I can definitely see the value in the slugging "meta" build but I'm going to continue to stick with the traditional hook and slowdown builds. I think I just like the feeling of being able to track progress in a match, even if I "lose" with 3-4 escapes if I still nabbed 7, 8, or 9 hooks I can count that as basically a draw in my mind since I clearly was winning the chases, but just ran out off time and slowdowns. The frustrating thing for killer right now is that all slowdown options are bad. If you try to go Pain Res/Dead Man's Switch combo - It works in the early game but it forces you to hunt different survivors and it only works on 4 separate hooks. If you go with PGtW and Oppression combo - You not only have to waste time doing the hook to even activate the slowdown you then have to waste time finding the priority generator to kick, and god help you if you're on an immobile killer. If you go with Hex: Ruin/Undying/Pentimento combo - Your ruin gets cleansed because it spawned right next to a survivor, same with your undying, and Pentimento only gets to be up for about 5 seconds before a survivor kills it and puts a boon totem up for good measure. Honestly I'd like to see a killer perk baked into the hook play as baseline similar to how now survivors get automatic borrowed time upon being unhooked. Maybe something like a 5% regression to the most progressed generator each time you hook a survivor provided it's a different survivor than the previous hook. This would give killers baked in slowdown and reward them for winning chases and hooking survivors while allowing builds to be more creative instead of three generator slowdown perks and MAYBE one aura perk.
Who would have guessed playing nice makes games harder even if you run all slowdown. Had 3 people death hook before anyone died. He should have lost but those survivors made some bad plays constantly. Good job keeping pressure and punishing mistakes Tru3
Casual gameplay of dbd is unbalanced bc both sides are not playing at there best so it makes it to where there are no sides favorited on the casual side. When the game is at peak and both sides are playing at there best the killers struggle to keep up and the game is definetly survivor sided higher skill level. Not impossible to win if human error occurs, but still the best you get is a draw against a perfect team and that’s with blight and nurse. Non anti loop M1 killers will get destroyed and that’s not even counting eyrie, garden, game, badham, and rpd. Casual- unbalanced no one plays good so no sides High Skill Gap- Survivor Sided
The devs are basing the whole balance around the top 10 killers and the bottom barrel survivors.
And you want the game to revolve around the top 5% survivors well make a comp ranking MMR and let the rest have fun
@Chiyochanazu Me? No.
Ive always had a very hard time playing as The Plague.
If youre not running dead mans, dont bother with pain res. Pain Res makes more of a difference when paired with Dead Mans.
I can definitely see the value in the slugging "meta" build but I'm going to continue to stick with the traditional hook and slowdown builds.
I think I just like the feeling of being able to track progress in a match, even if I "lose" with 3-4 escapes if I still nabbed 7, 8, or 9 hooks I can count that as basically a draw in my mind since I clearly was winning the chases, but just ran out off time and slowdowns.
The frustrating thing for killer right now is that all slowdown options are bad.
If you try to go Pain Res/Dead Man's Switch combo - It works in the early game but it forces you to hunt different survivors and it only works on 4 separate hooks.
If you go with PGtW and Oppression combo - You not only have to waste time doing the hook to even activate the slowdown you then have to waste time finding the priority generator to kick, and god help you if you're on an immobile killer.
If you go with Hex: Ruin/Undying/Pentimento combo - Your ruin gets cleansed because it spawned right next to a survivor, same with your undying, and Pentimento only gets to be up for about 5 seconds before a survivor kills it and puts a boon totem up for good measure.
Honestly I'd like to see a killer perk baked into the hook play as baseline similar to how now survivors get automatic borrowed time upon being unhooked. Maybe something like a 5% regression to the most progressed generator each time you hook a survivor provided it's a different survivor than the previous hook. This would give killers baked in slowdown and reward them for winning chases and hooking survivors while allowing builds to be more creative instead of three generator slowdown perks and MAYBE one aura perk.
Who would have guessed playing nice makes games harder even if you run all slowdown. Had 3 people death hook before anyone died. He should have lost but those survivors made some bad plays constantly.
Good job keeping pressure and punishing mistakes Tru3
Casual gameplay of dbd is unbalanced bc both sides are not playing at there best so it makes it to where there are no sides favorited on the casual side.
When the game is at peak and both sides are playing at there best the killers struggle to keep up and the game is definetly survivor sided higher skill level.
Not impossible to win if human error occurs, but still the best you get is a draw against a perfect team and that’s with blight and nurse. Non anti loop M1 killers will get destroyed and that’s not even counting eyrie, garden, game, badham, and rpd.
Casual- unbalanced no one plays good so no sides
High Skill Gap- Survivor Sided
Gen build still works but less consistent and pressure
seems like 2024/25 people using God name in vain quiet often.
What's god mean?
Yeah, don't care. Rules about your god pertain to you.
Wtf does religion have to do with a video game?
@@SatanicRomanticYour name is perfect for this comment😂. I double taked when I read it.
Yeah, great. Go complain in the corner