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BasedMorlis

BasedMorlis

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BasedMorlis
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  • @Yuyukoyay said:

    Game descriptions are complete marketing garbage. That isn't really a viable argument against my previous points. The core argument is still unreasonably punishing the killer so the losing survivors can still win.

    Where is this "Survivors" coming from? It would literally be 1 survivor. Where is a line drawn? They got rid of SWF for what, two weeks? Look at what happened to the game. The survivors are quitting after a third kill and I don't blame them. If you get 3 people killed its a wrap, and you still want to punish someone?

    I'm not saying make it some kind of easy game for survivors, but there are rarely games without at least 2 sacrifices, and recently I have had a massive increase in 4 sacrifices since the "Close Hatch" was implemented. I'm not saying killers shouldn't get 4 kill games, but in the current state, a 3 kill game is the same as a 4 kill game. Playing as a killer has gotten boring and stale because of this. Survivors have been DC'ing way more if things go south early in the game and I have a hard time blaming them when they have little/no chance of surviving after 2 sacrifices.

  • Reading these, something came to mind and I want y'alls thoughts: Adding a third door to each map. No door opens, however the Killer now has to patrol a third gate giving a survivor enough time to open the gate without having to hope the killer checks the gate at 30% without seeing the survivor or camping a gate on a hunch. I think that might be a solid way to 1) Spread doors out so that even if two spawn close together, there is a third option. and 2) When they end up alone, there is still a challenge to surviving without making it idiot-proof for killers. Thoughts?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/965692#Comment_965692

    Not every survivor runs those perks, and sometimes that survivor had no control over their teammates getting destroyed by the killer (I seen this happen very often with Kindred when the killer does the basement challenge).

    Currently, without both players using perks, items, and add-ons. Assuming the killer is 115% and they don't use their power at all, the survivor has a 16% chance of survival during the EGC. Most sacrifices are due to Exit Gates spawning on the same wall, which renders the survivors odds to 0% for most games. Do you think that's fair? Do you think the killer should get the last 25% of their objective because they sacrificed 75% of their objective?

    I see it too frequently as a killer. I've had people try to sell out other survivors for whatever reason, I've seen people just stand still and T-bag without moving or running. It's lame and it ruins the game for everyone else, myself included. I've seen games where 3 people just DC after the first hook and leave the 4th hanging. And I think it's stupid that I have the option to close the hatch and seal the last kill. It's obvious at that point I'll get it if I want, which is why I always let them open a gate and get out in those situations. They didn't deserve that abuse by the other survivors.

  • You all keep saying the hatch spawning is a chance as if it's hard to counter. I almost always get to it before the 2nd to last survivor is down and am able to get to it before it opens. Then I close it. Even if the survivor is on it. I can still close it. Thats not fun. There's no challenge in that. I'm not sure what part of that you all aren't understanding.

  • @Endstille said:

    Doors should be open right from the start.

    If the killer plays the game and survivors fail at everything they should be able to get out because they deserve it.

    Cool sarcasm bro, really added to the conversation. /clap

  • @YaiPa said:

    the survivors deserve a chance

    Unbreakable, deliverance, dead hard, last minute decisive, adrenaline off the hook and adrenaline unbreakable, hatch even with 5 gens left, super distant doors like Lery's, keys.

    Yes, survivors clearly deserve a chance...

    Perks designed to prevent slugging. Giving the survivors a reason to finish the game instead of DC. One map that has distant doors. Items that can be lost or removed with Franklin's. You clearly thought that argument out there bud.

  • Additionally, like i pointed out, even if the survivor finds the hatch, I can close it in their face if I get there before it opens. It's lame and should be changed.

  • I'm writing this from a killers perspective man. It's boring that when I close the hatch, its game. There's no chase after. And there wouldn't be a stand off this way. Either the killer leaves the hatch open and patrols, survivor has a chance to get it. Killer camps it, survivor can get a door. Killer closes it, a door opens and the survivor can get out if they pick the right door. I agree the doors can be too close however when you have killers like hillbilly that can cross a map in 5 seconds, distance isn't the issue. It shouldn't be THAT much of a disadvantage for the last survivor.

