CyberRoninX
CyberRoninX
About
- Username
- CyberRoninX
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@foxsansbox said:
Looked fine to me. Does the killer need to be riding you like a prize-pony before he's allowed to hit you?
No but his attack should connect. Is that a real question or are you just trolling. An attack should connect if its gonna work, that's like elementary stuff my guy.
-
@Friendly_Blendette said:
Nope its the Freddy Falacy all over again. Nemmy has the exact same hitbox as every other killer just since he doesnt have a weapon it looks like it shouldn't hit. Wesker is another decent example of this too and legion sometimes.
except before all the updates when i would play against a nemesis it looked like his fists were connecting and not from a few feet away so why is now any different?
-
@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/3205010#Comment_3205010
Half of those are probably rage quits lol
I guess BHVR should come in and tell us how kill/survive rates are calculated because aside from rage quits messing with the number. Killers are constantly letting full teams of survivors escape when they should have killed the whole team.
-
😂🤣 This is the funniest comment I've read in a while... I needed a good laugh thanks.
-
@Bot_Salvo88 said:
I don't think you're having 30 mins queue as killer because it just can't happen since the game is very popular. Maybe you have crossplay off and that's a problem.
well it was 30m. I think matchmaking was broken though because I restarted my game and i only had to wait 10m
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3194287#Comment_3194287
I'm a killer? TIL
If you don't like a part of the game enough to think you're justified ruining the game for all 4 other players whenever you face it, don't queue up. Better yet, go play a single player game where no one will be affected by your selfishness.
😂🤣
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3192132#Comment_3192132
I see we’re starting off with a round of whataboutism. How unsurprising.
Don’t want to face a part of the game? Don’t queue up.
LOL a killer saying don't queue up because of a facing part of the game is the funniest thing I've read in a long time.
-
@_VTK_ said:
More killer buffs? Like survivors starting the game already hooked? That's surely gonna be the most entertaining online video game.
If some side needs buff, then it's soloQ survivors.
This 100%. The fact that anyone thinks they should buff anything other that soloq first is laughable. I mean killer mains must not understand the state of soloq right now or just don't care because they are finally getting their 4k every game as opposed to 2k before 6.1.0
-
@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/3192982#Comment_3192982
I don't see how switching back to killers leaving the game is a good idea. The player numbers were worse
I don't think I ever said anything about switching anything back. The devs need to come up with a way to buff soloq without buffing SWF. If they would release a squad and solo mode they could easialy do this. Squad mode could have zero buffs while solo would have some sort of buff to level the playing field.
-
@JoaoVanBlizzard said:
Currently missing skillchecks on generators only serve to alert the killer and cause regressions in the generator, however this is not very punitive when the killer is in chase with another surv,
besides that for survs, sometimes missing skillchecks is indifferent when the killer uses perks like "call of brine", "discordance", "Surveillance", and some add ons reveal a surv in generator even without missing skillchecks leaving the miss skillcheck even more useless
Of course, there are occasions when a skillcheck error can make a difference, but on very situational occasions, I kind of compare it to the "Bleeding state" before the buff, it was useful, but it was insignificant and needed to be improved, now it's much more significant
I haven't come up with any ideas of what could happen, but could they increase the loss of generator progress and leave the surv that missed the skillcheck disabled for a time limit? I wanted to know from you if you have an interesting idea for this:
Just an extra:
Perks like "Technician" and "Corrective Action" could become more useful in these situations, in the case of the "Technician" perk I find it more harmful than useful, because if you miss a skillcheck, you lose more progress than if you don't used it, and the killer is busy with another surv, so this punishment should be removed in my opinion for the perk to work as it should be
good people, that was it, see you later
Did you really just make a post that proposes that we make the game harder for players at low MMR? Have you been around since the update? The game is already in a terrible spot for new players and you want to make it worse. I swear killer mains will always complain about something no matter how much this game is already sided for them.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3190990#Comment_3190990
What game lets you start out with the best stuff unlocked? That's not what pay to win means.
Weird point to fixate on.
Ok my guy, whatever you say. Time is a resource more valuable than money and it would take days of losing as survivor to get to 9k shards to buy any survivor. Pay to win means anything that is locked behind a pay wall that gives you an advantage over other. You still pay with your time while being miserable doing it. If you cant see that then I cant help you.
