Creepytaco
Creepytaco
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- Creepytaco
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@JC316 said:
Uh huh. Lets look at survivor perks vs killer perks.
Killer can slow gens 4% for every injured survivor - Survivor can speed gens by 10% for every survivor nearby.
Killer can know when someone is in a 32M circle - Survivor can know when the killer is looking at him, or downright see his aura.
Killer can block the exit doors for 60 seconds - Survivors can find keys in a box that allows 3 people to escape without warning.
Survivor can gain distance and be invulnerable for a swing. Survivor can have 60 seconds of god mode after being hooked. Survivors can take a hit without being injured upon unhook. Survivor can get a sprint burst exhaustion perk that ignores the rules of exhaustion. Survivors can pick themselves up of the ground. Survivors can heal themselves without needing a teammate. Survivors can see the auras of the most powerful killer perks.
So yeah, killers have far better addons than survivors, but survivors have far stronger perks.
I disagree. Mainly because most of the supposed God perks you mentioned and that I can think of require an action to be done for it to activate or leads to exhaustion. Killers don't have to deal with that. And keys? We killers can see people bring them in before survivors even know who they are dealing with, and can easily target said people with them. Can even run Franklin's to get rid of it pretty easily, especially at top tier due to their fragility. On top of that survivors have to actually fix an X amount of gens to even use keys meanwhile our equivalent requires us just to hook them once. Unlike us survivors overwhelmingly can't just do something just cause. Killers have far more favor. That's my honest opinion. Balance needs to happen, but it's to find a way to make the survivor experience more enjoyable by making them a bit stronger and by making the chase more exhilarating. No easy task, true but any killer worth a salt knows better than to say that survivors are overpowered because that is simply untrue.
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@Rexis said:
this game should be about balance, and its far away from balance
Lets look at the red addons that a killer has comparing to a red addon a survivor have
so a red addon for huntress will down survivors with one hatchet, a red addon for freddie will send everyone in a dream world from the start without being able to wakeup from missing skill check entire game and obsession stay dreaming the entire game, a mirror myres will give ability to see behind walls while he has no terror radius and his red addon will give him the ability to stay tier 3 for entire game or to kill survivors with hand, red addon for clown will down a survivor with one hit, a red addon for legion will give annoying loud noise every time he is in frenzy and you never know if he is coming your way or still in chase with someone and we cant forget about Ebony Mori that all killers easily find almost every bloodweb
lets look at red addons for survivors, spare part with 2 skill checks that if you hit doesnt even give you 20% of gen fix, Syringe that is for 1 time use that send you into mending status! thats it! a map that view's the killer belongings as if its so hard to find it! which in my opinion useless or at best is a green addon comparing to killers and a key that maybe you will be lucky and able to use
so how about we make huntress red addon hatchet for 1 hatchet only! or 1 bottle only for clown? or mirror myres gives him terror radius! wouldnt that be fair? since we use it only once also? yeah sound unfair isnt it? well thats what survivors suffers using red addon, a useless addon
I play killer and I agree with you. This is actually why I hardly use any of my iridescent add ons unless there is a challenge, or a team is asking for it because many of them are just straight unfair. You like literally do not have to work at all when they're used. For all the complaining killers seem to overwhelmingly do about game balance they sure don't seem to actually want the game to be so. Add ons entirely need to be reworked. Killer have perks AND an ability. They come in with an advantage. That will always be true.
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@[Deleted User] said:
SWF needs to go. Period. Behavior should stick to their guns and act in a mature and responsible fashion, recognizing that SWF is a minority of players and that it’s existence breaks the balance of the game.
If only I was CEO. Ah well..
I'm honestly confused. How does someone playing with someone they may know equate to imbalance? I'm honestly 100% curious because I don't see the problem. In my eyes that would essentially mean no game has balance.
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@DwightOP said:
I'm seeing NOTHING happening to do this.
Honestly? I don't mind SWF. There are many things that are a part of the game that both sides don't like, but SWF is unique in that just because people CAN communicate it doesn't mean you can't kill them. All those who are killers likely will have to play against friends at some point. Use it as an opportunity to learn. End of the day my knife doesn't discriminate, if I can't kill you oh well maybe I can some other TIME. :)
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As someone who plays killer this game is painfully skewed in the killers favor which is why I think you see less and less survivors. As a killer people you have to have a game plan and CONTROL YOUR GAME. That is literally one of your main jobs. Seems a lot of the complaints on the forum seem to be just drivel made by those that essentially don't want to try to do anything.