  • This is the most absurd post I've seen in a while. Congrats on that.

  • "SWF is so broken!!!"

    Y'all do realize they removed it for all of 2 weeks and almost no one played as a survivor, right? They've tried this. What they should implement is a "KWF" with 2 killers and 8 survivors with twice as many gens needed to be turned on. Not only will you be able to coordinate with others as killers, but you can combo killers together, like Michael Myers and Hillbilly. Michael Myers can lighthouse to spot killers and with Hillbilly's ability to cross maps like crazy, it would be dope. Stop asking for them to remove options and start asking for them to ADD MORE!!! I dont understand why people always look to remove things instead of add.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/923920#Comment_923920

    No I am not describing every mp game that ever existed.

    Here show me a single grandmaster in sc2 that is as bad as a bronze player.

    Show me a single immortal dota 2 play that is as bad as a herald.

    Show me a true tekken god that is as bad as green rank.

    Show me a Rank 1 that is as bad as a real Rank 20 (not twinking). Good argument bud. My point, that clearly went over your head, is that every single MP game in existence will have less skilled players at higher ranks and will end up with "OP" somethings. This game is relatively fair across the board, far better than many games.

  • Then they were all literally one hit downs. That's their decision that puts them severely at a disadvantage. I don't know why you had such a hard time with that game man.

  • @Endstille said:

    @BasedMorlis

    The point is that bad survivors are in ranks where they do not belong in, this screws statistics and perception of the game. A ranking system is made so you know that you play with people of equal skill, survivors however get to the top of the ranking system without much effort. This is why killers have often easy games however when they actually meet good survivors which they should encounter the entire time at the top, the game is completely diffrent.

    You're literally describing every multiplayer game ever created..... Nothing will ever be perfect, just enjoy the game and stop looking for perfection, it wont exist.

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/923827#Comment_923827

    I have not gotten so lucky. The problem with the meat plant that I got was safe pallets. Just eff all I could do about it with Plague. I've never lost on the game with nurse.

    ..........with the Plague? The killer they designed to counter pallet loops???

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/923780#Comment_923780

    What you do not consider is the fact that ranking up as survivor is hilarious easy, thus survivors who are not good at the game do get to the red ranks. This is why lots of killers have easy games to begin with, facing skilled survivors who play as a 4man team. No way josé that the game is in killers favor.

    Why are you so stuck on ranking up? There is literally no incentive to ranking up, other than to feed peoples egos. I've played Killer around Rank 6-7 plenty of times, never cared about getting to 1 or w/e, its pointless. I've faced skilled teams that have absolutely crushed me and I've taken out teams without even 1 gen getting popped. I only play survivor with my friends and even still we get games where we get rolled over by the killer at ranks 5 and 6.

    @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/923780#Comment_923780

    Name some RNG elements that go in killer favor. The only one I can think of is door spawns. I broke the pallets. I stopped counting at 10, it was a very pallet happy map, I would say at least 20 spawned.

    I've had several games where normal pallet spawns don't have any pallets in 2 or 3 close spots to where I'm able to down survivors without even hitting 30 seconds in the chase. To your point of 20+ pallets in the meat factory, thats because that map is INCREDIBLY pallet heavy. There aren't any windows on the top floor at all, and there are limited windows in the bottom floor, so it's compensated by pallets. That has nothing to do with RNG. I understand where you're coming from, but most maps are not like that. Door spawns are rarely far apart, and several times they've been almost touching. On top of that, if you get it down to 1 survivor and you close the hatch, its almost guaranteed to get all 4 killed. I've never failed at that point and as a survivor I've only done it once because I out-witted the killer. But I got lucky and that killer wasn't the brightest. RNG or not, the game play leans towards the killer.

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/923755#Comment_923755

    I'm not concerned about getting a 4K, hell, I usually give the last guy hatch or the door, nor am I concerned about ranking. I'm fine with the mind games if more of the pallets were actually unsafe. Played on The Game map vs someone that knew what they were doing. There was a double pallet on the loop near the basement, it was a square composed of three hallways, two pallets, and no windows. There is absolutely no mind game available there. Even though the survivor was trolling a bit, even he admitted it was disgusting.

