a wall, and trust me, you dont have the time to search the perimeter.
FTP + Buckle Up is self explanatory.
Yeah, I have been losing my mind as killer with this #########. I understand they want saves to be easier for newer players but this makes it even easier for experienced players. It's not just the timing though, even when I manage to look away in time from the flashbang/firecracker all the way to the side or up it still gets me. Terrible design.
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@Hex_Ignored said:
Teams like the one in that clip are exceedingly rare and do not accurately represent the average dbd experience.
Yes, this is an acute example to demonstrate how oppressive saves have become, obviously this team is on another level but plays like that are common when playing against SWF especially at high MMR. I should have worded it better.
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Game has always had a terrible party system that barely functions, it is a pain to play with friends.
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I'm guessing it is an engine limitation. 240hz support would be nice.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2754597#Comment_2754597
https://forum.deadbydaylight.com/en/discussion/comment/2754726#Comment_2754726
That was debunked years ago by Trapper and Hag mains that also stream. There was no advantage by using corrupt. Even more, sometimes the corrupt spawned in a way, that made a 3 gen impossible, because it blocked 3 gens that were the furthest away from the centerpoint, when you want those gone.
Source - trust me bro.
I will admit that the RNG is not always ideal but you claiming that it makes no difference is a statement that is straight up false.
I would consider someone like Otzdarva the most knowledgeable DBD streamer. He has rated Corrupt Intervention in his newest all perk tier-list + explanation video 5 stars which is the highest rating.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/305534/most-popular-killer-perks-from-100-matches
Corrupt is highly over rated
Except it is not, it is highly useful for setup killers and 110% speed killers. To me personally setup killers not only include trapper and hag but also killers like Myers, Oni and Nemesis. Absolutely helpful to be able to patrol gens easily while feeding your power. It would be overrated however if survivors just hid and waited corrupt out but that is extremely rare.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754528#Comment_2754528
It's not used more, because it's way harder to use and it kinda limits of what you can do.
Also it's used on start of the chase, so I just think if that chase is worth even starting.
And argument: this perk can't be nerfed, because this perk would be used instead is kinda weird.
You misunderstand me brother, I understand why it is not used more, it doesn't change the fact that we are lucky we don't see 4 SWF using it often. I would find sprint burst personally way more annoying on all 4 survivors.
More than anything I would love to see dead hard nerfed because of how overused and boring it is to see the same perk over, and over again. I think the i-frames and the distance you get from dead hard would be fine however if a killer could actually afford the extended chase. I think honestly that there is nothing wrong with having to chase survivors even more than usual because of something like dead hard or sprint burst or whatever as long as you can afford it, but you can't usually 9/10 times.
Very often in this game there will be 1 or 2 survivors that you can't afford to chase even once because it's a waste of time as you need to get someone out of the game to have a chance to win. More chasing should be encouraged and I think dead hard is better design than something like sprint burst ultimately where the killer has absolutely 0 power to do anything about it. Just hold W to catch up gameplay is not fun. So I think i-frames are fine on dead hard but the distance needs to be nerfed but it does ultimately mean that people will just switch over to other perks and the game will be the same as always which is why I think it would be smarter to allow this powerful stuff in the game but just make it so killer can afford having all this stuff in their games.
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100% agree, I will never understand anyone who messages other people after a game complaining or insulting them or threatening them. You are allowed to be mad, hell I get mad sometimes but I will not go out of my way to try to belittle a person and make them feel like ######### for playing a ######### game that's meant to be fun.
People need to check their egos, it's such a basic thing but it's like people are so unaware so God help us all.
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I would find the pig and boop the ######### snoot, if I can't do this then I would DC.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754518#Comment_2754518
All those walking whole game survivors... would be fun to see as a killer.
I don't know... they could just use fixated, hide, do gens and leave. It's fun until you go against a high MMR team...
Besides sprint burst usually makes for more insane value man, I have done before an unbreakable into sprint burst into sabotage play, it allows you to do some super unexpected stuff. Quite a few times I have used my 99 sprint burst to get a otherwise impossible flashlight save or pallet save.
I would say we are lucky that sprint burst isn't being used more than dead hard.
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I would say most hackers are PC players because hacking on PC is just much easier and practically free.
From personal experience these people are almost rat-like as they only dare to show themselves on late night games, and from my experience they are in pairs because again they are cowardly human beings and their ego is so incredibly big that they feel like they have to hack in pairs to secure the epic victory royale or something.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754505#Comment_2754505
This is easier to do...