-
@EternalSinOfCain said:
https://forum.deadbydaylight.com/en/discussion/comment/3190986#Comment_3190986
The BP bonus SHOULD always be on Survivor. If it ever goes to Killer, then that means there a is a ratio of 5 to 1, Survivors to Killers. Which is massively imbalanced. the reason you had to wait so long is less people play solo queue to fill as your 4th than SWF. Reason being at least half or more of the Survivor player base plays SWF simply because they want to play with friends, or because SWF is much much stronger than solo.
So what your saying is that they bp bonus they added to bring people to the side that needs more people should always be on survivor. So why didn't they just make it a permanent survivor bonus? Because that was never the intent, it was never intended to be on survivor the entire time since its inception. All this shows is that people that play survivor are leaving the game or playing as killer because killer is so much easier to win on now. It takes absolutley no skill for killer when you are facing soloq at all. I have yet to lose a match as killer when its clear im facing against soloq. The only time i lose a match is when its blatantly obvious its SWF. Which makes for highly unbalanced game play.
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3190983#Comment_3190983
If SWFs are outliers and don't have an effect on stats, it means game is actually balanced.
Baseline kill is 1k and not 0k, of course it would have slightly more than 50%.
If people don't bother to get good then that's their problem, like if killers don't want to use a perk but still want to win what you gonna say.
I guess you and the rest of the world have a different definition of what balanced is. The game was much more balanced for soloq before the update considering that SWF doesn't effect the stats. With a 53% kill rate you could even say that, from a soloq standpoint, the game was more in favor of the killer because of the numbers. 2k every match should be what any killer is shooting for not the current 4k almost every match. Unfortunately killers want more and more so I'm willing to bet that more survivor nerfs will be coming in the future.
-
@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3189662#Comment_3189662
No it doesn't. Mikaela is free. Shards aren't money.
Right it just costs hours and hours of your life to get it. You still pay with your time which is more valuable than any other resource.
-
@Krazzik said:
BHVR has outright stated they don't want a 'balanced' kill/survial rate of 50%. They want killers to be the power role, they want killers to be actually scary to go against, so it makes sense they want the stats to be in the killer's favour.
The only killers that can be remotely scary are ones with the ability to turn off terror radius. Otherwise there is nothing scary about this game. I get that they want killer to be the power role but when the bonus bp hasn't even left survivor it kinda shows that they need to balance the game a little more. I mean I sat in lobby with 3 survivors and waited for the fourth for 5 min before the game found someone. If the goal is to push everyone to play killer and make survivor a miserable experience then they have succeeded (excluding SWF's with 6k+ hours)
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3190417#Comment_3190417
Probably that means game is rather balanced, considering how many people play SWF and all solo players can also always choose to play with friends.
There aren't that many SWF squads BHVR said that in a comment on another post. They said that SWF are outliers and they don't have an effect on the stats they posted. That means that most of the game is soloq which would make it not balanced. Also people don't always have friends to play with or want to go through the process of trying to find other people. Try to think about others situations before you tell them how to play the game. Here is a picture of the comment for reference...
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3189645#Comment_3189645
Chiming in real quick: The difference in escape rate for the average SWF group is fairly minimal, within a few percent. As you go to the extreme ends of the rating scale, that difference grows more significantly. That said, those dreaded squads are such outliers that they do not have a meaningful impact on statistics like these. Thousands upon thousands of games are played for each game with an infamous hit squad.
Do the numbers account for the amount of killers that allow full groups of survivors to escape?
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3189747#Comment_3189747
It doesn't cost you any real money
If it's available in the game without any monetary expenses then it's not pay to win.
By that logic every perk is pay to win cause you have to spend bloodpoints to get them to tier 3
right it just costs hours and hours of your life to get it. You still pay with your time which is more valuable than any other resource.
-
@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/3179303#Comment_3179303
I doubt that would invalidate my opinion, even if I were. And nobody knows their MMR truely anyway, so that's again another overly-simplistic response. People have different opinions, and it may be worthwhile accepting this.
I'm not invalidating your opinion. Your opinion is that you hare having easy times with soloq. Which leads me to believe that you are low MMR because of your opinion. I accept that people have different opinons that doesn't mean that the game isn't easier at low MMR. Also ask any player on the forums, all will say that the number of hours you've played will directly effect your ability to be good at the game. Therefore making it a much better experience because you have more experience. Isn't that the point? To get good at the game to where its easier to loop or mind game the killer therefore allowing for higher survival rate, and it may be worthwhile accepting this.
