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Noct

Noct

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Noct
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  • @KillingInstinct

    If you're going to post on the forums, at least use it for something constructive instead of venting and stereotyping the 'survivors' group as being at fault.

    If you're a Killer main and Rank 1 Survivor (which is apparently really easy), then shouldn't you know what to do against other Rank 1 survivors as Killer? Shouldn't Killer be just as easy for you?

    Just because a handful of the community has an opinion doesn't mean you should flame them -- and then bash the developers, who actually work hard to meet the criticisms of every individual, who by the way, is entitled to their own opinion about the game's development.

    Is it too difficult to give an opinion without misplacing your anger within the community? Because to me it just sounds like you're a salty af Killer. No wonder the devs don't listen to you -- can't even have a reasonable discussion.
  • The only Streamers we accept here are... equips toolbox Blood Party Streamers.
  • Dark Sense
    Urban Evasion 
    Iron Will
    Adrenaline

    Dark Sense - Incentive to complete generators and allows me to gain information about the Killer's routes, perks, etc. For example, if I see the killer approaching a healing Survivor while Dark Sense is active then I can assume they have Nurse's Calling.

    Urban Evasion - Very useful for avoiding the Hag's  traps and traversing different areas of the map.

    Iron Will - Goes hand-in-hand with Urban Evasion to avoid experienced Killers. I can't tell you how many times I find survivors based on auditory clues.

    Adrenaline - I just recently started using this and it's helped me tremendously. I can't tell you how many times Adrenaline has trumped a Killer who is juggling survivors in the end game. It stops their momentum and prevents you from being a liability to any escapees.
  • Zet395 said:

    @Noct said:
    What about making the time to repair and skill check difficulty higher at lower ranks? Many survivors at these skill groups are accustomed to Ruin Hex and hitting GSChecks.

    Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.

    Do you guys think these are viable ideas?

    I think they're viable, but the problem is, how would they do this? For one thing, creating a game mechanic for specific ranks doesn't sound easy and I'm sure that people would only adapt more to it, even if it was more difficult than it was before.


    I was thinking that they could make a separate queue. Somewhat of a "Hardcore Mode" for more experienced players.

    I'm not concerned about people adapting to changes. It's a good thing actually, otherwise any new mechanic would be too oppressive. The goal should be to find a middle ground, and be able to change a game aspect incrementally.

    Ruin Hex, for instance, is actually a very balanced perk. The only issue comes from the skill gap between lower and higher ranks, where lower ranks know exactly how to adapt to it.
  • Ironically, I find playing Killer fun and relaxing. I usually play Overwatch and people have really high expectations for each other at higher ranks. Voice and text chat get hectic in any game that allows that type of communication. It gets to the point where I get frustrated and need to take a break every once in awhile.

    But I understand your frustration around Killer weaknesses. I watch Tru3Ta1ent play and his familiarity with both Killer and Survivor gameplay allows him to counter pallet looping and such. For example, if someone's looping a popular route you need to ask yourself if chasing this person is more important than leaving and searching for other survivors. If Ruin Hex is consistently getting countered then consider running a different perk in its place instead. I know that's difficult to justify but I'd rather have reliable perk than one that people know how to get around.

    Things like this are good to consider and I believe that Dead by Daylight has a lot of fun counterplay. At the end of the day, the devs are listening and trying to make the game better.
  • What about making the time to repair and skill check difficulty higher at lower ranks? Many survivors at these skill groups are accustomed to Ruin Hex and hitting GSChecks.

    Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.

    Do you guys think these are viable ideas?
  • Just to clarify, by "survivors Rank 15 and higher" did you mean ranks 15-20?

    I'm trying to figure out what the issue is that you're addressing, and I'm guessing it's the topic of generators being too easy at lower (1-10) survivor ranks. I know Ruin Hex is a must have at that skill group, and many players are adept at hitting the Greater Skill Checks.

    If this is what you meant, I think a great idea would be increasing the difficulty of skill checks at lower ranks -- by reducing the skill check size or increasing the speed.
  • I think your idea is really interesting. I can't say that I agree with it though simply because it adds a lot of unnecessary variables to the end game.

    Although, I do believe that the hatch is currently in a bad place and could easily be fixed by the following:

    Considering current hatch mechanics, it would be great if the door was just concealed more instead of being in plain sight. Observation is an integral part of gameplay in Dead By Daylight, especially if you're a survivor or killer in an intense chase. It would seem more rewarding to me if a player who remained calm and collected was able to discern the hatch's location in a chase, rather than the current system of "Oh, hey look! I can see it 20m away from where I'm running."

    In a situation where neither side knows where the hatch is, I think it's great that both the survivor and killer have to explore the map and use auditory clues to discern it's location. If it was concealed better, there would be room for more high-risk high-reward end-game gameplay while still allowing for the use of keys and maps.
  • Personally, I disagree with your opinion that lag switching is an issue in the game's current state. I haven't encountered anyone using it during the time that I've been playing Dead by Daylight; and considering other discussions, such as the dependency of Ruin Hex at higher ranks, I think there's more important gameplay aspects to focus on.

    I also disagree with the idea of survivors hosting games for reasons that other people have already pointed out. And considering the current options regarding server hosting, having Killer as host is the most optimal method of keeping this system consistent. The matches are short enough to where, if one of my teammates or the enemy killer disconnects, I can just hop back into a new game.