I mean nerfed dead hard wouldn't change much, people would just switch to sprint burst and you'd have just as much of a bad time if not worse. They would get pretty good at it too, you'd see most people 99 their sprint burst and you'd see the same people that complain about dead hard complain about sprint burst. It really would be even more of hold W gameplay for the win.
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I only like RPD when I play stealth killers but even then most games are ruined by people putting up boon totems on both the floors.
Behaviour seems to have the incapability to learn from previous map design flaws, their philosophy goes like this.
Make a confusing ######### map and put in a bunch of god pallets and god windows to make up for it.
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I have a problem where I rubber band back as survivor and killer occasionally despite having stable 33 ms or so. The new update messed something up as this wasn't happening before. But also the reworked maps suck and have random objects sticking out in the way just to ruin your day.
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@Steel_Eyed said:
There’s lots of small collisions for Hillbilly and Cannibal to deal with, too.
https://forum.deadbydaylight.com/en/discussion/comment/2754486#Comment_2754486
Good to know, I'm of an opinion that Bubba should have a way, way smaller collision zone on his chainsaw because that would genuinely make him a lot more scary when you can't just run around a random ######### object to avoid his chainsaw.
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I think nerfing dead hard is a terrible take, I think it's fine in the game and extending chases is fine because that's what's fun about the game you know chases. Gen speeds need a nerf and maps need to be shrinked big time.
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@smartemarte said:
it's not an interesting part of the mechanic, it's just infuriating that it just comes down to bumping into invisible parts of the loop etc which guarantees a hit on you. No way to play around it and just hope that you don't get stuck.
the mechanic is enough that it slows you down so the clown can loop better, does anyone (other than the killer) actually enjoy this mechanic ? you can't play around it at all and it's just infuriating when you get stuck on the "invisible" bumps on loops that are impossible to avoid with the added haze ontop of the speed reduction.
he's boring to play against with the speed reduction alone since it's the exact same chase every single time, loop, he throws the bottle at the loop, you leave the loop/get hit. Loop, he throws a bottle at the loop. You leave the loop you die. I know the whole idea is to loop as long as you can before you go down but it's just extra boring vs his mechanic.
Clown is just a weeny weak M1 killer, if he spams like 5 bottles on you and you can't see ######### it's annoying for sure but I'd rather play vs clown then a good nurse or blight.
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@Pulsar said:
This is specifically requesting clarification from someone at BHVR.
Does MMR turn off at certain times of day?
Or is it that it expands its parameters (because of long queue times) so much that it takes whoever is available, regardless of their rating?
I found myself from playing against some of the best survivors I have seen to playing some of the biggest babies I have ever seen as killer. As survivor for the the first time in a long time I have seen a survivor who was genuinely rank 20, was running around dropping pallets instantly despite the fact that the killer dropped chase with him a while ago.
So when I hear they say they have toned downed MMR I just personally feel like they have turned it off entirely, I will say that the game has been more enjoyable recently thanks to this.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754476#Comment_2754476
I would kill that map just for those totem spawns...
It is an absolute garbage map, when playing blight I slide off everything on that map.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2753010#Comment_2753010
Does this give you an idea of how PS4 and Xbox One players are feeling?
https://www.youtube.com/watch?v=R6GIjt1ILUQ&ab_channel=PulsarGaming360
I remember the not so good old days of playing doctor on midwich on like 20 fps, got spun like 10 times in a row no joke.
Recently played some survivor games on a friend's xbox one x and the fps and stuttering was so incredibly bad.
I wish Behaviour focused on the game's health on PC AND Console instead of rushing their next broken chapter.
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@furret534 said:
Trickster is probably the one "precision" killer you don't actually need to be precise with. Other than that, I agree that console should have more accessibilty to control.
Then you have not played trickster on a controller vs people who have very good movement, there is also the recoil to deal with.
I genuinely find someone like huntress easier to play on controller, as it's not constant micro-adjustments all the time, just gotta hit one good shot.
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@GoodBoyKaru said:
1.5x bp and everyone loses their mind and decides to go all out and play as sweaty and unfun as they physically ######### can on both sides. im so tired would it kill you to not end the game in five minutes and let people collect more than 3k points on either side
I think that's why it would be better to have triple bloodpoints instead considering everyone will sweat super hard.
1.5x really is like Behaviour dropping bread crumbs to us.
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@Brimp said:
Well I was about to make a post similar to this but yeah they should really remove pallet priority from killer powers like blight, billy, leatherface, and oni. Gotta love when you swing on a survivor that is not even half way through the vault animation but the game decides to make you break the pallet instead of hitting them letting them run away to a window or another loop. Not to mention when they vault into you on the pallet and it still prioritizes it.
