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ad19970

ad19970

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  • I can't agree at all, no. When we look at a killer like Wraith, he is not particularly viable at the highest ranks but pretty damn strong at lower ranks. Make him completely viable at higher ranks without increasing his skill ceiling an he'll end up being way to oppressive at those lower ranks. The solution of just getting…
  • It's completely fine in my opinion. Survivors waste a bit of time doing that to get a bit of a head start when the Dredge teleports there. It's really not an issue.
  • So for the first point, that's a bit similar to the Artist. The teleport to the Dredge's remnant is very fast, so I do think this counterplay is indeed needed. It will be map dependent, but to be fair, every killer is at least a bit map dependent. The second part I just disagree with. His teleport is indeed fast enough to…
  • I would disagree, but I understand your concern. However, the fact that the Dredge is undetectable far surpasses the downside of having a white glow around it, in my opinion,
  • It's really not that bad considering his actual main power is pretty damn strong. I don't think it needs to be stronger honestly.
  • These are of course just early impression, but I personally can't agree with these buffs. Espcially not the first one. Dredge can teleport back to his remnant, which is pretty good anti loop, he needs to be slowed down for survivors to have more counterplay in chases. So making him not slow down at all would be very bad in…
  • I wouldn't quite agree with that. Good matchmaking doesn't mean you can just balance around high ranks. If a certain killer is balanced at high ranks, but is extremely oppressive at low ranks, then that is a problem. Fact is, many people play this game rather casually. And you need to make sure the game is fairly balanced…
  • Sadako has limited teleport options though. Dredge can teleport to any locker, with a pretty short cooldown. His teleport can take a bit, but I am quite positive that survivors can't hear his teleport, they only hear when he jumps out of a locker. Which is already stronger than Demos or Sadakos teleport. He also leaves a…
  • I would have agreed but his power itself actually seems very strong, so Nightfall doesn't actually need to be that strong honestly. At least those are my early impressions.
  • I agree to a certain extent, but I do believe that especially a game like DBD needs to be balanced around all skill levels, so not only around new players, but they definitely need to be kept in mind as well However, you are right that at low ranks, blinding probably won't really be a problem. At least in theory, if we had…
  • It's definitely a bit harder but you can still definitely navigate to a good degree. I at first thought this would be a problem as well, but then I realised how strong his actual ability is. Great map pressure with a low cooldown, and he actually has some anti loop potential, but one that allows for some good counterplay…
  • While I agree that his nightfall isn't as strong as I hoped it would be, his power is far stronger than I expected. He has insanely good map pressure plus some actual anti loop, but anti loop that is fair and has counterplay. It's still early but he seems pretty strong actually, which is a good thing.
  • The idea that you can judge people's personality based on which role they play is always just ridiculous. Both sides have whiny people that will complain about anything as soon as something doesn't go their way. And both sides have people that complain about valid, understandable stuff. The fact is that this game is not in…
  • Nemesis is one of my killer mains, probably my favorite killer. But I do think that this crouch to dodge is a good thing, as it gives him a bit more counterplay. He is already very strong in chase, I hope they never change that. Also, I am pretty positive that crouching at pallets doesn't work. It's only vaults.
  • Again I think it's important to note that fun, especially when it comes to going against killers in dbd, is very subjective. Of course I doubt many people enjoy mending constantly, but I can see why some people aren't really bothered with it either. It's there to buy Legion time, meaning longer lasting matches, which as…
    in Oof Legion Kommentar von ad19970 11. Mai
  • I believe the problem is that the stalk of Ghost face and Myers is bugged at the moment. Normal range is 40 meters, but it seems more like 24 meters in the ptb. From what I understand. A community manager already replied that there are changes planned for the stalk, but didn't make it into the ptb. Not sure what that…
  • Oh yeah I remember the Saloon one. Good point. I just hope the interiors still keep some of the darkness, because it adds to the atmosphere. I definitely would want them to be darker than the interiors of the Badham maps.
  • Haven't really had a problem with that yet, though some parts of the street can be a bit empty. fI they do add pallets, I hope they are mindgameable and not safe pallets. But the houses still seem fairly good for survivors, and they generally have pallets surrounding them as well, so I am not sure if it's really a problem.
  • I personally disagree here, I think 7% is fine. It makes Hemorrhage actually useful. Though I guess 5% would still work as well, I just personally think 7% is fine. But 7% only per 3 seconds I very much disagree with. That seems pretty weak. Also, I am not sure, but it seems like Hemorrhage is bugged in the ptb, regressing…
  • Lmao for real? You're just going to feel sorry for yourself because this patch favors killers? Killers need these type of changes anyways. Hemorrhage was almost useless, and both Ghost Face and Legion are considered to be pretty weak killers. And CoH really needed another nerf. Unless you prefer getting camped and tunneled…
  • I would be happy if they reduced Ghost Face's cooldown from 24 seconds to 20 seconds. That's the last buff he could still need in my opinion. They would also need to nerf the newly buffed brown addon that reduces the cooldown by 6 seconds to 5 or 4 seconds as well in my opinion, but then he'd be good to go. Them not…
  • I definitely agree with the two mix tapes addons. Those seem so much weaker than most of their other addons. I really wish they could give them both other effects though, since even combined I'm not sure if I would ever want to use them. However, Frenzy not ending on a missed attack is not a good idea in my opinion. Old…
  • I really like the darkness in the houses of the new map, I hope they don't really change the lighting on Haddonfield too much. Though I have seen some images of the houses that depcited darker rooms than I ever saw on the map, so maybe there is a bug going on that causes rooms sometimes to not be lit properly. I think the…
  • That would partially explain my struggle with stalking survivors in the few matches with him. It did feel a bit weird. I am sure this change is not intended though. This would be quite the impactful nerf so I doubt they would have just left that out of the patch notes, and I doubt BHVR intends to nerf Ghost Face in such a…
  • The map really doesn't have that many unsafe pallets. It's a good balance of weaker and stronger pallets. It surely doesn't need an infinite to balance it out. I've also not encountered problematic deadzones yet, but if that is indeed an occasional problem with this map, then BHVR should fix that problem, instead of using…
  • Wait what? You mean the new Hemorrhage effect?
  • It's just a small part of his power, a nice extra. I see no problem with it being practically impossible once only 3 survivors are left, especially since that's when things look really good for the killer anyways. I also have no idea how they would fix that.
  • Hmm they will definitely need to look into that if it is indeed such a problem. Would be a shame if something like that makes it into the live game, since the map seems otherwise really good.
  • The new map? Or trying out how it is to go against buffed Legion and Ghostface?
  • Haddonfield has been reworked in this patch. People want to try the new map.