Aweaty5
Aweaty5
About
- Username
- Aweaty5
- Joined
- Visits
- 35
- Last Active
Comments
-
I have a lot of games that look like this that didnt double pip.
-
@Woolphi said:
https://forum.deadbydaylight.com/en/discussion/comment/1793827#Comment_1793827
Mate, being disrespectful doesn't help your point.
Everyone knows that shouldn't be easy getting a 4k, already isn't. What he is talking about is the scenario that sometimes you play well, you destroy the survivor team, they barely do 1 gen, and if you don't play the boring game of slugging the third to get the forth, the game stops being about your skill and start being about a luck escape. That actually is unfair. The Killer is punished even when they play well.
And why there is not a thing on the killer side, like, if the 4 survivors are alive and they open the gate the entity to give the killer a chance blocks the gates for 2 min?(Not saying that this one would be balanced, just an exemple)
If you are one of those solo survivors that thinks that is always the randons the problem, why don't change the hatch to spawn only if you did at least 1 gen + 1 save, and had a chase with the killer before.
Anyway, you were missing the point, is not entitled when you won the game, using skill and knowledge, and the game just gives your enemy a way out. That he wants a 3k everygame, but some games he would have a 4k and it is stolen on an unfair manner.
And you really don't sound Like someone that play both sides, I can play with no perks on surv and get out without hatch most of my matches, did the new achievemt (escape with no perk, doing at least 1 gen, 8 times) the day it came playing solo. Playing as Killer is already way more stressiful.
Or you know how survivor sided the game is, or you don't have that many hours on the game, or you doesn't understand balance, or you are not good at the game, what is fine, most aren't, or you are actually dishonest just trying to keep the system broken cuz it benefits you and your friends the most.
It's not really about being disrespectful, but a matter of feeling like some killers are appearently more entitled to a perfect victory when they're winning than survivors are entitled to have fun. I maintain that the race for hatch is a more fun way to handle the endgame 1 v 1 than immediately patrolling gates, especially when the gate spawn is impossible to win for a survivor. It keeps both sides engaged and it gives at least 1 survivor a chance to salvage a quick or blowout game. I've never had a problem with it as a killer, and I am far better at killer that I am survivor.
Escaping perkless as a survivor really isnt that impressive, I don't suppose. I seldom run exhaustion perks or DS because it's boring. I too have the escape 8 times with no perks achievement. It's not a huge deal, friend. I'd certainly say survivor is easier to play perkless than killer, and I agree it's less stressful in general. But I dont agree that the game is survivor sided because frankly I don't lose half as often as killer.
As far as balance goes, allowing 1 of 4 survivors a chance (not a guarantee) to escape is not imbalanced. Again, Behavior has to keep the game somewhat rewarding for both sides. Besides, hatch has counterplay. The killer can, and more often than not will, find hatch and close it. The idea you are proposing wouldn't have counterplay, it would just extend the end of the game and force survivors to hide and wait out the timer, just like Blood Warden does. Maybe if the killer mechanic somehow involved a way for survivors to shut it off it would be fair, but the idea that hatch is an end all be all, unfair, uncounterable mechanic that ruins the game is just absurd. Yea, it's annoying when you want adept. But honestly, that's kind of the only time if you aren't being darling about merciless every game, for some reason.
Just to rehash: hatch helps alleviate issues with individual experiences with the game. Good survivors can get screwed in solo queues by bad teammates, it's boring and punishing to force them to play cat and mouse around gates if they want to escape. Even then, I'm sure plenty of killers would come out and say "Exit gates are cracked, the last survivor should have to finish the gens" (it's already a popular opinion to force resets on exit gates because 99ing is appearently a broken, unbalanced mechanic). Let other people have fun and just enjoy the race at the end.
I think hatch is fine as is. I think its enjoyable as a killer and as a survivor. I do not mind giving 1 of 4 survivors a last chance in the endgame. If I really want the 4k for adept or because the team was BM as hell, I'll just slug. Hatch isn't this inaccessible mechanic that's impossible for killers to counter, and I don't understand why we are acting like it is?