I really don't know what they were thinking. Way back if you caught someone vaulting with bubba you'd break the pallet and down the person at the same time, now you get sucked into a pallet to break it and the person vaulting it goes free, doesn't make any sense.
I don't see why someone like blight couldn't hit a survivor and destroy the pallet at the same time either.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2742455#Comment_2742455
It's not really a problem if they make it not stack with med kits or other healing perks. I don't really have any problems with it as killer, but I do understand that it can be unfun to go against for others.
Disagreed, it's something that should have never been released.
It's a huge problem even if it doesn't stack with healing perks or medkits and with each other. As many other people said, it let's you heal at normal medkit speed, for as much as you want and with zero risk as you can keep blessing totems as much as you want.
Speed is a problem but not the biggest one, the self-care aspect is the biggest problem. Play any killer that that relies on people being injured at high MMR with the survivors running circle of healing and you would instantly know what I'm talking about.
For example hag gets absolutely destroyed by circle of healing, thanatophobia is now completely useless, hit and run killers are dead, scratched mirror Myers is useless especially combined with shadow step, etc.
High MMR is plagued with circle of healing and there is a good reason for that. With this one perk you are potentially countering some of the things I mentioned above and also improving time-efficiency for the entire survivor team.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2741879#Comment_2741879
I play killer as well and have no problems with it.
Ah, classic. I don't have a problem with it, so nobody else should have a problem with it.
Room temperature IQ.
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@Impartiality said:
Killers were also non stop crying for something to stop gens going so fast. Boons is the one thing added that does this and they still just complain. It doesn’t matter what BHVR do there will always be complaints here
Except you are negating to mention the fact that setting up boon totems across the entire map usually results in a net gain in time efficiency for survivors. The good bit of time you spend setting boons up, it usually pays off massively.
It is a problem when the survivor boon perks are literally better than the killers hex perks.
Also nobody asked for boon totems, what killers asked for was early game collapse.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2723299#Comment_2723299
If you (a hypthetical 'you', not you in particular, drakonukaris) have 'a terrible connection'; you should not be playing a game where you have teammates and opponents (depending on if you play Survivor or Killer) who rely on you not dropping to enjoy a full match.
Someone logging into a small-scale PvP-only game, where one drop can upset the game, while they KNOW they drop allot, is being incredibly selfish. They are ruining the game for 4 others people because they want to play, and only what they want matters to them, so the people they are paired with can 'deal with it' when they disconnect due to bad internet.
And that's WHY disconnects need to be in casual games; because no one else is having fun when someone who disconnects every 2 minutes is ruining round after round. Even if it's not ranked.
Fair enough, I agree with you.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2723215#Comment_2723215
One of the biggest reasons the forfeit works with Rocket League is because the teams each have the same number of players, so it always feels even. With the same system in DbD, you essentially end up where 4 people decide for 1 whether the game continues or not, which will never feel fair for the 1, even were they to give them max BP after.
True, also Rocket League matchmaking is much faster so it's not such a big deal when a forfeit happens.
I have an idea, what if the survivors could request a forfeit, 3/4 vote and then the killer has to decide whether to accept it or not. The same would also be applied for killer, 3/4 survivors would have to agree to let the killer forfeit. What do you think of that?.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2723299#Comment_2723299
If you (a hypthetical 'you', not you in particular, drakonukaris) have 'a terrible connection'; you should not be playing a game where you have teammates and opponents (depending on if you play Survivor or Killer) who rely on you not dropping to enjoy a full match.
Someone logging into a small-scale PvP-only game, where one drop can upset the game, while they KNOW they drop allot, is being incredibly selfish. They are ruining the game for 4 others people because they want to play, and only what they want matters to them, so the people they are paired with can 'deal with it' when they disconnect due to bad internet.
And that's WHY disconnects need to be in casual games; because no one else is having fun when someone who disconnects every 2 minutes is ruining round after round. Even if it's not ranked.
Fair enough, I agree with you.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2723215#Comment_2723215
One of the biggest reasons the forfeit works with Rocket League is because the teams each have the same number of players, so it always feels even. With the same system in DbD, you essentially end up where 4 people decide for 1 whether the game continues or not, which will never feel fair for the 1, even were they to give them max BP after.
True, also Rocket League matchmaking is much faster so it's not such a big deal when a forfeit happens.
I have an idea, what if the survivors could request a forfeit, 3/4 vote and then the killer has to decide whether to accept it or not. The same would also be applied for killer, 3/4 survivors would have to agree to let the killer forfeit. What do you think of that?.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2723215#Comment_2723215
'yet I have to see a casual game with DC penalties'
IIRC: Overwatch will punish you for DCing too much, evne in casual modes.