    What's so damned irritating about this game is that when something gets unbalanced due to rng, it's ALWAYS in the survivors favor.

    That's not true. Just because it's in the survivors favor sometimes, it's just as often in the killers favor. In your example, break the pallets and move on. It's honestly not that hard of a concept. Let them win that chase and go patrol, or if they are dumb enough to sit and wait, keep removing pallets from them. I understand the frustration of chasing a survivor through seemingly every pallet on the map but its a choice to waste the time to continuously follow the one survivor. I mean honestly, breaking the pallet isn't that big of a time waste and they can't get terribly far unless they are that in-touch with the map, and frankly I've found that to be far and few. I rarely have a match where I have less than 3 sacrifices, and if all I get is 1 or 2, thats still fair to me. Just like we have the option to tunnel and camp, they have the option to gen-rush. It's all about choices and no matter what kind of RNG comes into play, it counter-balances somewhere else on the map.

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/923741#Comment_923741

    The problem is that it's not balanced. The skill required to loop a killer is minimal. The skill required to play as killer is insane. As killer you have to learn powers, perk combinations, tracking, map layouts, lunge ranges, mindgame techniques. As survivor....well....if you've ever ran your sibling around a kitchen table, you can reach rank 1.

    That thought process is absolutely laughable. I have plenty of success playing killer and having plenty of fun doing so without crying for Hex: Ruin buffs, or saying stuns last too long etc. etc. etc. This game is almost entirely based around out-witting your opponent. If a survivor wants to endlessly loop an area, then learn how to counter loops. Play characters that are more suited to doing so. No one said you have to master each and every killer. I am absolutely horrid at leatherface and always have been. I'm excellent at Pighead and Trapper because I understand the game mechanics behind them. This game is fairly balanced as it stands. I've killed planty of people who try to loop because the reach on lunge is so large you can hit them even after they're through a window or over a pallet. Claiming the game isn't balanced at all is a failure to acknowledge all of the ways the game is favored towards the killers off the rip. Don't let getting to rank 1 or being upset that you didnt kill all 4 survivors cloud your judgement of what balance is.

  • Almost all of these arguments are based on the assumption that the Survivors and the Killer are around the same skill, which just isn't the case 99% of the time. For the most part, the Killers have the upper hand in most games. If you want to get into the nitty-gritty, if the survivors all get out, so be it. There isn't any real reward for being rank 1 at the end of the season that I've ever heard of. This isn't a major game like R6:Siege or Gears where if you're ranked extremely highly you can go make legitimate money off of them. Relax. The game is fairly balanced. There will always be tweaks that can be made to improve the balance of the game, but as things stand, it's not as bad as the majority of the people on these forums seem to make them out to be, for or against killers.

  • You mean like having someone who is faster than everyone else? Not able to be disabled permanently? Ability to take others out of the game? You mean like, idk, the killers?

  • @TBfishy said:

    https://forum.deadbydaylight.com/en/discussion/comment/921549#Comment_921549

    Low rank killers dominate low rank survivors, its higher ranks where survivors are able to get upper hand and learn, killers have a more noob friendly playstyle at first (not saying killers easy, just low ranks)

    I dont know how much survivor youve played, but when me and my friends got this game, ruin was the death of us. No new player is going to be hitting them, especially with the lag on them. It takes 100+ hours until you get the hang of it. Permanent ruin would drive EVERY NEW PLAYER AWAY. The low rank kill rate would be insane and the games playersbase would either stay stagnant or decline, which is not what this game needs.

    Also, I had the game for a year and a half before i got ruin (I legit got it a month ago). It is completely possible to do well without ruin, and completely possible to do good on the current map sizes.

    Instead of asking for BHVR to compromise their game for your unlucky games, you should try to take a look at your playstyle and critique what youre doing wrong, and try other perks that in my opinion are much stronger (and stay the whole game) to improve your kill rate.

    Im not trying to argue by the way, Im just trying to drive my point of why I completely disagree.

    Someone get this man/woman an award and a beer.

