Azael
Azael
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- Azael
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Comments
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I wish I had known that being immersed with Urban Evasion was not the best way to play.
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1932617#Comment_1932617
I disagree, killers have access to add ons and perks that destroy mind games for the survivors, such as undetectable, or aura reading add ons like Myers Scratched Mirror, yes Myers is limited to tier 1 but they typically run a Lerry's map offering as well. So if we're against any perks or add ons that destroy mind games or stealth then the Killers perks and add ons really need to be changed. There shouldn't be any double standards here.
I think survivors should have a perk that is designed for chases that works within the killers TR to help counter anti mind game perks/add ons the killers have. Keeping its ranged limited to the killers Terror Radius, allows the killer to respond almost immediately to the survivor, by keeping the range limited to the killers TR, the only new info it would give to the survivor is where the killer is coming from when they would normally be aware of the killer. I also don't think it'd be OP because there's lots of unsafe pallets in the maps, where you can see the killer and they can see you, and even where the huntress/deathslinger can shoot you. What the new OoO would allow for is the ability to have vision of the killer when using jungle gyms that have hard walls you can't see through, however unlike the scratcheed mirror, the killer can see you as well, thus meaning you cannot attempt to mind game them either.
It'd be a useful perk for chases tbh.
Everything you said is true, but seeing through walls mid chase Is much more useful for survivor than killer, because killers are mainly playing pro-active, while survivors play reactive. Meaning killers are guessing where the survivor is going next, but survivors are trying to react to whatever the killer does. It's a lot easier to react to a moonwalk/double when you see the killer at all times and this would be incredibly aggravating for killers because they couldn't do any mindgame to catch you. Even if they can see you too, you can instantly react to whatever move the killer makes, making it effectively impossible for the killer to catch you unless the survivor makes a major mistake.
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The only change that I've noticed hit validation make is at vaults, which are much more fair and functional now. Most other hits can be just as broken as before, and huntress hatchets, which I think are the worst hitboxes have also not improved whatsoever. As killer I have had some issues with not hitting survivors while they are still in the vault animation, which is really odd, and I guess due to the aforementioned hit validation at vaults. I do rarely have a swing miss that I feel definitely should've hit, but not too many problems with that. I do have a quite a bit of issues with auto aim making me hit survivors that I clearly wasn't aiming for, and that clearly weren't even near my blade, but this issue can be both harmful and beneficial depending on the context. Grabs are also exteremely buggy, often starting the grab animation, only for the survivor to stand up and run away.
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@Avarice10 said:
Personally, I strongly dislike the suggested changes, there's two reasons for this.
Firstly, OoO is a solo perk that can be used to initiate chases by aggroing the killer, which is fantastic when you want the killer to find you to be chased. It also has synergy with Sole Survivor for the solo survivors who want to use stealth to evade the killer, the proposed changes kills this perk for solo players.
The second reason why I'm strongly opposed to the changes is because the perk is only an issue in SWF as it allows a team with mics to know where the killer is at all times, but the SWF team already has voip so a 4 man team has access to this information already, OoO just enhances the knowledge unless it's a stealth killer, meaning that OoO was the only perk that gave reliable info to a solo player to help them survive but at a trade off being the killer can see you, making it a high risk/reward perk that SWF unfortunately is able to abuse.
Point being, solo players are getting shafted again because of SWF, and a good perk is being neutered instead of balanced around SWF.
My Proposed Changes
I'd start by reducing the range of OoO so a survivor can't see the killer across the map anymore, thus solving its major problem when regarding SWF, AKA the free information to a squad. The other step I'd take is to remove the mechanic that disables the perk inside the killers terror radius and allow it to see stealth killers. This is done so OoO becomes a short range chase perk. This allows the perk to be closer to how it was originally intended, a chase perk that lets the survivor see the killer and the killer see the survivor without a SWF being able to abuse it.
The last change I'd make is to Sole Survivor, I would add a secondary ability for when a survivor dies it increases the range of all aura reading abilities (including Object of Obsession). By doing this, OoO would be back to full strength for the last survivor but never at the start of a match. Thus, solving the SWF problem while not harming the solo player experience whatsoever.
TL;DR
The changes I'd make to OoO limits its range to the size of the killers terror radius but it is no longer disabled within the Killers terror radius or to stealth killers. As for Sole Survivor it can now increase the range of OoO when people die. Examples below:
Object of Obsession:
"A supernatural bond links you to the Killer.
If you are looking in the Killer's direction, your link will reveal your Auras to each other.
As the Killer's Obsession, this effect applies to a maximum range of 8/16/24 metres. Otherwise, it applies to a maximum range of 8/12/16 metres.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time."
Sole Survivor:
"As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.
Your Aura cannot be read by the Killer within a maximum range of 20/22/24 metres for each killed or sacrificed Survivor.
Increases your Aura reading abilities by 4/8/12 metres for each killed or sacrificed Survivor.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time."
