HLuccaSkywalker
HLuccaSkywalker
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- HLuccaSkywalker
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I think we simply disagree on what feels unfair, and that's okay. Some of the perks I chose to mention I consider somewhat "bs" as I previously put it because the counterplay has to be done before the match starts. Yes, you can bring a totem build to counter Thrill. But you don't know what the killer has. You can take that gamble, sure, but if the killer isn't using hexes, you don't have a build anymore. You also mentioned lightborn as a counter for Flashbang. But while you can see flashlights in lobbies, you can't see a flashbang in the lobby. I'm literally never going to bring Lightborn in a lobby with no flashlights, because why would I? If there's no foreseeable source of being blinded, I would be gambling a perk slot on a very small chance that someone has one of 2 survivor perks that can blind the killer without a flashlight or is going to search a chest for a flashlight. Sure, if there's 3 flashlights and a TTV, I can assume it's a SWF and bring lightborn if it wouldn't harm my build too much, but part of my point is that some of the "counterplay" to certain perks is just counterpicking which is impossible to do reliably for either side because there is a near complete lack of information before the game. Yes, DH beats Coup and Thunder, but I don't really want to use a perk I already sucked at using before it got sent to the kids table (it's a skill issue that I'm not good with it, but no amount of skill is going to let you use it more than twice unless you have a team doing Shoulder The Burden shenanigans) It's entire a personal opinion but I feel that needing to counterpick in any game is generally bad, and the more counter perks I use, the less of a build I have because I can't fit everything in. If I fill all my slots with perks that counter one specific thing, then every one that isn't used feels like a waste when I could bring a consistent build that I know will always bring good value and help me regardless of the other circumstances.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854155#Comment_3854155
It shouldn't be a surprise at all is what I'm saying. It literally announces its activation. You get a sound queue to let you know "the killer has super lunge for the next 15 seconds".
What I meant was that the sound cue doesn't really help the first time when you're about to get slapped. Yes, once you've heard it, you know going onto high ground is a bad idea. I was trying to explain that "it's only a surprise once" because until it's used you don't know that as soon as you drop from high ground you're going to be in big danger. Yes, sometimes this is mitigated if you have enough distance, but there's several situations in which you'd normally be safe unless this one specific perk is in play, which you can't know because it doesn't alert you until the killer drops. And in many cases once that happens you may already be screwed. So yes, it is a surprise once.
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@Saiph said:
Unfortunately, I think you're right and the reality is just that half of the perks in the game are not very well designed.
But the perks in question are mostly not meta, so I wouldn't say it is that huge of a deal. They are frustrating to deal with and offer little counterplay once they are set up, but the set up often requires the player to soft-throw the game. For example, Flip Flop even when uncounterable, still involves 2-3 survivors not doing gens and giving health states for free, even if you can't hook them.
If DBD was my game, I would remove half the perks in the game, no joke. But this is obviously not something that BHVR can do, so for the time being, I agree that it's an issue, but not an important one. The best we can hope for is for BHVR to realize there are some types of perks like Coup or Boil Over which are just not healthy for the game without necessarily being strong.
Thanks for pointing out that they're mostly off-meta, I should have mentioned that. I get that BHVR can't just nuke things, I'm just choosing to ignore that fact :/
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@LordGlint said:
Just adding a note, all shaking thunder announces itself. No one is getting surprised by it.
I get your point that it's typically only going to be a surprise once, but some maps have enough verticality that at some point you're going to have to deal with it anyway, and knowing ahead of time doesn't mean it won't hit you if you're already in a bad spot.
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@Rulebreaker I don't really understand your question, but I would appreciate any insight.