-
@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/3177221#Comment_3177221
I'm a casual player. Contrary to this rather simplistic belief that people who enjoy it therefore have no life, people have different viewpoints and experiences. Mine is that solo q for me is nowhere near as bad for me. It needs improving, and I certainly don't doubt others have had horrid experiences. But it's to do with individuals, not hours.
Must be nice being low MMR.
-
@Steel_Eyed said:
Yes, I have. It's intermittent. Seems after the last MidPatch, people are far more inclined to play killer.
Yea its just crazy that no one wants to play survivor any more. I wonder why lol.
@JackFrostMan said:
Mostly at night. I'd hazard things will calm down and killer BP bonuses will be more common in a few weeks.
I doubt it. Killer queues have been terrible lately and it seems they are only getting worse.
-
@Leachy_Jr said:
Yes, hyperfocus working with toolboxes is a pretty substantial issue. But look past that and is the game really in a terrible spot?
Honestly Id say even soloQ is in an okay spot. Could be better don't get me wrong, but nowhere near the "borderline unplayable" some people claim it to be, especially since the basekit 10% haste is absolutely nuts.
Literally the only 4 major issues I see with the game are heal speeds, map design, killer add ons, and stakefocus.
I really do feel as though the constant RPD has really rilled people up recently.
@Marc_go_solo said:
Solo Q could do with a boost, but I agree that - with the trials I've had - the game isn't the "impossible" solo experience others claim. I've had many great team mates as survivor, and whilst of course there have been quite a few matches where it was just one big shitshow, I've never noticed it as bad as some others claim.
However, I do believe solo q needs bolstering to a similar level of information as swf has now, especially now killers have received a few buffs which have made a decent difference.
How many hours you have in the game. Some people have a life and are more casual and for them the game is complete garbage. I guess if the goal was to push away all new and casual survivor players the community and BHVR have done a spectacular job.
-
@Lineheart said:
https://forum.deadbydaylight.com/en/discussion/comment/3167851#Comment_3167851
Ah yes. Because they give us 1 buggy mid tier killer with 2 new skin and 1 bad 1 mid and 1 good perk. And survivor gets 2 new characters 4skins and 5/6 good perks.
Just from a business point of view thats just factually wrong.
Wow you think that most of the new perks are good. I've only seen reassurance, wire tap and better than new in a few games. So tell me you don't play survivor without telling me. Your argument about skins and characters means nothing because ever character is interchangeable and basically just a skin themselves. As far as actual skins go, that's just BHVR milking their customer base with cosmetic micro-transactions just like every game developer these days. It means nothing. At least wesker has a unique ability and from what people keep saying on the forums is just a lower tier nurse.
-
@SheepWolfe said:
https://forum.deadbydaylight.com/en/discussion/comment/3168604#Comment_3168604
deadhard was never a beginner-friendly/casual perk. I remember when I first started playing the game, my more experienced friends would tell me to run deadhard and I would literally never get value out of it. EVER. the only plausible part where a beginner or casual player would get value from DH was towards pallets or windows, which as we know, is not really the intended purpose of the perk.
if you're using it to tank/avoid a hit (as intended) it required at least a relative amount of skill and timing to get that value. And it still does require skill and timing, as it should. I still don't know how to use deadhard, and I know before the nerf that casual dbd players who weren't the most experienced in the game struggled to use it to efficiently dodge hits. It's never been a casual or beginner friendly perk, let's not lie to ourselves
That's unfortunate for you i suppose but I have a friend that can only play one day a week and he was able to get value out of dead hard in most matches. Now before anyone reading this freaks out I'm not saying DH didn't deserve the nerf it got, I'm simply stating that it gave new players an advantage to be able to get out of a few hits from the killer. Maybe not every game but there was still value to be had from it.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3169058#Comment_3169058
-"Where are you getting your information from? Please post a source"
The last time the devs gave us info they told us more than 50% of games played included SWF. That graph doesn't mean what you think it means when you look back at the original dev stream. If you play 20 games a night in a SWF and there are 4 casual players who play 5 games solo that equals out.
The same graph you are referencing was either designed to be misleading or was made unintentionally to give the wrong idea to anyone looking.
If I recall that is the same stream that gave us the information that SWF teams had a 15% escape advantage. There was no mention however of planned nerf to SWF - even though freddy got nerfed for having a 4% too high kill rate.