  • @vux_intruder said:

    Every SWF group chooses this map for its many advantages now; at least before killers could see through the loops. Now Coldwind maps are the strongest maps for survivors. Do something about them.

    You........you do realize the survivors don't pick maps, right? I've been to cold wind maybe a handful of times over the last week and I've seen the meat factory, the new shrine map, Azarov's like crazy. It's random unless someone uses an offering which Killers can use too. Also, the corn is just part of the game. Get used to it or learn to anticipate the moves.

  • @Aki_Devil said:

    Hey there, DBD fans

    This game is fun and really challenging but it has bulls**t among it. First, let's delve deep into the issue concerning the chainsaw users. Players abuse the shite out of this mechanic usually as the Hillbilly by

    1. Using it to get across maps faster
    2. Literally just to get a one-shot on players they're chasing
    3. NO. COOLDOWN.

    Leatherface has the ability to see you when he hooks a player, and his chainsaw lasts for so long that it's ridiculous, so it's absolutely necessary that he gets a cooldown.

    Giving everyone in the game the chance for DLC character perks in Shrine of Secrets is not fair at all, nor is giving survivors DLC only perks either, but it is understandable to some degree. On the topic of DLC characters, if we're paying real world money for the DLCs, we should also get some of the outfits the get too. $8.00 for two characters is lame.

    Camping, Body-blocking, and a load of other killer cheese tactics need penalties and should not be supported despite if the player is new. They should learn that this game lets you win just as much as it lets you lose, because let's face it, this game is trash with players camping, and is definitely not fun for others. A good way to counter this is not giving points to the campers, or stun the killer and move them out the way.

    That's it.

    Bro, I don't know how to tell you this, but you're way off the mark here. The game is SUPPOSED to let the killers have the upper hand. While people like to complain about killers being underpowered are rampant and not correct, this is even farther off the mark. There are ways to counter any killers play style, and each one has a unique way to play. Claiming the game, designed to be 4 survivors against 1 killer, shouldn't lean a little in the killers favor, is just silly.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/923647#Comment_923647

    Thrill doesn't give notifications when survivors cleanse dull totems.

    I completely agree with you about Ruin, though. It's a powerful perk, but it's no substitute for skilled gameplay.

    Ah, its been forever since I bothered running Thrill, but I know it used to pop whenever I played as a survivor.

  • Double Trouble: 2 Killers - 8 Survivors: Double the number of generators needed to power the doors, double the number of doors, extend the map sizes by 1.5x. That would be amazing. The killer combinations would be a real breath of fresh air.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/923559#Comment_923559

    You're not mistaken. It's called Thrill Of The Hunt, and it is indeed quite useful for protecting totems, particularly on high-mobility killers.

    Not to mention that Thrill also pops when they are cleansing dull totems. At the end of the day, Hex: Ruin is a perfectly balanced killer perk. I honestly don't even bother running it and have no issues getting 2-3 kills per game. It's honestly just about learning to apply pressure. I sometimes look at all these killer posts and think "These people have never played survivor, have they?"

  • Someone get this man an award.

  • @nyan_painbow said:

    also the repairing time should be expanded!

    I play both sides and I know how easy it is, to destroy or even counter the Ruin:

    in order to destroy it, run:

    Small game

    Detective's hunch

    also take a map or simply search for the common spawning locations

    in order to counter:

    tap the gen

    run Stake out

    keep repairing

    So, survivors HAVE THE PERKS TO COUNTER THE RUIN.

    When I play as a killer the gens will be done quickly! It doesn't matter how cleverly / fairy you play. There is always a sneaky peaky surv who does only repairing.

    As result :

    after the match an average survivor gets a pip for repairing /healing + avoiding or stealth.

    the killer gets a black pip

    LOL!!! If you're concerned about survivors running 2-3 perks just to counter 1 killer perk, you need to look up the definition of balance. Your complaint is absolute and utter rubbish. If you are so concerned with protecting your perk, there are LITERALLY perks built into the game for it (Thrill of the Hunt). There is no reason to change/adjust Hex: Ruin from its current state. It is a perfectly balanced way for killers to extend the match times without being overpowered. Sincerely, a common sense Killer.