"Take away keys, nerf this perk, nerf that perk but buff our perks and our moris and abilities. Make less pallets," blah blah blah I mean good grief. Might as well advocate for the game to be over as soon as you spawn in with the survivors. How about we add in a heart attack mechanic where a survivor sees you and just immediately dies? People need to get a grip and literally need to take the time to master a killer and accept the fact that at the end of the day you aren't going to kill everyone all the time.
They didn't cheat. They likely aren't using "unfair advantages." Just please play the game
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@WRussoW said:
Okay, I tried as many ways to have less problems with it as possible. But I've just played as the Legion. I just couldn't hit that one Nea with my Frenzy attack! If you played as the Legion you know that if you'll lunge your frenzy attack it lasts hella long, you can even get someone from afar. But for some reason I missed hits in less than a second because that Nea just kept spinning with such a speed the game probably just assumed it was like a dead hard speedboost or something.
I brought up ShadowBorn to see people spinning and, my god, they just dissapear. I know everything seems a little bit faster when you use this perk but trust me survivors dodge those attacks as if they were blue hedgehogs running around the map. Open spaces are no longer the most dangerous places for survivors, in fact, not having walls around allows you to spin as much as you can. It becomes just annoying, I have to throw my mouse into the wall to just try getting that hit! (Even that Nea agreed in the postgame chat that there is definitely an issue with survivors' flick.)
So you are essentially complaining....because you got juked? This is where we're at right now? "The survivors won't let me hit them, it's an issue." All they do is nerf survivors, I seriously doubt they will touch their mobility, and if they do God help us all with matchmaking.
This is exactly why people need to plan ahead. Also before anyone cries Legion is one of the main characters I use. Personally I don't strike unless I know the hit is lined up. Even so, sometimes you are going to miss, and it isn't the end of the world. This seems to be more of an issue of practice than anything, honestly.
These forums as much as I hate to admit it really do seem to have a lot of outlandish complaints by killers.
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@Hunefer said:
https://forum.deadbydaylight.com/en/discussion/comment/966718#Comment_966718
Well I think people like you are what makes this forum toxic, but fine. I completely read your post, the essence of it is that you think other players are too stupid and the game is fine as it is.
Yes I supposedly make the forum toxic, and yet you chose to attack me for no reason over an opinion...Your logic certainly makes sense.
For the record? No, you didn't understand anything, obviously because you didn't want to.
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@Hunefer said:
https://forum.deadbydaylight.com/en/discussion/comment/965086#Comment_965086
What besides self-congratulation do you want to express here?
"self-congratulation?" Interesting how you are so angered over someone joining in on a open forum. Especially since you didn't read and or actually pay attention to the post.
It's surprising that people wonder why the DBD community is so rife with toxicity and hate mail, when people who act like you are abound. Good grief lol
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@Karl_Childers said:
This gets a little annoying...everyone has these ideas like collecting gas or parts but hardly anyone addresses the “kill rush” side of the equation at the same time. These things are 100% linked. Don’t offer up an idea for one without anything for the other to balance it. Kill rate is in line, or even exceeding really, the rate of the current gen speed. Note- do not counter with a pip argument, as that has to do with the emblem system, not balance of kill/escape rate that many players view as a win or loss. Sorry, but survivors don’t want to play a game where killer is averaging 3-4K, which clearly slowing down ONLY survivors would lead to. So you have to tackle both sides. Anything that slows the survivor objective must be done with the thought process of benefitting only killers who play “fairly”, and not only does nothing to benefit the many who don’t, but puts them in a much worse spot than currently. Please tell me how this is wrong. That’s how you improve the game.Why would we slow survivors down, and allow tunnelers/campers to become stronger? How does that improve game health? Oh, let me guess...the reply will be “use DS or BT”. Ok, use the plethora of gen defense perks then, the ones you complain you shouldn’t have to use. Leave everything as is then if that’s the attitude!
edit - Also yes, before anyone says it I’m aware survivors complain about tunneling and camping without giving ideas to help the killers who don’t, but the reverse is far more popular. I just think something needs to be done to both sides...that’s my point.
As someone who plays both, I have to say you make a good point. I for one however see nothing wrong with gen speeds as they are. Killers have abilities and a advantage, period. Rather people want to accept this fact or not is up to them. But in my eyes people who complain either need to practice more or come up with a different strategy for different situations. You won't believe how many killers I have easily outfoxed simply because they don't pay enough attention, or use the resources they are given.