-
Interesting. I wonder if these issues are PC only? I certainly know 1 gen + 5 dull totems and some chase isnt enough for Iridescent on PC. You really have to work for it and pretty much have to have the killer kicking gens to get the score up.
Camping is a weird one because sometimes it's fine, like in the endgame. But getting camped with 3k points is just unfun and BM. Maybe a blood point penalty and a hidden timer that only implements the penalty for the first 3 gens or something? Interesting thought, anyways.
-
I'm a red rank survivor and killer. I'm here to say this logic is fairly flawed, not just from a normal gameplay perspective and entitlement perspective, but from a general design perspective.
The hatch as a mechanic (outside of keys) does not ruin a killers game in any respect. It does, however, give a survivor an ok chance at escaping against good/toxic killers, a chance to escape if they solo queue with a bad team, or a chance to escape when the gate spawn is impossible. Even with this in the game, the killer is far more likely to find hatch and close it than the survivor is. They're faster and they have nothing at all to worry about. If somebody wants to hide for hatch, fine whatever. They handed you a 3k instead of playing the game.
In my experience, I close the hatch easily 75% of the time if I don't find the final survivor (I carry/escort more survivors to hatch than they escape by themselves). As a survivor, I get the hatch escape maybe 50% of the time in a race for hatch where killer doesn't know where I am when the third dies. I know where to look for hatch I suppose, but I absolutely close it as killer more often than I find it as survivor. That doesn't factor in how often I 4k with hatch open because I know where the last survivor is, or how often I get sacrificed with hatch open because the killer knows where I am. Endgame hatch is almost always killer sided.
Another big element you seem to be missing is that, um, the game is supposed to be fun? Not just for you but for survivors too? It's honestly not super fun as a survivor to be the last one with bad gates and basically have no possible way to win. The win condition for a survivor is really just to escape. Hatch races make the endgame 1 v 1 fun and engaging for both sides and it's also pretty fun to carry fun or cool survivors to hatch when they play well. Beyond that, as a mechanic it keeps either side (particularly hiding survivors) from holding the game hostage in the endgame. If killer finds hatch, EGC starts and game over in 2 minutes. If survivors finds it, hooray we can move on.
To your argument about pips: as a killer, you can double pip on a 3k. 9 hooks, use your ability, find lots of survivors, kick gens and interrupt heals, you are looking at a 4 iri/3 iri and a gold game. As a survivor, it is next to impossible to play the game normally and double pip without escaping. Hell, sometimes you depip even if you escape if the killer isn't very good and doesn't get hits or kick gens. It's literally impossible to double pip if no player loses blood during a game and you team plays at max efficiency and skill. Maybe pips don't matter to some people. The point here: a killer 4k isn't really that much more rewarding than a 3k plus hatch is, whereas it is immensely unrewarding, both psychologically, and in terms of how the game gives badges, for survivors to die. Behavior has to keep the game rewarding for both sides, they just do. A couple of kills feel very rewarding for almost all killers, completing 4 gens and dying does not feel the same for survivors, even though they have done a lot of the objective. Plus, survivors exist by default at a disadvantage. Statistically, all red rank killers combined have an average kill rate of just under 3k every game. That is a hard and fast victory and a pip or double pip every game on average. For survivors, rough estimates are around 30% survival rates, lower in lower ranks. So 70% of the time survivors are at a maximum single pipping, but mostly safety pipping (or depipping). Hatch is there to increase the odds and make the game worth actually playing if the killer 3ks. Otherwise, it's basically game over (especially with Whispers and now the Twins being around) if it comes down to gates. As a killer, I pip almost every game and double pip fairly often. As survivor, I maybe average +1 or +2 from where I started every 7 or 8 games, maybe more? The game has to be rewarding for survivors too and hatch is a way to do that. As for key? Well, that's a whole other post (I think keys are unfair myself, same with moris).
You aren't entitled to 4k's, and 4k's shouldn't be easy to get. Survivors are entitled to have fun and to escape as well, and I'm sorry that 1 person of 4 escaping is ruining your experience. It's a shame that the game is designed to be fun and rewarding for 100% of the players in every match and not the 1% of entitled killers who want 4k's every game.