When you can post a source to back up your information ill gladly rescind my comments and concede to you. Until then anything you say is hearsay and can't be backed up by data. I have posted the best data I was able to find and until proven otherwise its the only data that proves that SWF is much lower than soloq. I can say that unicorns exisit all day but until I provided any sort of proof I don't think you would believe a word of it.
-
@Bot_Salvo88 said:
Never thought I would see that, here it is. Wesker hype is over, now back to normal😂
https://us.v-cdn.net/6030815/uploads/94LEY4P4ISK3/immagine-2022-09-03-232720751.png
Guess its different for your region. I haven't seen it leave survivor since they reinstated the bp bonus.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3168604#Comment_3168604
-"I get that SWF is op but SWF is only a small portion of the games that any normal killer runs into."
I played about 10 games last night as killer and with the exception of one game where I didn't know every other game featured SWF. You can look at the player profiles and see they are on each other's friends lists. The last game was against a streamer and I could hear their friends voices in their stream (I don't watch just listen to counter balance SWF).
There's also just a manner of playing where they always go for the same gens and don't waste any time on the "wrong" gens. Solo players don't do that.
Throwing my personal experiences out the window : the devs said years ago that at that point in time more 50% of the player base were playing SWF games. I suspect that number has gone up given the state of solo queue.
Where are you getting your information from? Please post a source because after doing research for about 30 min this is all I have been able to find about the number of players that play SWF. When I talk about SWF I'm talking 3-4 man teams 2 man SWF doesn't do anything if you get paired with 2 players that aren't your skill level. So there is about 13% that are 3-4 man SWF. I know these figures are from 2020 but I cant find anything more recent and I'm sure it hasn't changed much. My best educated guess based off these numbers is that you have 20% 3-4 man SWF in the game that leaves a whopping 80% that is 2man or soloq. Please post sources for when the devs said 50% because its hard to believe when I have sources that say otherwise.
-
@SuzuKR said:
Are you seriously trying to say pre-nerf Dead Hard wasn’t OP? LMAO
I don't think he was saying that per-nerf DH was op, because it definitly was. I think he is saying that half a second is too low because even a little latency or lag can screw you out of its activation.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3167933#Comment_3167933
I'm not upset but it seems you are. Solo que has been fine if you are a red rank player. Before we had the emblem system it was very easy to run the killer for a long time never touch a gen and still pip. The game lost something when it started looking at escapes as wins and everything else was a loss.
If you are constantly losing all your games while playing solo queue then you are the common denominator there. Yes sometimes you will get crap teams but you should expect you will get carried by good players just as often. Simply put most people can't carry. It takes a long time to get to the point where you are comfortable in chases much less being able to lead the killer on long chases where two to three gens pop.
Hence why I said that this game has never been good for new or casual players. If a game requires you to have thousands of hours to be able to play and not loose every single match then there is a fundamental problem with the game. Dead hard is now one of those perks that if you don't have thousands of hours in the game you will probably miss the activation therefore the devs are further alienating new and casual players.
I get that SWF is op but SWF is only a small portion of the games that any normal killer runs into. Even in high MMR I would be surprised if a killer was running into SWF in 50% of their games, its probably a lot less than that. So I guess you haven't been on the forums that much since the update and seen the massive outcry of people saying how soloq is terrible? Saying that people losing all their games in soloq is the common denominator is a farce because I've seen streamers with 6k hours lose on soloq because either MMR pairings are garbage or the killers are just too op that they can't manage.
-
@scawyxd said:
then be like "why is nobody playing survivor?"
Right. Since they reinstated the bonus its been on survivor the whole time lol. Its funny that the devs can't see that they need to balance soloq somehow and soon.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3167851#Comment_3167851
Ah yes for 6 years they have bowed to the whim of all the killer mains. No wait actually scratch that reverse it. DBD has favored survivor for six years. If you don't think that's true then you need to take a good look at your fundamental understanding of the game. Literally every big killer streamer who also plays survivor well agrees that the game favors survivors.
Damn how's it feel being so salty? This game has never been good for new survivors or casual players. Before the last update it wasn't as bad now if you are casual you might as well not play and if you play soloq its hot garbage. Which btw we have all known that soloq has been bad for about 6 years so yea I think its you that needs to understand the fundamentals of the game bud. Please though continue to be salty.