I'm not a killer main, and I highly doubt I'm the best there is. So if I can somehow get 4Ks with no perks equipped at all and average 3-4ks in general with them around 90 something percent of the time, then people need to search inside themselves. You are a killer. You are the hunter. It is your job to have a game plan and to go with the flow. Having something handed to me in my eyes would be quite boring.
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Honestly there is no way you can change gens as they are without a lot of blowback and without essentially overhauling the game.
Gens are boring to do, and could have been done better but touching them because some killers feel they're unfair or whatever complaint they have isn't really a good idea, and isn't something I see them considering, especially since every response to a complaint would likely be "Do a better job pressuring, and managing yourself as a killer." They would have a valid point in saying this too. Because after all as a killer that is supposed to be your role, to affect the flow of the game, and attempt to take it hostage by tactics. Making this easier goes against the core of what the game is supposed to be about.
I for one don't really have a complaint for them exactly, but I have observed that at times they're placed in very disadvantageous spots.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/840757#Comment_840757
Counterpoint, Moris reward the killer for doing his job, keys both reward survs and punish the killer.
Killers are trying to kill and survivors are trying to survive. I agree with twistedmonkey if keys have to change them so would moris. That's just balance. Both require little to no input, albeit at least the survivors have to fix an X amount of Gens or have an X amount of allies die. Killers with moris have a easier time. Frankly I wish survivors had abilities as well, would make it more interesting.
Seems killers these days don't want to be challenged...dont know why
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My goodness, its easier as a killer for you to find the hatch than for the survivor to do so. If they make it, oh well they found it first because you failed to do so. Least you got a 3K. As someone who plays killer I don't see the problem
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I concur there are problems with the game everyone knows that, but one would be hard pressed to find a multi-player game that doesn't have issues. The aim is to try to bring something to the table so devs can make your game of choice better should they care enough. But to try to excuse DCing means you are excusing toxicity in general. People who complain about perceived disadvantages and then proceed to willingly disable their allies at the drop of a dime are pretty hypocritical, and probably shouldn't be playing games in the first place.
This game specifically was never designed for anything to be easy, and I don't think people understand that.
From the DBD community in general what I have observed is nothing is ever perfect or enough and people will always ######### and moan on both sides. In all my years of playing I have never seen slugs of the caliber you mentioned, and what slugs there were other survivors were smart and skilled enough to get the killers attention and lead them around while the others healed up, or they had perks that allowed them to get up on their own. Sometimes you win and sometimes you lose, no one is ever going to always win or have odds always in their favor.
Now I play both killer and Survivor and honestly the most DCs I have seen have either been because a person was camped which I get is not fun, but more often than that I have seen someone simply get downed by the killer and immediately leave. Basically throwing in the towel due to lack of skill, and often they are downed because they for some reason decided to teabag and play games only for it to end extremely poorly. Such players have no business in this game in the first place because all they do is make it worse for the rest of us. They don't seem to bring constructive criticism, just easily solvable to nonsense complaints and justifications that aids nothing.
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Honestly I don't understand why they changed the nurse in the first place. I never really played her as she just wasn't my thing, but I never really felt she was unfair when I went against her either. There are less than a handful of killers I find just plain annoying to go against simply because I see their power set as something that could've been done better, like Myers. In my honest opinion the survivors that rallied against her for being "unfair" just didn't know how to play against her, and now when I see her I sigh because I miss the tension she brought. It sucks... Apparently they're looking at The Spirit next. I don't understand that either.
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This is actually why I am more likely to go for the "savior" when I'm the killer because that is extremely annoying to me. I don't see any problems in allowing a survivor who is already dying slowly to deny a hook, gotta start somewhere.
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Legion and Doctor
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@RoKrueger said:
Sometimes the exits appear far from each other, sometimes they appear close to each other.
Sometimes the killer will just kill you, it should not be easy to escape.
Play again, do better next time.
Yeah but there is a difference when you don't even really have a chance to escape, and no one said it should be easy. It shouldn't be easy for killers to get a kill either.
There is a lot in DBD that is really out of your control as a survivor these days. You can't even stop someone from unhooking you while the killer is right behind them. You can't control what your teammates do when it comes to actions, you also can't control how badly the game decides to screw you sometimes and that's the point here.