Conclusion:
These proposed changes removes the ability for SWF to abuse OoO and allows for solo players to essentially keep the old OoO should they be the last person alive while running Sole Survivor (a perk SWF don't use)
I really don't like the idea you proposed for OoO. This change would be far more beneficial for the survivors than the killer, if during a chase a survivor can always see the killer, even if the killer can see them too, all mind games are essentially useless. That survivor would be able to run the killer endlessly, especially if they were already a skilled survivor. A survivor in chase who always knows where the killer is doesn't have to worry about mind games or anything and can just react instantly to any moves the killer might make, and this would be incredibly broken. I think the changes BHVR suggested are great, and would balance the perk really well, keeping it strong but making it significantly less annoying. You said that OoO is useful for solo queue survivors trying to get chased, but I don't think that's a valid argument. In general survivors should be playing to escape, not just to get chased. Besides, if you really need to get chased that bad you can just vault spam a window or something.
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This is a great change, it is still a useful perk, but no longer gives the survivor info whenever they want it. Still almost as good as it used to be, just less annoying
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The new animations make movement feel slow and almost delayed, and some of them look absolutely stupid. The old movement was fine, but new animations aren't a problem, the problem is when the movement feels different. As far as the ui I don't think it's a huge issue, but I do think the old one was better, the white drawn character images looked and worked really well on the screen.
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@xEa said:
I'll probably get shamed for this but where did this mentality of, "You didn't juke him he just missed."
Its not a mentality, its a fact. You can not react to his quickscope, especially not if he is semi-close range.
That's true, but a good survivor can predict a shot and dodge before the deathslinger even scopes. This is essentially dodging his shot.
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Everyone is entitled to their own opinions, but personally I feel like Billy was the funnest killer in the game. The skill gap and learning curve on his chainsaw made it an absolute BLAST to master, and the rewarding feeling when pulling off a new curve or angle that you've never been able to do before was incredible. Same goes for survivor, he was a killer that you could really fight against. His ability was dodgeable but not impossible to hit, it came down to who was the better player. I dispose this nerf, because Billy if Billy isn't played as much that makes the game just a little bit more boring, which these days is a huge problem. Why not nerf spirit or nurse? Maybe buff clown? You have an entire community telling you exactly what they want. I mean you're constantly facing killers like spirit that are so boring I just kill myself on hook in hopes of a better killer next game. This nerf just shows me that this is where the game is headed. A stale hold m1 and if the killer sees you you're dead kind of experience. I don't want dbd to really become this.
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@[Deleted User] said:
I just can’t stand depipping because the survivors managed to use a key mid-way through the match.
I only just tonight had an infuriating one with 3 survivors left at 2 repairs left. 2 survivors left via the hatch. Managed to find and close it before the last survivor got there. Well... what do you know... A second friggin key was in the match as well, so that survivor went through the hatch too while I’m patrolling the gates.
Look, they escape, they escape, whoopee. But it infuriates me if I depip from that.
That's not possible... Correct me if I'm wrong but hatch spawns when the survivors have done 1 more gen then there are people left alive. In that situation, they had done three gens and there were three of them left. Hatch shouldn't have spawned yet...
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I don't think killers should be awarded for let escapes, considering they didn't actually do anything, but I think survivors should receive less survival points for it. Like maybe 1 banner lower in the survival pip category? For example if they would have gotten a gold, they get a silver.
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It doesn't look like you're still monitoring this but just in case, I wanted to point out that you don't have to go for challenging hits. For example while a survivor is vaulting or throwing a pallet the can't dodge and are pretty much standing still (more so for pallets than vaults) and that way you don't even have to have good aim at all.
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I know that this doesn't excuse anything, but when I q with friends I notice that I generally get put with killers at the rank of the lowest person in the party. I'm a red rank, but when I'm with friends I go up against greens and yellows. My only explanation for this is that the other 3 survivors were is a swf and for some reason dbd decided they should q for rank 20 because one survivor was rank 20.
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@CJ46 said:
Why do survivors keep getting nerfed and killers are saying things like "try play against red ranks" i may only be a rank 9 killer but i've played against full lobby of red rank survivors countless times, most of the times sfw, and i never get less then a 2k, usually a 3k with the 4th person getting hatch, like seriously hitboxes are broke af and people get hit across the map and you're removing good loops ? i don't get what the devs are doing, stop saying this new update will "balance the game" because in reality killers are too OP as it is especially with specific builds. what killers are OP ? I'll tell you, doctor, freddy, myers (with infinite tier 3 or insta mori) and specific builds they can be even better, even deathslinger is up for debate because of hitboxes. :D i can hear the killer mains typing already
I see what you're saying and in some ways you are right. The problem though is that Killer Mains have to use those op builds and killers to win, otherwise they are underpowered. I think they need to stop nerfing survivors and instead balance the gap between good killers and perks, and bad killers and perks, so that killer mains don't have to decide between trying something new or fun and winning.