Rainbow 6: Siege will also punish you for leaving casual matches.
League of Legends also punishes for leaving casual play, IIRC.
Seriously; even casual games punish leaving, because devs don't want babies ruining the game for others.
That's a good point, I used to play R6S pretty big time and kinda forgot that you do indeed get punished for leaving a match on casual but if I remember correctly you can still surrender?.
Also with all due respect it doesn't make sense to have casual and ranked and punish players for playing casually on casual. I think it's wrong because that's the entire point of a casual mode. It's for people who want to play for fun or for people who are busy or have a terrible connection and don't want to incur DC penalties, but hey that's just my opinion.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2723215#Comment_2723215
'yet I have to see a casual game with DC penalties'
IIRC: Overwatch will punish you for DCing too much, evne in casual modes.
Rainbow 6: Siege will also punish you for leaving casual matches.
League of Legends also punishes for leaving casual play, IIRC.
Seriously; even casual games punish leaving, because devs don't want babies ruining the game for others.
That's a good point, I used to play R6S pretty big time and kinda forgot that you do indeed get punished for leaving a match on casual but if I remember correctly you can still surrender?.
Also with all due respect it doesn't make sense to have casual and ranked and punish players for playing casually on casual. I think it's wrong because that's the entire point of a casual mode. It's for people who want to play for fun or for people who are busy or have a terrible connection and don't want to incur DC penalties, but hey that's just my opinion.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2722871#Comment_2722871
Because I get more bloodpoints even if they suicide on hook, I get BBQ stacks if I'm using that, I get to use any add-ons I brought. It is, in fact, a multiplayer game, and you have to accept when you're playing a multiplayer game that other people should get to actually play and win.
A vote proposal for Survivors means that if the Survivors decide this game isn't "fun" for them (or they're just sore losers) for any reason up to and including "I don't like the Killer you chose", the Killer never gets to have fun. Meanwhile you still propose the Killer has to wait until enough and then they get the option to leave? So only one side gets to enjoy things, and that one can hold the entire game experience hostage.
I've played games with consequence-free quitting from minigames before. Inevitably, one side would lose a round, then most of the other side would promptly quit out. Every. Single. Time. Never got to play a full set where everyone would stick around and there was any point in the later rounds.
Survivors forfeiting immediately at the start of the game should be absolutely not allowed, but I think if the killer is holding the game hostage or there is a 3 gen with genuinely no hope of repairing or progressing it would be a nice option to have.
I play a lot of Rocket League and that game is toxic asf. Rocket League has a forfeit option that appears after about a minute and a half into the match and it works well, obviously it would have to be longer for DBD.
It's up to the devs though to decide how much time has to pass and what sort of conditions have to be met for you to be allowed to forfeit.
In my opinion this is urgently needed as this game is not being balanced at a reasonable pace and rather seems to get more unbalanced with every new survivor and killer release. I think you have to realize that this game is being turned into something most people don't care for, a sweaty broken mess. This game doesn't work competitively and most matches aren't fair, yet I have to see a casual game with DC penalties and yet I have to see a competitive game without a forfeit option. This in between a casual and competitive game stance ain't working.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2722818#Comment_2722818
Oh boy I can't wait for every game that starts reasonably well to be ended immediately because Survivors outvote me.
No. No voting. No player-controllable "I don't want to do this now", not when you're screwing over other people's rewards, achievement attempts, and ability to actually enjoy earning a victory.
Like I said, if you're not gonna let someone DC or forfeit then they're just gonna do it anyways in some manner. What's the difference between a team that kills themselves on hook and one that forfeits?. One is just dragged out more when in all truth it would be better to just look for the next match.
Are some people going to abuse it?, sure but it will benefit more people than it hurts as I'm sure most people would rather play the game instead of constantly disconnecting or forfeiting.
Survivors forfeiting would of course count as a win for the killer and vice versa, bloodpoints should be awarded depending on what you have done so far into the match as survivor or killer plus extra concession bloodpoints.
Ultimately there is no point forcing someone to play a match out who has lost the will to play. This is not even touching on the point of how this game is riddled with balance issues, bugs, hackers and a very toxic community. If this game was near-perfect, I would easily be against disconnecting but it's current state does not warrant this. It would be wise to root out the causes instead of just applying band-aids and treating the symptoms.
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Seeing as many people are resistant to DC penalties being re-introduced, despite it making only a small difference as survivors will kill themselves on hook and killers will go AFK, and ultimately still quite a few will take the penalty and DC anyways.