In this game that guy didn't really have a chance. I think that's what op wants is to make sure the game is balanced enough that you actually do have a chance to do something endgame, I would say thats pretty fair. As a guy that plays both sides it's games like this that I don't feel right killing the last person. I just straight up let them escape because it's bs for me as a killer to have someone in a box not because of something they did, but because how the game decided to roll the exits. As a killer I'm strong enough as is without further help.
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@Pulsar said:
None of this will be good for the game's health. It's good that you are posting a lot of suggestions, this one is, well, not good. As a dear friend of mine would say, "Chief, this ain't it."
I concur. This would essentially kill the game I feel, many would just stop playing.
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@IMhereRUN said:
Hatching out isn’t winning, it’s admission of defeat.
LOL what? I think some people here might be reading too much into things.
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The hatch is a simple game mechanic and last hope that ought to be left alone, especially since often it is more easily found by the killer. However I'm lost behind the logic of someone who is still alive somehow "losing."
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@xxshinobazuxx said:
So a Youtuber Named The King made a video talking about changes he would make to No One Escapes Death, but i wanted to ask you guys, what do you think, after being where its been for 2 years does it really need to be changed?
My Video Response:
My personal Stance on Noed (Survivor main with over 6000 hours) is that it isn't that strong nor do i actually think its a perk that rewards bad play. In the current state of the game, it is very possible to have 3 gens popped as you down you first survivor. doesnt mean you did anything wrong as a killer. Its Just the other 3 players that you weren't chasing just did everything right. The Devs themselves say they balance around 2 escaping and 2 dying every game, meaning more games then not all 5 gens should be getting done, so you should get to use almost every game unless you are doing EXTREMELY well. that being said, having No one escapes death in a 2v1 scenario can be all you need to clutch a 4k before the last 2 get away if they play too cocky around the last gen popping which i think is fine and exactly what the perk is for. NOED Will not give you a 4k at 0 gens with all 4 survivors still alive unless ALL 4 players make a mistake, and if that happens that's on them, for their misplay. there is counterplay to it. Spread out, get the totems, go for different doors, YOU HAVE OPTIONS. I personally think its fine where it is. You can stop it from even turning on with Perks and items, and it is a fair punishment for going for gens and ignoring all else in the game, like hook saves or totems. I don't think every killer needs it, but it also does a great job of keeping M1 killers like wraith competitive with Hillbilly, Ghostface, or Meyers.
As for the change you proposed @TheKing , I dislike it as well because it would reward tunneling towards the end of the game, as apposed to say a perk like BBQ that incentivizes you chasing people you haven't hooked for more blood points at the end of the game, spreading the chases out among all the players. also i get that it sucks to juke the killer all game and get hit with noed (I've been that guy more times than i can count), but saying you should be safe from one of the killers abilities just because you hid all game doesn't makes sense. you then punish the people who know how to run the killer, and reward players for hiding and using Urban Evasion all game late game. DBD is both Hide and Seek, and Cat and Mouse, that change would blatantly punish players that are used to more of a cat and mouse gameplay loop. And lastly the movement speed is nice for the killer but FAR form over powered. Its a little edge at the end of the game, that last for maybe the last 2-4 minutes of the game at most.
In closing I get the gripes with NOED but TBH as a survivor player, I think Its been in the best spot its ever been. You can counter it in so many ways, and it mere existence promotes players doing totems, thus slowing down the game and promoting a healthier meta game. I disagree that it rewards bad play because based on dev balance goals it should get activated in every game(Meaning all 5 gens should get done see the 2 die 2 escape goal from earlier), and is the perfect "Oh #########" perk that can clutch a close game into your favor, and again it can be countered.
His original Video: https://youtu.be/1IOWDPpB_HI
Well said. I concur. It's fine where it is and doesn't need to be changed. I never saw it as unfair myself because as you said it can be countered and stopped. I would say the game now should focus on abilities and their add ons more than anything.
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Seems the forums have devolved into "This perk isn't fair" or "This strategy is too hard to counter" or "The game shouldn't allow this" People won't be happy until survivors have nothing. I don't think people realize that you arent supposed to have stuff handed to you. Earn your kills through strategy. Adapt to what people are doing. Apply pressure, be prepared to maybe have a bad game. That's the whole point. My god it's just DBD lol
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I dunno, I play both survivor and killer and I don't mind NOED or adrenaline as both can be countered beforehand. The former can be stopped by simply doing what you can at stealthing and avoiding the killer, as well as doing totems. They can't down you if they can't hit you. Teamwork can only help you as well, and many seem to lack this.