-
@ImNotBobDylan said:
Dead Hard is bugged, it doesn't give you invincibility for the first ~100 ms
But killer mains said it is a fine perk now and "requires more skill than before" so it went past PTB and won't probably be changed for another year or so
That's because the devs only care about killer mains. They dont give a ######### about survivors.
-
@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3163266#Comment_3163266
OP: "I'm not telling anyone what to do."
Also OP: "STOP COMPLAINING..." (Thread title)
The point of the title was to get people's attention not to tell anyone what to do. That why if you read what i posted i said people should probably stop complaining. I'm not telling anyone that they cant complain I'm simply saying that it wont accomplish anything because we all know that BHVR doesn't care.
@NerfedFreddy said:
https://forum.deadbydaylight.com/en/discussion/344178/stop-complaining
"If you want any real change to happen with the game then stop spending money or stop playing its as simple as that"
It doesn't work like that, my friend. DBD has enough loyal playerbase to sustain game indefinitely who will play no matter what
That's why your little comfy protest doesn't matter much
If those people stopped playing or spending money then the devs would have to change the game or it would die. That was my point. People come on here and complain about the state of the game and then continue to feed BHVR their money and time. How oxymoronic is that. We all know that soloq has been hot garbage for years and the last update just made things worse. I also gave 2 choices. I still play the game but I don't spend money anymore. If enough people stopped feeding them then my "comfy protest" would work and they would change the game for the better. Please by all means if people wanna be sheep and just deal with it the feel free to.
@Tsela said:
https://forum.deadbydaylight.com/en/discussion/344178/stop-complaining
ok, go do that. I enjoy the game like the rest of us who play it.
Yea I don't spend money on the game...
-
@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3163312#Comment_3163312
This right here.
People complain if they love the game and want it to be better.
People just leave without saying anything if they are putting it down for good.
Sure, but a lot of changes the community wanted happened when all the streamers were talking about no apex august. The devs thought they were gonna have to go without a player base for a month and they started making changes and fast. Complaining does nothing action does everything. Also I'm pretty sure the complaints have been around for years about soloq so BHVR should know by now that they need to do something about it.
-
@Huge_Bush said:
You can't tell me what to do! I will complain about whatever I want. The whole point of the forums to to discuss stuff, including my displeasure with the game or the direction the Devs are going! If I want to complain about not having access to shirtless Carlos or not having a Bush cosmetic for Claudette, I will! You don't like it, just don't read my threads or posts!
Of course the obligatory "you cant tell me what to do" post. Its a suggestion. I'm not telling anyone what to do. If you want any real change complaining wont do anything.
-
Right lets increase the DC penalty to 24h base and see how many people stop coming back to the game. If you know you will lose why stick around to be miserable?
-
I've said it a million times already that base kit endurance and haste does nothing to stop camping or tunneling. Its just one more hit the killer needs to get on you and even if you make it to a pallet with haste there is no chance that the killer will just leave you and go for someone else. Give the survivor 100 seconds of endurance after being unhooked and its still only one extra hit. The only solution I see to camping is to move the player to a hook across the map so the killer is forced to look for other survivors. Otherwise there is no fix for this and killers will just continue to do it.
-
Yet people will continue to spend money even though BHVR never comes through.
-
Are you serious or just trolling? Because I'm sure that BHVR didn't design it to be that way therefore its a problem and should be fixed.
-
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/343768/gosh-for-the-anti-camping-and-tunneling-patch
Damn, my experience hasn't been even remotely the same. I did go against one tunneling Wesker, and even there, the basekit BT did help already, but otherwise, my survivor matches have been great.
The anti-tunneling buff surely isn't the final solution to the problem. But it sure as hell is a great first step to help survivors with tunneling. I am beyond happy about the change, and have been enjoying survivor a lot today.
Right you sound very believable as a survivor.
-
That sums it up nicely imo. They need to do something for soloq sooner than next year thats for sure.
-
@Mandy said:
Wiretap and Open Handed are not meant to work together.
Why are they not meant to work together? It seems like they should.
-
I refuse to spend money on this game until they fix the state of soloq. Its just not worth it anymore.
-
This entire post is just another killer complaining that they don't get a 4k every single game. The game is extremely killer sided right now with the exception being SWF and now you want to remove the hatch? Jesus when will the killers of the game be done complaining about not getting 4k every match. In fact according to MMR if you got a 3k you won 3 out of 4 times that match so is that not enough? I guess when all you run into is SWF it will be the killer mains fault for killing soloq with all the whining.