Just add a forfeit option, much like Scott Jund has suggested, very easy. 3/4 survivors vote forfeit, then the game ends and if killer hasn't got a certain amount of hooks within a certain time limit the killer gets the option to surrender also.
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@Clevite said:
But doesn't the stress come from your own expectations and win conditions.?
It's wanting that 4k, every game, then failing to get it that brings on a stress reaction.
If we all could really accept any result and enjoy just playing, wouldn't that make the game less stressful?
I agree, you don't need to win, only to have fun. I only ever get stressed when toxic SWF abuse near-infinites and badly designed perks like circle of healing.
You should be able to forfeit a match or honestly just DC without a penalty because this isn't a serious competitive game and never will be with Behaviour at the helm.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2710033#Comment_2710033
You being limited on your killers because you choose to get the game on console is not really anyone else's problem.
That's like saying Dead Hard is bad on console so it should be buffed.
Your response doesn't make any sense, dead hard is the same as PC on console and I'm assuming you are thinking I'm asking for a buff to the already strong killers?. I'm not asking for any buffs or anything and I never said that me buying this game on console is your or anyone else's problem, I'm just saying you're ignorant and your advice is useless so keep it to yourself next time.
There is one simple fix to the issue regarding the potential of some of the killers on console. M&K support could be added, not instantly of course but if they so chose they could do it and there you go new gen consoles are now almost identical to the PC version minus all the cheating.
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@KateMain86 said:
The title says it all and really needs no explanation. The perk No Way Out is so unfair and overpowered that I don't know how it made it to live in its current state. If I read it correctly, the killer can get up to an entire minute of the exit gate levers being blocked off from survivors. I have seen so many survivors literally stare at the lever and die from time running out with the levers blocked off. The perk punishes survivors in the end game for being hooked during the match. It doesn't matter if we make it to the end game if the killer has max tokens with this perk. How in the hell is this freaking perk fair when the levers to the gates are blocked off from interaction for that long? This perk being the way it is along with keys being nerfed to hell and the camping/tunneling just has me so done with this game. I am so sick of killers getting insane powers especially in the end game and having situations where survivors are literally powerless to do anything about it. This game isn't fun anymore.
EDIT
For more clarity on my opinion of this perk, I am mostly referring to the situation when the killer closes the hatch when only 1 survivor is left. I forgot to mention that before. Overall however I think this perk's power should be halved or at the very least extend the timer for the amount of time the perk adds to blocking the levers. That way we still have to hide until the doors are able to be accessed.
If you're the only survivor who is left you already lost, the chance to escape should be tiny, much like unhooking yourself.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2708373#Comment_2708373
I mean if I also only want to play with no mither in solo q, should I be upset and say "killers op" if I lose? No.
Right now those are 2 viable killers against coordinated swf. Nobody is forcing anyone to play them, but if you play a weak killer and lose against a good swf, you shouldnt be surprised.
You have to take into consideration that a lot of players play on console and are unable to play killers such as Blight or Nurse very effectively simply because these killers require optimal speed and precision which is near impossible for most controller players to achieve in this game.
I have never been scared of a console Nurse or Blight, they usually put in good effort but you can clearly see they are limited in their plays.
I believe the console population of this game is the larger counterpart to PC or at least it would make sense that it is. It saddens me that a lot of people forget about console killer players entirely.
So really I think it's just ignorant of you to say "just play a stronger killer". This is neither going to contribute to the game's health or advice that most DBD players can use.
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With so many new healing and no scratch marks perks, splitting pressure for killers without an insta-down is no longer viable most games. It's bad enough to encounter circle of healing and shadow step in a solo game as killer but it's on another level of absurd when you encounter a good 3-4 SWF all running it.
I don't really get too upset about tunneling or camping in general unless it happens like 5 games in a row where the killer genuinely has no good reason to tunnel me or the killer is being toxic. These days you are forced to tunnel usually at least 1 person at some point in the game to have a chance to win. You just don't have enough time to hook everyone equally especially with all these new perks as I mentioned at the start.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2339412#Comment_2339412
Overall she is fine except for this one play that has the potential for great reward for no effort and little risk. Since holding W isn't strong against her. So why should this remain when it won't make her a garbage killer? An effortless unskillful move.
I agree, It's a cheap trick. Even if they make it so you can easily tell when she is phasing it wouldn't completely remove this.
A spirit could still actually start phasing and just stand still, but it would be better because if you predict it she has to wait for her power to recharge.
No reason not to change this.