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Alphasoul05

Alphasoul05

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Alphasoul05
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  • Just a reminder that you don't have to be good at this game to have an opinion, or make a post about it. So when you see people say things like this, it's not bad to ask yourself "Is this person clueless, or do they have a point? Am I clueless? Oh no."
  • Not just that but they really need to consider telling whoevers baby breakable walls are that enough is enough. When you place a breakable wall that slightly makes something better, even though you don't necessarily have to break it, it's one thing. But when you purposefully put one at a window that is 100% a god window…
  • She's boring to play as and against. Just devolves into holding W simulator for both sides. Rather than addressing the clear issue this game is currently experiencing with new release killers being heavily anti-loop and enforcing that playstyle they just make it worse and worse. The new map also feels like old Ormund, but…
  • This isn't as strong as you think it is. Besides, Pop requires you to actually get hooks on multiple people for maximum efficiency. Basing what amounts to your entire gen regression around one perk that is supported by 3 others isn't exactly the best idea.
  • It makes killers tunnel and camp because 4 equally skilled survivors should always defeat an equally skilled killer, thus ruining the experience, bloodpoints, and overall enjoyment of everyone involved. They created this system and said "We know that basing it off of Escapes/Kills is terrible, so we have this poggers…
  • weird flex but ok
  • You can't label a game a 'survivor party game' then have one ranked mode, then add MMR (which was never in the equation in terms of game balance) and then proceed to not balance the game where balance matters most. The reason games balance from the top down is because the things with the biggest impact really only effect…
  • Survivors have more time to work with than the killer, therefore adding another objective for the side that doesn't need it is most definitely not a good thing. Just like breakable wall are not a good thing because it never "feels good" that something that shouldn't be there, is there, and forces you to drop a chase that…
  • All Exhaustion perks are stupid. They reward greed, being outplayed and being out of position. With four survivors that can use them multiple times.
  • I don't think perks that mess with fundamental game design should exist tbh. Deliverance unhooking yourself and not a teammate, being able to heal yourself with a medkit, Unbreakable, removal of scratch marks, Iron Will as a whole. I guess I would throw in second chance perks like Exhaustion perks. Of course my philosophy…
  • Yes. Difficult to get where you want to go, difficult to know where you're going, difficult to know what pallets are where. Massive map, multiple levels, indoor map. One of the lessons you figured they learned with a map like The Game would be that if you make a multi-layered map you keep each level relatively the same…
  • With MMR there's no reason they shouldn't be. A killer who requires skill to play, but with the ability for someone who is really good to do really well with them. Probably a difficult thing to create.
  • Cheaters get to high MMR, which according to statistics, are the people BHVR care the least about. Same reason why they haven't said anything about the DDOS issue, because it really only is relevant to streamers, who they equally don't care about. I mean one of their own fog whisperers who it actually does effect even…
  • Some things have always been far too loud. Billy chainsaw is too loud. Nurse scream is too loud. Plague voices are too loud. Whether these are design choices or not the fact is that if I have to manually turn the volume down on my game when I play specific killers, then there's a problem with your sound design. It's just…
  • You're going to need an anti-developer perk whose idea breakable walls and boons were if you don't want terrible ideas like them plaguing this game now and into the future
  • Definitely Doc. So many new and bad players hate him because they don't understand that this game isn't strictly hide n seek, and they don't like so easily being found. Same reason those same bad players hate BBQ and don't realize how beneficial it is to them.
  • You get more the more that you do, the same as the killer. It's just you have to do a bit of everything to get the most, and the fact is it's 4v1, meaning that your contribution is overall going to be far less significant overall than a killer having to deal with the 4 of you. Your BP is also tied to how the killer plays.…
  • They're making the game unfun for everyone with their current direction. Your mentality as a killer needs to be going into every match expecting to lose and not caring because if you don't have the mindset of a general disconnect from the current meta you're going to be disappointed. That isn't even just a killer thing.…
  • Weekly reminder this is one perk slot that gives three other survivors a 5th or potentially a 6th for 2, perk for free, that can be removed but can be constantly replaced, removing large amounts of killer pressure.
  • Fix the bugs she has had for 5 years and make her green/yellow CD addons basekit., nerf her purple range in compensation.
  • I mean every post they make has people calling them out as what they are, a troll. You can take a quick look at their threads and comment history to catch wind of that. Not that I condone insults but I really don't see how someone who actively and regularly promotes discord and messes with the community as a whole is…
  • This shift in focus to totems and totem/boon perks recently is making me vomit.
  • It's not really costly because you have time to spare as a survivor, and you simply do not as a killer. If your team is incompetent, then sure, but that's not related to boon totems, it's just a low MMR problem. Your goal as a killer is to apply pressure, and hitting multiple survivors should do it, but a survivor spending…
  • The problem is as the game went on, the ways to apply pressure became less relevant. Slugging was nerfed by increasing recovery speed, even moreso with perks like UB. Hit and run doesn't work because for several reasons, which is even worse with the introduction of a free 5th perk in the form of a Boon totem. A bad…
  • "Can't believe they did x but didn't do completely unrelated y" Very solid logic.
  • The problem is 1 person can give 3 survivors a 5th perk. The fact is that generators go so quickly and you have SO much time to work with as a survivor, that the time it takes to bless a totem or run to one to heal does not make the game easier for the killer. Objectively you are wasting time to run to a place to heal, but…
  • I've never seen someone with so much word vomit in 2100 posts of nothing but a survivor whining at every step. Can't accept any reality except the ignorant views they're incapable of seeing the other side of Why would anyone go out of their way to "win" in this game when it makes your games more difficult? The answer is…
  • Seems pretty simple. You played killer not much but MMR was running in the background many times in the past, and so you probably did quite well when you did play killer, and it logged that into your MMR. So, now when you play killer you're at a higher MMR, and it won't be until you lose enough games that your MMR drops to…
  • Yeah, it's great because it further hammers home that caring about people who have played this game for years and people at the levels where balance matters simply don't matter. You could do everything wrong and your casual and new playerbase don't care.
  • Dead Hard rewards you for playing greedy, for being outplayed and for making a mistake. It all results in what should have been a down not being a down, and the killer feeling incredibly frustrated because of it. The amount of time you can waste by a properly timed DH to a loop is severely underestimated by the countless…