-
@SgtMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3154709#Comment_3154709
If I've learned anything, it's to never take what BVHR says at face value. I wish I could find it but on Reddit about 3 or 4 years back, there was a dev stream where they couldn't even down one survivor on an SWF team. I haven't seen a stream in a while but I was shocked by how bad some of them are at the game. If anyone doesn't know how to properly play, it's them.
This is the problem with this game. The community tells anyone thats new or casual that they suck at the game because they have a life and don't have 6000+ hours at the game. The game is designed to only cater to those that play non stop and anyone else is SOL. Its a bad business model for BHVR and its bad for the game for the community to treat players that way. It unfortunate that you are part of the problem.
-
Gonna have to try a bunch of builds out now. Thanks for the input everyone.
-
@LittilAvindar said:
So now that the new patch notes have been released, it appears that I was correct in assuming the perk would get a pretty hefty nerf. BHVR says the reason for the change is because "this could have been abused to keep the hooked Survivor permanently on the hook, preventing them from being sacrificed against their will." Let's be real for a sec. If that was actually the reason, BHVR could have implemented a means for the hooked survivor to voluntarily deactivate the perk.
The real reason for the change seems to be that killers were upset that it interfered with their ability to camp hooks, sort of like the reason Awakened Awareness was nerfed purely because it hindered Nurse players. At the end of the day, killers should not be encouraged to camp hooks. If they want to, perks like Reassurance were supposed to punish them. Apparently having an anti-hook camp perk is a no-go. If you saw the changes they made to unhooked survivors too, you'd also notice that once again, they didn't take steps to actually resolve the issue of tunneling, just to enable survivors the ability to move a bit further and not touch anything.
Thoughts? Was this entirely expected? Do you believe their reason for the nerfs?
Unfortunately when killers whine BHVR has to run to the rescue to please them. That's how the game goes these days.
-
@emetSdidnothingwrong said:
No one who makes a post like this is actually being honest, more than likely you play survivor all the time and die all the time so you come here to make silly posts like this in some kind of weird attempt to get bhvr to nerf killer. If you think killer is op just say it, dont make some bs story about how you never play killer but you go right into god mode the first time you pick it up because that is simply a lie. Have a nice day though.
Except its not bs... I main survivor and play killer very rarely. Ive won so many matches its not even worth keeping track and after my MMR gets high I run into one SWF squad and then its back to 4k every game. Start a new account and give it a try yourself. When most of the games you play are against soloq you win every time. So all I can say is that its not lies and you should try a new account before accusing someone else of lying and making yourself look foolish.
-
@Wowie said:
what? you really don't want to play on coldwind 5 times in a row? thats crazy bro
LOL. Right it gets pretty ridiculous sometimes.
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3144004#Comment_3144004
Your suggestion isn't to change it: it's to remove it. If you remove the wiggle mechanic, that means a survivor can't wiggle off, and then every killer would run Agitation and Starstruck and it'd be infinite instadowns all match.
Anyway, the hook thing is a map problem, not a wiggle mechanic problem. The wiggle mechanic exists so that 1. the killer can't carry every survivor to the basement, 2. the killer can't hold a survivor hostage by carrying them indefinitely, and 3. the threat of a survivor wiggling off influences killers to use a nearby weak hook rather than a farther away strong hook.
You imply that maps have too many hooks too close together, but it's much worse if there are too few hooks and so the killer abandons hooking and instead slugs everyone to death. I've done that before when there's bad hook RNG. It's much better for the survivors for there to be too many hooks.
Your right I did say that they should remove it and not change it. However if they changed it to make the wiggle function actually worthwhile or buffed the perks that are supposed to help then removal wouldn't be necessary. If that involves changing the maps or making it take a little less to wiggle off a killer then there wouldn't be an issue.
My response to why the wiggle mechanic exists would be that they could lower the speed of killers when carrying survivors to prevent them from basement hook every time. This would give survivors a lot more time to finish gens while one person is being carried and all you would have to do is stay away from basement while in chase. If the killer decided to hold a survivor hostage the whole game then they would allow survivors to finish all the gens while they just wandered the map. Or they could set a time limit that the killer would be able to carry the survivors since there are plenty of hooks on each map. Your third point is essentially the first point just rephrased when the basement hooks are the strongest hook locations in the game.