The latter can be stopped by the killer utterly crushing the survivors before they have a chance to finish the gens.
I'd say survivors are their own worst enemy on this one. I have observed as both sides and have found two near constants. They're either too toxic for their own good, and for some reason waste time teabagging and doing other silly things, only to end up wrecked for it. Or their loops and other strategies become quite predictable.
Also leading the killer who is good at tracking survivors to each and every pallet means others won't be able to use one when they need it, due to all or most of them already having been broken. I have also seen too many run in straight lines, or attempt to pass off a killer to someone else.
On the other hand some killers don't seem to have a game plan beyond camping or just going for the survivor that has pissed them off for some reason, which allows the others to complete objectives. This is especially a real risk if you are a camping and tunneling jerk. It is more than ok to wound and leave to go after someone else. Purposely leaving a chase can be quite beneficial.
Point is you need a strategy, but of course no one will escape or kill everyone all the time. Bad games happen
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@IceGod34 said:
Sadly Jeepers Creepers will never come into the game cause they don’t won’t to be associated with a pedo if you don’t know the guy who made the Jeepers creepers trilogy was a pedophile and they don’t want that
Don't think a flying killer would be easy to balance either.
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I think it would be cool to see Stephen Kings Pennywise, or maybe The Thing. It would just be interesting and different to have a killer that can play mind games, and make the survivors possibly second guess each other.
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hi its me again and question Is it good that I am a friendly killer ?
Play by your own code, that's what I do. I'm also friendly in a sense that I call myself fair. For example, if someone rage quits early in the game which effectively screws the other three remaining survivors, I always let 1 - 2 go.
If I'm chasing someone and they unhook a survivor literally right in front of me, I let the newly unhooked would be bait go, and continue to chase the offender. I will also let someone go if their dead team members were useless the whole time, If they impressed me enough by trying to play well. I also do not camp or tunnel
Course that all goes out the window for those that are toxic. In the censored words of the legion "smart#$$es get killed" I do my best to see to that.
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@Volfawott said:
No mentalities like this don't help anything right.
You know nothing about this person's playstyle yet you've already labelled them with the terms camper and douche.
Toxicity is toxicity no matter how you choose to cut it. Well I'm not asking you to jump and advocate for what they're talking about at least have some consideration that something that just like something can seriously annoy you something can seriously annoyed them.
Toxicity is definitely annoying. I never actually saw the point of survivors camping near a gate just to teabag either. Though when it blows up in their face it's hilarious, if only it happened more.
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Before I begin my rant/explanation, allow me to preempt the flow of hate that merely suggesting a nerf to anything in this game will inevitably receive.
I play as the killer and survivor. I actually think survivors can stand to be a bit stronger perk wise, or even have actual abilities like killers do depending on what they are. But if they went that route they would likely need to add more objectives or just more gens. With the perks listed I would let sleeping dogs lie as they say, I never have any problems. The fact they get exhausted after using them is balanced enough.
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I am sick of straight up not being able to play certain characters because I don't have ruin on them or I know since ruin got destroyed within the first 30 seconds of the game starting that I will lose.
I don't use hex ruin on a good couple of my killer loadouts because I don't necessarily subscribe to the stigma that you need it in order to win. For example, my Legion, Pig, Doctor, and Freddy don't have it equipped and most of my games everyone is sacrificed. I think people need to learn to come up with their own ways of playing and strategies to counter some things. I believe that was the intent for killers specifically when DBD was conceived. NOED might help you. Beyond that just experiment. You'll figure it out
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@Zender said:
Just seems like there should be queue with SWF or perhaps give the killer an edge based on how many in the group are queued together. Whether that is more perks as well or something I don't know.
I just know I'm solo as killer and don't have the benefit of having 3 other people constantly triangulating my position and discussing strategy.
I would support a slightly stronger killer if I am playing with friends. That would make it more fun IMHO, but that depends what the devs would allow
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I was in a game recently where I ran around the killer, he finally downed me when the only remaining survivor is slugged.
So basically you're asking why you can't be toxic when killers can be? Jesus people need to just shut up and play the game. Thing is, no one should be defending or choosing to be toxic, in general. Myself I just tend to ignore stupidity whether it comes from killers or survivors. The community as a whole has a maturity problem it seems.